Skeetendo

’Cause all games were better on the GBC

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#2 2011-03-18 17:11:35

Miksy91
Member
Registered: 2010-10-16
Post 307/2,339

Re: Japanese table file

Heh, doesn't make much sense to me :D

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#3 2012-01-01 14:56:19

Torchickens
Member
Registered: 2011-01-02
Post 11/47

Re: Japanese table file

Added some more. Note some of these are unselectable characters with dakutens/handakutens (even though (han)dakutens are generally can only be added to 'ka', 'ki', 'ku', 'ke', 'ko', 'sa', 'shi', 'su', 'se', 'so', 'ta', 'tsu', 'te', 'to', 'ha', 'hi', 'fu', 'he', 'ho') due to the way in which the game adds one for certain character values. Some are selectable by adding the dakuten manually on the nicknaming screen, but for others pressing 'A' on the dakuten symbol will not work.

Edit (@25 July 2013): Now I know the Japanese syllabary better I noticed I made some errors. I've added a few omissions but Tauwasser's table is better.

01=イ゙
02=ヴ
03=エ゙
04=オ゙
05=ガ
06=ギ
07=グ
08=ゲ
09=ゴ
0A=ザ
0B=ジ
0C=ズ
0D=ゼ
0E=ゾ
0F=ダ
10=ヂ
11=ヅ
12=デ
13=ド
14=ナ゙
15=ニ゙
16=ヌ゙
17=ネ゙
18=ノ゙
19=バ
1A=ビ
1B=ブ
1C=ボ
1D=マ゙
1E=ミ゙
1F=ム゙
20=ィ゙
21=あ゙
22=い゙
23=ゔ
24=え゙
25=お゙
34=ど
35=な゙
36=に゙
37=ぬ゙
38=ね゙
39=の゙
3A=ば
3B=び
3C=ぶ
3F=ま゙
40=パ
41=ピ
42=プ
43=ポ
44=ぱ
45=ぴ
46=ぷ
47=ペ
48=ぽ
49=ま゚
4A=み゚
4B=(Some character string?)
4C=(Some character string?)
4D=も゚
4E=(?)
4F=(?)
50=(END)
54=(Last name in memory?)
60=<b>A</b> (sometimes m?)
61=<b>B</b>
62= <b>C</b> (start menu) or [second half of "HP"]
63= <b>D</b> (start menu) [empty HP bar]
64= <b>E</b> (start menu) [slightly filled HP bar 1]
65= <b>F</b> (start menu) [slightly filled HP bar 2]
66= <b>G</b> (start menu) [slightly filled HP bar 3]
67= <b>H</b> (start menu) [slightly filled HP bar 4]
68= <b>I</b> (start menu) [slightly filled HP bar 5]
69= <b>V</b> (start menu) [slightly filled HP bar 6], or clip [used in Pokédex]
6A= <b>S</b> (start menu) [slightly filled HP bar 7]
6B= <b>L</b> (start menu) [almost full HP bar] or horizontal line [used in Pokédex]
6C= <b>M</b> (start menu) [HP bar border]
6D= : (start menu)
71= [first half of "HP"]
72=『
73=ID
74=№
75=… [it's actually floating ellipsis]
76=line (name input)
77=floating line (name input)
79=┌
7A=─
7B=┐
7C=│
7D=└
7E=┘
7F=(space)



Title screen intro:

60=©
61=(19)
62=(9)
63=(5)
64-6A=GAME FREAK
6B-6C=Inc.
6D-72=Nintendo
73-78=Creatures

Title screen:

41-4D=©1995 GAME FREAK Inc.
60-61=Red
62-64=Green
65-69=Version

In the localized Pokémon Red, the 'Green' can be forced in English title screens even though it isn't used.

Last edited by Torchickens (2013-07-25 20:12:22)

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#4 2012-01-01 19:01:15

415/703

Re: Japanese table file

Torchickens wrote:

Added some more. Note some of these might be unselectable characters with dakutens which doesn't seem to make any sense. (I've heard its apparently generally taught only dakuten for 'k', 's', 't' and 'h' kana). Some are selectable by adding the dakuten manually on the nicknaming screen, but for others pressing 'A' on the dakuten symbol will not work. 01-1F: katakana w/dakuten. Will edit to make presentation better if possible.

Characters with dakuten are dynamically generated by overlaying the dakuten over the character + $80. That’s why you can get impossible characters like イ゙, and also why the English translations start the character table at $80 instead of using a sane ASCII‐based encoding.

I have filled out this table quite a bit in the last few weeks, but there is a slightly fuller version in the disassembly (not in table format).

Last edited by IIMarckus (2012-02-26 20:09:51)

#5 2012-01-01 22:14:50

Tauwasser
Member
Registered: 2010-10-16
Post 253/452

Re: Japanese table file

This is mine:

00={Number:FFB2, 1b, 2dec}エラー[END]
01=イ゛
02=ヴ
03=エ゛
04=オ゛
05=ガ
06=ギ
07=グ
08=ゲ
09=ゴ
0A=ザ
0B=ジ
0C=ズ
0D=ゼ
0E=ゾ
0F=ダ
10=ヂ
11=ヅ
12=デ
13=ド
14=ナ゛
15=ニ゛
16=ヌ゛
17=ネ゛
18=ノ゛
19=バ
1A=ビ
1B=ブ
1C=ボ
1D=に 
1E=って
1F=を 
20=ィ゛
21=あ゛
22=だ!
23=こうげき
24=は 
25=の 
26=が
27=ぎ
28=ぐ
29=げ
2A=ご
2B=ざ
2C=じ
2D=ず
2E=ぜ
2F=ぞ
30=だ
31=ぢ
32=づ
33=で
34=ど
35=ばん どうろ
36=わたし
37=ここは 
38=_D1C7
39=_D1CD
3A=ば
3B=び
3C=ぶ
3D=べ
3E=ぼ
3F=_FIGHTの _NAME
40=パ
41=ピ
42=プ
43=ポ
44=ぱ
45=ぴ
46=ぷ
47=ぺ
48=ぽ
49=_MOM
4A=が 
4B=[ACK]
4C=[FORWARD]
4D=も゜
4E=[NL]
4F=[LF]
51=[ACK][NB]
52=_D1B5
53=_RIVAL
54=ポケモン
55=[ACK][NL]??
56=……
57=[END]
58=[ACK]
59=_ENEMYてきの
5A=_OWNてきの
5B=パソコン
5C=わざマシン
5D=トレーナー
5E=ロケットだん
5F=。[END]
75=…
7F= 
80=ア
81=イ
82=ウ
83=エ
84=オ
85=カ
86=キ
87=ク
88=ケ
89=コ
8A=サ
8B=シ
8C=ス
8D=セ
8E=ソ
8F=タ
90=チ
91=ツ
92=テ
93=ト
94=ナ
95=ニ
96=ヌ
97=ネ
98=ノ
99=ハ
9A=ヒ
9B=フ
9C=ホ
9D=マ
9E=ミ
9F=ム
A0=メ
A1=モ
A2=ヤ
A3=ユ
A4=ヨ
A5=ラ
A6=ル
A7=レ
A8=ロ
A9=ワ
AA=ヲ
AB=ン
AC=ッ
AD=ャ
AE=ュ
AF=ョ
B0=ィ
B1=あ
B2=い
B3=う
B4=え
B5=お
B6=か
B7=き
B8=く
B9=け
BA=こ
BB=さ
BC=し
BD=す
BE=せ
BF=そ
C0=た
C1=ち
C2=つ
C3=て
C4=と
C5=な
C6=に
C7=ぬ
C8=ね
C9=の
CA=は
CB=ひ
CC=ふ
CD=へ
CE=ほ
CF=ま
D0=み
D1=む
D2=め
D3=も
D4=や
D5=ゆ
D6=よ
D7=ら
D8=り
D9=る
DA=れ
DB=ろ
DC=わ
DD=を
DE=ん
DF=っ
E0=ゃ
E1=ゅ
E2=ょ
E3=ー
E4=゜
E5=゛

I'm not sure why I stopped at E5 at the moment.

Also, the reason why they start at 0x80 is not a limitation of the Japanese text engine (which IIRC was reprogrammed anyway for Western releases), but instead to have a 1:1 mapping to VRAM tiles.

cYa,

Tauwasser

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#6 2012-01-02 01:04:34

Sawakita
Administrator
Registered: 2010-10-16
Post 251/365

Re: Japanese table file

The following is something I found few months ago while hacking Green (J) for a different reason:

if x < 20 → print value (x + $80) in the current location and print char $E5 in the row above it.
if 1F < x < 40 → print value (x + $90) in the current location and print char E5 in the row above it.
if 3F < x < 44 → print value (x + $59) in the current location and print char E4 in the row above it.
if 43 < x < 60 (excluding of course all the text-commands like $55, $4E, etc.) → print value (x + $86) in the current location and print char E4 in the row above it.

And this is what gets loaded in VRAM starting at address $8800:
scaled.php?server=402&filename=immagineksf.png&res=medium

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