Medapedia:Medarot 1 Translation Project/Text: Difference between revisions

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(→‎Text table: End code effects.)
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Revision as of 12:08, 7 June 2015

Here's the stuff that might actually help with making a translation patch.

Text locations

I'm about 98% sure this is all of the text in the game.

Main text:

Bank # Address Contents
0x0C 33E00 Story/Dialogue snippet 1
0x0D 37E00 Story/Dialogue snippet 2
0x0E 3BE00 Story/Dialogue snippet 3
0x0F 3FE00 Story/Dialogue snippet 4
0x13 4F800 Story/Dialogue snippet 5
0x16 5A000 Story/Dialogue 1
0x18 60000 Story/Dialogue 2
0x1A 68000 Story/Dialogue 3
0x1D 74000 Battle/General text

Dialogue part 1 is only around 70-80 strings, while parts 2 and 3 both take up entire banks. I'm not sure what order the story text parts really go in (it looks pretty disorganized), but part 1 includes the intro text from when you start a new game. The short snippets are shoved in at the end of some of the graphics-containing banks and don't seem to follow a pattern either.

Other text with pointers:

Bank # Address Contents
0x02 0BF04 Attributes
0BFC0 Skills
0x16 59360 Credits
0x17 5E4E6 Medarotter names
5F6D2 Attack names
0x1E 78000 Menu text, text boxes, map
0x1F 7F298 Part descriptions

The credits and Medarotter names include some non-text bytes, probably for formatting and extra data. Out of all of these, the attack names would probably be the easiest to edit manually since they're located right at the end of their bank.

The menus are stored as tilemaps, so they should be reasonably easy to translate. (There's a lot of extra space in the bank.)

Lists without pointers:

Bank # Address Contents Limit
0x17 5DAF0 Items 8 chars
5DD50 Medals 7 chars
5EC36 Medarot names 8 chars
0x1C 725CC Part names and model numbers 8 chars

Pretty sure these use even spacing instead of an editable pointer table.

Item names have space for 15 characters in the ROM but are limited to 8 on-screen (same goes for Medarot names). Medal names only have space for 7 characters, and part names only have space for 8.

Text table

The text table in .tbl format can be downloaded here. (Use this to look at the Japanese text in a hex editor.)

Some notes:

  • 00: Normal space
  • 4A: Clears previous text on a line (weird form of new line, used in battle text)
  • 4B____: Shortcut to a piece of text, 4B23C9 is the player's name
  • 4C: Starts a new text box
  • 4D__: Changes text speed, lower numbers are faster (4D02 is default)
  • 4E: Moves to the second line in a text box
  • 4F__: End of string, 4F00 is normal but 00-04 all seem to be used.
  • 50: Space/End character in lists
  • 51-6A: English alphabet (caps only), only shows up on certain screens and appears blank/different when used in normal dialogue. (Y and Z show up as A and B in dialogue, used when talking about buttons.)

There's also a lot of non-text tiles mixed in, which I didn't include in the table file... This should cover anything that you'd find the the dialogue and battle text, though. ._.

The dialogue text seems to alternate between using 4E (new line) and 4C (new box).

End code effects:

  • 4F00 = Waits for button press, then closes. (Most common, used for normal text)
  • 4F01 = Closes automatically. (Delay depends on text speed?)
  • 4F02 = Waits for button press, but doesn't clear the text or text box graphics.
  • 4F03 = Waits for button press, clears the text but not the text box graphics.
  • 4F04 = Closes automatically, but doesn't clear the text or text box graphics. (Used for questions)
  • 4F05 and higher = Seem to work the same as 4F04.