211 lines
6.6 KiB
Plaintext
211 lines
6.6 KiB
Plaintext
General notes
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=============
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Font palette:
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- Standard text windows: 0x4 = background, 0xF = foreground
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- File select/setup windows: 0x1 = background, 0x9 = foreground
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Hard-coded characters:
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- 0xFD: bullet (tile 0x1DD)
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- 0xFE: equip (tile 0x1DE)
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- Null (tile 0x1DF)
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- Background (tile 0x1FF)
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- 0xB4 - 0xBC: YOU WON! (tile 0x154)
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0x2020C70: enemy data slots in-battle? separated by 0x94 bytes
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0x2025038: enemy count (initial, not current)
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0x20251D8: item drop
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0x3000A00: Current PSI list when displaying a PSI window?
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0x3000AA2: number of party members
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0x3001D54: Ness items (16 bits each)
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0x3001D70: Ness EXP
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0x3001D80: Ness level
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0x3001D84: Ness max HP
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0x3001D86: Ness current HP
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0x3001D8C: Ness max PP
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0x3001D8E: Ness current PP
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0x3001D94: Ailment?
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00: conscious
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01: unconscious
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02: diamondized
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03: paralyzed
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04: nauseous
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05: poisoned
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06: sunstroke
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07: sniffling
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08: mashroomized
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09: possessed
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0A: homesick
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0x3001D95: Mashroomized flag?
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0x3001D96: Sleep flag?
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0x3001D97: Strange flag?
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0x3001D98: Can't concentrate flag?
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0x3001D99: Homesick flag?
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0x3001DA3: Ness offense
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0x3001DA4: Ness defense
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0x3001DA5: Ness speed
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0x3001DA6: Ness guts
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0x3001DA7: Ness luck
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0x3001DA8: Ness vitality
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0x3001DA9: Ness IQ
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0x3001F04: Current party
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0x3001F0B: Party character count
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0x3001F0C: Active party member flags
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0x3001F6A: Ness PSI flags?
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0x01: Teleport alpha
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0x08: Teleport beta
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0x3002500: buttons being pressed
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0x30051EC: tile offset (usually 0x100)
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0x3005224: menu depth
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0x3005228: current text palette, << 0xC
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0x3005230: addresses of all 11 windows
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[00]: A menu
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[01]: Money
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[02]: ?
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[03]: Action subject ("Who?", etc.)
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[04]: New equipment selection
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[05]: Offense/Defense
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[06]: Equip
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[07]: PSI list
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[08]: PSI classes
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[09]: PSI target/PP cost
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[0A]: PSI help
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0x3005264: active window party member
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0x3005270: address of tilemap start in WRAM, can use this to figure out X and Y
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0x872E404: door destinations?
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LDRB Rx,[Ry,#n]: n has range 0-31 (0x0-0x1F)
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LDRH Rx,[Ry,#n]: n has range 0-62 (0x0-0x3E)
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LDR Rx,[Ry,#n]: n has range 0-124 (0x0-0x7C) (0-1020 for SP- and PC-relative)
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Custom WRAM: 2027FC0
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Game code: ~0x0 - ~0x264FB
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Movement-y stuff?: ~0x264FC - ~0x3697E
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Text: 0x3697F - 0x8C4B0
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More code: 0xA1F6C - 0xFCE6B
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Code sequences
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--------------
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80BAB64: draw and render PSI party target window
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80C4C24: equip window renders four (None)s in a row
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80C4F80: going left in equip window
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80C4F84: going right in equip window
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Subroutines
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-----------
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8001720: play sound effect r0
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8005B9C: malloc? r0 = byte count
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801C104: return random number from 0 to r0 (exclusive)
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80A2E00: door-related? r0 = source, r1 = dest
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80A334C: store r0 to window memory
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80B8AE0: draw PSI target/PP cost window with PSI index r0
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80BD7AC: copy window buffer (primary/secondary)
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r0 = 0: copy from primary (2028A58) to secondary (2030A40)
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r0 = 1: copy from secondary to primary
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80BD7F8: copy window buffer (primary/tertiary)
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r0 = 0: copy from primary (2028A58) to tertiary (2031248)
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r0 = 1: copy from tertiary to primary
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80BE260: compute string pointer
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r0: pointer table
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r1: text base
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r2: index
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80BE458: initialize window. If text pointer == 0, also draw window borders.
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r0: window pointer
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r1: text pointer
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r2: mystery halfword that gets copied to +0x2E
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80BE4C8: initialize window. If text pointer == 0, also draw window borders.
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r0: window pointer
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r1: text pointer
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r2: mystery byte that gets copied to +0x42
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r3: mystery halfword that gets copied to +0x3E
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sp+0: mystery halfword that gets copied to +0x34 and +0x40 if the window enable flag is unset
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80C0A5C: render numbers on status window
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80C1FBC: draw PSI window for character r0
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80C239C: print PSI name with Greek letter
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80C438C: check for cursor movements in PSI window
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80C87D0: draw blank window and border (r0: window pointer)
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80C8BE4: render main menu string to window r0
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80C8FFC: render string to window r0
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80C9634: render string (r1) to window (r0) at (x,y) (r2,r3)
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80C96F0: render string (r1) to window (r0) at (x,2y) (r2,r3) using highlight [sp]
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(does not modify any window values)
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80C980C: print next character (r0: window pointer)
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80CA4BC: scroll text upwards (r0: window pointer)
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80CAB90: print window header string (r1) to RAM (r0) at tile ((r2 * 32) + r3)
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80CABF8: print checkboard string (r1) to RAM (r0) at tile ((r2 * 32) + r3)
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80D2E94: print party character name
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80D30C4: related to printing numbers points in battle (r0 = window)
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80D332C: related to printing names in battle (r0 = window)
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80D7154: count party members and store to 3000AA2
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then do some other stuff to the windows -- possibly drawing the HP/PP boxes?
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80EBFD4: copy string from r0, of max length r1, to battle user slot, and terminate with [00 FF]
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80EC004: get user string pointer
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80EC010: copy string from r0, of max length r1, to battle target slot, and terminate with [00 FF]
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80EC046: get target string pointer
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8B1B8B8 has a jump table with 13 entries for the [1A FF xx 00] code:
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00: ?
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01: PC name
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02: item name
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03: ?
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04: ?
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05: PC name
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06: ?
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07: ?
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08: ?
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09: ?
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0A: ?
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0B: ?
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Windows
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-------
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Window structure:
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0x00 - 0x03: bitfield
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0x00000001: enable
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0x00000020: signals to redraw the window and borders (cleared by C87D0)
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0x0000FFDE: ?
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0xFFFF0000: we're stealing these for our hacks
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0x0007: pixel X value
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0xFFF8: unused
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0x04 - 0x07: start address of text being displayed
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0x08 - 0x0B: same as above?
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0x0C - 0x13: unused?
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0x14 - 0x17: text address offset
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0x18 - 0x1B: ?
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0x1C - 0x1F: ? (some kind of offset; used when printing nameable things?)
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0x20 - 0x21: area (width*height)
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0x22 - 0x23: window X (text area, not including border)
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0x24 - 0x25: window Y
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0x26 - 0x27: window width (tiles, not including border)
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0x28 - 0x29: window height
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0x2A - 0x2B: relative text X
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0x2C - 0x2D: relative text Y
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0x2E - 0x2F: ?
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0x30 - 0x31: frame delay counter (counts down to 0, once per frame, after calling 1B FF xx xx)
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0x32 - 0x33: ?
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0x34 - 0x35: cursor X
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0x36 - 0x37: cursor Y
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0x38 - 0x43: ?
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0x44: ?
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0x45 - 0x4F: ?
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Custom codes
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------------
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5E FF xx: load value into memory
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01: plurality of enemies:
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01 = one
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02 = two
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03 = three or more
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5F FF xx: set current rendering location to xx
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60 FF xx: add xx to current rendering location
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Enemy data
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----------
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$8739D1C - $873D6DB
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