Star Fox:ROM map
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Start | End | Description |
---|---|---|
... | ||
001090
|
001340
|
bitmap font, 2bpp planer (unused) |
... | ||
0075C0
|
007FDF
|
SNES Header (reference) |
... | ||
00D996
|
00E6B5
|
bitmap font (used for dialog), 2bpp linear |
... | ||
00F7DB
|
00FBD8
|
dialog text |
00FBD9
|
00FCF4
|
dialog text pointer table |
... | ||
090000
|
0A031F
|
tileset, 8bpp linear |
... | ||
0A3EDA
|
0A40DA
|
bitmap font (Nintendo presents, credits?), 2bpp planer |
... |
Notes
Dialog text has prefix of two bytes and 0E
(what is its purpose?), 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:
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
The text position nibble can be either 0
or 8
. 0
vertically aligns the text with the middle of the character picture, and 8
aligns the text to its top.
0
|
8
|
---|---|
+-------+ | FALCO | ROLL, FOX!! +-------+ ROCK'N ROLL!! |
+-------+ ROLL, FOX!! | FALCO | ROCK'N ROLL!! +-------+ |
Nibble | Character |
---|---|
0
|
Fox |
1
|
Peppy |
2
|
Falco |
3
|
Slippy |
4
|
Pepper |
5
|
Andross |
Color obviously depends on the palette.
Text is mostly ASCII. #
is used as a period.
Internal Data for Star Fox |
---|
ROM Map • RAM Map • Text Table • Notes • Tutorials |