Wikifang:Telefang 1 Translation Patch/Bank map: Difference between revisions
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Blaziken257 (talk | contribs) (Since SGB is an SNES accessory, it makes sense that the tiles are in SNES format (and by the way, I've seen the opposite case for certain SNES games, but that's another story...)) |
m (Text replacement - "Toronko Village" to "Tronco Village") |
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(28 intermediate revisions by 5 users not shown) | |||
Line 10: | Line 10: | ||
! width="5%" | Bank | ! width="5%" | Bank | ||
! width="10%" | ROM address | ! width="10%" | ROM address | ||
! width=" | ! width="10%" | Free regions | ||
! width=" | ! width="37%" | Data | ||
! width="38%" | Patch changes | |||
|- | |- | ||
|0x0 | |0x0 | ||
|0x0 | |0x0 | ||
| | | | ||
|<span class=asm>$HOME, headers, bankswitch routines, Map/Status Text Routine (0x3A91), </span><span class=graphics>Compressed graphics pointer table (0x1DE1, only pointers, no banks)</span> | |||
|<span class=asm>+ extra jump into reset vector for some reason (0x63)</span><br/><span class=text>+ "Denjuua" (0x66)</span><br /><span class=asm>+ Generic Limit Break x2 (0x6E-77)<br />+ Map/Status Text advice (0x77-96)<br />+ Shop Item Limit Break Bankjump (0x96-9E)<br />+ Denjuu Name Relocator (0x9E-AF)</span> | |||
|- | |- | ||
|0x1 | |0x1 | ||
|0x4000 | |0x4000 | ||
| | |||
|Blank | |Blank | ||
| | |<span class=asm>+ Some ASM (andwhyisit)</span> | ||
|- | |- | ||
|0x2 | |0x2 | ||
|0x8000 | |0x8000 | ||
| | |0x95E0-0xC000 | ||
|<span class=asm>Opening logos and titlescreen (System State 0, 0x9300. Is itself a state machine.)</span> | |||
| | | | ||
|- | |- | ||
|0x3 | |0x3 | ||
|0xC000 | |0xC000 | ||
|<span class=graphics>C388: SGB borders in SNES tile format</span> | | | ||
|<span class=asm>Super Gameboy detection/support routines (disabled normally due to improper header setting)</span>, <span class=graphics>C388: SGB borders in SNES tile format</span> | |||
| | | | ||
|- | |- | ||
Line 36: | Line 41: | ||
|0x10000 | |0x10000 | ||
| | | | ||
|<span class=asm>D-shot text entry code</span>, <span class=misc>D-shot character mapping</span> | |||
| | | | ||
|- | |- | ||
|0x5 | |0x5 | ||
|0x14000 | |0x14000 | ||
| | |||
|<span class=asm>ASM: Battle?</span> | |<span class=asm>ASM: Battle?</span> | ||
| | | | ||
Line 45: | Line 52: | ||
|0x6 | |0x6 | ||
|0x18000 | |0x18000 | ||
| | |||
|<span class=misc>Compressed graphics supertable</span>, ? | |<span class=misc>Compressed graphics supertable</span>, ? | ||
| | | | ||
Line 51: | Line 59: | ||
|0x1C000 | |0x1C000 | ||
| | | | ||
|<span class=graphics>Nearly every background palette set in the game (references bank D for actual color data)</span> | |||
| | | | ||
|- | |- | ||
Line 56: | Line 65: | ||
|0x20000 | |0x20000 | ||
| | | | ||
|<span class=misc>Compressed attributemaps table</span> | |||
| | | | ||
|- | |- | ||
Line 61: | Line 71: | ||
|0x24000 | |0x24000 | ||
| | | | ||
|<span class=misc>Compressed attributemaps table, part 2</span> | |||
| | | | ||
|- | |- | ||
|0xa | |0xa | ||
|0x28000 | |0x28000 | ||
| | |||
| | | | ||
| | | | ||
Line 70: | Line 82: | ||
|0xb | |0xb | ||
|0x2C000 | |0x2C000 | ||
|<span class=graphics>Font</span>, <span class=asm>text-related code</span> <span class=misc>(0x2C94F: dialogue super pointer table)</span>, <span class=text>item names</span> | |0x2F9BA - 0x30000 | ||
| +VWF code | |<span class=graphics>Font (0x2D229)</span>, <span class=asm>Main script interpreter state machine (0x2C100), Font drawing (0x2CE29), text-related code</span>, <span class=misc>(0x2C94F: dialogue super pointer table)</span>, <span class=text>item names</span> | ||
|<span class=asm>+ VWF code</span> <br><span class=text>- Item names (moved to 0x78)</span> | |||
|- | |- | ||
|0xc | |0xc | ||
|0x30000 | |0x30000 | ||
| | |||
| | | | ||
| | | | ||
Line 80: | Line 94: | ||
|0xd | |0xd | ||
|0x34000 | |0x34000 | ||
|<span class=graphics>Nearly every color palette in the game</span> | | | ||
|<span class=graphics>Nearly every background ($4000) and object ($5D80) color palette in the game</span> | |||
| | | | ||
|- | |- | ||
|0xe | |0xe | ||
|0x38000 | |0x38000 | ||
|<span class=misc>Stuff</span>, <span class=text>credits</span>, <span class=misc>other stuff??</span> | | | ||
|<span class=graphics>Nearly every object color palette configuration in the game (actual color data lives in bank D)</span><span class=misc>Stuff</span>, <span class=text>credits</span>, <span class=misc>other stuff??</span> | |||
| | | | ||
|- | |- | ||
|0xf | |0xf | ||
|0x3C000 | |0x3C000 | ||
| | |||
|<span class=misc>Maps for wild Denjuu, other unknown things???</span> | |<span class=misc>Maps for wild Denjuu, other unknown things???</span> | ||
| | | | ||
Line 95: | Line 112: | ||
|0x10 | |0x10 | ||
|0x40000 | |0x40000 | ||
| | |||
|<span class=text>Denjuu description text</span> | |<span class=text>Denjuu description text</span> | ||
| | | | ||
Line 100: | Line 118: | ||
|0x11 | |0x11 | ||
|0x44000 | |0x44000 | ||
| | |||
| | | | ||
| | | | ||
Line 105: | Line 124: | ||
|0x12 | |0x12 | ||
|0x48000 | |0x48000 | ||
| | |||
| | | | ||
| | | | ||
Line 110: | Line 130: | ||
|0x13 | |0x13 | ||
|0x4C000 | |0x4C000 | ||
| | |||
| | | | ||
| | | | ||
Line 115: | Line 136: | ||
|0x14 | |0x14 | ||
|0x50000 | |0x50000 | ||
| | |||
| | | | ||
| | | | ||
Line 120: | Line 142: | ||
|0x15 | |0x15 | ||
|0x54000 | |0x54000 | ||
| | |||
| | | | ||
| | | | ||
Line 125: | Line 148: | ||
|0x16 | |0x16 | ||
|0x58000 | |0x58000 | ||
| | |||
| | | | ||
| | | | ||
Line 130: | Line 154: | ||
|0x17 | |0x17 | ||
|0x5C000 | |0x5C000 | ||
| | |||
| | | | ||
| | | | ||
Line 135: | Line 160: | ||
|0x18 | |0x18 | ||
|0x60000 | |0x60000 | ||
| | |||
| | | | ||
| | | | ||
Line 140: | Line 166: | ||
|0x19 | |0x19 | ||
|0x64000 | |0x64000 | ||
| | |||
| | | | ||
| | | | ||
Line 145: | Line 172: | ||
|0x1a | |0x1a | ||
|0x68000 | |0x68000 | ||
| | |||
| | | | ||
| | | | ||
Line 150: | Line 178: | ||
|0x1b | |0x1b | ||
|0x6C000 | |0x6C000 | ||
| | |||
| | | | ||
| | | | ||
Line 155: | Line 184: | ||
|0x1c | |0x1c | ||
|0x70000 | |0x70000 | ||
| | |||
| | | | ||
| | | | ||
Line 160: | Line 190: | ||
|0x1d | |0x1d | ||
|0x74000 | |0x74000 | ||
| | |||
| | | | ||
| | | | ||
Line 165: | Line 196: | ||
|0x1e | |0x1e | ||
|0x78000 | |0x78000 | ||
| | |||
|Blank | |Blank | ||
| | |<span class=text>String overflow bank (opcode EC)</span> | ||
|- | |- | ||
|0x1f | |0x1f | ||
|0x7C000 | |0x7C000 | ||
| | |||
| | | | ||
| | | | ||
Line 175: | Line 208: | ||
|0x20 | |0x20 | ||
|0x80000 | |0x80000 | ||
| | |||
| | | | ||
| | | | ||
Line 180: | Line 214: | ||
|0x21 | |0x21 | ||
|0x84000 | |0x84000 | ||
| | |||
| | | | ||
| | | | ||
Line 185: | Line 220: | ||
|0x22 | |0x22 | ||
|0x88000 | |0x88000 | ||
| | |||
| | | | ||
| | | | ||
Line 190: | Line 226: | ||
|0x23 | |0x23 | ||
|0x8C000 | |0x8C000 | ||
| | |||
| | | | ||
| | | | ||
Line 195: | Line 232: | ||
|0x24 | |0x24 | ||
|0x90000 | |0x90000 | ||
| | |||
| | | | ||
| | | | ||
Line 200: | Line 238: | ||
|0x25 | |0x25 | ||
|0x94000 | |0x94000 | ||
| | |||
|Blank | |Blank | ||
| | |<span class=text>+ Phone question text 6 (moved from 0x26)</span> | ||
|- | |- | ||
|0x26 | |0x26 | ||
|0x98000 | |0x98000 | ||
| | | | ||
|<span class=asm>Phone call-related code?</span> <br><span class=text>Phone question text</span> | |||
|<span class=text>- Phone question text 6 (moved to 0x25)</span> | |||
|- | |- | ||
|0x27 | |0x27 | ||
|0x9C000 | |0x9C000 | ||
| | |||
| | | | ||
| | | | ||
Line 215: | Line 256: | ||
|0x28 | |0x28 | ||
|0xA0000 | |0xA0000 | ||
| | |||
|<span class=graphics>Map room tiles</span> | |<span class=graphics>Map room tiles</span> | ||
| | | | ||
Line 220: | Line 262: | ||
|0x29 | |0x29 | ||
|0xA4000 | |0xA4000 | ||
|0xA786A-0xA8000 | |||
|<span class=graphics>FD numbers, compressed stuff?</span>, <span class=asm>code?</span> | |<span class=graphics>FD numbers, compressed stuff?</span>, <span class=asm>code?</span> | ||
| | | | ||
Line 225: | Line 268: | ||
|0x2a | |0x2a | ||
|0xA8000 | |0xA8000 | ||
| | |||
|<span class=asm>ASM: Map screen</span>, <span class=text>map names</span>, <span class=graphics>item icons</span> | |<span class=asm>ASM: Map screen</span>, <span class=text>map names</span>, <span class=graphics>item icons</span> | ||
| | | | ||
Line 230: | Line 274: | ||
|0x2b | |0x2b | ||
|0xAC000 | |0xAC000 | ||
| | |||
|<span class=graphics>Item graphics</span> | |<span class=graphics>Item graphics</span> | ||
| | | | ||
Line 235: | Line 280: | ||
|0x2c | |0x2c | ||
|0xB0000 | |0xB0000 | ||
| | |||
|<span class=graphics>Item graphics 2</span> | |<span class=graphics>Item graphics 2</span> | ||
| | | | ||
Line 240: | Line 286: | ||
|0x2d | |0x2d | ||
|0xB4000 | |0xB4000 | ||
| | |||
|Blank | |Blank | ||
| | | | ||
Line 245: | Line 292: | ||
|0x2e | |0x2e | ||
|0xB8000 | |0xB8000 | ||
| | |||
|<span class=graphics>Overworld sprites</span> | |<span class=graphics>Overworld sprites</span> | ||
| | | | ||
Line 250: | Line 298: | ||
|0x2f | |0x2f | ||
|0xBC000 | |0xBC000 | ||
| | |||
|<span class=graphics>Overworld sprites 2</span> | |<span class=graphics>Overworld sprites 2</span> | ||
| | | | ||
Line 255: | Line 304: | ||
|0x30 | |0x30 | ||
|0xC0000 | |0xC0000 | ||
| | |||
|<span class=graphics>Overworld sprites 3</span> | |<span class=graphics>Overworld sprites 3</span> | ||
| | | | ||
Line 260: | Line 310: | ||
|0x31 | |0x31 | ||
|0xC4000 | |0xC4000 | ||
| | |||
|<span class=graphics>Overworld sprites 4</span> | |<span class=graphics>Overworld sprites 4</span> | ||
| | | | ||
Line 265: | Line 316: | ||
|0x32 | |0x32 | ||
|0xC8000 | |0xC8000 | ||
| | |||
| | | | ||
| | | | ||
Line 270: | Line 322: | ||
|0x33 | |0x33 | ||
|0xCC000 | |0xCC000 | ||
| | |||
| | | | ||
| | | | ||
Line 275: | Line 328: | ||
|0x34 | |0x34 | ||
|0xD0000 | |0xD0000 | ||
| | |||
|Blank | |Blank | ||
|Denjuu names | |<span class=text>+ Denjuu names (moved from 0x75)</span>, <span class=asm>Modified version of a function that attempts to center strings with spaces (0xD3F40, "StringTable_ADVICE_PadCopyBuffer" in disasm)</span> | ||
|- | |- | ||
|0x35 | |0x35 | ||
|0xD4000 | |0xD4000 | ||
|<span class=graphics> | | | ||
|<span class=graphics>Compressed GB menu tilesets</span> | |||
| | | | ||
|- | |- | ||
|0x36 | |0x36 | ||
|0xD8000 | |0xD8000 | ||
|<span class=graphics> | | | ||
|<span class=graphics>Compressed graphics</span> | |||
| | | | ||
|- | |- | ||
|0x37 | |0x37 | ||
|0xDC000 | |0xDC000 | ||
|<span class=graphics> | | | ||
|<span class=graphics>Compressed ?, D-shot borders/versions, "You Have _ messages", PUSH START sprites</span> | |||
| | | | ||
|- | |- | ||
|0x38 | |0x38 | ||
|0xE0000 | |0xE0000 | ||
| | |||
|<span class=graphics>Various sprites, overworld graphics, map tiles and sprites, numbers </span> | |<span class=graphics>Various sprites, overworld graphics, map tiles and sprites, numbers </span> | ||
| | | | ||
Line 300: | Line 358: | ||
|0x39 | |0x39 | ||
|0xE4000 | |0xE4000 | ||
|<span class=graphics> | | | ||
|<span class=graphics>Compressed intro and cutscene graphics</span> | |||
| | | | ||
|- | |- | ||
|0x3a | |0x3a | ||
|0xE8000 | |0xE8000 | ||
|<span class=graphics> | | | ||
|<span class=graphics>Compressed intro sprites, link graphics, game over</span> | |||
| | | | ||
|- | |- | ||
|0x3b | |0x3b | ||
|0xEC000 | |0xEC000 | ||
| | | | ||
|<span class=graphics>Title Menu, Pause Menu, & Battle Menu Graphics</span> | |||
| | | | ||
|- | |- | ||
|0x3c | |0x3c | ||
|0xF0000 | |0xF0000 | ||
| | |||
|Blank | |Blank | ||
| | | | ||
Line 320: | Line 382: | ||
|0x3d | |0x3d | ||
|0xF4000 | |0xF4000 | ||
| | |||
|Blank | |Blank | ||
| | | | ||
Line 326: | Line 389: | ||
|0xF8000 | |0xF8000 | ||
| | | | ||
|<span class=misc>All compressed tilemaps read by HOME A2A</span> | |||
| | | | ||
|- | |- | ||
|0x3f | |0x3f | ||
|0xFC000 | |0xFC000 | ||
|<span class=graphics> | | | ||
|<span class=misc>All compressed attribmaps read by HOME A34</span>, <span class=graphics>Some uncompressed graphics ???</span> | |||
| | | | ||
|- | |- | ||
|0x40 | |0x40 | ||
|0x100000 | |0x100000 | ||
| | |||
|<span class=text>Some post-game NPC text</span> | |<span class=text>Some post-game NPC text</span> | ||
| | | | ||
Line 340: | Line 406: | ||
|0x41 | |0x41 | ||
|0x104000 | |0x104000 | ||
| | |||
|<span class=graphics>Move animation graphics</span> | |<span class=graphics>Move animation graphics</span> | ||
| | | | ||
Line 345: | Line 412: | ||
|0x42 | |0x42 | ||
|0x108000 | |0x108000 | ||
| | |||
| | | | ||
| | | | ||
Line 350: | Line 418: | ||
|0x43 | |0x43 | ||
|0x10C000 | |0x10C000 | ||
| | |||
|Blank | |Blank | ||
| | |<span class=text>+ Event text 5 (moved from 0x4a)</span> | ||
|- | |- | ||
|0x44 | |0x44 | ||
|0x110000 | |0x110000 | ||
| | |||
|Blank | |Blank | ||
| | |<span class=text>+ Phone question text 3 (moved from 0x45)</span> | ||
|- | |- | ||
|0x45 | |0x45 | ||
|0x114000 | |0x114000 | ||
| | | | ||
|<span class=text>Text for battles and other general stuff <br>Phone question text 3</span> | |||
|<span class=text>- Phone question text 3 (moved to 0x44)</span> | |||
|- | |- | ||
|0x46 | |0x46 | ||
|0x118000 | |0x118000 | ||
| | |||
|<span class=text>Text messages and secret Denjuu call text</span> | |<span class=text>Text messages and secret Denjuu call text</span> | ||
| | | | ||
Line 370: | Line 442: | ||
|0x47 | |0x47 | ||
|0x11C000 | |0x11C000 | ||
|<span class=text>NPC text | | | ||
|<span class=text>NPC text 1</span> | |||
| | | | ||
|- | |- | ||
|0x48 | |0x48 | ||
|0x120000 | |0x120000 | ||
|<span class=text> | | | ||
|<span class=text>Event text 1</span> | |||
| | | | ||
|- | |- | ||
|0x49 | |0x49 | ||
|0x124000 | |0x124000 | ||
|<span class=text>NPC text | | | ||
|<span class=text>NPC text 2</span> | |||
| | | | ||
|- | |- | ||
|0x4a | |0x4a | ||
|0x128000 | |0x128000 | ||
| | | | ||
|<span class=text>Some NPC text <br>Event text 5</span> | |||
|<span class=text>- Event text 5 (moved to 0x43)</span> | |||
|- | |- | ||
|0x4b | |0x4b | ||
|0x12C000 | |0x12C000 | ||
|<span class=text> | | | ||
|<span class=text>Event text 2</span> | |||
| | | | ||
|- | |- | ||
|0x4c | |0x4c | ||
|0x130000 | |0x130000 | ||
|<span class=text>Phone question text</span> | | | ||
|<span class=text>Phone question text 1</span> | |||
| | | | ||
|- | |- | ||
|0x4d | |0x4d | ||
|0x134000 | |0x134000 | ||
| | | | ||
|<span class=text>Phone question text 2</span> <br><span class=graphics>Compressed evolution graphics</span> | |||
|Graphics moved to 0x61 | |||
|- | |- | ||
|0x4e | |0x4e | ||
|0x138000 | |0x138000 | ||
|<span class=text> | | | ||
|<span class=text>Event text 3</span> | |||
| | | | ||
|- | |- | ||
|0x4f | |0x4f | ||
|0x13C000 | |0x13C000 | ||
|<span class=text>NPC text | | | ||
|<span class=text>NPC text 3</span> | |||
| | | | ||
|- | |- | ||
|0x50 | |0x50 | ||
|0x140000 | |0x140000 | ||
|<span class=text> | | | ||
|<span class=text>Event text 4</span> | |||
| | | | ||
|- | |- | ||
|0x51 | |0x51 | ||
|0x144000 | |0x144000 | ||
| | | | ||
|<span class=text>Phone question text 4 <br> Phone question text 5</span> | |||
|<span class=text>- Phone question text 5 (moved to 0x58)</span> | |||
|- | |- | ||
|0x52 | |0x52 | ||
|0x148000 | |0x148000 | ||
| | |||
| | | | ||
| | | | ||
Line 430: | Line 514: | ||
|0x53 | |0x53 | ||
|0x14C000 | |0x14C000 | ||
| | |||
| | | | ||
| | | | ||
Line 435: | Line 520: | ||
|0x54 | |0x54 | ||
|0x150000 | |0x150000 | ||
| | |||
| | | | ||
| | | | ||
Line 440: | Line 526: | ||
|0x55 | |0x55 | ||
|0x154000 | |0x154000 | ||
| | |||
| | | | ||
| | | | ||
Line 445: | Line 532: | ||
|0x56 | |0x56 | ||
|0x158000 | |0x158000 | ||
| | |||
|<span class=text>Phone text (Plot-related)</span> | |<span class=text>Phone text (Plot-related)</span> | ||
| | | | ||
Line 450: | Line 538: | ||
|0x57 | |0x57 | ||
|0x15C000 | |0x15C000 | ||
| | |||
|<span class=text>Phone text (Experience item-related)</span> | |<span class=text>Phone text (Experience item-related)</span> | ||
| | | | ||
Line 455: | Line 544: | ||
|0x58 | |0x58 | ||
|0x160000 | |0x160000 | ||
| | |||
|Blank | |Blank | ||
| | |<span class=text>+ Phone question text 5 (moved from 0x51)</span> | ||
|- | |- | ||
|0x59 | |0x59 | ||
|0x164000 | |0x164000 | ||
|<span class=graphics> | | | ||
|<span class=graphics>Compressed overworld tilesets</span> | |||
| | | | ||
|- | |- | ||
|0x5a | |0x5a | ||
|0x168000 | |0x168000 | ||
| | |||
|Blank | |Blank | ||
| | | | ||
Line 470: | Line 562: | ||
|0x5b | |0x5b | ||
|0x16C000 | |0x16C000 | ||
| | |||
|Blank | |Blank | ||
| | | | ||
Line 475: | Line 568: | ||
|0x5c | |0x5c | ||
|0x170000 | |0x170000 | ||
| | |||
|Blank | |Blank | ||
| | | | ||
Line 480: | Line 574: | ||
|0x5d | |0x5d | ||
|0x174000 | |0x174000 | ||
| | |||
|Blank | |Blank | ||
| | | | ||
Line 485: | Line 580: | ||
|0x5e | |0x5e | ||
|0x178000 | |0x178000 | ||
| | |||
| | | | ||
| | | | ||
Line 490: | Line 586: | ||
|0x5f | |0x5f | ||
|0x17C000 | |0x17C000 | ||
| | |||
|<span class=graphics>Unused cutscene tilemaps/palettes (?)</span> | |<span class=graphics>Unused cutscene tilemaps/palettes (?)</span> | ||
| | | | ||
Line 495: | Line 592: | ||
|0x60 | |0x60 | ||
|0x180000 | |0x180000 | ||
| | |||
|<span class=graphics>Unused cutscene graphics</span> | |<span class=graphics>Unused cutscene graphics</span> | ||
| | | | ||
Line 500: | Line 598: | ||
|0x61 | |0x61 | ||
|0x184000 | |0x184000 | ||
| | |||
|Blank | |Blank | ||
| | |Evolution graphics (refer to v89) | ||
|- | |- | ||
|0x62 | |0x62 | ||
|0x188000 | |0x188000 | ||
| | |||
|Blank | |Blank | ||
| | | | ||
Line 510: | Line 610: | ||
|0x63 | |0x63 | ||
|0x18C000 | |0x18C000 | ||
| | |||
|<span class=misc>Acre data for Sanaeba Research Center</span> | |<span class=misc>Acre data for Sanaeba Research Center</span> | ||
| | | | ||
Line 515: | Line 616: | ||
|0x64 | |0x64 | ||
|0x190000 | |0x190000 | ||
|<span class=misc>Acre data for Marts & Houses, | | | ||
|<span class=misc>Acre data for Marts & Houses, Bryon Ruins: Floors 7-9, Human World, Teletel/Dendel room, unused replica of Golaking's room, D-Shot room, Palm Sea Antenna Tree switch room</span> | |||
| | | | ||
|- | |- | ||
|0x65 | |0x65 | ||
|0x194000 | |0x194000 | ||
|<span class=misc>Acre data for | | | ||
|<span class=misc>Acre data for Bryon Ruins: Floors 1-6</span> | |||
| | | | ||
|- | |- | ||
|0x66 | |0x66 | ||
|0x198000 | |0x198000 | ||
| | |||
|<span class=misc>Acre data for Cactos Ruins</span> | |<span class=misc>Acre data for Cactos Ruins</span> | ||
| | | | ||
Line 530: | Line 634: | ||
|0x67 | |0x67 | ||
|0x19C000 | |0x19C000 | ||
| | |||
|<span class=misc>Game maps, warps, treasure chest contents</span> | |<span class=misc>Game maps, warps, treasure chest contents</span> | ||
| | | | ||
Line 535: | Line 640: | ||
|0x68 | |0x68 | ||
|0x1A0000 | |0x1A0000 | ||
|<span class=misc>Acre data for Overworld Map (Top-left, top-right, and bottom-left quadrants), Antenna | | | ||
|<span class=misc>Acre data for Overworld Map (Top-left, top-right, and bottom-left quadrants), Antenna Trees (same quadrants) </span> | |||
| | | | ||
|- | |- | ||
|0x69 | |0x69 | ||
|0x1A4000 | |0x1A4000 | ||
|<span class=misc>Acre data for Overworld Map (Bottom-right quadrant), Antenna | | | ||
|<span class=misc>Acre data for Overworld Map (Bottom-right quadrant), Antenna Trees (Bottom-right quadrant), Tronco Village Spring, Northeast Cavern, Craft Research Center, Dimenza's Mansion</span> | |||
| | | | ||
|- | |- | ||
|0x6a | |0x6a | ||
|0x1A8000 | |0x1A8000 | ||
|<span class=misc>Acre data for | | | ||
|<span class=misc>Acre data for Toulipa Antenna Tree Cave, Peperi Mountains</span> | |||
| | | | ||
|- | |- | ||
|0x6b | |0x6b | ||
|0x1AC000 | |0x1AC000 | ||
| | |||
|<span class=graphics>Sprites for Denjuu #1-18</span> | |<span class=graphics>Sprites for Denjuu #1-18</span> | ||
| | | | ||
Line 555: | Line 664: | ||
|0x6c | |0x6c | ||
|0x1B0000 | |0x1B0000 | ||
| | |||
|<span class=graphics>Sprites for Denjuu #19-36</span> | |<span class=graphics>Sprites for Denjuu #19-36</span> | ||
| | | | ||
Line 560: | Line 670: | ||
|0x6d | |0x6d | ||
|0x1B4000 | |0x1B4000 | ||
| | |||
|<span class=graphics>Sprites for Denjuu #37-54</span> | |<span class=graphics>Sprites for Denjuu #37-54</span> | ||
| | | | ||
Line 565: | Line 676: | ||
|0x6e | |0x6e | ||
|0x1B8000 | |0x1B8000 | ||
| | |||
|<span class=graphics>Sprites for Denjuu #55-72</span> | |<span class=graphics>Sprites for Denjuu #55-72</span> | ||
| | | | ||
Line 570: | Line 682: | ||
|0x6f | |0x6f | ||
|0x1BC000 | |0x1BC000 | ||
| | |||
|<span class=graphics>Sprites for Denjuu #73-90</span> | |<span class=graphics>Sprites for Denjuu #73-90</span> | ||
| | | | ||
Line 575: | Line 688: | ||
|0x70 | |0x70 | ||
|0x1C0000 | |0x1C0000 | ||
| | |||
|<span class=graphics>Sprites for Denjuu #91-108</span> | |<span class=graphics>Sprites for Denjuu #91-108</span> | ||
| | | | ||
Line 580: | Line 694: | ||
|0x71 | |0x71 | ||
|0x1C4000 | |0x1C4000 | ||
| | |||
|<span class=graphics>Sprites for Denjuu #109-126</span> | |<span class=graphics>Sprites for Denjuu #109-126</span> | ||
| | | | ||
Line 585: | Line 700: | ||
|0x72 | |0x72 | ||
|0x1C8000 | |0x1C8000 | ||
| | |||
|<span class=graphics>Sprites for Denjuu #127-144</span> | |<span class=graphics>Sprites for Denjuu #127-144</span> | ||
| | | | ||
Line 590: | Line 706: | ||
|0x73 | |0x73 | ||
|0x1CC000 | |0x1CC000 | ||
| | |||
|<span class=graphics>Sprites for Denjuu #145-162</span> | |<span class=graphics>Sprites for Denjuu #145-162</span> | ||
| | | | ||
Line 595: | Line 712: | ||
|0x74 | |0x74 | ||
|0x1D0000 | |0x1D0000 | ||
| | |||
|<span class=graphics>Sprites for Denjuu #163-174</span> | |<span class=graphics>Sprites for Denjuu #163-174</span> | ||
| | | | ||
Line 600: | Line 718: | ||
|0x75 | |0x75 | ||
|0x1D4000 | |0x1D4000 | ||
| | |||
|<span class=text>Various lists: Denjuu names, T-Fanger names, attack names, types, phrases, etc.</span><br /><span class=misc>Wild Denjuu species/level data, other unknown things???</span> | |<span class=text>Various lists: Denjuu names, T-Fanger names, attack names, types, phrases, etc.</span><br /><span class=misc>Wild Denjuu species/level data, other unknown things???</span> | ||
| | |<span class=text>- Denjuu names (moved to 0x34)<br>- Battle phrases (moved to 0x78)</span> | ||
|- | |- | ||
|0x76 | |0x76 | ||
|0x1D8000 | |0x1D8000 | ||
| | |||
|<span class=graphics>Encounter/phonecall backgrounds</span> | |<span class=graphics>Encounter/phonecall backgrounds</span> | ||
| | | | ||
Line 610: | Line 730: | ||
|0x77 | |0x77 | ||
|0x1DC000 | |0x1DC000 | ||
| | |||
|Blank | |Blank | ||
| | | | ||
Line 615: | Line 736: | ||
|0x78 | |0x78 | ||
|0x1E0000 | |0x1E0000 | ||
| | |||
|Blank | |Blank | ||
| | |<span class=text>+ Battle phrases (moved from 0x75)<br>+ Item names (moved from 0xb, 0x1E2B80)</span> <br><span class=asm>+ ASM advice to print items in shops (0x1E2FD0)</span> | ||
|- | |- | ||
|0x79 | |0x79 | ||
|0x1E4000 | |0x1E4000 | ||
| | |||
|<span class=graphics>D-Shot buttons, windows CGB</span> | |<span class=graphics>D-Shot buttons, windows CGB</span> | ||
| | | | ||
Line 625: | Line 748: | ||
|0x7a | |0x7a | ||
|0x1E8000 | |0x1E8000 | ||
| | |||
|<span class=graphics>D-Shot buttons </span> | |<span class=graphics>D-Shot buttons </span> | ||
| | | | ||
Line 630: | Line 754: | ||
|0x7b | |0x7b | ||
|0x1EC000 | |0x1EC000 | ||
| | |||
|<span class=graphics>D-Shot buttons, windows GB</span> | |<span class=graphics>D-Shot buttons, windows GB</span> | ||
| | | | ||
Line 636: | Line 761: | ||
|0x1F0000 | |0x1F0000 | ||
| | | | ||
|<span class=misc>Home screen voice sample</span> | |||
| | | | ||
|- | |- | ||
|0x7d | |0x7d | ||
|0x1F4000 | |0x1F4000 | ||
| | |||
|<span class=graphics>T-Fanger sprites, Denjuu groups, personality icons</span> | |<span class=graphics>T-Fanger sprites, Denjuu groups, personality icons</span> | ||
| | | | ||
Line 645: | Line 772: | ||
|0x7e | |0x7e | ||
|0x1F8000 | |0x1F8000 | ||
| | |||
|<span class=graphics>T-Fanger sprites</span> | |<span class=graphics>T-Fanger sprites</span> | ||
| | | | ||
Line 650: | Line 778: | ||
|0x7f | |0x7f | ||
|0x1FC000 | |0x1FC000 | ||
| | |||
|<span class=graphics>T-Fanger sprites</span> | |<span class=graphics>T-Fanger sprites</span> | ||
| | | | ||
|- | |- | ||
|} | |} |
Latest revision as of 21:53, 2 February 2018
Legend:
- Red - Assembly code
- Blue - Text/text pointers
- Purple - Graphics
- Green - Other data
Bank | ROM address | Free regions | Data | Patch changes |
---|---|---|---|---|
0x0 | 0x0 | $HOME, headers, bankswitch routines, Map/Status Text Routine (0x3A91), Compressed graphics pointer table (0x1DE1, only pointers, no banks) | + extra jump into reset vector for some reason (0x63) + "Denjuua" (0x66) + Generic Limit Break x2 (0x6E-77) + Map/Status Text advice (0x77-96) + Shop Item Limit Break Bankjump (0x96-9E) + Denjuu Name Relocator (0x9E-AF) | |
0x1 | 0x4000 | Blank | + Some ASM (andwhyisit) | |
0x2 | 0x8000 | 0x95E0-0xC000 | Opening logos and titlescreen (System State 0, 0x9300. Is itself a state machine.) | |
0x3 | 0xC000 | Super Gameboy detection/support routines (disabled normally due to improper header setting), C388: SGB borders in SNES tile format | ||
0x4 | 0x10000 | D-shot text entry code, D-shot character mapping | ||
0x5 | 0x14000 | ASM: Battle? | ||
0x6 | 0x18000 | Compressed graphics supertable, ? | ||
0x7 | 0x1C000 | Nearly every background palette set in the game (references bank D for actual color data) | ||
0x8 | 0x20000 | Compressed attributemaps table | ||
0x9 | 0x24000 | Compressed attributemaps table, part 2 | ||
0xa | 0x28000 | |||
0xb | 0x2C000 | 0x2F9BA - 0x30000 | Font (0x2D229), Main script interpreter state machine (0x2C100), Font drawing (0x2CE29), text-related code, (0x2C94F: dialogue super pointer table), item names | + VWF code - Item names (moved to 0x78) |
0xc | 0x30000 | |||
0xd | 0x34000 | Nearly every background ($4000) and object ($5D80) color palette in the game | ||
0xe | 0x38000 | Nearly every object color palette configuration in the game (actual color data lives in bank D)Stuff, credits, other stuff?? | ||
0xf | 0x3C000 | Maps for wild Denjuu, other unknown things??? | ||
0x10 | 0x40000 | Denjuu description text | ||
0x11 | 0x44000 | |||
0x12 | 0x48000 | |||
0x13 | 0x4C000 | |||
0x14 | 0x50000 | |||
0x15 | 0x54000 | |||
0x16 | 0x58000 | |||
0x17 | 0x5C000 | |||
0x18 | 0x60000 | |||
0x19 | 0x64000 | |||
0x1a | 0x68000 | |||
0x1b | 0x6C000 | |||
0x1c | 0x70000 | |||
0x1d | 0x74000 | |||
0x1e | 0x78000 | Blank | String overflow bank (opcode EC) | |
0x1f | 0x7C000 | |||
0x20 | 0x80000 | |||
0x21 | 0x84000 | |||
0x22 | 0x88000 | |||
0x23 | 0x8C000 | |||
0x24 | 0x90000 | |||
0x25 | 0x94000 | Blank | + Phone question text 6 (moved from 0x26) | |
0x26 | 0x98000 | Phone call-related code? Phone question text |
- Phone question text 6 (moved to 0x25) | |
0x27 | 0x9C000 | |||
0x28 | 0xA0000 | Map room tiles | ||
0x29 | 0xA4000 | 0xA786A-0xA8000 | FD numbers, compressed stuff?, code? | |
0x2a | 0xA8000 | ASM: Map screen, map names, item icons | ||
0x2b | 0xAC000 | Item graphics | ||
0x2c | 0xB0000 | Item graphics 2 | ||
0x2d | 0xB4000 | Blank | ||
0x2e | 0xB8000 | Overworld sprites | ||
0x2f | 0xBC000 | Overworld sprites 2 | ||
0x30 | 0xC0000 | Overworld sprites 3 | ||
0x31 | 0xC4000 | Overworld sprites 4 | ||
0x32 | 0xC8000 | |||
0x33 | 0xCC000 | |||
0x34 | 0xD0000 | Blank | + Denjuu names (moved from 0x75), Modified version of a function that attempts to center strings with spaces (0xD3F40, "StringTable_ADVICE_PadCopyBuffer" in disasm) | |
0x35 | 0xD4000 | Compressed GB menu tilesets | ||
0x36 | 0xD8000 | Compressed graphics | ||
0x37 | 0xDC000 | Compressed ?, D-shot borders/versions, "You Have _ messages", PUSH START sprites | ||
0x38 | 0xE0000 | Various sprites, overworld graphics, map tiles and sprites, numbers | ||
0x39 | 0xE4000 | Compressed intro and cutscene graphics | ||
0x3a | 0xE8000 | Compressed intro sprites, link graphics, game over | ||
0x3b | 0xEC000 | Title Menu, Pause Menu, & Battle Menu Graphics | ||
0x3c | 0xF0000 | Blank | ||
0x3d | 0xF4000 | Blank | ||
0x3e | 0xF8000 | All compressed tilemaps read by HOME A2A | ||
0x3f | 0xFC000 | All compressed attribmaps read by HOME A34, Some uncompressed graphics ??? | ||
0x40 | 0x100000 | Some post-game NPC text | ||
0x41 | 0x104000 | Move animation graphics | ||
0x42 | 0x108000 | |||
0x43 | 0x10C000 | Blank | + Event text 5 (moved from 0x4a) | |
0x44 | 0x110000 | Blank | + Phone question text 3 (moved from 0x45) | |
0x45 | 0x114000 | Text for battles and other general stuff Phone question text 3 |
- Phone question text 3 (moved to 0x44) | |
0x46 | 0x118000 | Text messages and secret Denjuu call text | ||
0x47 | 0x11C000 | NPC text 1 | ||
0x48 | 0x120000 | Event text 1 | ||
0x49 | 0x124000 | NPC text 2 | ||
0x4a | 0x128000 | Some NPC text Event text 5 |
- Event text 5 (moved to 0x43) | |
0x4b | 0x12C000 | Event text 2 | ||
0x4c | 0x130000 | Phone question text 1 | ||
0x4d | 0x134000 | Phone question text 2 Compressed evolution graphics |
Graphics moved to 0x61 | |
0x4e | 0x138000 | Event text 3 | ||
0x4f | 0x13C000 | NPC text 3 | ||
0x50 | 0x140000 | Event text 4 | ||
0x51 | 0x144000 | Phone question text 4 Phone question text 5 |
- Phone question text 5 (moved to 0x58) | |
0x52 | 0x148000 | |||
0x53 | 0x14C000 | |||
0x54 | 0x150000 | |||
0x55 | 0x154000 | |||
0x56 | 0x158000 | Phone text (Plot-related) | ||
0x57 | 0x15C000 | Phone text (Experience item-related) | ||
0x58 | 0x160000 | Blank | + Phone question text 5 (moved from 0x51) | |
0x59 | 0x164000 | Compressed overworld tilesets | ||
0x5a | 0x168000 | Blank | ||
0x5b | 0x16C000 | Blank | ||
0x5c | 0x170000 | Blank | ||
0x5d | 0x174000 | Blank | ||
0x5e | 0x178000 | |||
0x5f | 0x17C000 | Unused cutscene tilemaps/palettes (?) | ||
0x60 | 0x180000 | Unused cutscene graphics | ||
0x61 | 0x184000 | Blank | Evolution graphics (refer to v89) | |
0x62 | 0x188000 | Blank | ||
0x63 | 0x18C000 | Acre data for Sanaeba Research Center | ||
0x64 | 0x190000 | Acre data for Marts & Houses, Bryon Ruins: Floors 7-9, Human World, Teletel/Dendel room, unused replica of Golaking's room, D-Shot room, Palm Sea Antenna Tree switch room | ||
0x65 | 0x194000 | Acre data for Bryon Ruins: Floors 1-6 | ||
0x66 | 0x198000 | Acre data for Cactos Ruins | ||
0x67 | 0x19C000 | Game maps, warps, treasure chest contents | ||
0x68 | 0x1A0000 | Acre data for Overworld Map (Top-left, top-right, and bottom-left quadrants), Antenna Trees (same quadrants) | ||
0x69 | 0x1A4000 | Acre data for Overworld Map (Bottom-right quadrant), Antenna Trees (Bottom-right quadrant), Tronco Village Spring, Northeast Cavern, Craft Research Center, Dimenza's Mansion | ||
0x6a | 0x1A8000 | Acre data for Toulipa Antenna Tree Cave, Peperi Mountains | ||
0x6b | 0x1AC000 | Sprites for Denjuu #1-18 | ||
0x6c | 0x1B0000 | Sprites for Denjuu #19-36 | ||
0x6d | 0x1B4000 | Sprites for Denjuu #37-54 | ||
0x6e | 0x1B8000 | Sprites for Denjuu #55-72 | ||
0x6f | 0x1BC000 | Sprites for Denjuu #73-90 | ||
0x70 | 0x1C0000 | Sprites for Denjuu #91-108 | ||
0x71 | 0x1C4000 | Sprites for Denjuu #109-126 | ||
0x72 | 0x1C8000 | Sprites for Denjuu #127-144 | ||
0x73 | 0x1CC000 | Sprites for Denjuu #145-162 | ||
0x74 | 0x1D0000 | Sprites for Denjuu #163-174 | ||
0x75 | 0x1D4000 | Various lists: Denjuu names, T-Fanger names, attack names, types, phrases, etc. Wild Denjuu species/level data, other unknown things??? |
- Denjuu names (moved to 0x34) - Battle phrases (moved to 0x78) | |
0x76 | 0x1D8000 | Encounter/phonecall backgrounds | ||
0x77 | 0x1DC000 | Blank | ||
0x78 | 0x1E0000 | Blank | + Battle phrases (moved from 0x75) + Item names (moved from 0xb, 0x1E2B80) + ASM advice to print items in shops (0x1E2FD0) | |
0x79 | 0x1E4000 | D-Shot buttons, windows CGB | ||
0x7a | 0x1E8000 | D-Shot buttons | ||
0x7b | 0x1EC000 | D-Shot buttons, windows GB | ||
0x7c | 0x1F0000 | Home screen voice sample | ||
0x7d | 0x1F4000 | T-Fanger sprites, Denjuu groups, personality icons | ||
0x7e | 0x1F8000 | T-Fanger sprites | ||
0x7f | 0x1FC000 | T-Fanger sprites |