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| Just a page to post what I've found in Medarot 2. ;D | | Just a page to post what I've found in Medarot 2. ;D |
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| Note that this is for the original GB/GBC version. For the GBA remake, see [[User:Kimbles/Medarot 2 Core Hacking Notes|Medarot 2 Core Hacking Notes]].
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| == Bank map ==
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| These are my findings for how the ROM is organized. This game is 2 MB, so about four times the size of Medarot 1.
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| '''Legend:''' Text is <span style="color:green;">'''green'''</span>, Graphics are <span style="color:magenta;">'''pink'''</span>, and other data is '''black'''. Only the banks that say (Empty) are actually empty, and the rest just contain unidentified data.
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| {| class="wikitable collapsible collapsed"
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| ! colspan=32 width=520 | Bank Map
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| |-
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| !Bank
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| !Address
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| !Known contents
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| |-
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| |0x0
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| |0x0000
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| |0x237E - Dialogue text bank pointer table
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| |-
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| |-
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| |-
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| |0x3
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| |0xC000
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| |<span style="color:green;"> 0xDB50 - Metabee part names in English, used in intro </span> <br/> <span style="color:magenta;"> 0xDC20 - Graphics for English font used in intro </span>
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| |-
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| |0x4
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| |0x10000
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| |<span style="color:green;">0x11350 - Staff credits </span>
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| |-
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| |0x5
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| |0x14000
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| |<span style="color:green;">0x160D0 - Skill names <br/> 0x159E0 - Head/Right arm/Left arm/Legs </span>
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| |-
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| |0x6
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| |0x18000
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| |<span style="color:gray;">(Empty)</span>
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| |-
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| |-
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| |-
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| |-
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| |-
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| |-
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| |0xC
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| |0x30000
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| |<span style="color:gray;">(Empty)</span>
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| |-
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| |-
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| |-
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| |-
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| |-
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| |0x11
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| |0x44000
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| |<span style="color:magenta;"> 0x45000 - Title screen graphics </span>
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| |-
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| |-
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| |-
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| |-
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| |-
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| |-
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| |-
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| |0x1A
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| |0x68000
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| |<span style="color:green;">0x693F9 - Debug menu options </span>
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| |-
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| |-
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| |-
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| |-
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| |-
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| |0x20
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| |0x80000
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| |<span style="color:green;">0x80800 - Medarotter names </span> + data for encounter portraits/text
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| |-
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| |0x21
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| |0x84000
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| |0x84000 - Parts data <br/> <span style="color:green;"> 0x86620 - Attribute names <br/> 0x866D0 - Skill names, Leg types </span> <br/> ? some other data? <br/> <span style="color:green;"> 0x86D70 - Medal nature names <br/> 0x86E60 - Medaforce names </span> + data
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| |-
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| |0x22
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| |0x88000
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| |<span style="color:green;"> 0x88200 - Medarot names <br/> 0x88890 - Part names, models </span> + gender data <br/> <span style="color:green;"> 0x8B7A0 - Item names </span> + usability data <br/> <span style="color:green;"> 0x8BA50 - Medal names <br/> 0x8BB90 - Terrain names <br/> 0x8BC60 - Short action names (partly unused) </span>
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| |-
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| |0x23
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| |0x8C000
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| |<span style="color:green;"> Battle, menu, system messages </span>
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| |-
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| |0x24
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| |0x90000
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| |<span style="color:green;"> Battle, menu, system messages </span>
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| |-
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| |0x25
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| |0x94000
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| |<span style="color:gray;">(Empty)</span>
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| |-
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| |-
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| |-
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| |0x28
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| |0xA0000
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| |<span style="color:magenta;"> Character walking sprites </span>
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| |-
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| |0x29
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| |0xA4000
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| |<span style="color:magenta;"> Character walking sprites </span>
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| |-
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| |0x2A
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| |0xA8000
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| |<span style="color:magenta;"> Attack/battle animations </span>
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| |-
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| |0x2B
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| |0xAC000
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| |<span style="color:magenta;"> Attack/battle animations </span>
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| |-
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| |-
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| |0x2E
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| |0xB8000
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| |<span style="color:magenta;"> More character walking sprites </span>
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| |-
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| |-
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| |0x34
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| |0xD0000
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| |Tilemaps + <span style="color:green;"> menu text </span>
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| |-
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| |0x35
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| |0xD4000
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| |Tilemaps + <span style="color:green;"> menu text </span>
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| |0x3A
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| |0xE8000
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| |<span style="color:green;"> 0xE8200 - Signs and objects </span>
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| |-
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| |0x3B
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| |0xEC000
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| |<span style="color:magenta;"> ? Compressed graphics (+ font) </span>
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| |-
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| |0x3C
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| |0xF0000
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| |<span style="color:magenta;"> ? Compressed graphics </span>
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| |-
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| |0x3D
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| |0xF4000
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| |<span style="color:magenta;"> ? Compressed graphics </span>
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| |-
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| |0x3E
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| |0xF8000
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| |<span style="color:magenta;"> ? Compressed graphics </span>
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| |-
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| |-
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| |0x40
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| |0x100000
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| |<span style="color:magenta;"> Character portraits </span>
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| |-
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| |0x41
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| |0x104000
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| |<span style="color:magenta;"> Character portraits </span>
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| |-
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| |0x42
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| |0x108000
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| |<span style="color:magenta;"> Character portraits </span>
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| |-
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| |0x43
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| |0x10C000
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| |<span style="color:magenta;"> Character portraits </span>
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| |-
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| |0x44
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| |0x110000
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| |<span style="color:magenta;"> ? Compressed graphics </span>
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| |-
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| |0x45
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| |0x114000
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| |<span style="color:magenta;"> ? Compressed graphics </span>
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| |-
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| |0x46
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| |0x118000
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| |<span style="color:magenta;">Medal graphics</span>
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| |-
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| |0x47
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| |0x11C000
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| |<span style="color:magenta;">Medal graphics</span>
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| |-
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| |0x48
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| |0x120000
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| |<span style="color:magenta;">Medal graphics</span>
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| |-
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| |0x49
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| |0x124000
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| |<span style="color:magenta;">Head part graphics</span>
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| |-
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| |0x4A
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| |0x128000
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| |<span style="color:magenta;">Head part graphics</span>
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| |-
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| |0x4B
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| |0x12C000
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| |<span style="color:magenta;">Head part graphics</span>
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| |-
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| |0x4C
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| |0x130000
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| |<span style="color:magenta;">Head part graphics (silhouette)</span>
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| |-
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| |0x4D
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| |0x134000
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| |<span style="color:magenta;">Head part graphics (silhouette)</span>
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| |-
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| |0x4E
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| |0x138000
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| |<span style="color:magenta;">Head part graphics (silhouette)</span>
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| |-
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| |0x4F
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| |0x13C000
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| |<span style="color:magenta;">Right part graphics</span>
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| |-
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| |0x50
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| |0x140000
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| |<span style="color:magenta;">Right part graphics</span>
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| |-
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| |0x51
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| |0x144000
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| |<span style="color:magenta;">Right part graphics</span>
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| |-
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| |0x52
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| |0x148000
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| |<span style="color:magenta;">Right part graphics (silhouette)</span>
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| |-
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| |0x53
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| |0x14C000
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| |<span style="color:magenta;">Right part graphics (silhouette)</span>
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| |-
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| |0x54
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| |0x150000
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| |<span style="color:magenta;">Right part graphics (silhouette)</span>
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| |-
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| |0x55
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| |0x154000
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| |<span style="color:magenta;">Left part graphics</span>
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| |-
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| |0x56
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| |0x158000
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| |<span style="color:magenta;">Left part graphics</span>
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| |-
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| |0x57
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| |0x15C000
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| |<span style="color:magenta;">Left part graphics</span>
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| |-
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| |0x58
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| |0x160000
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| |<span style="color:magenta;">Left part graphics (silhouette)</span>
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| |-
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| |0x59
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| |0x164000
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| |<span style="color:magenta;">Left part graphics (silhouette)</span>
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| |-
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| |0x5A
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| |0x168000
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| |<span style="color:magenta;">Left part graphics (silhouette)</span>
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| |-
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| |0x5B
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| |0x16C000
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| |<span style="color:magenta;">Leg part graphics</span>
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| |-
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| |0x5C
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| |0x170000
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| |<span style="color:magenta;">Leg part graphics</span>
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| |-
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| |0x5D
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| |0x174000
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| |<span style="color:magenta;">Leg part graphics</span>
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| |-
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| |0x69
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| |0x1A4000
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| |<span style="color:gray;">(Empty)</span>
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| |-
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| |-
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| |-
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| |0x6F
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| |0x1BC000
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| |<span style="color:green;"> Dialogue (beginning of game) </span>
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| |-
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| |0x70
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| |0x1C0000
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| |<span style="color:green;"> Dialogue </span>
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| |-
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| |0x71
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| |0x1C4000
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| |<span style="color:green;"> Dialogue </span>
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| |-
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| |0x72
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| |0x1C8000
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| |<span style="color:green;"> Dialogue </span>
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| |-
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| |0x73
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| |0x1CC000
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| |<span style="color:green;"> Dialogue </span>
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| |-
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| |0x74
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| |0x1D0000
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| |<span style="color:green;"> Dialogue </span>
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| |0x75
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| |0x1D4000
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| |<span style="color:green;"> Dialogue </span>
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| |-
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| |0x76
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| |0x1D8000
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| |<span style="color:green;"> Dialogue </span>
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| |-
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| |0x77
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| |0x1DC000
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| |<span style="color:green;"> Dialogue </span>
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| |-
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| |0x78
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| |0x1E0000
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| |<span style="color:green;"> Dialogue </span>
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| |-
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| |0x79
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| |0x1E4000
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| |<span style="color:green;"> Dialogue </span>
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| |-
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| |0x7A
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| |0x1E8000
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| |<span style="color:green;"> 0x1E8000 - Dialogue </span> <br/> 0x1EA7FB - ? some other data?
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| |-
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| |0x7B
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| |0x1EC000
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| |<span style="color:green;"> Dialogue </span>
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| |-
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| |0x7C
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| |0x1F0000
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| |<span style="color:green;"> Dialogue </span>
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| |-
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| |0x7D
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| |0x1F4000
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| |<span style="color:green;"> Dialogue </span>
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| |-
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| |0x7E
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| |0x1F8000
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| |<span style="color:green;"> Dialogue (ends with bathroom door) </span>
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| |-
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| |0x7F
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| |0x1FC000
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| |<span style="color:magenta;"> ? Compressed graphics </span>
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| |-
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| |}
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| This ''should'' be all of the text in the game. I found the graphics by scrolling through a tile editor though, so I couldn't identify most of the compressed graphics. (The game almost certainly has a compressed graphics table like Telefang.)
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| If you know where anything else is located in the ROM (like music/sound, ASM code, or other data), feel free to add it here!
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| == Text table ==
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| The text table for the game can be downloaded here:
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| * http://www.mediafire.com/file/7okkkxxopgpxyzi/medarot2.tbl
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| Use this to view/edit the text in a hex editor.
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| === Control codes ===
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| * C0 = End character used to seperate entries in lists
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| * C1?? = Ends a string. In normal dialogue, C100 is used for most lines and C104 is used for yes/no questions. The game also uses C102 and C104 in battle/system messages.
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| * C2 = New line character. Technically this just starts writing on the second text line, so if you use it on the second text line it will start overwriting existing text.
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| * C3?? = Changes the text speed. Lower numbers are faster, and C3FF makes the text appear instantly.
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| * C4 = Waits for the player to press A, then starts a new text box. In normal dialogue, C4 is always followed by C6 when the game wants to start a new text box, but in battle/system messages C4 is sometimes used on its own. I'm not 100% sure what the difference is.
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| * C5???? = Inserts text from the RAM address specified. C528CB inserts the player's name.
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| * C6 = Starts a new box without waiting for a button press. The game seems to only use this in conjunction with C4.
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| * C7?? = Sets the dialogue portrait. There are C5 (198) possible faces to use. C7FF doesn't display a portrait.
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| == Parts data == | | == Parts data == |
Line 569: |
Line 72: |
| 00 = Strike 01 = Berserk | | 00 = Strike 01 = Berserk |
| 02 = Shoot 03 = Snipe | | 02 = Shoot 03 = Snipe |
| 04 = Support 05 = Protect | | 04 = Support 04 = Protect |
| 06 = Heal 07 = Other | | 06 = Heal 05 = Other |
| </pre> | | </pre> |
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