Welcome to Data Crystal's new home! Data Crystal is now part of the TCRF family (sort of).
The wiki has recently moved; please report any issues in Discord. Pardon the dust.

Tokimeki Memorial - Densetsu no Ki no Shita de/ROM map: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
 
(12 intermediate revisions by one other user not shown)
Line 2: Line 2:


==Graphics==
==Graphics==
<pre>* 0x3E8200 to 0x400200 = Font (2BPP NGP)(Last pattern)</pre>
* 0x3E8200 to 0x400200 = [[:File:Tokimeki Memorial - Densetsu no Ki no Shita de - font spaces.png|Font (1BPP)]]


==Text pointers==
==Text Pointers==
All pointers are in LoROM.
All pointers are in LoROM.
<pre>
<pre>
0x232D79 to 0x?????? = Pointer to the name table
0x018000 = One Byte Dictionary #1  (Pointer)
0x2373BF to 0x?????? = Pointer to text table
0x1CCAA3 = One Byte Dictionary #2  (Pointer)
 
0x2196A8 = Two Byte Dictionary      (Pointer)
0x009A72 to 0x?????? = Name Block Pointers
0x009872 = Control control pointer  (0x009A22 = Prologue)
0x009C25 to 0x?????? = Text Block Pointers
  * 00 = Relative pointer control code
0x018200 to 0x?????? = Table Values (40-9F)
  * (CONTROL CODE 00){01}{4B}{C0} => 0x014B * 2 + dialogue_block_location = location
0x1CCCA3 to 0x?????? = Single-byte Table Pointers (A0-EF)
0x009A25 = Dialogue Pointer        (0x009BD5 = Prologue)
0x1CCD31 to 0x?????? = Single-byte Table Entries (A0-EF)
</pre>
</pre>


{{Internal Data|game=Tokimeki Memorial - Densetsu no Ki no Shita de}}
{{Internal Data|game=Tokimeki Memorial - Densetsu no Ki no Shita de}}

Latest revision as of 02:42, 24 January 2024

Chip tiny.png The following article is a ROM map for Tokimeki Memorial - Densetsu no Ki no Shita de.

Graphics

* 0x3E8200 to 0x400200 = Font (1BPP)

Text Pointers

All pointers are in LoROM.

0x018000 = One Byte Dictionary #1   (Pointer)
0x1CCAA3 = One Byte Dictionary #2   (Pointer)
0x2196A8 = Two Byte Dictionary      (Pointer)
0x009872 = Control control pointer  (0x009A22 = Prologue)
  * 00 = Relative pointer control code
  * (CONTROL CODE 00){01}{4B}{C0} => 0x014B * 2 + dialogue_block_location = location
0x009A25 = Dialogue Pointer         (0x009BD5 = Prologue)