Dragon Quest III (Game Boy Color):ROM map: Difference between revisions
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(Created page with "* 0x5000 to 0xBFFF: complete font, standard Game Boy format (2BPP linear). ** 0x5000 to 0x5FFF: kana and frieds (8x8); ** 0x6000 to 0x7FFF: same (8x16); ** 0x9000 to 0x9FFF: s...") |
(Added text and graphics information) |
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(Assume every BANK:ADDRESS pair is in hex) | |||
* | * Graphics | ||
* | ** 01:4A2F - Several symbols and characters (N, /, H, M, P, Lv, etc...), compressed | ||
* | ** 01:4AD1 - Several tiles related to drawing numbers and text borders, compressed | ||
** 01:5000 - Normal characters in 2bpp format, 176 tiles | |||
** 01:6000 - Double-height characters in 2bpp format, 352 (176 * 2) tiles | |||
** 02:5000 - Kanji in 2bpp format, left over from Japanese version presumably, 256 tiles | |||
** 02:6000 - Double-height Kanji in 2bpp format, same as above, 512 tiles | |||
** 09:7609 - 'G' and asterisk in 2bpp format, loaded when the Gold or Menu is brought up, 2 tiles | |||
Every bank except for banks 0x42 to 0x49 has its bank stored at 0x4000. | |||
There are 0x18 text banks, specified in a table at 02:4083. Each text bank has a text loading routine that starts at 0x4001. Text is split up into smaller groups of pointers (this is a bit redundant, as the groups could be skipped altogether). Text starts right after the text pointers. | |||
* Text | |||
** 0x60 - 0x0E group pointers starting at 0x4fc7, text pointers start at 0x4fe5, contains items and other list items like spells | |||
** 0x61 - 0x06 group pointers starting at 0x4039, text pointers start at 0x4045 | |||
** 0x62 - 0x15 group pointers starting at 0x4039, text pointers start at 0x4063 | |||
** 0x63 - 0x17 group pointers starting at 0x4039, text pointers start at 0x4067 | |||
** 0x64 - 0x04 group pointers starting at 0x4039, text pointers start at 0x4041 | |||
** 0x65 - 0x0A group pointers starting at 0x4039, text pointers start at 0x404D | |||
** 0x66 | |||
** 0x67 | |||
** 0x68 | |||
** 0x69 | |||
** 0x6A | |||
** 0x6B | |||
** 0x6C | |||
** 0x6D | |||
** 0x6E | |||
** 0x6F | |||
** 0x78 | |||
** 0x79 | |||
** 0x2A | |||
** 0x1D | |||
** 0x1F | |||
** 0x2F | |||
** 0x2E (yes 2E is specified after 2F) | |||
** 0x04 | |||
** 0x29 |
Latest revision as of 15:47, 16 July 2022
(Assume every BANK:ADDRESS pair is in hex)
- Graphics
- 01:4A2F - Several symbols and characters (N, /, H, M, P, Lv, etc...), compressed
- 01:4AD1 - Several tiles related to drawing numbers and text borders, compressed
- 01:5000 - Normal characters in 2bpp format, 176 tiles
- 01:6000 - Double-height characters in 2bpp format, 352 (176 * 2) tiles
- 02:5000 - Kanji in 2bpp format, left over from Japanese version presumably, 256 tiles
- 02:6000 - Double-height Kanji in 2bpp format, same as above, 512 tiles
- 09:7609 - 'G' and asterisk in 2bpp format, loaded when the Gold or Menu is brought up, 2 tiles
Every bank except for banks 0x42 to 0x49 has its bank stored at 0x4000.
There are 0x18 text banks, specified in a table at 02:4083. Each text bank has a text loading routine that starts at 0x4001. Text is split up into smaller groups of pointers (this is a bit redundant, as the groups could be skipped altogether). Text starts right after the text pointers.
- Text
- 0x60 - 0x0E group pointers starting at 0x4fc7, text pointers start at 0x4fe5, contains items and other list items like spells
- 0x61 - 0x06 group pointers starting at 0x4039, text pointers start at 0x4045
- 0x62 - 0x15 group pointers starting at 0x4039, text pointers start at 0x4063
- 0x63 - 0x17 group pointers starting at 0x4039, text pointers start at 0x4067
- 0x64 - 0x04 group pointers starting at 0x4039, text pointers start at 0x4041
- 0x65 - 0x0A group pointers starting at 0x4039, text pointers start at 0x404D
- 0x66
- 0x67
- 0x68
- 0x69
- 0x6A
- 0x6B
- 0x6C
- 0x6D
- 0x6E
- 0x6F
- 0x78
- 0x79
- 0x2A
- 0x1D
- 0x1F
- 0x2F
- 0x2E (yes 2E is specified after 2F)
- 0x04
- 0x29