Difference between revisions of "Star Fox:ROM map"

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Line 10: Line 10:
 
| <code>001099</code>
 
| <code>001099</code>
 
| <code>001341</code>
 
| <code>001341</code>
| bitmap font, 2bpp planer (unused)
+
| bitmap font (unused)
 
|-
 
|-
 
|colspan="3"| ...
 
|colspan="3"| ...
Line 22: Line 22:
 
| <code>00D996</code>
 
| <code>00D996</code>
 
| <code>00E6B5</code>
 
| <code>00E6B5</code>
| bitmap font (used for character dialog), 2bpp planar 1x3
+
| font (in-game text)
 
|-
 
|-
 
|colspan="3"| ...
 
|colspan="3"| ...
Line 28: Line 28:
 
| <code>00F7DB</code>
 
| <code>00F7DB</code>
 
| <code>00FBD8</code>
 
| <code>00FBD8</code>
| dialog text
+
| in-game text
 
|-
 
|-
 
| <code>00FBD9</code>
 
| <code>00FBD9</code>
 
| <code>00FCF4</code>
 
| <code>00FCF4</code>
| dialog text pointer table
+
| in-game text pointer table
 
|-
 
|-
 
|colspan="3"| ...
 
|colspan="3"| ...
Line 56: Line 56:
 
| <code>090000</code>
 
| <code>090000</code>
 
| <code>0A031F</code>
 
| <code>0A031F</code>
| tileset, 8bpp linear
+
| tileset
 
|-
 
|-
 
|colspan="3"| ...
 
|colspan="3"| ...
Line 62: Line 62:
 
| <code>0A3EDA</code>
 
| <code>0A3EDA</code>
 
| <code>0A48DA</code>
 
| <code>0A48DA</code>
| bitmap font (Nintendo presents, credits?), 2bpp planer
+
| font (credits)
 
|-
 
|-
 
|colspan="3"| ...
 
|colspan="3"| ...
Line 68: Line 68:
 
| <code>0BB7A4</code>
 
| <code>0BB7A4</code>
 
| <code>0BE523</code>
 
| <code>0BE523</code>
| talking characters, 4bpp linear 4x5 blocks
+
| talking characters
 
|-
 
|-
 
|colspan="3"| ...
 
|colspan="3"| ...
Line 74: Line 74:
 
| <code>0A48E3</code>
 
| <code>0A48E3</code>
 
| <code>...</code>
 
| <code>...</code>
| end credits ([[Star_Fox:TBL]])
+
| end credits
 
|-
 
|-
 
|colspan="3"| ...
 
|colspan="3"| ...
 
|-
 
|-
 
|}
 
|}
 
== Notes ==
 
 
Dialog text has prefix of two bytes and <code>0E</code>, and is null-terminated. The first byte is the text position and character that speaks. The second byte is the color index for the text. For example:
 
 
<pre>
 
82 02 0E 72  6F 6C 6C 2C  20 66 6F 78  ....  6E 20 72 6F  6C 6C 2C 00
 
^^ \/    ^                                                            ^
 
||  |    |                                                            |
 
||  |    start of text                                  null terminator
 
||  color
 
|character
 
|
 
text position
 
</pre>
 
 
The text position nibble can be either <code>0</code> or <code>8</code>. <code>0</code> vertically aligns the text with the middle of the character picture, and <code>8</code> aligns the text to its top.
 
 
{| class="wikitable"
 
|+ Effect of position nibble
 
! <code>0</code>
 
! <code>8</code>
 
|-
 
|<pre> +-------+
 
| FALCO | ROLL, FOX!!
 
+-------+ ROCK'N ROLL!!</pre>
 
|<pre> +-------+ ROLL, FOX!!
 
| FALCO | ROCK'N ROLL!!
 
+-------+</pre>
 
|-
 
|}
 
 
{| class="wikitable"
 
|+ Characters
 
!style="text-align:left;" | Nibble
 
!style="text-align:left;" | Character
 
|-
 
| <code>0</code>
 
| Fox
 
|-
 
| <code>1</code>
 
| Peppy
 
|-
 
| <code>2</code>
 
| Falco
 
|-
 
| <code>3</code>
 
| Slippy
 
|-
 
| <code>4</code>
 
| Pepper
 
|-
 
| <code>5</code>
 
| Andross
 
|-
 
|}
 
 
Color obviously depends on the palette.
 
 
Dialog text is mostly ASCII. <code>#</code> is used as a period. End credits use [[Star_Fox:TBL]].
 
  
 
{{Internal Data|game=Star Fox}}
 
{{Internal Data|game=Star Fox}}

Revision as of 02:48, 18 November 2017

Star Fox (USA) (Rev 2)
CRC32: 8FC4E6D0
Start End Description
...
001099 001341 bitmap font (unused)
...
0075C0 007FDF SNES Header (reference)
...
00D996 00E6B5 font (in-game text)
...
00F7DB 00FBD8 in-game text
00FBD9 00FCF4 in-game text pointer table
...
018AAA 018AC9 ?? palette
018ACA 018AE9 space palette
018AEA 018B09 night palette
018B0A 018B2A day palette
...
090000 0A031F tileset
...
0A3EDA 0A48DA font (credits)
...
0BB7A4 0BE523 talking characters
...
0A48E3 ... end credits
...


Internal Data for Star Fox

ROM MapRAM MapText TableNotesTutorials