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Dragon Warrior II (NES)/TBL: Difference between revisions

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*Text is built up out of pieces that are five or ten bits in length.
*Text is built up out of pieces that are five or ten bits in length.
*The underlying characters for each piece are from {{0x|B49B}} to {{0x|B686}}. Abbreviated TBL below.
*The underlying characters for each piece are from {{0x|B49B}} to {{0x|B686}}. Abbreviated TBL below.
*The piece lengths are at {{0x|B44B}} - {{0x|B49A}}. One nibble per piece.
*The piece lengths are from {{0x|B44B}} to {{0x|B49A}}. One nibble per piece.
*You can think of the pieces as one table with 160 entries, or five tables with 32 entries each.
*You can think of the pieces as one table with 160 entries, or five tables with 32 entries each.
*The 1st table handles bit patterns {{hex|00000}} through {{hex|11011}}.
*The 1st table handles bit patterns {{hex|00000}} through {{hex|11011}}.

Revision as of 00:56, 22 September 2018

Chip tiny.png The following article is a Text Table for Dragon Warrior II (NES).

Dragon Quest

00=0
01=1
02=2
03=3
04=4
05=5
06=6
07=7
08=8
09=9
0A=あ
0B=い
0C=う
0D=え
0E=お
0F=か

10=き
11=く
12=け
13=こ
14=さ
15=し
16=す
17=せ
18=そ
19=た
1A=ち
1B=つ
1C=て
1D=と
1E=な
1F=に

20=ぬ
21=ね
22=の
23=は
24=ひ
25=ふ
26=へ
27=ほ
28=ま
29=み
2A=む
2B=め
2C=も
2D=や
2E=ゆ
2F=よ

30=ら
31=り
32=る
33=れ
34=ろ
35=わ
36=を
37=ん
38=っ
39=ゃ
3A=ゅ
3B=ょ
3C=ア
3D=イ
3E=オ
3F=カ

40=キ
41=ク
42=コ
43=サ
44=シ
45=ス
46=タ
47=テ
48=ト
49=ナ
4A=ウ
4B=ヌ
4C=ハ
4D=ヒ
4E=フ
4F=ホ

50=マ
51=ミ
52=ム
53=メ
54=モ
55=ラ
56=ル
57=レ
58=ロ
59=ン
// Heroic symbols.
5A=☼
5B=★
5C=◑
5D=[SLIME]
5E=♥
5F= 

60=E
61=G
62=H
63=L
64=M
65=P
66=V
67=X
68=。
69=、
// 6A and 6B are 6C and 6D put below.
6C=″
6D=°
6E=?
6F=!

70=「
71=*
72=→
73=↓
74=:
75=…
// Text box corners.
// West.
76=[WC]
// North.
77=[NC]
// North, last line stripped.
78=[NSC]
// Northwest.
79=[NWC]
// Southwest.
7A=[SWC]
// East.
7B=[EC]
// Northeast.
7C=[NEC]
// South.
7D=[SC]
// Southeast.
7E=[SEC]
7F=ー

80=じ
81=だ
82=ぶ
83=ド
85=A
86=B
87=C
88=D
89=F
8A=ッ
// "Equipped" marking corner.
8B=[|E]
8C=ど
// Referential bank beginning.
8F=そなたに ふっかつのじゅもんを

90=ローレシア
91=サマルトリア
92=ムーンブルク
93=ハーゴン
94=ポイントの
95=ゴールド
96=だいしんかんハーゴン
97=しそんたち
98=あなたがた
99=ふくびきけん
9A=ございま
9B=もんしょう
9C=どうくつ
9D=ください
9E=ゆうしゃ
9F=おうじ

A0=わたしは
A1=ざいほう
A2=のカギ
A3=じゅもん
A4=です。
A5=ましょう
A6=どこか
A7=もってい
A8=ています
A9=ロトの
AA=わたし
AB=あなた
AC=だい
AD=じゃ
AE=どう
AF=たび

B0=ます。
B1=です
B2=しかし
B3=おおカミよ!
B4=います
B5=ります
B6=しょう
B7=てくれ
B8=ている
B9=すか?
BA=かった
BB=おお
BC=よう
BD=ここ
BE=まし
BF=ます

C0=しま
C1=なか
C2=い。
C3=もの
C4=れた
C5=ない
C6=た。
C7=た!
C8=たち
C9=には
CA=たか
CB=して
CC=した
CD=しは
CE=から
CF=かい

D0=おう
D1=おし
D2=きた
D3=この
D4=いて
D5=いま
D6=うこ
D7=が
D8=ぎ
D9=げ
DA=ご
DB=ざ
DC=じ
DD=ず
DE=ぞ
DF=だ

E0=で
E1=ど
E2=ば
E3=び
E4=ぶ
E5=ありがとうございま
E6=どこからともなく うつくしい
E7=どうぐ
E8=ざい
E9=ダメージを
EA=こえが きこえる……。
EB=ロンダルキア

Pointers

Most of them works just like Dragon_Warrior:TBL. Some dialogues can be programmed to close after some time, so the wait for response, from end-strings, may not work.

Every pointer that searches trough memory, uses absolute addresses trough little-endian: 5A00 reads the address 0x00A5, where it is often found the main character's name. It is important to notice: each one from these memory searching routines, can be used anywhere!

The reserved space for integers threats the forthcoming zeroes as blank space.

Wait for Response

  • 73=↓

Paragraph

  • 8D=*「
Not Used
  • 8E=0000「

The old princess Lola one.

Accenting

  • EE=″
  • EF=°

String of Characters from Memory

Print the selected entry from the memory. The end-strings are used as breakpoints for reading, or else: FA, FC, and FF break the loop. Even though each one is used accordingly, wasn't noticed differences between them.

Menus

EDxxyy, values used: 0001.

Dialogues

F2xxyy, values used: 5A00.

Integer Value from Memory

They print an integer value read from the memory, with a imposed limit for reading (number of bytes) and printing (number of characters).

There is also the positioning difference, being some proper for menus: the number of used characters is unique, and not according to the printing (fixed), with forward reservation (at the beginning).

1 Byte

F0xxyy, values used: ...

2 Bytes
3 Fixed Characters

ECxxyy, limit: 999, 0x3E7. Values used: 0701; 3B06; 4D06; 5F06.

5 Characters

F3xxyy, limit: 65.535, 0xFFFF. Values used: 8F00; ...

5 Fixed Characters

F1xxyy, values used: 0101; 0401; 0701; 0A01; 0D01; 1001; 2406.

3 bytes

F4xxyy, limit: 7 characters, 9.999.999, 0x98967F. Values used: 0C01; 3306; 4506; 5706. Always related to experience.

Referential Bank Indexes

They are 1 byte values, at the memory address told by the posterior word, that presents the index, but starting from different addresses in the binary image.

The fixed ones reserve characters for printing, like those from the integer fetching, but backwardly! The dynamic ones are only used with the word 9500.

Magic

Starting at address 0x18BCC.

Fixed

F5xxyy, limit: 5 characters. Values used: 0001; 0101; 0201; 0301; 0401; 0501; 0601; 0701; 0801; 0901.

Dynamic

F8xxyy, used only once.

Item

Starting at address 0x18748.

Fixed

F6xxyy, limit: 7 characters. Values used: 0001; 0101; 0201; 0301; 0401; 0501; 0601; 0701; 0901; 0C01; 0F01.

Dynamic

F9xxyy.

Run Length Encoding

F7xxyy, the main difference, from the original Dragon Quest, is that it works correctly at dialogues!

End-string for the Referential Bank

  • FA

This end-string only acts at the place it has been called, breaking the operation. That is why it is used in the memory.

End-string 1

  • FC

Variable

  • FD

It always seems to be the same as F25A00.

Line Break

  • FE

End-string 2

  • FF

Dragon Warrior

  • Text is built up out of pieces that are five or ten bits in length.
  • The underlying characters for each piece are from 0xB49B to 0xB686. Abbreviated TBL below.
  • The piece lengths are from 0xB44B to 0xB49A. One nibble per piece.
  • You can think of the pieces as one table with 160 entries, or five tables with 32 entries each.
  • The 1st table handles bit patterns 00000 through 11011.
  • The 2nd table handles 11100 xxxxx, the 3rd 11101 xxxxx, the 4th 11110 xxxxx, the 5th 11111 xxxxx.
TBL for 0xB49B:
00-09 = 0-9
0A-23 = a-z
24-3D = A-Z
3E-57 = a-z again
58=A
59=(space)
5A=[SUN]
5B=[STAR]
5C=[MOON]
5D=[DROP]
5E=[HEART]
5F=(space)
60=(space)
61='
62="
63=->
64="
65='
66='
67='
68=.'
69=,
6A=-
6B=.
6C=&
6D=(space)
6E=?
6F=!
70=;
(Source: Alchemic)