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Metal Slader Glory/ROM map
The following article is a ROM map for Metal Slader Glory.
ROM
Note: * Size = EntryNumber * 3 - 1 |
* 0x001CC5 to 0x003D5B (02096) = Primary pointer table for the entire game's dialogue. Pointer entries are three bytes each. Text is scattered around the ROM haphazardly. Length bits in the address pointer are zeroed out for every entry. The byte 00 is used as a delimeter. * 0x003D5C to 0x005F57 (021FB) = Primary pointer table for dictionary. Pointer entries are three bytes each. Text is scattered around the ROM in small patches. * 0x05485C to 0x07400E (-----) = Dialogue region.
Pointer structure
Although typically for SNES games, this game uses three byte pointers; however, this game adopts a space saving measure by storing a dialogue entry's length within a pointer. The dialogue's pointers have the length bits zeroed out because it uses a delimeter. The dictionary's pointers use the bit, because 00 is a valid CHR tile value.
Address layout (in bits)
The Stardust Crusaders translation uses the length bits to use the translation's expanded ROM space. This is only for the dialogue. The dictionary needs these bits.
a
, b = length bytes
x
, y , z = Address bytes
a1 a2
x1 x2 x3 x4 x5 x6 y1 y2 y3 y4 y5 y6 y7 y8 b1 b2 b3 z1 z2 z3 z4 z5
length = - - -
a1 a2 b1 b2 b3
address =
Original:
cccccccc = 0 0 0 0 0
x1 x2 x3
dddddddd = x4 x5 x6
z1 z2 z3 z4 z5
eeeeeeee = y1 y2 y3 y4 y5 y6 y7 y8
Translation:
cccccccc = 0 0 0
a1 a2 x1 x2 x3
dddddddd = x4 x5 x6
z1 z2 z3 z4 z5
eeeeeeee = y1 y2 y3 y4 y5 y6 y7 y8
Final address = cccccccc dddddddd eeeeeeee
Internal Data for Metal Slader Glory
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