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Mother 3/Seventh circle of ASCII hell: Difference between revisions
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{{subpage|game= | {{subpage|game=Mother 3}} | ||
{{Infobox table | {{Infobox table | ||
|name=Seventh circle of ASCII hell | |name=Seventh circle of ASCII hell | ||
|game= | |game=Mother 3 | ||
|loc=ROM | |loc=ROM | ||
|start=0xED940 | |start=0xED940 | ||
Line 19: | Line 19: | ||
* <tt>00F0C80-00F1837 (0000BB8)</tt> = 0-999 display table (3 bytes per number, 1 per digit) | * <tt>00F0C80-00F1837 (0000BB8)</tt> = 0-999 display table (3 bytes per number, 1 per digit) | ||
* <tt>01006BC-01016BB (0001000)</tt> = Table with various patterns | * <tt>01006BC-01016BB (0001000)</tt> = Table with various patterns | ||
* <tt>0112EA8-0112F17 (0000070)</tt> = [[ | * <tt>0112EA8-0112F17 (0000070)</tt> = [[Mother 3/Attack sound probability table|Attack sound probability distribution table]] | ||
* <tt>01135A8-011368B (00000E4)</tt> = [[ | * <tt>01135A8-011368B (00000E4)</tt> = [[Mother 3/Hypnosis music mappings|Hypnosis music mappings]] | ||
* <tt>01158DA-01158F9 (0000020)</tt> = E symbol in 1bpp | * <tt>01158DA-01158F9 (0000020)</tt> = E symbol in 1bpp | ||
* <tt>0115A3C-0115ABB (0000080)</tt> = Battle data used for printing | * <tt>0115A3C-0115ABB (0000080)</tt> = Battle data used for printing | ||
* <tt>0119BF0-0119C23 (0000034)</tt> = [[ | * <tt>0119BF0-0119C23 (0000034)</tt> = [[Mother 3/Note length table|Note length table]] | ||
* <tt>0CDB990-0CDB9EF (0000060)</tt> = OAM shape/size lookup table | * <tt>0CDB990-0CDB9EF (0000060)</tt> = OAM shape/size lookup table | ||
[[Category: | [[Category:Mother 3|Seventh circle of ASCII hell]] |
Latest revision as of 02:40, 20 May 2024
This is a sub-page of Mother 3.
Seventh circle of ASCII hell | |
Game | Mother 3 |
Start Address | 0xED940 |
End Address | 0x119C23 |
# of Entries | - |
Entry Length | - |
Total Length | 180964 bytes (0x2C2E4) |
Back to the ROM map |
Overview
The Seventh Circle of ASCII Hell™ is a massive pool of ASCII text, seemingly related to the game's source code. The ASCII itself doesn't appear to be used; however, there are some very important data blocks sprinkled throughout. The known blocks are outlined below.
Known data blocks
- 00EF880-00F0C7F (0001400) = Sine table (32-bit, signed)
- 00F0C80-00F1837 (0000BB8) = 0-999 display table (3 bytes per number, 1 per digit)
- 01006BC-01016BB (0001000) = Table with various patterns
- 0112EA8-0112F17 (0000070) = Attack sound probability distribution table
- 01135A8-011368B (00000E4) = Hypnosis music mappings
- 01158DA-01158F9 (0000020) = E symbol in 1bpp
- 0115A3C-0115ABB (0000080) = Battle data used for printing
- 0119BF0-0119C23 (0000034) = Note length table
- 0CDB990-0CDB9EF (0000060) = OAM shape/size lookup table