Difference between revisions of "Moving Adventure Psy-O-Blade:TBL"

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(Added table template)
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{{TBL|game=Psy-O-Blade}}
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{{TBL|game=Moving Adventure Psy-O-Blade}}
 
===Character Table===
 
===Character Table===
  
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* pointer to string is loaded into register a0 (look into code for 'lea a0, $xxxxxxxx', or in compiled form : ????)
 
* pointer to string is loaded into register a0 (look into code for 'lea a0, $xxxxxxxx', or in compiled form : ????)
 
* pointer to string is loaded from a table, whose sstarting offset is hardcoded (look for lea a1, $xxxxxxxx, and then text chunk begins at ????)
 
* pointer to string is loaded from a table, whose sstarting offset is hardcoded (look for lea a1, $xxxxxxxx, and then text chunk begins at ????)
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{{Internal Data|game=Moving Adventure Psy-O-Blade}}

Latest revision as of 23:57, 14 June 2016

Character Table

 20 :  !"#$%&'()*+,-./
 30 : 0123456789:;<=>?
 40 : @ABCDEFGHIJKLMNO
 50 : PQRSTUVWXYZ[¥]^_
 60 :       をぁぃぅぇぉゃゅょっ
 70 : ーあいうえおかきくけこさしすせそ
 80 : たちつてとなにぬねのはひふへほま
 90 : みむめもやゆよらりるれろわん”。
 A0 :  。「」、・ヲァィゥェォャュョッ
 B0 : ーアイウエオカキクケコサシスセソ
 C0 : タチツテトナニヌネノハヒフヘホマ
 D0 : ミムメモヤユヨラリルレロワン”。

Text Control Codes

Text locations

From what I've seen, text is *not* compressed. Text are adressed within the code by two ways :

  • pointer to string is loaded into register a0 (look into code for 'lea a0, $xxxxxxxx', or in compiled form : ????)
  • pointer to string is loaded from a table, whose sstarting offset is hardcoded (look for lea a1, $xxxxxxxx, and then text chunk begins at ????)


Internal Data for Moving Adventure Psy-O-Blade

ROM MapRAM MapText TableNotesTutorials