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MOTHER 3/Submenu Graphic Arrangements Pointers Table: Difference between revisions

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|game=MOTHER 3
|game=MOTHER 3
|loc=ROM
|loc=ROM
|start=0x00C6260
|start={{hex|0x00C6260}}
|end=0x00C67AF
|end={{hex|0x00C67AF}}
|numentries=68 (0x44)
|numentries=68 ({{hex|0x44}})
|entrylength=20 bytes
|entrylength=20 bytes
|totallength=1360 bytes
|totallength=1360 bytes
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===Table Structure===
===Table Structure===
*[00]= Graphic's number of tiles to be printed vertically.
* {{hex|00}} = Graphic's number of tiles to be printed vertically.
*[01]= ??? Changing this from 00 makes the game crash when the graphic is loaded.
* {{hex|01}} = ??? Changing this from {{hex|00}} makes the game crash when the graphic is loaded.
*[02]-[03]= Pointer to the offset of the graphic's pointer in 0x1AF3790. It's read backwards. (60 02 must be read as 0260)
* {{hex|02}} - {{hex|03}} = Pointer to the offset of the graphic's pointer in {{hex|0x1AF3790}}. It's read backwards. ({{hex|60 02}} must be read as {{hex|0260}})
*[04]= Graphic's palette from a set group of them.
* {{hex|04}} = Graphic's palette from a set group of them.
*[05]= Unused byte.
* {{hex|05}} = Unused byte.
*[06]= How much tiles the game must skip after doing one line of them to print the next vertical ones.
* {{hex|06}} = How much tiles the game must skip after doing one line of them to print the next vertical ones.
*[07]= Graphic's bottom pixel palette from a set group of them. If 00 is the same as [04] byte.
* {{hex|07}} = Graphic's bottom pixel palette from a set group of them. If {{hex|00}} is the same as {{hex|04}}  byte.
*[08]= Graphic's bottom pixel distance from the beginning of it. (Left to Right)
* {{hex|08}} = Graphic's bottom pixel distance from the beginning of it. (Left to Right)
*[09]= Graphic's upper pixel distance from the beginning of it. (Bottom to Top)
* {{hex|09}} = Graphic's upper pixel distance from the beginning of it. (Bottom to Top)
*[0A]= If this graphic has more than one vertical set of tiles, it's set to 01. Otherwise it's 00 or everything else.
* {{hex|0A}} = If this graphic has more than one vertical set of tiles, it's set to {{hex|01}}. Otherwise it's {{hex|00}} or everything else.
*[0B]= Graphic's number of tiles to be printed horizontally.
* {{hex|0B}} = Graphic's number of tiles to be printed horizontally.
*[0C]-[13]= Unused Bytes?
* {{hex|0C}} - {{hex|13}} = Unused Bytes?

Latest revision as of 02:42, 24 January 2024

This is a sub-page of MOTHER 3.

Submenu Graphic Arrangements Pointers Table
Game MOTHER 3
Start Address 0x00C6260
End Address 0x00C67AF
# of Entries 68 (0x44)
Entry Length 20 bytes
Total Length 1360 bytes
Back to the ROM map

Table overview

This table contains 20 bytes entries for a lot of the graphics used in menus and submenus in the game.

Table Structure

  • 00 = Graphic's number of tiles to be printed vertically.
  • 01 = ??? Changing this from 00 makes the game crash when the graphic is loaded.
  • 02 - 03 = Pointer to the offset of the graphic's pointer in 0x1AF3790. It's read backwards. (60 02 must be read as 0260)
  • 04 = Graphic's palette from a set group of them.
  • 05 = Unused byte.
  • 06 = How much tiles the game must skip after doing one line of them to print the next vertical ones.
  • 07 = Graphic's bottom pixel palette from a set group of them. If 00 is the same as 04 byte.
  • 08 = Graphic's bottom pixel distance from the beginning of it. (Left to Right)
  • 09 = Graphic's upper pixel distance from the beginning of it. (Bottom to Top)
  • 0A = If this graphic has more than one vertical set of tiles, it's set to 01. Otherwise it's 00 or everything else.
  • 0B = Graphic's number of tiles to be printed horizontally.
  • 0C - 13 = Unused Bytes?