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Star Fox/ROM map: Difference between revisions

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|<code>018AAA</code>
|<code>018AAA</code>
|<code>018AC9</code>
| ?? palette
|-
|<code>018ACA</code>
|<code>018AE9</code>
|<code>018AE9</code>
| ?? palette
| space palette
|-
|-
|<code>018AEA</code>
|<code>018AEA</code>

Revision as of 05:44, 6 November 2017

Chip tiny.png The following article is a ROM map for Star Fox.

Star Fox (USA) (Rev 2)
CRC32: 8FC4E6D0
Start End Description
...
001099 001341 bitmap font, 2bpp planer (unused)
...
0075C0 007FDF SNES Header (reference)
...
00D996 00E6B5 bitmap font (used for character dialog), 2bpp planar 1x3
...
00F7DB 00FBD8 dialog text
00FBD9 00FCF4 dialog text pointer table
...
018AAA 018AC9 ?? palette
018ACA 018AE9 space palette
018AEA 018B09 night palette
018B0A 018B2A day palette
...
090000 0A031F tileset, 8bpp linear
...
0A3EDA 0A48DA bitmap font (Nintendo presents, credits?), 2bpp planer
...
0BB7A4 0BE523 talking characters, 4bpp linear 4x5 blocks
...
0A48E3 ... end credits (Star_Fox:TBL)
...

Notes

Dialog text has prefix of two bytes and 0E, and is null-terminated. The first byte is the text position and character that speaks. The second byte is the color index for the text. For example:

82 02 0E 72   6F 6C 6C 2C   20 66 6F 78  ....  6E 20 72 6F   6C 6C 2C 00
^^ \/    ^                                                            ^
||  |    |                                                            |
||  |    start of text                                   null terminator
||  color
|character
|
text position

The text position nibble can be either 0 or 8. 0 vertically aligns the text with the middle of the character picture, and 8 aligns the text to its top.

Effect of position nibble
0 8
 +-------+
 | FALCO | ROLL, FOX!!
 +-------+ ROCK'N ROLL!!
 +-------+ ROLL, FOX!!
 | FALCO | ROCK'N ROLL!!
 +-------+
Characters
Nibble Character
0 Fox
1 Peppy
2 Falco
3 Slippy
4 Pepper
5 Andross

Color obviously depends on the palette.

Dialog text is mostly ASCII. # is used as a period. End credits use Star_Fox:TBL.