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About DO1

Started by KingMike, October 24, 2002, 07:02:01 PM

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KingMike

Nightcrawler, no chance you'd know which characters you replaced when you changed the font? You said that your table didn't exactly match the characters as they appear in a save state. I just finished the first world (I guess that's not even halfway, looking at the guide), so I thought I'd look at the game a little. I made a font table of the Japanese game, and it did have all the characters in order (I've checked it a little bit, and it appears correct so far).

Nightcrawler


Quote
Nightcrawler, no chance you'd know which characters you replaced when you changed the font? You said that your table didn't exactly match the characters as they appear in a save state. I just finished the first world (I guess that's not even halfway, looking at the guide), so I thought I'd look at the game a little. I made a font table of the Japanese game, and it did have all the characters in order (I've checked it a little bit, and it appears correct so far).

I did? umm.. uhh.. I'm totally drawing a blank right now.  I'll have to take a look at my do1 stuff when I get home.  Didn't I send you a partial table? I'm so confused! I'll take a look at things sometime late tonight or tommorrow and get back to you.  Things are busy right now.
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KingMike

Well, now I'm stuck in the mine in the underground world. The guide says just look and I'll find the Ceramic Cube. Well, guess I gotta search like 20 or so real small, identical floors. Fun!! :P

Nightcrawler

Sorry.. I never made it that far in the game.  I can't help you there.

I did get the chance to look at my Do1 work though.  I don't have any notes on the Japanese table.  I'm not sure I ever even made one.  I do have my notes on the English table.  When I recompressed the font.. I recompressed the entire English font in order.. numbers, uppercase, lowercase starting with table value 0x00 for 0.  A was 0x0a and a was 0x24.  The problem was, by the time I got to m.. which was 0x30.. the next value 0x31 was NOT n BUT n was immediately following m physically in the ROM.  I think that's how it was.  Keep in mind I did this work last December, so it's been the better part of a year since I did it.  

It doesn't matter though.  I will handle recompressing an English font and creating an English table for you.  You won't have to worry about any of that.
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KingMike

Oh, I get it. The table was 0=0 up to something like 23=Z. Then row $30 is completely skipped in the font graphics (I'd guess it's some control stuff, as it crashed the game when I tried to insert text 30 31 32 33 34 ...).

Thanks for the explanation of what you did.

Also, I found that mine out. Since it's annoying, I'll explain it here: It was a mine with several small, identical floors.
Counting the entrance floor as B1, B2 is the first "maze" floor, B3 has a connection with the other end of the mine, where a Steam Gun, a powerful weapon, is found. B8 has a path to a room in B11 with a few goodies (nothing important).
B12 has a path to the passageway seen behind the stairwell on B13. I think you should go down two floors from this new stairway (which would result in you being on floor B15 by my count), where you should search for the Ceramic.

KingMike

Well, it's still about DO1 :)

Anyways, there looks to be a list of music titles in the game (including pointers) which makes me wonder if it's used in the game or not. I'll try and see if I can work backwards through the ASM to see if there's a code or not to its use.
(I tried looking for DYUARU OOBU on google.co.jp, and found nothing but PAR codes :(, and Japanese porn >:(.

Nightcrawler

That's interesting.  If ya figure anything out let me know.

By the way, am I supposed to be doing any work on Dual Orb 1 right now? I completely forgot about it.

Where do we stand with it right now?

Faint memory reminds me of dialog dumps you were making that weren't going to be able to be reinserted due to no pointers or something like that.
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KingMike

Yeah, it was about trying to find out how the game knows where each of the 837,236 pointer/text blocks are.