These are some, if not all, of the text locations in CV3. Unfortunately, you'll need at least 2 cyphers for CV3j and 3 cyphers for CV3u.
Some text can be found in both versions readable with the default ASCII values which nearly all hex editors can display. There are a couple texts of note which use this cypher.
$000000[j] $000000[u] "NES" header
$004000[j] $004000[u] Version number
$001884[j] $001B35[u] "GAME DEMO" attract mode banner (cut)
English text in CV3j pretty much used the same tile layout, which can be read with the following .TBL file in FCEUX.
00=
41=0
42=1
43=2
44=3
45=4
46=5
47=6
48=7
49=8
4A=9
4B=.
4C==
4D=-
4E=∙
4F=·
50=A
51=B
52=C
53=D
54=E
55=F
56=G
57=H
58=I
59=J
5A=K
5B=L
5C=M
5D=N
5E=O
5F=P
60=Q
61=R
62=S
63=T
64=U
65=V
66=W
67=X
68=Y
69=Z
6A=!
6B=?
77=@
78=,
79='
CF=<
DF=>
Notable entries with this cypher are listed below. Note that the 2 numbers before text typically specify which PPU tile address to write to. Values of #FE or #FF are control numbers, which is why those two positions are often left blank in tile data.
$007B2A[u] Name entry characters (part of screen tile map)
01=0
02=1
03=2
04=3
05=4
06=5
07=6
08=7
09=8
0A=9
0B=.
0C==
0D=-
0E=¨
0F=·
10=A
11=B
12=C
13=D
14=E
15=F
16=G
17=H
18=I
19=J
1A=K
1B=L
1C=M
1D=N
1E=O
1F=P
20=Q
21=R
22=S
23=T
24=U
25=V
26=W
27=X
28=Y
29=Z
2A=!
2B=?
2C=│
2D=
2E=└
2F=┘
37=@
C0=A
C1=B
C2=C
C3=D
C4=E
C5=F
C6=G
C7=H
C8=I
C9=J
CA=K
CB=L
CC=M
CD=N
CE=O
CF=P
D0=Q
D1=R
D2=S
D3=T
D4=U
D5=V
D6=W
D7=X
D8=Y
D9=Z
DA='
DB=.
DC=,
DD=0
DE=1
DF=5
E0=a
E1=b
E2=c
E3=d
E4=e
E5=f
E6=g
E7=h
E8=i
E9=j
EA=k
EB=l
EC=m
ED=n
EE=o
EF=p
F0=q
F1=r
F2=s
F3=t
F4=u
F5=v
F6=w
F7=x
F8=y
F9=z
FA=!
FB=?
FC=-
FD=&
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