Miscellaneous:Menu screens
From TLoZ: ALTTP Hacking Resources
This is a subpage of Miscellaneous
Contents
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 = Unused
- 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
Title Screen
- 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 BG3
- Ends with FF*
Player Select Screen
- 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
Erase Player Screen
- 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
Copy Player
- 0x6668D (AD) (pointer 8D E6, at 0x65148 (2) (0C missing, pointer is local, bytes not separate)
- copy player screen BG1
- ends with FF
- 0x6673A (85) (pointer 3A E7, at 0x65292 (2) (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.
Naming Screen
- 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
Nintendo Logo Screen
- 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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