Wikifang:Telefang 1 Translation Patch/State Machine: Difference between revisions
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| $02 || $02:4000 || || | | $02 || $02:4000 || || | ||
|- | |- | ||
| $03 || $04:4000 || TitleMenu_GameStateMachine || Title menu (continue/new game/options/link) | | [[#st_03|$03]] || [[#st_03|$04:4000]] || TitleMenu_GameStateMachine || Title menu (continue/new game/options/link) | ||
|- | |- | ||
| $04 || $02:40BF || || Attract screen | | $04 || $02:40BF || || Attract screen | ||
Line 46: | Line 46: | ||
| $08 || $1D:4000 || Victory_ExternalStateMachine || Victory processing screens at end of battle (level-up, contact loss, game over) | | $08 || $1D:4000 || Victory_ExternalStateMachine || Victory processing screens at end of battle (level-up, contact loss, game over) | ||
|- | |- | ||
| $09 || $ | | $09 || $02:4B8B || || Status screen (used in a lot of places...) | ||
|- | |- | ||
| $0A || $ | | $0A || $02:4824 || || | ||
|- | |- | ||
| $0B || colspan="3" style="text-align: center" | ''Aliases state $0C'' | | $0B || colspan="3" style="text-align: center" | ''Aliases state $0C'' | ||
|- | |- | ||
| $0C || $ | | $0C || $04:45C0 || || Pause menu (contacts/index/save/dial etc) | ||
|- | |- | ||
| $0D || $ | | $0D || $02:44CF || || | ||
|- | |- | ||
| $0E || $ | | $0E || $02:458E || || | ||
|- | |- | ||
| $0F || $1F:4000 || || Link communications (vs battle/trade/melo-d) | | $0F || $1F:4000 || || Link communications (vs battle/trade/melo-d) |
Latest revision as of 15:47, 22 July 2017
Telefang's primary game loop is structured as a state machine. Each iteration of the game loop executes a handful of predefined tasks, and then indexes a jump table to load other screens' code. This indexing can be recursive, with individual states running their own predefined tasks before jumping into sub-states. This is known to recurse to at least fourth-order state machines.
State machines are indexed through four primary SystemState variables, and two secondary state variables. The secondary state variables are used in certain states for various reasons - usually to prevent overwriting the state of another screen. (Why they didn't set up a proper state stack for this sort of thing is beyond me...)
WRAM Addr | Disassembly Symbol | |
---|---|---|
$C3E0 | W_SystemState | First order state index |
$C3E1 | W_SystemSubState | Second order state index |
$C3E2 | W_SystemSubSubState | Third order state index (primary) |
$C3E3 | (Not named) | Fourth order state index (presumed primary, not yet seen in practice) |
$1:D400 | W_Battle_SubSubState | Third order state index (secondary) |
$1:D401 | W_Battle_4thOrderSubState | Fourth order state index (secondary) |
System State Machine[edit]
Here's a breakdown of the sixteen first-order states in Telefang.
State ID. | Impl. ROM Addr | Disassembly Symbol | |
---|---|---|---|
$00 | $02:5300 | Intro logos. | |
$01 | $02:493F | Title screen | |
$02 | $02:4000 | ||
$03 | $04:4000 | TitleMenu_GameStateMachine | Title menu (continue/new game/options/link) |
$04 | $02:40BF | Attract screen | |
$05 | $0B:1EA1 | Overworld | |
$06 | $1C:4000 | Encounter_GameStateMachine | Random, T-Fanger, and other plot-important encounters |
$07 | $05:441B | Battle system | |
$08 | $1D:4000 | Victory_ExternalStateMachine | Victory processing screens at end of battle (level-up, contact loss, game over) |
$09 | $02:4B8B | Status screen (used in a lot of places...) | |
$0A | $02:4824 | ||
$0B | Aliases state $0C | ||
$0C | $04:45C0 | Pause menu (contacts/index/save/dial etc) | |
$0D | $02:44CF | ||
$0E | $02:458E | ||
$0F | $1F:4000 | Link communications (vs battle/trade/melo-d) |
Title Menu[edit]
State ID. | Impl. ROM Addr | Disassembly Symbol | |
---|---|---|---|
$03 00 | Load CGB Palette 0 | ||
$03 01 | Initialize phone graphics & sprites | ||
$03 02 | Load initial menu tilemaps & initialize menu state | ||
$03 03 | Load tilemaps for each individual menu option. | ||
$03 04 | Load color palettes for the menu.
Then, move the window and background layers in place for the upcoming animation. | ||
$03 05 | Final commit of palettes. On DMG, this state configures the legacy palette registers instead. | ||
$03 06 | |||
$03 07 | Animate the two halves of the phone scrolling in. | ||
$03 08 | Player input handling | ||
$03 09 | Start menu-scrolling-up animation. | ||
$03 0A | Menu-scrolling-up animation, frame 2. | ||
$03 0B | End menu-scrolling animation (either direction). | ||
$03 0C | Start menu-scrolling-down animation. | ||
$03 0D | Menu-scrolling-down animation, frame 2. | ||
$03 0E | Fade out screen, then transfer to overworld ($05 00) | ||
$03 0F | |||
$03 10 | |||
$03 11 | Time input | ||
$03 12 | |||
$03 13 | Initialize naming input, clear string buffers. | ||
$03 14 | Name input | ||
$03 15 | Saves the input buffer to the player name buffer. | ||
$03 16 | |||
$03 17 | |||
$03 18 | (Called when you select "Sound" on the menu. More info required.) | ||
$03 19 | |||
$03 1A | |||
$03 1B | |||
$03 1C | Save-file overwrite warning | ||
$03 1D | |||
$03 1E | |||
$03 1F | Aliases state $03 01 | ||
$03 20 | Denjuu nicknaming screen init | ||
$03 21 | Denjuu nicknaming palette fade-in | ||
$03 22 | Denjuu nicknaming input handler | ||
$03 23 | Denjuu nickname save | ||
$03 24 | |||
$03 25 |