MooZ...dude

Random unmapped chat
Post Reply
tomaitheous
Posts: 88
Joined: Mon Jun 23, 2008 1:58 pm

MooZ...dude

Post by tomaitheous » Tue Jul 29, 2008 3:22 am

Looky-looky That should have all the info you need to start tracking down the text. There's some free bytes in the code section/banks too. Not a lot, about 50-60 bytes but maybe enough to do a single byte ascii hook. Or... a 6bit ascii encoding scheme. I didn't look through all the code banks, there might be more free space you could map to on the fly.

If you need, I can locate the first town text strings in the ISO.

User avatar
MooZ
Site Admin
Posts: 386
Joined: Sun Jun 22, 2008 3:19 pm
Location: Lvl 3
Contact:

Re: MooZ...dude

Post by MooZ » Tue Jul 29, 2008 10:24 am

Thx dude! I'll look at it this evening.
By the way, I'll try to look at the cinematic code and find out if it's possible to add a subtitles routine.

User avatar
MooZ
Site Admin
Posts: 386
Joined: Sun Jun 22, 2008 3:19 pm
Location: Lvl 3
Contact:

Re: MooZ...dude

Post by MooZ » Thu Sep 04, 2008 9:22 pm

Unsorted notes :

csv file for etripator. Note that the generated local address needs to be changed from l_1xxx to l_4xxx.
Maybe I should add a page parameter. Anyway...
These are basically 2 routines that setup bat.

Code: Select all

code;fnctl00.s;00;167D;8B
code;fnctl01.s;00;15f6;87
font stored in 2 bitplanes [palette a-d]
palette f is for borders in character menu

border :
  • in game dialog : palette a
  • character menu : f

Code: Select all

f5ao f6a0 ... f6a0 f7a0		
fba0 xxxx ... xxxx fca0        
 .    .        .    .
 .    .        .    .
fba0 xxxx ... xxxx fca0
f8a0 f9a0 ... f9a0 faa0
border bat is not computed. It's stored at the following offsets in iso:
f5a0f6a0:
  • 1fbdc
  • 1ff4f
  • 4e265
  • 509e5
  • 52cf0
  • 5515b
  • 10217c
  • 104496
  • 6f874c
  • 6fc5ba
  • 6fc88a
  • 70474c
  • 7085ba
  • 70888a
  • 71074c
  • 7145ba
  • 71488a
  • 71C74C
  • 7205ba
  • 72088a
  • 76C604
  • fab604
  • fc3604
  • ...
f5f0f6f0:
  • 5da05
  • 5da88
  • 5daea
  • 46e060
  • 46ec68
Dialogs rendered in 6800 to 6de0.

User avatar
MooZ
Site Admin
Posts: 386
Joined: Sun Jun 22, 2008 3:19 pm
Location: Lvl 3
Contact:

Re: MooZ...dude

Post by MooZ » Thu Sep 04, 2008 9:52 pm

This routine is used to clean up the vram area where the text is rendered:

Code: Select all

code;fnctl02.s;27;00c4;34
It is mapped to 90c4. So one again you'll have to modify generated labels.
By the way this routine is called by 90a6 (the code just above :) ). Which is called from 6235. The next subroutines beyond looks promising. 4b31 seems to be the one which fetch data.
And 90f8 seems to be the one responsible for drawing text (called from 694a).
Update : Here's the csv entry for this routine :

Code: Select all

code;fnctl03.s;27;00f8;143
and the edited code : fnctl03.s

Post Reply