Wikifang:Telefang 1 Translation Patch/Bank map: Difference between revisions
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m (Text replacement - "Toronko Village" to "Tronco Village") |
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(19 intermediate revisions by 3 users not shown) | |||
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|0x0 | |0x0 | ||
| | | | ||
|<span class=asm>$HOME, headers, bankswitch routines, Map/Status Text Routine (0x3A91)</span> | |<span class=asm>$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)</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 | ||
Line 28: | Line 28: | ||
|0x2 | |0x2 | ||
|0x8000 | |0x8000 | ||
| | |0x95E0-0xC000 | ||
| | |<span class=asm>Opening logos and titlescreen (System State 0, 0x9300. Is itself a state machine.)</span> | ||
| | | | ||
|- | |- | ||
Line 35: | Line 35: | ||
|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 41: | Line 41: | ||
|0x10000 | |0x10000 | ||
| | | | ||
| | |<span class=asm>D-shot text entry code</span>, <span class=misc>D-shot character mapping</span> | ||
| | | | ||
|- | |- | ||
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|0x1C000 | |0x1C000 | ||
| | | | ||
| | |<span class=graphics>Nearly every background palette set in the game (references bank D for actual color data)</span> | ||
| | | | ||
|- | |- | ||
Line 65: | Line 65: | ||
|0x20000 | |0x20000 | ||
| | | | ||
| | |<span class=misc>Compressed attributemaps table</span> | ||
| | | | ||
|- | |- | ||
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|0x24000 | |0x24000 | ||
| | | | ||
| | |<span class=misc>Compressed attributemaps table, part 2</span> | ||
| | | | ||
|- | |- | ||
Line 82: | Line 82: | ||
|0xb | |0xb | ||
|0x2C000 | |0x2C000 | ||
|0x2F9BA - | |0x2F9BA - 0x30000 | ||
|<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=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> | |<span class=asm>+ VWF code</span> <br><span class=text>- Item names (moved to 0x78)</span> | ||
Line 95: | Line 95: | ||
|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> | ||
| | | | ||
|- | |- | ||
Line 101: | Line 101: | ||
|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> | ||
| | | | ||
|- | |- | ||
Line 198: | Line 198: | ||
| | | | ||
|Blank | |Blank | ||
| | |<span class=text>String overflow bank (opcode EC)</span> | ||
|- | |- | ||
|0x1f | |0x1f | ||
Line 262: | 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> | ||
| | | | ||
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| | | | ||
|Blank | |Blank | ||
|<span class=text>+ Denjuu names (moved from 0x75)</span> | |<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 | ||
Line 371: | Line 371: | ||
|0xEC000 | |0xEC000 | ||
| | | | ||
| | |<span class=graphics>Title Menu, Pause Menu, & Battle Menu Graphics</span> | ||
| | | | ||
|- | |- | ||
Line 389: | Line 389: | ||
|0xF8000 | |0xF8000 | ||
| | | | ||
| | |<span class=misc>All compressed tilemaps read by HOME A2A</span> | ||
| | | | ||
|- | |- | ||
Line 395: | Line 395: | ||
|0xFC000 | |0xFC000 | ||
| | | | ||
|<span class=graphics>Some uncompressed graphics ???</span> | |<span class=misc>All compressed attribmaps read by HOME A34</span>, <span class=graphics>Some uncompressed graphics ???</span> | ||
| | | | ||
|- | |- | ||
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|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> | ||
| | | | ||
|- | |- | ||
Line 623: | Line 623: | ||
|0x194000 | |0x194000 | ||
| | | | ||
|<span class=misc>Acre data for | |<span class=misc>Acre data for Bryon Ruins: Floors 1-6</span> | ||
| | | | ||
|- | |- | ||
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|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> | ||
| | | | ||
|- | |- | ||
Line 647: | Line 647: | ||
|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> | ||
| | | | ||
|- | |- | ||
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|0x1A8000 | |0x1A8000 | ||
| | | | ||
|<span class=misc>Acre data for | |<span class=misc>Acre data for Toulipa Antenna Tree Cave, Peperi Mountains</span> | ||
| | | | ||
|- | |- | ||
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|0x1F0000 | |0x1F0000 | ||
| | | | ||
| | |<span class=misc>Home screen voice sample</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 |