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.
MooZ...dude
-
- Posts: 88
- Joined: Mon Jun 23, 2008 1:58 pm
Re: MooZ...dude
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.
By the way, I'll try to look at the cinematic code and find out if it's possible to add a subtitles routine.
Re: MooZ...dude
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.
font stored in 2 bitplanes [palette a-d]
palette f is for borders in character menu
border :
border bat is not computed. It's stored at the following offsets in iso:
f5a0f6a0:
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
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
f5a0f6a0:
- 1fbdc
- 1ff4f
- 4e265
- 509e5
- 52cf0
- 5515b
- 10217c
- 104496
- 6f874c
- 6fc5ba
- 6fc88a
- 70474c
- 7085ba
- 70888a
- 71074c
- 7145ba
- 71488a
- 71C74C
- 7205ba
- 72088a
- 76C604
- fab604
- fc3604
- ...
- 5da05
- 5da88
- 5daea
- 46e060
- 46ec68
Re: MooZ...dude
This routine is used to clean up the vram area where the text is rendered:
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 : and the edited code : fnctl03.s
Code: Select all
code;fnctl02.s;27;00c4;34
By the way this routine is called by 90a6 (the code just above
![Smile :)](./images/smilies/icon_e_smile.gif)
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