Medapedia:Medarot 1 Translation Project/TextEsperanto
Text dumps and translations for the patch are hosted here! This is an incomplete translation of the script into Esperanto.
This should be all of the text in the game, excluding stuff that's handled with tilemaps (like menus and the map screens).
Text locations / dumps[edit]
Click the address to view the text and translations for that part.
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. The menus are stored as tilemaps with pointers.
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[edit]
The text table in .tbl format for the Japanese game 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.