Itadaki Street 2 tx notes
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ABCDEFGHIJKLMNOPQRSTUVWXYZ
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Street data table format:
Blocks of data 0x80 long, in the following format
Board layout format:
Compressed data, 0x0E + (N * 0x30) bytes long decompressed, where N is number of squares on the map
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StartLengthDataStreetNameLocationHeader:
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0x003
Compressed data pointer (tilemap)
0x00Shell Island0x01BF8CStartEndData
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0x033
Compressed data pointer (tilemap)
0x01Lake Mountain0x01C00C0x000x01???
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0x063
Compressed graphics pointer
0x02Clover Land0x01C08C0x02
Number of squares
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0x093
Palette data pointer
0x03Moon City0x01C10C0x03???
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0x0C3
Animated palette data pointer
0x04Slime0x01C18C0x04Max dice roll
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0x0F3
Uncompressed graphics pointer
0x05Skyscraper0x01C20C0x05???
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0x123
Board layout pointer
0x06Eastern Hemisphere0x01C28C0x060x07Starting cash
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0x153
Street name pointer (Big text)
0x07Dream World0x01C30C0x080x09Default target
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0x183
District name pointer (Small text, 9 bytes per name, NOT FF-terminated)
0x08Freeway0x01C38C0x0A0x0BBase salary
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0x1B3
Compressed data pointer (tilemap, only used on St13)
0x09Solar System0x01C40C0x0C0x0D
Promotion bonus
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0x1E20x0AUndersea City0x01C48C
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0x202
Map X minimum
0x0BCasino Town0x01C50CSquare data:
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0x222
Map Y minimum
0x0CSophie's Cave0x01C58CStartEndData
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0x242
Map X maximum
0x0DJapan0x01C60C0x00X position
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0x262
Map Y maximum
0x0EAlefgard0x01C68C0x01Y position
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0x2820x02Floor
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0x2A2
Map looping flag
0x030x04Initial value
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0x2C2
Minimap tile size (valid: 0x08, 0x05)
0x050x06
Initial shop price
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0x2E2
Dim Layer 2 flag
0x07District
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0x3020x08Square type
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0x3220x09
??? (only used by suit squares, and always 0x00?)
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0x3420x0A0x0D???
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0x3620x0E
Number of connected squares (2-4)
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0x3820x0F0x12
Connected square IDs
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0x3A20x13
Number of restricted paths (max 4)
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0x3C2
Floor count (valid: 0x00, 0x01, 0x02)
0x140x1F
3-byte Restricted paths: first byte is previous square, next two are restricted paths from this square
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0x3E20x200x27
Shop name (first half)
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0x4064
Chance card list
0x280x2F
Shop name (second half)
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AI Dialogue:
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Step 1: Pointer table at 0x05A000, 2 pointers per character:
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StartLength
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0x002
Pointer to dialogue text
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0x022
Pointer to unknown data (animation data?)
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Character 0x00 is Maharaja, all other AI characters follow in normal order.
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Step 2: Pointer tables pointed to in step 1 for dialogue text
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Each character has 152 lines (except Maharaja, who only has 15).
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Table consists of 3-byte pointers to bigtext string data with animation data included in pointers
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Bottom 20 bits are pointer data; upper 4 bits are which animation character should use for this line
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(for example, pointer E2 81 54 displays text from $04:81E2 (0x0201E2) using animation #5)
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Data notes
ROM Map
Big text table
Small text table
(OLD) Strings/prelim translation
Character Dialogue
Tutorial Dialogue
Dialog Window Addresses