Difference between revisions of "Miscellaneous:Menu screens"

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== Original ROM ==
 
== Original ROM ==
  
=== Special pointers ===
+
=== Special Pointers ===
 
<pre>
 
<pre>
 
Special pointers from 137D:
 
Special pointers from 137D:
Line 66: Line 66:
  
 
All screens are thus from {{address|0x|65D6D|66D79|100D}}.
 
All screens are thus from {{address|0x|65D6D|66D79|100D}}.
 +
 +
== Hyrule Magic ROM ==
 +
 +
<pre>
 +
Special pointers from 137D:
 +
===========================
 +
79 1B BF D4 6E 85 9C 10 10
 +
E1 02 E7 E5 E7 E6 DA 00 00
 +
0C 00 0C 0C 0C 0C 0E
 +
</pre>
 +
 +
* {{hex|0C E1 79 -> 0x066179}}({{hex|225}}) = Title screen BG1
 +
* {{hex|00 02 1B}} = Unused
 +
* {{hex|0C E7 BF -> 0x0667BF}}({{hex|4E9}}) = Naming screen BG1
 +
* {{hex|0C E5 D4 -> 0x0665D4}}({{hex|0B1}}) = Player select screen BG3 upper
 +
* {{hex|0C E7 6E -> 0x06676E}}({{hex|051}}) = Copy player screen BG3
 +
* {{hex|0C E6 85 -> 0x066685}}({{hex|0E9}}) = Erase player screen BG3
 +
* {{hex|0E DA 9C -> 0x075A9C}}({{hex|---}}) = Map screen" when you press the X button indoors
 +
 +
=== Other stuff ===
 +
 +
It is the same thing, only HM moved the data around, all pointers remain on place. It moves the data around, mainly to group all the data for bg1 and all the data for bg3, allocating the title screen, while leaving the naming screen and map screen on place.
 +
 +
But the original game has it better: it focuses on the screen type and lists all backgrounds first, then moves onto the new screen in an exact order, until all screen are covered.
 +
 +
Note: The length of the screens can be shorter or longer.
  
 
{{source|Puzzledude}}
 
{{source|Puzzledude}}
 
{{toc}}
 
{{toc}}

Revision as of 20:15, 11 January 2017

This is a subpage of Miscellaneous

Original ROM

Special Pointers

Special pointers from 137D:
===========================
6D 1B BF A8 3C 56 9C 10 10
DD 02 E7 E2 E6 E4 DA 00 00
0C 00 0C 0C 0C 0C 0E
  • 0C DD 6D -> 0x065D6D(225) = Title screen BG1
  • 00 02 1B / nothing
  • 0C E7 BF -> 0x0667BF(4E9) = Naming screen BG1
  • 0C E2 A8 -> 0x0662A8(0E0) = Player select screen BG3 upper
  • 0C E6 3C -> 0x06663C(051) = Copy player screen BG3
  • 0C E4 56 -> 0x066456(0E9) = Erase player screen BG3
  • 0E DA 9C -> 0x075A9C(2A4) = Map Screen when you press the X button indoors

Other stuff

  • 0x65D6D (225) (pointer 0C DD 6D, at 0x137D (3), pointer is global, each byte separate)
    • Title screen BG1
    • Ends with FF
  • 0x65F92 (AE) (no pointers)
    • Title screen BG2
    • Ends with FF
  • 0x66040 (188) (no pointers)
    • Title screen BG2
    • Ends with FF*
  • 0x661C8 (E0) (pointer C8 E1, at 0x64E5F (2) (0C missing, pointer is local, bytes not separate)
    • Player select screen BG1
    • Does not end with FF, ends with 35, i.e. where the global pointer definition points= 0x662A8, so it ends with 0x662A7
  • 0x0662A8 (B1) (pointer 0C E2 A8, at 0x137D (3) pointer is global, each byte separate)
    • Player select screen BG3 upper
    • Ends with FF
  • 0x66359 (FD) (pointer should be 59 E3, but it is -1= 58 E3, at 0x64ED0 (2) (0C missing, pointer is local, bytes not separate)
    • Player select screen BG3 lower
    • Ends with FF
  • 0x66456 (E9) (pointer 0C 54 E6, at 0x137D (3), pointer is global, each byte separate)
    • Erase player screen BG3
    • Ends with FF
  • 0x6653F (FD) (pointer should be 3F E5, but it is -1= 3E E5, at 0x654C0 (2) (0C missing, pointer is local, bytes not separate)
    • Erase player screen BG1
    • Ends with FF
  • 0x6663C (51) (pointer 0C E6 3C, at 0x137D (3), pointer is global, each byte separate)
    • Copy player screen" BG3
    • Ends with FF
  • 0x6668D (AD) (pointer 8D E6, at 0x65148 = 2 byte pointer (0C missing, pointer is local, bytes not separate)
    • copy player screen BG1
    • ends with FF
  • 0x6673A (85) (pointer 3A E7, at 0x65292 = 2 byte pointer (0C missing, pointer is local, bytes not separate)
    • Sub copy player screen BG3
    • Ends with FF
    • I.e. when you copy 1 player game file to other, a small quadrant appears.
  • 0x667BF (4E9) (pointer 0C E7 BF, at 0x137D (3), pointer is global, each byte separate)
    • Naming screen BG1
    • Ends with FF
  • 0x66CA8 (D2) (no pointers)
    • Naming screen BG3
    • Ends with FF
  • 0x66D7A to 0x66D79 (----)
    • Nintendo logo screen

All screens are thus from 0x65D6D to 0x66D79 (100D).

Hyrule Magic ROM

Special pointers from 137D:
===========================
79 1B BF D4 6E 85 9C 10 10
E1 02 E7 E5 E7 E6 DA 00 00
0C 00 0C 0C 0C 0C 0E
  • 0C E1 79 -> 0x066179(225) = Title screen BG1
  • 00 02 1B = Unused
  • 0C E7 BF -> 0x0667BF(4E9) = Naming screen BG1
  • 0C E5 D4 -> 0x0665D4(0B1) = Player select screen BG3 upper
  • 0C E7 6E -> 0x06676E(051) = Copy player screen BG3
  • 0C E6 85 -> 0x066685(0E9) = Erase player screen BG3
  • 0E DA 9C -> 0x075A9C(---) = Map screen" when you press the X button indoors

Other stuff

It is the same thing, only HM moved the data around, all pointers remain on place. It moves the data around, mainly to group all the data for bg1 and all the data for bg3, allocating the title screen, while leaving the naming screen and map screen on place.

But the original game has it better: it focuses on the screen type and lists all backgrounds first, then moves onto the new screen in an exact order, until all screen are covered.

Note: The length of the screens can be shorter or longer.

(Source: Puzzledude)

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