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

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(Created page with "{{TBL|game=Dragon Warrior II}} == Dragon Quest == <pre> 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=...")
 
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EB=ロンダルキア
EB=ロンダルキア
</pre>
</pre>
===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 ==
== Dragon Warrior ==

Revision as of 22:39, 6 May 2014

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