├── .gitattributes ├── .gitignore ├── README.md ├── asm ├── Album.asm ├── BHallBoard.asm ├── BHallCert.asm ├── BattleMenu.asm ├── BomberHall.asm ├── Enc.asm ├── Font.asm ├── Fusion.asm ├── GameOver.asm ├── HUD.asm ├── HUD2.asm ├── RMenu.asm ├── Radar.asm ├── SaveLoad.asm ├── SmallVWF.asm ├── debug.asm ├── vwf_item_fusion.asm ├── vwf_name_card.asm └── vwf_routines.asm ├── assets ├── Album_Box.bmp ├── Album_Main.bmp ├── Album_Numbers.bmp ├── Album_TextBox.bmp ├── BHallBoard_Blue.bmp ├── BHallBoard_Numbers.bmp ├── BHallBoard_Ranks.bmp ├── BHallBoard_Red.bmp ├── BHallCert_Main.bmp ├── BHallCert_Numbers.bmp ├── BHallCert_Portrait.bmp ├── BHallCert_Rank.bmp ├── BattleMenu.bmp ├── BattleMenu.txt ├── BomberHall_Main.bmp ├── BomberHall_Numbers.bmp ├── BomberHall_Numbers2.bmp ├── BomberHall_Text.bmp ├── Enc_01.bmp ├── Enc_02.bmp ├── Enc_03.bmp ├── Enc_04.bmp ├── Enc_05.bmp ├── Enc_06.bmp ├── Enc_07.bmp ├── Enc_08.bmp ├── Enc_09.bmp ├── Enc_10.bmp ├── Enc_11.bmp ├── Enc_12.bmp ├── Enc_13.bmp ├── Enc_14.bmp ├── Enc_15.bmp ├── Enc_16.bmp ├── Enc_17.bmp ├── Enc_18.bmp ├── Enc_19.bmp ├── Enc_20.bmp ├── Enc_21.bmp ├── Enc_22.bmp ├── Enc_23.bmp ├── Enc_24.bmp ├── Enc_25.bmp ├── Enc_26.bmp ├── Enc_27.bmp ├── Enc_28.bmp ├── Enc_29.bmp ├── Enc_30.bmp ├── Enc_31.bmp ├── Enc_32.bmp ├── Enc_Arrows.bmp ├── Enc_Blank.bmp ├── Enc_Index.bmp ├── Enc_Main.bmp ├── Enc_Numbers.bmp ├── Enc_Unk.bmp ├── Font.bmp ├── Fusion_Main.bmp ├── Fusion_Numbers.bmp ├── Fusion_TextBox.bmp ├── GameOver.bmp ├── HUD2_Main.bmp ├── HUD2_Pause.bmp ├── HUD_Bombs.bmp ├── HUD_Boss.bmp ├── HUD_Flames.bmp ├── HUD_Flames2.bmp ├── HUD_Main.bmp ├── HUD_Misc.bmp ├── HUD_Pause.bmp ├── HUD_Stars.bmp ├── RMenu_Armor1.bmp ├── RMenu_Armor2.bmp ├── RMenu_Armor3.bmp ├── RMenu_Armor4.bmp ├── RMenu_Bombs.bmp ├── RMenu_ExpBar1.bmp ├── RMenu_ExpBar2.bmp ├── RMenu_Items.bmp ├── RMenu_Karabon.bmp ├── RMenu_Nav.bmp ├── RMenu_Numbers.bmp ├── RMenu_TextBox.bmp ├── RMenu_Unequip1.bmp ├── RMenu_Unequip2.bmp ├── Radar_Arrows.bmp ├── Radar_Icons.bmp ├── Radar_Main.bmp ├── Radar_MapOff.bmp ├── Radar_MapOn.bmp ├── Radar_Numbers.bmp ├── Radar_Text.bmp ├── SaveLoad_BorderBig.bmp ├── SaveLoad_BorderSmall.bmp ├── SaveLoad_Equipment.bmp ├── SaveLoad_Load.bmp ├── SaveLoad_Other.bmp ├── SaveLoad_Save.bmp ├── SaveLoad_TextBox.bmp └── readme.txt ├── build.asm ├── build.bat ├── build └── readme.txt ├── dump_script ├── Cartographer.exe ├── dump_script.bat ├── jetters.tbl ├── jetters_commands.txt └── readme.txt ├── etc ├── BattleMenuDraft.bmp ├── BattleMenuDraft.pdn ├── draft1.png ├── draft10.pdn ├── draft10.png ├── draft11.pdn ├── draft11.png ├── draft2.png ├── draft3.pdn ├── draft3.png ├── draft4.pdn ├── draft4.png ├── draft5.pdn ├── draft5.png ├── draft6.pdn ├── draft6.png ├── draft7.pdn ├── draft7.png ├── draft8.pdn ├── draft8.png ├── draft9.pdn ├── draft9.png ├── font.pdn ├── notes.txt ├── notes2.txt ├── notes3.ods ├── notes4.txt └── notes5.txt ├── extract.asm ├── extract.bat ├── extract └── readme.txt ├── script ├── jetters_001.txt ├── jetters_004.txt ├── jetters_005.txt ├── jetters_006.txt ├── jetters_007.txt ├── jetters_008.txt ├── jetters_011.txt ├── jetters_012.txt ├── jetters_013.txt └── jetters_eng.tbl └── tools ├── Atlas.exe ├── C1.exe ├── E1.exe ├── G1.exe ├── G2.exe ├── G4.exe ├── GBAmdc.exe ├── armips.exe ├── flips.exe ├── lzss.exe └── readme.txt /.gitattributes: -------------------------------------------------------------------------------- 1 | 2 | * text=auto 3 | 4 | *.txt text eol=crlf 5 | 6 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | 2 | *.gba 3 | *.sav 4 | *.ss0 5 | *.ss1 6 | *.ss2 7 | *.ss3 8 | *.ss4 9 | *.ss5 10 | *.ss6 11 | *.ss7 12 | *.ss8 13 | *.ss9 14 | 15 | *.ips 16 | *.bps 17 | 18 | /build/* 19 | /dump_script/jetters_*.txt 20 | !/dump_script/jetters_commands.txt 21 | /extract/* 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # jetters 2 | Bomberman Jetters Translation Project 3 | 4 | ## Start Here 5 | To do anything, first place a copy of Bomberman Jetters as jetters.gba in the root. 6 | 7 | ### Build 8 | Run build.bat and jetters_eng.gba will be produced. 9 | 10 | You might need to install VC++ 10.0 to run Atlas: https://www.microsoft.com/en-us/download/details.aspx?id=26999 11 | 12 | ### Extract 13 | Run extract.bat and extracted files will appear in the extract folder. 14 | 15 | ### Dump Script 16 | Run dump_script\dump_script.bat. 17 | 18 | ## Credits 19 | Original Translation Project: https://github.com/Normmatt/Bomberman-Jetters-GBA-Translation 20 | 21 | ### Script 22 | * Higsby - Translation and editing 23 | * Lord Kuro - Translation 24 | * Pablitox - Insertion 25 | * Key Mace - Translation 26 | * DiscoGentleman - Translation 27 | * Rai - Initial script translation. 28 | 29 | ### Hacking 30 | * Normmatt 31 | * Spikeman - Original VWF code. 32 | * Teod 33 | 34 | ### Graphics Work 35 | * Teod 36 | 37 | ### Fonts 38 | * Gemini | Melissa 8 : https://www.romhacking.net/fonts/23/ 39 | * Dragonsbrethren | Dragon Warrior VWF : https://www.romhacking.net/fonts/10/ 40 | * Damian Yerrick | Base Seven : https://www.romhacking.net/fonts/142/ 41 | 42 | 43 | ### Tools 44 | * Klarth | Atlas : https://www.romhacking.net/utilities/224/ 45 | * Mat | GBAmdc : https://www.romhacking.net/utilities/431/ 46 | * Kingcom | armips : https://github.com/Kingcom/armips 47 | * Cue | lzss : https://www.romhacking.net/utilities/826/ 48 | * Alcaro | Flips : https://www.romhacking.net/utilities/1040/ 49 | -------------------------------------------------------------------------------- /asm/Album.asm: -------------------------------------------------------------------------------- 1 | ; teod 2022-11-12 2 | 3 | ; tileset 4 | .org 0x82860D4 5 | .area 1423, 0 6 | .import "build\Album_t.bin" 7 | .endarea 8 | 9 | ; maps 10 | .org 0x8286668 11 | .import "build\Album_Main_m.bin" 12 | 13 | .org 0x8286B18 14 | .import "build\Album_Box_m.bin" 15 | 16 | .org 0x828AE14 17 | .import "build\Album_Numbers_m.bin" 18 | 19 | .org 0x828A8B8 20 | .import "build\Album_TextBox_m.bin" 21 | -------------------------------------------------------------------------------- /asm/BHallBoard.asm: -------------------------------------------------------------------------------- 1 | ; BHallBoard.asm 2 | ; teod 23-01-01 3 | 4 | ; notes 5 | ; - tileset, 3691 bytes 6 | ; 8268560 7 | ; - palette, 3*16*2 8 | ; 8268500 9 | ; - main 1 (red), 32*20*2 10 | ; 82693D0 11 | ; - main 2 (blue), 32*20*2 12 | ; 8269978 13 | ; - ranks, 2*2 * 16 *2 14 | ; 8269908 15 | ; - numbers, 1*2 * 14 * 2 16 | ; 82698D0 17 | 18 | ; tileset 19 | .org 0x8268560 20 | .area 3691, 0 21 | .import "build\BHallBoard_t.bin" 22 | .endarea 23 | 24 | ; maps 25 | .org 0x82693D0 26 | .import "build\BHallBoard_Red_m.bin" 27 | 28 | .org 0x8269978 29 | .import "build\BHallBoard_Blue_m.bin" 30 | 31 | .org 0x8269908 32 | .import "build\BHallBoard_Ranks_m.bin" 33 | 34 | .org 0x82698D0 35 | .import "build\BHallBoard_Numbers_m.bin" 36 | 37 | -------------------------------------------------------------------------------- /asm/BHallCert.asm: -------------------------------------------------------------------------------- 1 | ; BHallCert.asm 2 | ; teod 22-12-30 3 | 4 | ; notes 5 | ; - tileset, 12959 bytes 6 | ; 8264880 7 | ; - palette, offset 0x80, 6*16*2 8 | ; 8264700 9 | ; - main map, 32*20*2 10 | ; 8267B24 11 | ; - numbers, 1*2 * 11 * 2 12 | ; 82684D4 13 | ; - portrait, 8*10 * 4 * 2 14 | ; 8268254 15 | ; - rank, 5*4 * 14 * 2 16 | ; 8268024 17 | 18 | ; - scoring 19 | ; - score_20362D4 20 | ; - scoreRank_8269EB8 21 | ; - an array of score cutoffs 22 | 23 | ; - on ranks 24 | ; https://en.wikipedia.org/wiki/Dan_(rank)#Ranks_in_Japanese 25 | ; https://en.wikipedia.org/wiki/Ky%C5%AB 26 | ; https://en.wikipedia.org/wiki/Japanese_numerals 27 | ; https://tvtropes.org/pmwiki/pmwiki.php/Main/KyuAndDanRanks 28 | 29 | ; - 修行結果 30 | ; training results 31 | ; - とくてん 32 | ; points 33 | ; - 34 | 35 | ; - fonts 36 | ; DM Serif Display 37 | 38 | ; tileset 39 | .org 0x8264880 40 | .area 12959, 0 41 | .import "build\BHallCert_t.bin" 42 | .endarea 43 | 44 | ; maps 45 | .org 0x8267B24 46 | .import "build\BHallCert_Main_m.bin" 47 | 48 | .org 0x8268024 49 | .import "build\BHallCert_Rank_m.bin" 50 | 51 | .org 0x8268254 52 | .import "build\BHallCert_Portrait_m.bin" 53 | 54 | .org 0x82684D4 55 | .import "build\BHallCert_Numbers_m.bin" 56 | 57 | ; ; sprite params 58 | ; buffer 59 | ; 03005130, 0x400 bytes 60 | 61 | ; final buffer 62 | ; 03004530, 0x400 bytes 63 | 64 | ; todo: 65 | ; - LoadSprite_8044A34 66 | ; - relates palettes to sprite sets 67 | ; - struct: tileset, #tiles, palette, #palettes 68 | 69 | ; - Get Set, Ready! 70 | ; - 0x80B543C -------------------------------------------------------------------------------- /asm/BattleMenu.asm: -------------------------------------------------------------------------------- 1 | ; BattleMenu.asm 2 | ; teod 3 | 4 | 5 | 6 | ; digits map 7 | ; ---------- 8 | .org 0x81B7D00 9 | @@A equ 0x7033 10 | .dh @@A , @@A+0x10, @@A+1, @@A+0x11, @@A+2, @@A+0x12, @@A+3, @@A+0x13 11 | .dh @@A+4, @@A+0x14, @@A+5, @@A+0x15, @@A+6, @@A+0x16, @@A+7, @@A+0x17 12 | .dh @@A+8, @@A+0x18, @@A+9, @@A+0x19 13 | 14 | ; versus player 15 | ; ------------- 16 | ; erase 3 rows instead of 2 rows 17 | .org 0x800D78E 18 | ; cmp r4, 1 19 | cmp r4, 2 20 | 21 | ; map array 22 | ; --------- 23 | .org 0x81B77C0 24 | ; 0 25 | .dw BM_Null 26 | ; 1 27 | .dw BM_Normal, BM_Color, BM_Dodge, BM_Escape, BM_Barom 28 | ; 6 29 | .dw BM_P1, BM_P2, BM_P3, BM_P4 30 | ; 10 31 | .dw BM_Human, BM_Com, BM_Off 32 | ; 13 33 | .dw BM_Team, BM_Points, BM_Time, BM_ComDif, BM_Sudden, BM_Skulls, BM_Bonus, BM_Revenge 34 | ; 21 35 | .dw BM_Solo, BM_Team2 36 | ; 23 37 | .dw BM_1, BM_2, BM_3, BM_4, BM_5 38 | ; 28 39 | .dw BM_1m, BM_2m, BM_3m, BM_5m, BM_Inf 40 | ; 33 41 | .dw BM_Weak, BM_Normal2, BM_Strong 42 | ; 36 43 | .dw BM_On, BM_Off2, BM_Random 44 | ; 39 45 | .dw BM_Burn, BM_Stay, BM_Super 46 | ; 42 47 | .dw BM_VS, BM_VSP1, BM_VSP2, BM_VSP3, BM_VSP4 48 | ; 47 49 | .dw BM_Null2 50 | ; 48 51 | .dw BM_StanNorm, BM_StanWide, BM_Trolley, BM_SeeSaw, BM_SpotLight 52 | ; 53 53 | .dw BM_ItemSet, BM_HandiSet, BM_LItem, BM_HandiR 54 | ; 57 55 | .dw BM_Confirm, BM_Heart, BM_NoHeart 56 | ; 60 57 | .dw BM_SetHandi 58 | ; 61 59 | .dw BM_Prompt, BM_Prompt, BM_AStart, BM_BBack 60 | ; 65 61 | .dw BM_SetItems, BM_Set, BM_Left, BM_ItemIcons 62 | ; 69 63 | .dw BM_Off3, BM_IncDec, BM_Cancel 64 | 65 | ;#72, 0, 147, 16, 5 66 | ;#73, 0, 152, 10, 13 67 | ;#74, 0, 165, 30, 32 68 | ;#75, 0, 197, 5, 16 69 | ;#76, 0, 213, 5, 16 70 | ;#77, 0, 229, 5, 16 71 | ;#78, 0, 245, 5, 16 72 | .skip 7*4 73 | 74 | ; 79 75 | .dw BM_PointMatch, BM_M1, BM_M2, BM_M3, BM_M4, BM_M5 76 | 77 | ; 85 78 | .dw BM_Win1, BM_Win2, BM_Win3 79 | 80 | ; 88 81 | .dw BM_50, BM_100, BM_200, BM_300, BM_500, BM_VictoryPoint 82 | 83 | ;#94, 0, 289, 12, 7 84 | ;#95, 0, 296, 12, 7 85 | ;#96, 0, 303, 1, 2 86 | ;#97, 0, 305, 1, 2 87 | ;#98, 0, 307, 1, 2 88 | .skip 5*4 89 | 90 | ; 99 91 | .dw BM_InfoR 92 | -------------------------------------------------------------------------------- /asm/BomberHall.asm: -------------------------------------------------------------------------------- 1 | ; BomberHall.asm 2 | ; teod 22-12-29 3 | 4 | ; notes 5 | ; - tileset 6 | ; 82632B4 7 | ; - palette 8 | ; 8182E2C, offset 0x80, 6*16*2 9 | ; - map main, 32*20*2 10 | ; 8264200 11 | ; - map text, 16*16*2 12 | ; 826A4D0 13 | ; - map numbers, 1*2*11*2 14 | ; 826A6D0 15 | ; - map numbers2, 2*2*7*2 16 | ; 826A6FC 17 | 18 | ; - text 19 | ; - フロアー X クリア 20 | ; - Floor X Cleared 21 | ; - のこり タイム 22 | ; - nokori taimu 23 | ; - Remaining Time 24 | ; - Leftover Time 25 | ; - パワーアップ とらない 26 | ; - Power-Ups Not Taken 27 | ; - ミスをした 28 | ; - Mistakes 29 | ; - アイテム をこわした 30 | ; - Items Destroyed 31 | ; - ボムをからうち 32 | ; - bomu wo karauchi 33 | ; - Missed Hits 34 | ; - Bombs Wasted 35 | ; - ハート X こ 36 | ; - Have X Hearts 37 | ; - ごうけい 38 | ; - Total 39 | 40 | ; tileset 41 | .org 0x82632B4 42 | .area 3910, 0 43 | .import "build\BomberHall_t.bin" 44 | .endarea 45 | 46 | ; maps 47 | .org 0x8264200 48 | .import "build\BomberHall_Main_m.bin" 49 | 50 | .org 0x826A4D0 51 | .import "build\BomberHall_Text_m.bin" 52 | 53 | .org 0x826A6D0 54 | .import "build\BomberHall_Numbers_m.bin" 55 | 56 | .org 0x826A6FC 57 | .import "build\BomberHall_Numbers2_m.bin" 58 | 59 | ; number placement 60 | ; - Floor X Cleared 61 | .org 0x802F806 62 | ;add r2, 7*2 63 | add r2, 6*2 64 | 65 | ; - Have X Hearts 66 | .org 0x802F8A6 67 | ;add r2, 5*2 68 | add r2, 8*2 69 | -------------------------------------------------------------------------------- /asm/Enc.asm: -------------------------------------------------------------------------------- 1 | ; Enc.asm 2 | ; Teod 2022-11-03 3 | 4 | ; tileset 5 | .org 0x8283CCC 6 | .area 5603, 0 7 | .import "build\Enc_t.bin" 8 | .endarea 9 | 10 | ; maps 11 | .org 0x8041E7C 12 | .import "build\Enc_Arrows_m.bin" 13 | 14 | .org 0x82852B4 15 | .import "build\Enc_Main_m.bin" 16 | 17 | .org 0x8285764 18 | .import "build\Enc_Index_m.bin" 19 | 20 | .org 0x8285BC4 21 | .import "build\Enc_Blank_m.bin" 22 | 23 | .org 0x8285782 :: .import "build\Enc_01_m.bin" 24 | .org 0x828579E :: .import "build\Enc_02_m.bin" 25 | .org 0x82857BA :: .import "build\Enc_03_m.bin" 26 | .org 0x82857D6 :: .import "build\Enc_04_m.bin" 27 | .org 0x828580E :: .import "build\Enc_05_m.bin" 28 | .org 0x828582A :: .import "build\Enc_06_m.bin" 29 | .org 0x8285846 :: .import "build\Enc_07_m.bin" 30 | .org 0x8285862 :: .import "build\Enc_08_m.bin" 31 | .org 0x828589A :: .import "build\Enc_09_m.bin" 32 | .org 0x82858B6 :: .import "build\Enc_10_m.bin" 33 | .org 0x82858D2 :: .import "build\Enc_11_m.bin" 34 | .org 0x82858EE :: .import "build\Enc_12_m.bin" 35 | .org 0x8285926 :: .import "build\Enc_13_m.bin" 36 | .org 0x8285942 :: .import "build\Enc_14_m.bin" 37 | .org 0x828595E :: .import "build\Enc_15_m.bin" 38 | .org 0x828597A :: .import "build\Enc_16_m.bin" 39 | .org 0x82859B2 :: .import "build\Enc_17_m.bin" 40 | .org 0x82859CE :: .import "build\Enc_18_m.bin" 41 | .org 0x82859EA :: .import "build\Enc_19_m.bin" 42 | .org 0x8285A06 :: .import "build\Enc_20_m.bin" 43 | .org 0x8285A3E :: .import "build\Enc_21_m.bin" 44 | .org 0x8285A5A :: .import "build\Enc_22_m.bin" 45 | .org 0x8285A76 :: .import "build\Enc_23_m.bin" 46 | .org 0x8285A92 :: .import "build\Enc_24_m.bin" 47 | .org 0x8285ACA :: .import "build\Enc_25_m.bin" 48 | .org 0x8285AE6 :: .import "build\Enc_26_m.bin" 49 | .org 0x8285B02 :: .import "build\Enc_27_m.bin" 50 | .org 0x8285B1E :: .import "build\Enc_28_m.bin" 51 | .org 0x8285B56 :: .import "build\Enc_29_m.bin" 52 | .org 0x8285B72 :: .import "build\Enc_30_m.bin" 53 | .org 0x8285B8E :: .import "build\Enc_31_m.bin" 54 | .org 0x8285BAA :: .import "build\Enc_32_m.bin" 55 | .org 0x8285766 :: .import "build\Enc_Unk_m.bin" 56 | -------------------------------------------------------------------------------- /asm/Font.asm: -------------------------------------------------------------------------------- 1 | 2 | ; original bit font location 3 | ;.org 0x81BCD90 4 | .autoregion 5 | Font: 6 | .import "build\Font.bin" 7 | .endautoregion 8 | 9 | .autoregion 10 | WidthTable: 11 | ;.fill 256, 4 12 | .fill 32, 8 13 | ; 0x20 14 | ; ' ' ! " # $ % & ' ( ) * + , - . / 15 | .db 3, 3, 5, 6, 6, 4, 8, 3, 4, 4, 4, 6, 3, 5, 2, 4 16 | 17 | ; 0x30 18 | ; 0 1 2 3 4 5 6 7 8 9 : ; < = > ? 19 | .db 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 2, 2, 4, 5, 4, 5 20 | 21 | ; 0x40 22 | ; @ A B C D E F G H I J K L M N O 23 | .db 6, 6, 6, 6, 6, 5, 5, 6, 6, 4, 4, 6, 6, 6, 6, 6 24 | 25 | ; 0x50 26 | ; P Q R S T U V W X Y Z [ \ ] ^ _ 27 | .db 6, 6, 6, 5, 6, 6, 6, 7, 6, 6, 6, 4, 4, 4, 4, 8 28 | 29 | ; 0x60 30 | ; ` a b c d e f g h i j k l m n o 31 | .db 3, 5, 5, 5, 5, 5, 5, 5, 5, 4, 3, 5, 4, 8, 5, 5 32 | 33 | ; 0x70 34 | ; p q r s t u v w x y z { | } ~ 35 | .db 5, 5, 5, 5, 5, 5, 6, 7, 6, 6, 5, 4, 3, 4, 7, 8 36 | 37 | ; 0x80 38 | .fill 16, 8 39 | 40 | ; 0x90 41 | .fill 16, 8 42 | 43 | ; 0xA0 44 | .fill 16, 8 45 | 46 | ; 0xB0 47 | .fill 16, 8 48 | 49 | ; 0xC0 50 | .fill 16, 8 51 | 52 | ; 0xD0 53 | ; spacing chars 54 | .db 8, 1, 2, 3, 4, 5, 6, 7, 8, 8, 8, 8, 8, 8, 8, 8 55 | 56 | ; 0xE0 57 | .fill 16, 8 58 | 59 | ; 0xF0 60 | .fill 16, 8 61 | .endautoregion -------------------------------------------------------------------------------- /asm/Fusion.asm: -------------------------------------------------------------------------------- 1 | ; Fusion.asm 2 | ; Teod 22-11-16 3 | 4 | ; ---- 5 | ; Info 6 | ; ---- 7 | 8 | ; tileset: 0x81D8140 9 | ; gradient tileset: 0x81D8EF4 10 | 11 | ; uses hud palette: 12 | ; 0x8261144, 32 colors, 0 offset 13 | ; 0x8262514, 16 colors, 0 offset 14 | 15 | ; palette2: 0x81D7584, 192 colors, 64 offset 16 | 17 | 18 | 19 | ; main map: 0x81D7A38, 2*30*20, X30 Y20 20 | ; numbers: 0x81E07B8, 2*10 21 | ; textbox: 0x81E07E0, 2*15 22 | 23 | ; tileset 24 | ;.org 0x81D8140 25 | ;.area 2301, 0 26 | ;.import "build\Fusion_t.bin" 27 | ;.endarea 28 | 29 | ; relocate tileset 30 | .autoregion 31 | @tileset: 32 | .import "build\Fusion_t.bin" 33 | .endautoregion 34 | 35 | .org 0x801DE28 36 | .dw @tileset 37 | 38 | 39 | ; maps 40 | .org 0x81D7A38 41 | .import "build\Fusion_Main_m.bin" 42 | 43 | .org 0x81E07B8 44 | .import "build\Fusion_Numbers_m.bin" 45 | 46 | .org 0x81E07E0 47 | .import "build\Fusion_TextBox_m.bin" 48 | 49 | -------------------------------------------------------------------------------- /asm/GameOver.asm: -------------------------------------------------------------------------------- 1 | ; GameOver.asm 2 | ; Teod 2022-11-19 3 | 4 | ; Info 5 | 6 | ; debug: 7 | ; b 0x8021780 : r0 = index 8 | ; b 0x80217A6 : r0 = map addr 9 | ; indeces: 5A 5B 5C 5D 5E 5F 10 | ; maps: 0x8249918, 0x824BF60 11 | 12 | ; tileset 13 | ; .org 0x8249214 14 | ; .area 1790, 0 15 | ; .import "build\GameOver_t.bin" 16 | ; .endarea 17 | 18 | ; relocate tileset 19 | .autoregion 20 | @tileset: 21 | .import "build\GameOver_t.bin" 22 | .endautoregion 23 | 24 | .org 0x825FB90 25 | .dw @tileset 26 | 27 | ; map 28 | .org 0x8249918 29 | .import "build\GameOver_m.bin" 30 | -------------------------------------------------------------------------------- /asm/HUD.asm: -------------------------------------------------------------------------------- 1 | ; HUD.asm 2 | ; teod 2022-11-12 3 | 4 | ; ---- 5 | ; info 6 | ; ---- 7 | ; tileset: 0x8261184 8 | ; tileset alt?: 9 | ; palette: 0x8261144, 32 colors 10 | 11 | ; alt pal 0: 0x8262514, 4*16 colors 12 | ; alt pal 1: 0x8262494, 4*16 colors 13 | 14 | ; pause: 0x8262594, X8 Y3 15 | ; pause alt: 0x8262D90, X8 Y3 16 | 17 | ; flames: 0x826B498, 2*36*4, X2 Y72 18 | ; flames alt: 0x826B5B8, 2*36*4, X2 Y72 19 | ; flames alt: 0x826AC84, 2*164*6+8, X2 Y494 20 | 21 | 22 | ; hud main: 0x8261F18, 2*64, X32 Y2 23 | 24 | ; numbers: 25 | ; .dh 0x1094, 0x1095, 0x1096, 0x1097, 0x1098 26 | ; .dh 0x1099, 0x109A, 0x109B, 0x109C, 0x109D 27 | ; hearts: 28 | ; .dh 0x102B, 0x100B 29 | 30 | ; stars: 0x82632A0, 2*2*5, X1 Y10 31 | 32 | ; bombs: 0x8263278, 2*4*5, X2 Y10 33 | 34 | ; boss hp: 0x8304720, 2*4, X2 Y2 35 | 36 | ; dword_802B224 DCD 0x1094 ; zero 37 | ; dword_802B22C DCD 0x1095 ; one 38 | ; dword_802B238 DCD 0x102B ; empty heart 39 | ; dword_802B23C DCD 0x100B ; full heart 40 | 41 | ; dword_804E370 DCD 0x1094 ; zero (boss run) 42 | ; dword_804E374 DCD 0x1067 ; : 43 | ; dword_804E384 DCD 0x1068 ; . 44 | 45 | ; karabon map: 0x826244C 46 | ; karabon palette: 0x8261F98 47 | 48 | ; tileset 49 | .org 0x8261184 50 | .area 3471, 0 51 | .import "build\HUD_t.bin" 52 | .endarea 53 | 54 | ; maps 55 | .org 0x8261F18 56 | .import "build\HUD_Main_m.bin" 57 | 58 | .org 0x8263278 59 | .import "build\HUD_Bombs_m.bin" 60 | 61 | .org 0x82632A0 62 | .import "build\HUD_Stars_m.bin" 63 | 64 | ; numbers 65 | .org 0x802B224 66 | .dw readu16("build\HUD_Misc_m.bin",0) 67 | .org 0x802B22C 68 | .dw readu16("build\HUD_Misc_m.bin",2*1) 69 | ; hearts 70 | .org 0x802B238 71 | .dw readu16("build\HUD_Misc_m.bin",2*12) 72 | .org 0x802B23C 73 | .dw readu16("build\HUD_Misc_m.bin",2*13) 74 | 75 | .org 0x8304720 76 | .import "build\HUD_Boss_m.bin" 77 | 78 | ; numbers 79 | .org 0x804E370 80 | .dw readu16("build\HUD_Misc_m.bin",0) 81 | ; boss hp 82 | .org 0x804E374 83 | .dw readu16("build\HUD_Misc_m.bin",2*10) 84 | .org 0x804E380 85 | .dw readu16("build\HUD_Misc_m.bin",2*11) 86 | 87 | .org 0x826B498 88 | .import "build\HUD_Flames_m.bin" 89 | 90 | ; fixing offset the "easy way" 91 | ; instead of having separate maps for the flames 92 | ; the devs decided to use an offset... 93 | .org 0x803323A 94 | ; MOVS R0, #64 95 | mov r0, (readu16("build\HUD_Flames2_m.bin",0)-readu16("build\HUD_Flames_m.bin",0)) 96 | 97 | ; all of this patching just for this... 98 | .org 0x8262594 99 | .import "build\HUD_Pause_m.bin" 100 | -------------------------------------------------------------------------------- /asm/HUD2.asm: -------------------------------------------------------------------------------- 1 | ; HUD2.asm 2 | ; teod 22-12-29 3 | 4 | ; notes 5 | ; - hud2 tileset 6 | ; 8262604 7 | ; - hud2 palette, 32 colors 8 | ; 82625C4 9 | ; - hud2 map, 32*1*2 10 | ; 8262D50 11 | ; - pause map, 8*3*2 12 | ; 8262D90 13 | 14 | ; tileset 15 | ; .org 0x8262604 16 | ; .area 1862, 0 17 | ; .import "build\HUD2_t.bin" 18 | ; .endarea 19 | 20 | ; relocate for more space 21 | .autoregion 22 | @tileset: 23 | .import "build\HUD2_t.bin" 24 | .endautoregion 25 | 26 | .org 0x802B654 27 | .dw @tileset 28 | 29 | ; map 30 | .org 0x8262D90 31 | .import "build\HUD2_Pause_m.bin" 32 | 33 | 34 | -------------------------------------------------------------------------------- /asm/RMenu.asm: -------------------------------------------------------------------------------- 1 | 2 | 3 | ; tileset 4 | .org 0x8273388 5 | .area 7845, 0 6 | .import "build\RMenu_t.bin" 7 | .endarea 8 | 9 | ; maps 10 | .org 0x8275234 11 | .import "build\RMenu_Items_m.bin" 12 | 13 | .org 0x82755B8 14 | .import "build\RMenu_Bombs_m.bin" 15 | 16 | .org 0x827593C 17 | .import "build\RMenu_Karabon_m.bin" 18 | 19 | .org 0x8276768 20 | .import "build\RMenu_Armor1_m.bin" 21 | 22 | .org 0x827678C 23 | .import "build\RMenu_Armor2_m.bin" 24 | 25 | .org 0x82767B0 26 | .import "build\RMenu_Armor3_m.bin" 27 | 28 | .org 0x82767E0 29 | .import "build\RMenu_Armor4_m.bin" 30 | 31 | .org 0x8276810 32 | .import "build\RMenu_ExpBar1_m.bin" 33 | 34 | .org 0x8276848 35 | .import "build\RMenu_Unequip1_m.bin" 36 | 37 | .org 0x8276874 38 | .import "build\RMenu_Unequip2_m.bin" 39 | 40 | .org 0x828A81C 41 | .import "build\RMenu_TextBox_m.bin" 42 | 43 | .org 0x828A9DC 44 | .import "build\RMenu_Nav_m.bin" 45 | 46 | .org 0x828ACB0 47 | .import "build\RMenu_Numbers_m.bin" 48 | 49 | .org 0x828AD06 50 | .import "build\RMenu_ExpBar2_m.bin" 51 | -------------------------------------------------------------------------------- /asm/Radar.asm: -------------------------------------------------------------------------------- 1 | ; Radar.asm 2 | ; Teod 2022-11-02 3 | 4 | ; tileset 5 | .org 0x82802B8 6 | .area 2569, 0 7 | .import "build\Radar_t.bin" 8 | .endarea 9 | 10 | ; maps 11 | .org 0x827FD88 12 | .import "build\Radar_Main_m.bin" 13 | 14 | .org 0x8302D30 15 | .import "build\Radar_MapOn_m.bin" 16 | 17 | .org 0x8302F30 18 | .import "build\Radar_MapOff_m.bin" 19 | 20 | .org 0x8303130 21 | .import "build\Radar_Text_m.bin" 22 | 23 | .org 0x8303180 24 | .import "build\Radar_Icons_m.bin" 25 | 26 | .org 0x8303190 27 | .import "build\Radar_Numbers_m.bin" 28 | 29 | .org 0x830319C 30 | .import "build\Radar_Arrows_m.bin" 31 | -------------------------------------------------------------------------------- /asm/SaveLoad.asm: -------------------------------------------------------------------------------- 1 | 2 | 3 | ; tileset 4 | .org 0x8286CE8 5 | .area 3303, 0 6 | .import "build\SaveLoad_t.bin" 7 | .endarea 8 | 9 | ; maps 10 | .org 0x82879D4 11 | .import "build\SaveLoad_Save_m.bin" 12 | 13 | .org 0x8287E84 14 | .import "build\SaveLoad_Load_m.bin" 15 | 16 | .org 0x8288334 17 | .import "build\SaveLoad_BorderBig_m.bin" 18 | 19 | .org 0x8288460 20 | .import "build\SaveLoad_BorderSmall_m.bin" 21 | 22 | .org 0x8270050 23 | .import "build\SaveLoad_Equipment_m.bin" 24 | 25 | .org 0x82700B8 26 | .import "build\SaveLoad_Other_m.bin" 27 | 28 | .org 0x828A8EC 29 | .import "build\SaveLoad_TextBox_m.bin" 30 | -------------------------------------------------------------------------------- /asm/SmallVWF.asm: -------------------------------------------------------------------------------- 1 | ; Bomberman Jetters 8x8 font hack by Normmatt and Spikeman 2 | ; 3 | ; further edits by Teod 4 | ; * fix a possbile overflow for tile data 5 | ; * add in hooks for E0 commands 6 | ; * add in overflow hook for new text boxes 7 | 8 | .org 0x080152B8 ; replace font 9 | .word Font 10 | 11 | .pool 12 | 13 | .org 0x0801574A ; Fix number conversion routine 14 | ;add r6, #0x60 ;add r6, #1 15 | add r6, 0x30 16 | 17 | ; *** JUMP TABLE 18 | ; -------------- 19 | ; jump table for switch statement (table starts at E0) 20 | ; starting at F8 21 | 22 | .org 0x080160D4 23 | .word cmdF8 ; cmdF8 function address 24 | ; .word 0x8016112 ; cmdF9 function address 25 | .word cmdF9 26 | .word NewLine ; New Line function address 27 | .word NewTextBox ; New TextBox function address 28 | .word WaitForTimer ; Wait for timer function address 29 | ; .word 0x08016112 ; cmdFD function address 30 | ; .word 0x0801612E ; Normal Character function address 31 | ; .word 0x80160FA 32 | .word cmdFD 33 | .word 0x8016112 34 | .word EndTextBox ; End Textbox function address 35 | 36 | ; *** Replacing the original putChar calls 37 | ; ---------------------------------------- 38 | .org 0x08016140 ; routine that puts a character to the map 39 | .area 0x08016154 - 0x08016140 40 | mov r2, #27 41 | add r2,r15 42 | mov r14, r2 43 | ; less error prone... PC calculations are weird... 44 | ;ldr r2, =0x8016156+1 45 | mov r14, r2 46 | ldr r2, =putChar+1 ; r2 is best variable to use for jump 47 | bx r2 48 | .pool 49 | .endarea 50 | 51 | .org 0x080164E4 ; routine that puts a number to the map 52 | .area 0x080164F8 - 0x080164E4 53 | mov r2, #27 54 | add r2,r15 55 | mov r14, r2 56 | ;ldr r2, =0x80164FA+1 57 | mov r14, r2 58 | ldr r2, =putChar+1 ; r2 is best variable to use for jump 59 | bx r2 60 | .pool 61 | .endarea 62 | 63 | .org 0x0801655A ; routine that puts location on load/save screen 64 | .area 0x0801656E - 0x0801655A 65 | mov r2, #27 66 | add r2,r15 67 | mov r14, r2 68 | ;ldr r2, =0x8016570+1 69 | mov r14, r2 70 | ldr r2, =putChar+1 ; r2 is best variable to use for jump 71 | bx r2 72 | .pool 73 | .endarea 74 | 75 | ; *** Hooking into E0 function table 76 | ; ---------------------------------- 77 | ; code E0 function table 78 | .org 0x81D3088 79 | .word hookE000+1 80 | .word hookE001+1 81 | .word hookE002+1 82 | .skip 4 83 | .skip 4 84 | .word hookE005+1 85 | .word hookE006+1 86 | .skip 4 87 | 88 | .skip 4 89 | .skip 4 90 | .skip 4 91 | .skip 4 92 | .skip 4 93 | .skip 4 94 | .skip 4 95 | .skip 4 96 | 97 | .word hookE010+1 98 | .skip 4 99 | .skip 4 100 | .skip 4 101 | .skip 4 102 | .skip 4 103 | .word hookE016+1 104 | .word hookE017+1 105 | 106 | .word hookE018+1 107 | .skip 4 108 | .skip 4 109 | .skip 4 110 | .word hookE01C+1 111 | .skip 4 112 | .skip 4 113 | .skip 4 114 | 115 | .word hookE020+1 116 | .skip 4 117 | .skip 4 118 | .skip 4 119 | .skip 4 120 | 121 | ; *** Hook into InitTextbox_801560C subroutine 122 | ; this subroutine gets called for new text boxes... 123 | ; good place to reset overflow variable 124 | .org 0x8015640 125 | .area 0x801564A-. 126 | ; original code 127 | ;POP {R3} 128 | ;MOV R8, R3 129 | ;POP {R4-R6} 130 | ;POP {R0} 131 | ;BX R0 132 | ; we're going to restore registers in our hook 133 | ldr r0, =TextboxHook+1 134 | bx r0 135 | .pool 136 | .endarea 137 | 138 | ; *** NEW CODE 139 | ; -------------------------------------------------------- 140 | 141 | ;.org 0x081D5CAA 142 | ; .halfword 0x0233 ;.halfword 0x0232 143 | 144 | ;overflow: .word 0x03000000 ; my notes say this is free 145 | overflow equ 0x3000000 146 | 147 | ;.org 0x08453660 ; should be free space to put code 148 | .autoregion 149 | loadCharacter: 150 | ldr r5, = 0x08015278+1 151 | bx r5 152 | .pool 153 | 154 | ; r0 - destination 155 | ; r1 - character 156 | ; r2 - character color 157 | ; r3 - bg color 158 | putChar: 159 | ;LDRB R2, [R3,#0x12] 160 | ;LDRB R3, [R3,#0x13] 161 | 162 | PUSH {R4-R7,LR} 163 | ADD SP,#-0x20 164 | ADD R4, R0, #0 165 | ADD R0, R1, #0 166 | LDRB R1, [R3,#0x12] ;ADD R1, R2, #0 167 | LDRB R2, [R3,#0x13] ;ADD R2, R3, #0 168 | LSL R0, R0, #0x18 169 | LSR R0, R0, #0x18 170 | ;LSL R1, R1, #0x18 171 | ;LSR R1, R1, #0x18 172 | ;LSL R2, R2, #0x18 173 | ;LSR R2, R2, #0x18 174 | MOV R3, SP 175 | 176 | mov r6, r0 ;store character for a second 177 | mov r7, r2 ;store bg color 178 | BL loadCharacter 179 | 180 | ;mov r2, #5 ; r2 = width, replace this with lookup table using r0 181 | ldr r2, =WidthTable 182 | ldrb r2, [r2,r6] 183 | 184 | bl GetNextTileAddress 185 | mov r3, r0 186 | 187 | ldr r6, =overflow 188 | ldrb r1, [r6] 189 | mov r5, r1 ; r5 = current overflow 190 | add r1, r1, r2 ; r1 will be new overflow, r2 is spare after this 191 | cmp r1, #8 192 | ble NoNewTile ; if overflow >8 move to next tile 193 | mov r2, #8 194 | sub r1, r1, r2 195 | ; clear next tile 196 | ldr r2, [mask] 197 | mul r2, r7 ; times 0x11111111 by the bg color pallete index 198 | str r2, [r3, #0] 199 | str r2, [r3, #4] 200 | str r2, [r3, #8] 201 | str r2, [r3, #12] 202 | str r2, [r3, #16] 203 | str r2, [r3, #20] 204 | str r2, [r3, #24] 205 | str r2, [r3, #28] 206 | 207 | ; original code to increment stuff 208 | LDR R2, =0x3007470 209 | LDR R0, [R2,#0x40] 210 | ADD R0, #1 ; increment map address 211 | STR R0, [R2,#0x40] 212 | ;LDR R0, [R2,#0x44] 213 | BL GetNextTile 214 | STR R0, [R2,#0x44] 215 | 216 | NoNewTile: 217 | strb r1, [r6] 218 | 219 | lsl r5, r5, 2 ; *4, for 4bpp 220 | mov r6, #0x20 ; i feel like this code should be somewhere else 221 | sub r6, r6, r5 ; r6 is to shift the existing background 222 | 223 | mov r0, sp 224 | ;r0 = font, r3 = overflow tile, r4 = VRAM, r5 will be shift 225 | 226 | bl PrintHalfChar 227 | 228 | UpdateMapTile: 229 | LDR R3, =0x3007470 230 | LDR R2, [R3,#0x40] 231 | LDR R0, [R3,#0x74] 232 | LSL R2, R2, #1 233 | ADD R2, R2, R0 234 | LDR R0, [R3,#0x78] 235 | LDRH R1, [R0,#0x10] 236 | LSL R1, R1, #0xC 237 | LDR R0, [R3,#0x44] 238 | ORR R1, R0 239 | STRH R1, [R2] 240 | 241 | ; r0 should return tile address 242 | ;LDR R0, [R3,#0x44] 243 | 244 | putChar_Exit: 245 | ADD SP,#0x20 246 | POP {R4-R7,PC} 247 | 248 | PrintHalfChar: 249 | mov r7, 0 ; r7 = loop counter 250 | 251 | PrintHalfChar_loop: 252 | ldr r1, [r0,r7] ; sp = character data 253 | ldr r2, [r4,r7] 254 | lsl r1,r5 255 | lsl r2,r6 ; shift out part of background to be overwritten 256 | lsr r2,r6 257 | orr r1,r2 258 | str r1, [r4,r7] 259 | 260 | ldr r1, [r0,r7] ; now do overflow tile 261 | ldr r2, [r3,r7] 262 | lsr r1,r6 ; swap shifts (i think this will work) 263 | lsr r2,r5 264 | lsl r2,r5 265 | orr r1,r2 266 | str r1, [r3,r7] 267 | 268 | add r7,r7,4 ; each row = 4 bytes 269 | cmp r7, #0x20 ; are 8 rows printed? 270 | bne PrintHalfChar_loop 271 | bx r14 272 | 273 | GetNextTile: 274 | push {r1-r3} 275 | LDR R2, =0x3007470 276 | LDR R0, [R2,#0x44] 277 | ADD R0, #1 ; increment tile address 278 | 279 | ;Handle case where tile address wraps around 280 | LDR R1, [R2,#0x78] 281 | LDRH R3, [R1,#0xE] ; 0x0233 282 | CMP R0, R3 283 | BLS GetNextTile_skip 284 | 285 | LDRH R0, [R1,#0xC] 286 | 287 | GetNextTile_skip: 288 | pop {r1-r3} 289 | bx lr 290 | 291 | GetNextTileAddress: 292 | push {r1-r3} 293 | LDR R2, =0x3007470 294 | LDR R0, [R2,#0x44] 295 | ADD R0, #1 ; increment tile address 296 | 297 | ;Handle case where tile address wraps around 298 | LDR R1, [R2,#0x78] 299 | LDRH R3, [R1,#0xE] ; 0x0233 300 | CMP R0, R3 301 | BLS GetNextTileAddress_skip 302 | 303 | LDRH R0, [R1,#0xC] 304 | 305 | GetNextTileAddress_skip: 306 | LSL R0, R0, #5 307 | LDR R1, [R2,#0x70] 308 | ADD R0, R0, R1 309 | pop {r1-r3} 310 | bx lr 311 | 312 | ResetOverflow: 313 | ; reset overflow 314 | mov r0, #0 315 | ldr r1, =overflow 316 | str r0, [r1] 317 | bx lr 318 | 319 | ;Reset overflow on cmdF8 call 320 | cmdF8: 321 | bl ResetOverflow 322 | ldr r0, [cmdF8_returnAdr] 323 | bx r0 324 | 325 | ;Reset overflow on new textbox call 326 | NewTextBox: 327 | bl ResetOverflow 328 | ldr r0, [NewTextBox_returnAdr] 329 | bx r0 330 | 331 | 332 | ;Reset overflow on end textbox call 333 | EndTextBox: 334 | bl ResetOverflow 335 | ldr r0, [EndTextBox_returnAdr] 336 | bx r0 337 | 338 | ;Reset overflow on wait for timer 339 | WaitForTimer: 340 | bl ResetOverflow 341 | ldr r0, [WaitForTimer_returnAdr] 342 | bx r0 343 | 344 | ; "half line" 345 | ; instead of incrementing 2 y tiles 346 | ; increments only 1 y tile 347 | ; doesn't seem to be used 348 | cmdF9: 349 | bl ResetOverflow 350 | ldr r0, [cmdF9_returnAdr] 351 | bx r0 352 | ; 353 | ; similar to but doesn't 354 | ; wait for press 355 | cmdFD: 356 | bl ResetOverflow 357 | ldr r0, [cmdFD_returnAdr] 358 | bx r0 359 | 360 | ;Handle New Line 361 | ;r0 and r1 are free 362 | NewLine: 363 | bl ResetOverflow 364 | ; original code to increment stuff 365 | LDR R1, =0x3007470 366 | LDR R0, [R1,#0x40] 367 | ADD R0, #1 ; increment map address 368 | STR R0, [R1,#0x40] 369 | LDR R0, [R1,#0x44] 370 | ADD R0, #1 ; increment tile address 371 | STR R0, [R1,#0x44] 372 | 373 | ldr r0, [NewLine_returnAdr] 374 | bx r0 375 | 376 | .align 4 377 | EndTextBox_returnAdr: .word 0x080160F4+1 378 | WaitForTimer_returnAdr: .word 0x08016100+1 379 | NewTextBox_returnAdr: .word 0x08016106+1 380 | NewLine_returnAdr: .word 0x0801610C+1 381 | cmdF8_returnAdr: .word 0x08016118+1 382 | cmdF9_returnAdr: .word 0x8016112+1 383 | cmdFD_returnAdr: .word 0x80160FA+1 384 | 385 | mask: .word 0x11111111 ; mask 386 | .pool 387 | 388 | ;Font: 389 | ;.incbin asm/bin/smallFont_vwf.bin 390 | ;WidthTable: 391 | ;.incbin asm/bin/smallWidthTable.bin 392 | 393 | ; *** Hook into E0 codes to reset overflow 394 | ; ---------------------------------------- 395 | cmdE000 equ 0x80156C4 396 | cmdE001 equ 0x8015760 397 | cmdE002 equ 0x8015798 398 | cmdE005 equ 0x8015818 399 | cmdE006 equ 0x8015858 400 | cmdE010 equ 0x801599C 401 | cmdE016 equ 0x8015A94 402 | cmdE017 equ 0x8015AD4 403 | cmdE018 equ 0x8015B14 404 | cmdE01C equ 0x8015DBC 405 | cmdE020 equ 0x8015E40 406 | 407 | ; jumps 408 | ; in theory, jumps can directly go into new text 409 | ; and not use new line or new box 410 | hookE000: 411 | mov r4,lr 412 | bl ResetOverflow 413 | mov lr,r4 414 | ldr r0,=cmdE000+1 415 | bx r0 416 | hookE001: 417 | mov r4,lr 418 | bl ResetOverflow 419 | mov lr,r4 420 | ldr r0,=cmdE001+1 421 | bx r0 422 | hookE002: 423 | mov r4,lr 424 | bl ResetOverflow 425 | mov lr,r4 426 | ldr r0,=cmdE002+1 427 | bx r0 428 | hookE016: 429 | mov r4,lr 430 | bl ResetOverflow 431 | mov lr,r4 432 | ldr r0,=cmdE016+1 433 | bx r0 434 | hookE01C: 435 | mov r4,lr 436 | bl ResetOverflow 437 | mov lr,r4 438 | ldr r0,=cmdE01C+1 439 | bx r0 440 | hookE020: 441 | mov r4,lr 442 | bl ResetOverflow 443 | mov lr,r4 444 | ldr r0,=cmdE020+1 445 | bx r0 446 | 447 | ; prompts 448 | ; clears textbox after getting input 449 | hookE005: 450 | mov r4,lr 451 | bl ResetOverflow 452 | mov lr,r4 453 | ldr r0,=cmdE005+1 454 | bx r0 455 | hookE006: 456 | mov r4,lr 457 | bl ResetOverflow 458 | mov lr,r4 459 | ldr r0,=cmdE006+1 460 | bx r0 461 | hookE010: 462 | mov r4,lr 463 | bl ResetOverflow 464 | mov lr,r4 465 | ldr r0,=cmdE010+1 466 | bx r0 467 | hookE017: 468 | mov r4,lr 469 | bl ResetOverflow 470 | mov lr,r4 471 | ldr r0,=cmdE017+1 472 | bx r0 473 | hookE018: 474 | mov r4,lr 475 | bl ResetOverflow 476 | mov lr,r4 477 | ldr r0,=cmdE018+1 478 | bx r0 479 | .pool 480 | .endautoregion 481 | 482 | 483 | .autoregion 484 | TextboxHook: 485 | mov r0, #0 486 | ldr r1, =overflow 487 | str r0, [r1] 488 | 489 | pop {r3} 490 | mov r8, r3 491 | pop {r4-r6} 492 | pop {r0} 493 | bx r0 494 | .pool 495 | .endautoregion 496 | 497 | -------------------------------------------------------------------------------- /asm/debug.asm: -------------------------------------------------------------------------------- 1 | 2 | 3 | ; render all bomber album icons 4 | ; (removes check to not render) 5 | .org 0x8042910 6 | ; BEQ loc_804295A 7 | mov r0, 0 8 | 9 | ; render all bomber album description 10 | .org 0x80427F4 11 | ; BEQ loc_8042808 12 | mov r0, 0 13 | 14 | ; unlock all boxart 15 | .org 0x8042B94 16 | mov r0, 0 17 | 18 | ; all flags return 1 19 | ; softlocks due to triggering kaiman win event 20 | ; .org 0x80355E8 21 | ; ANDS R0, R2 22 | ; mov r0, 1 23 | -------------------------------------------------------------------------------- /asm/vwf_item_fusion.asm: -------------------------------------------------------------------------------- 1 | ; vwf_item_fusion.asm 2 | ; teod 2022-09-27 3 | 4 | ; dependencies 5 | ; vwf_routines.asm 6 | 7 | ; replace original subroutine 8 | .org 0x8015418 9 | .area 0x8015444-. 10 | ldr r1, =@render+1 11 | bx r1 12 | .pool 13 | .endarea 14 | 15 | ; new code 16 | ;r0 = struct 17 | ; 0 : map addr 18 | ; 4 : string 19 | ; 8 : tile base addr 20 | ; 12 : tile offset 21 | ; 14 : palette 22 | ; 15 : text color 23 | ; 16 : bg color 24 | .autoregion 25 | @render: 26 | push {r4-r5,lr} 27 | mov r4, r0 28 | sub sp, 508 29 | 30 | ; render string 31 | ldr r0, [r4,4] 32 | mov r1, r4 33 | add r1, 15 34 | mov r2, 0 35 | mov r3, sp 36 | bl RenderString 37 | 38 | 39 | ; calculate tiles needed 40 | ldr r0, [r4,4] 41 | bl CalcStringWidth 42 | ; round up to nearest tile (8px) 43 | ;add r5, r0, 7 44 | add r5, r0, 6 45 | lsr r5, 3 46 | 47 | 48 | ; dma transfer 49 | ldr r2, =0x40000D4 50 | 51 | ; dma3sad 52 | mov r0, sp 53 | str r0, [r2] 54 | 55 | ; dma3dad 56 | ldr r1, [r4,8] 57 | ldrh r0, [r4,12] 58 | lsl r0, 5 59 | add r0, r1 60 | str r0, [r2,4] 61 | 62 | ; dma3cnl 63 | ldr r0, =0x80000000 64 | lsl r1, r5, 4 65 | add r0, r1 66 | str r0, [r2,8] 67 | 68 | ; busy loop 69 | @@wait: 70 | ldr r0, [r2,8] 71 | lsr r0, 31 72 | cmp r0, 0 73 | bne @@wait 74 | 75 | ; write map entries 76 | ; data 77 | ldrb r0, [r4,14] 78 | lsl r0, 12 79 | ldr r1, [r4,12] 80 | add r0, r1 81 | ; des 82 | ldr r2, [r4] 83 | 84 | mov r3, 0 85 | 86 | @@loop: 87 | strh r0, [r2] 88 | add r0, 1 89 | add r2, 2 90 | add r3, 1 91 | cmp r3, r5 92 | blo @@loop 93 | 94 | add sp, 508 95 | pop {r4-r5} 96 | pop {r0} 97 | bx r0 98 | .pool 99 | .endautoregion 100 | -------------------------------------------------------------------------------- /asm/vwf_name_card.asm: -------------------------------------------------------------------------------- 1 | ; vwf_name_card.asm 2 | 3 | 4 | ; dependencies 5 | ; vwf_routines.asm 6 | 7 | 8 | ; *** command E01B 9 | ; -------------------------------------------- 10 | ; r4 = 0x3007470 11 | ; r5 = tile index 12 | ; r7 = string 13 | ; free 14 | ; r0, r1, r2, r3, 15 | ; r6, r8, r9, r10 16 | .org 0x8015CEA 17 | .area 0x8015D70-. 18 | ; get string width 19 | ;mov r6, r1 20 | mov r0, r7 21 | ldr r6, =CalcStringWidth+1 22 | bl @@bx_r6 23 | 24 | ; allocate tiles 25 | ;add r0, 7 26 | add r0, 6 27 | lsr r0, 3 28 | ; for use by the original subroutine 29 | ; trying to store into [sp,34] 30 | ; [sp,32] is just temp space 31 | ; [sp,34] is map offset 32 | ldr r1, [sp,32] 33 | lsr r1, 16 34 | mov r8, r1; save 35 | mov r9, r0; save 36 | add r1, r0 37 | lsl r1, 16 38 | str r1, [sp,32] 39 | 40 | ; [sp,36] counts how many tiles are used 41 | ldr r1, [sp,36] 42 | add r1, r0 43 | str r1, [sp,36] 44 | 45 | ; allocate tiles 46 | ;lsl r0, 5 47 | ;mov r3, sp 48 | ;sub r3, r0 49 | ;mov sp, r3 50 | ; static allocation... 51 | ;sub sp, 256 52 | sub sp, 508 53 | ;mov r3, sp 54 | 55 | ; render string 56 | ldr r1, [r4,120] 57 | add r1, 18 58 | mov r2, 0 59 | mov r0, r7 60 | mov r3, sp 61 | ldr r6, =RenderString+1 62 | bl @@bx_r6 63 | 64 | ; copy tiles to vram 65 | ; dma3sad 66 | mov r0, sp 67 | ldr r2, =0x40000D4 68 | str r0, [r2] 69 | ; dma3dad 70 | lsl r1, r5, 5 71 | ldr r0, [r4,112] 72 | add r0, r1 73 | str r0, [r2,4] 74 | ; dma3cnl 75 | ;ldr r1, =0x40000DC 76 | ;ldr r1, [r2,8] 77 | mov r0, r9 78 | lsl r0, 4 79 | ;ldr r1, =0x80000000 80 | mov r1, 1 81 | lsl r1, 31 82 | add r0, r1 83 | str r0, [r2,8] 84 | 85 | ; deallocate 86 | ;mov r0, r9 87 | ;lsl r0, 5 88 | ;mov r1, sp 89 | ;add r1, r0 90 | ;mov sp, r1 91 | ;add sp, 256 92 | ; max sp increment in single instruction... 93 | add sp, 508 94 | 95 | ; set map entries 96 | ldr r6, [r4,116] 97 | mov r1, r8 98 | mov r3, r9 99 | add r3, r1 100 | lsl r3, 1 101 | lsl r1, 1 102 | 103 | ; busy loop 104 | @@wait: 105 | ldr r0, [r2,8] 106 | lsr r0, 31 107 | cmp r0, 0 108 | bne @@wait 109 | 110 | ; palette 111 | ldr r0, [r4,120] 112 | ldrh r0, [r0,16] 113 | lsl r0, 12 114 | orr r0, r5 115 | 116 | @@loop: 117 | strh r0, [r6,r1] 118 | add r1, 2 119 | add r0, 1 120 | cmp r1, r3 121 | blo @@loop 122 | 123 | b 0x8015D70 124 | .pool 125 | 126 | @@bx_r6: 127 | bx r6 128 | .endarea 129 | 130 | 131 | ; *** command E021 132 | ; ---------------------------------------- 133 | ; r3 = 0x3007470 134 | ; r6 = tile offset 135 | ; free 136 | ; r0, r1, r2, r4, r5, r7, 137 | ; r8, r9 138 | .org 0x8015EB6 139 | .area 0x8015F36-. 140 | ; grab map offset: [sp,34] 141 | ldr r0, [sp,32] 142 | lsr r0, 16 143 | mov r8, r0 144 | 145 | ; allocate tile space 146 | sub sp, 508 147 | mov r4, r3 148 | 149 | ; render tiles 150 | ldr r0, [r4,108] 151 | ldr r1, [r4,120] 152 | add r1, 18 153 | mov r2, 0 154 | mov r3, sp 155 | ldr r7, =RenderString+1 156 | bl @@bx_r7 157 | 158 | ; calculate tiles needed 159 | ldr r0, [r4,108] 160 | ldr r7, =CalcStringWidth+1 161 | bl @@bx_r7 162 | ; round up to nearest tile (8px) 163 | ;add r5, r0, 7 164 | ; since every character glyph has 1px spacing after... 165 | add r5, r0, 6 166 | lsr r5, 3 167 | 168 | ; dma transfer 169 | ldr r2, =0x40000D4 170 | 171 | ; dma3sad 172 | mov r0, sp 173 | str r0, [r2] 174 | 175 | ; dma3dad 176 | ldr r1, [r4,112] 177 | lsl r0, r6, 5 178 | add r0, r1 179 | str r0, [r2,4] 180 | 181 | ; dma3cnl 182 | ldr r0, =0x80000000 183 | lsl r1, r5, 4 184 | add r0, r1 185 | str r0, [r2,8] 186 | 187 | ; write map entries 188 | ; get palette 189 | ldr r0, [r4,120] 190 | ldrh r0, [r0,16] 191 | lsl r0, r0, 12 192 | add r3, r0, r6 193 | 194 | ; r5 = num tiles 195 | ; r6 = tile offset 196 | ; r7 = map offset 197 | ; destination addr 198 | mov r7, r8 199 | ldr r0, [r4,116] 200 | lsl r1, r7, 1 201 | add r1, r0 202 | 203 | ; dma3 wait 204 | @@wait: 205 | ldr r0, [r2,8] 206 | lsr r0, 31 207 | cmp r0, 0 208 | bne @@wait 209 | 210 | mov r2, 0 211 | @@loop: 212 | strh r3, [r1] 213 | add r3, 1 214 | add r1, 2 215 | add r2, 1 216 | cmp r2, r5 217 | blo @@loop 218 | 219 | ; deallocate tile space 220 | add sp, 508 221 | 222 | ; update [sp,34] 223 | add r7, r5 224 | lsl r7, 16 225 | str r7, [sp,32] 226 | 227 | ; r10 is num tiles 228 | mov r10, r5 229 | 230 | b 0x8015F36 231 | .pool 232 | 233 | @@bx_r7: 234 | bx r7 235 | .endarea 236 | 237 | 238 | ; *** command E019 239 | ; ------------------------------------------- 240 | ; r7: title card tile offset 241 | ; free: r0, r1, r2, r3, r4, r5, r6, r8, r9 242 | 243 | .org 0x8015B9A 244 | .area 0x8015C20-. 245 | ;ldr r4, =0x3007470 246 | ; trying to squeeze some space... 247 | ldr r4, [0x8015C64] 248 | ; string length was stored in sp+36 249 | ldr r5, [sp,36] 250 | 251 | ; allocate 252 | sub sp, 508 253 | 254 | ; create temp string 255 | ldr r0, [r4,36] 256 | mov r1, sp 257 | mov r2, 0 258 | ; update script counter 259 | add r3, r0, r5 260 | str r3, [r4,36] 261 | 262 | @@loop: 263 | ldrb r3, [r0,r2] 264 | strb r3, [r1,r2] 265 | add r2, 1 266 | cmp r2, r5 267 | blo @@loop 268 | 269 | ; "null" char 270 | mov r3, 0xFF 271 | strb r3, [r1,r2] 272 | 273 | ; render string 274 | ; string 275 | mov r0, sp 276 | ; colors 277 | ldr r1, [r4,120] 278 | add r1, 18 279 | ; offset 280 | mov r2, 0 281 | ; des 282 | add r3, sp, 16 283 | ldr r6, =RenderString+1 284 | bl @@bx_r6 285 | 286 | ; find tiles used 287 | mov r0, sp 288 | ldr r6, =CalcStringWidth+1 289 | bl @@bx_r6 290 | add r5, r0, 6 291 | lsr r5, 3 292 | 293 | ; dma transfer 294 | ; dma3sad 295 | ldr r0, =0x40000D4 296 | add r1, sp, 16 297 | str r1, [r0] 298 | ; dma3dad 299 | ldr r1, [r4,112] 300 | lsl r2, r7, 5 301 | add r1, r2 302 | str r1, [r0,4] 303 | ; dma3cnl 304 | mov r1, 1 305 | lsl r1, 31 306 | lsl r2, r5, 4 307 | add r1, r2 308 | str r1, [r0,8] 309 | 310 | ; deallocate 311 | add sp, 508 312 | 313 | ; copy map entries 314 | ; data: palette + tile index 315 | ldr r0, [r4,120] 316 | ldrh r0, [r0,16] 317 | lsl r0, 12 318 | add r0, r7 319 | ; des 320 | mov r1, sp 321 | ; also update sp+34 322 | ldrh r3, [r1,34] 323 | lsl r2, r3, 1 324 | add r3, r5 325 | strh r3, [r1,34] 326 | ldr r1, [r4,116] 327 | add r1, r2 328 | 329 | @@loop2: 330 | strh r0, [r1] 331 | add r0, 1 332 | add r1, 2 333 | sub r5, 1 334 | bhi @@loop2 335 | 336 | b 0x8015C20 337 | 338 | .pool 339 | 340 | @@bx_r6: 341 | bx r6 342 | .endarea 343 | -------------------------------------------------------------------------------- /asm/vwf_routines.asm: -------------------------------------------------------------------------------- 1 | ; teod 2 | ; 2022-09-24 3 | 4 | 5 | 6 | ; dependencies 7 | ; Font.asm 8 | 9 | ; follows general calling convention 10 | ; r0-r3, and r12 are always available 11 | ; values are returned on r0 12 | 13 | ; input 14 | ; r0 = string addr 15 | ; output 16 | ; r0 = string width in pixels 17 | .autoregion 18 | CalcStringWidth: 19 | mov r2, 0 20 | ldr r3, =WidthTable 21 | @@loop: 22 | ldrb r1, [r0] 23 | cmp r1, 0xFF 24 | beq @@done 25 | ldrb r1, [r3,r1] 26 | add r2, r1 27 | add r0, 1 28 | b @@loop 29 | @@done: 30 | mov r0, r2 31 | bx lr 32 | .pool 33 | .endautoregion 34 | 35 | 36 | ; input 37 | ; r0 = 8 byte bitmap 38 | ; r1 = main color 39 | ; r2 = bg color 40 | ; r3 = tile buffer 41 | .autoregion 42 | renderBitmapTile: 43 | push {r4-r7} 44 | ; main pattern 45 | ldr r4, =0x11011000 46 | mul r4, r1 47 | ; bg pattern 48 | ldr r5, =0x00100111 49 | mul r5, r2 50 | orr r4, r5 51 | 52 | mov r6, 0 53 | 54 | @@loop: 55 | ldrb r1, [r0] 56 | 57 | mov r2, 0xC0 58 | and r2, r1 59 | lsr r2, 3 60 | mov r5, r4 61 | lsr r5, r2 62 | strb r5, [r3] 63 | 64 | mov r2, 0x30 65 | and r2, r1 66 | lsr r2, 1 67 | mov r5, r4 68 | lsr r5, r2 69 | strb r5, [r3,1] 70 | 71 | mov r2, 0xC 72 | and r2, r1 73 | lsl r2, 1 74 | mov r5, r4 75 | lsr r5, r2 76 | strb r5, [r3,2] 77 | 78 | mov r2, 3 79 | and r2, r1 80 | lsl r2, 3 81 | mov r5, r4 82 | lsr r5, r2 83 | strb r5, [r3,3] 84 | 85 | add r0, 1 86 | add r3, 4 87 | add r6, 1 88 | cmp r6, 8 89 | blo @@loop 90 | 91 | pop {r4-r7} 92 | bx lr 93 | .pool 94 | .endautoregion 95 | 96 | 97 | ; input 98 | ; r0 = string 99 | ; r1 = offset (0..7) 100 | ; r2 = bitmap buffer (must zero buffer first) 101 | .autoregion 102 | renderBitmapString: 103 | push {r4-r7} 104 | mov r4, r0 105 | mov r5, r1 106 | ;mov r6, r2 107 | 108 | @@nextChar: 109 | ldrb r0, [r4] 110 | cmp r0, 0xFF 111 | beq @@done 112 | 113 | ; get char bitmap 114 | ; src 115 | ldr r1, =Font 116 | lsl r0, 3 117 | add r1, r0 118 | 119 | ; I HAZ ALL THE SPAZE!!! 120 | 121 | ldrb r0, [r2] 122 | ldrb r3, [r1] 123 | lsr r3, r5 124 | orr r0, r3 125 | strb r0, [r2] 126 | 127 | ldrb r0, [r2,1] 128 | ldrb r3, [r1,1] 129 | lsr r3, r5 130 | orr r0, r3 131 | strb r0, [r2,1] 132 | 133 | ldrb r0, [r2,2] 134 | ldrb r3, [r1,2] 135 | lsr r3, r5 136 | orr r0, r3 137 | strb r0, [r2,2] 138 | 139 | ldrb r0, [r2,3] 140 | ldrb r3, [r1,3] 141 | lsr r3, r5 142 | orr r0, r3 143 | strb r0, [r2,3] 144 | 145 | ldrb r0, [r2,4] 146 | ldrb r3, [r1,4] 147 | lsr r3, r5 148 | orr r0, r3 149 | strb r0, [r2,4] 150 | 151 | ldrb r0, [r2,5] 152 | ldrb r3, [r1,5] 153 | lsr r3, r5 154 | orr r0, r3 155 | strb r0, [r2,5] 156 | 157 | ldrb r0, [r2,6] 158 | ldrb r3, [r1,6] 159 | lsr r3, r5 160 | orr r0, r3 161 | strb r0, [r2,6] 162 | 163 | ldrb r0, [r2,7] 164 | ldrb r3, [r1,7] 165 | lsr r3, r5 166 | orr r0, r3 167 | strb r0, [r2,7] 168 | 169 | ; get width 170 | ldr r0, =WidthTable 171 | ldrb r3, [r4] 172 | ldrb r6, [r0,r3] 173 | add r6, r5 174 | cmp r6, 7 175 | bls @@skipRight 176 | add r2, 8 177 | cmp r6, 8 178 | beq @@skipRight 179 | 180 | neg r5, r5 181 | add r5, 8 182 | 183 | ldrb r0, [r2] 184 | ldrb r3, [r1] 185 | lsl r3, r5 186 | orr r0, r3 187 | strb r0, [r2] 188 | 189 | ldrb r0, [r2,1] 190 | ldrb r3, [r1,1] 191 | lsl r3, r5 192 | orr r0, r3 193 | strb r0, [r2,1] 194 | 195 | ldrb r0, [r2,2] 196 | ldrb r3, [r1,2] 197 | lsl r3, r5 198 | orr r0, r3 199 | strb r0, [r2,2] 200 | 201 | ldrb r0, [r2,3] 202 | ldrb r3, [r1,3] 203 | lsl r3, r5 204 | orr r0, r3 205 | strb r0, [r2,3] 206 | 207 | ldrb r0, [r2,4] 208 | ldrb r3, [r1,4] 209 | lsl r3, r5 210 | orr r0, r3 211 | strb r0, [r2,4] 212 | 213 | ldrb r0, [r2,5] 214 | ldrb r3, [r1,5] 215 | lsl r3, r5 216 | orr r0, r3 217 | strb r0, [r2,5] 218 | 219 | ldrb r0, [r2,6] 220 | ldrb r3, [r1,6] 221 | lsl r3, r5 222 | orr r0, r3 223 | strb r0, [r2,6] 224 | 225 | ldrb r0, [r2,7] 226 | ldrb r3, [r1,7] 227 | lsl r3, r5 228 | orr r0, r3 229 | strb r0, [r2,7] 230 | 231 | @@skipRight: 232 | mov r5, 7 233 | and r5, r6 234 | add r4, 1 235 | b @@nextChar 236 | 237 | 238 | 239 | 240 | @@done: 241 | pop {r4-r7} 242 | bx lr 243 | .pool 244 | .endautoregion 245 | 246 | 247 | 248 | ; input 249 | ; r0 = src string addr 250 | ; r1 = color struct 251 | ; 0 : main color 252 | ; 1 : bg color 253 | ; r2 = offset (0..7) 254 | ; r3 = des buffer 255 | .autoregion 256 | RenderString: 257 | push {r4-r7,lr} 258 | mov r4, r0 259 | mov r5, r1 260 | mov r6, r2 261 | mov r7, r3 262 | 263 | ; lets allocate 16 tiles worth 264 | ; 16 * 8 bytes 265 | sub sp, 128 266 | mov r0, sp 267 | mov r1, 0 268 | str r1, [r0] 269 | mov r1, sp 270 | ldr r2, =0x1000000+32 271 | bl @CpuFastSet 272 | 273 | 274 | mov r0, r4 275 | mov r1, 0 276 | mov r2, sp 277 | bl renderBitmapString 278 | 279 | ; now just render them 280 | mov r0, r4 281 | bl CalcStringWidth 282 | add r0, 7 283 | lsr r0, 3 284 | mov r6, r0 285 | 286 | mov r4, sp 287 | 288 | @@loop: 289 | mov r0, r4 290 | ldrb r1, [r5] 291 | ldrb r2, [r5,1] 292 | mov r3, r7 293 | bl renderBitmapTile 294 | 295 | add r4, 8 296 | sub r6, 1 297 | add r7, 32 298 | cmp r6, 0 299 | bgt @@loop 300 | 301 | add sp, 128 302 | @@done: 303 | pop {r4-r7} 304 | pop {r0} 305 | bx r0 306 | .pool 307 | .endautoregion 308 | 309 | .autoregion 310 | @CpuFastSet: 311 | swi 12 312 | bx lr 313 | .endautoregion -------------------------------------------------------------------------------- /assets/Album_Box.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/assets/Album_Box.bmp -------------------------------------------------------------------------------- /assets/Album_Main.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/assets/Album_Main.bmp -------------------------------------------------------------------------------- /assets/Album_Numbers.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/assets/Album_Numbers.bmp -------------------------------------------------------------------------------- /assets/Album_TextBox.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/assets/Album_TextBox.bmp -------------------------------------------------------------------------------- /assets/BHallBoard_Blue.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/assets/BHallBoard_Blue.bmp -------------------------------------------------------------------------------- /assets/BHallBoard_Numbers.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/assets/BHallBoard_Numbers.bmp -------------------------------------------------------------------------------- /assets/BHallBoard_Ranks.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/assets/BHallBoard_Ranks.bmp -------------------------------------------------------------------------------- /assets/BHallBoard_Red.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/assets/BHallBoard_Red.bmp -------------------------------------------------------------------------------- /assets/BHallCert_Main.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/assets/BHallCert_Main.bmp -------------------------------------------------------------------------------- /assets/BHallCert_Numbers.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/assets/BHallCert_Numbers.bmp -------------------------------------------------------------------------------- /assets/BHallCert_Portrait.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/assets/BHallCert_Portrait.bmp -------------------------------------------------------------------------------- /assets/BHallCert_Rank.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/assets/BHallCert_Rank.bmp -------------------------------------------------------------------------------- /assets/BattleMenu.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/assets/BattleMenu.bmp -------------------------------------------------------------------------------- /assets/BattleMenu.txt: -------------------------------------------------------------------------------- 1 | ; entries = 100 2 | ; width = 30 3 | ; height = 310 4 | ; entry #, x, y, w, h 5 | 6 | ; BM_BG , 0, 0, 16, 2 7 | 8 | ; hack to set max width... 9 | ; by setting w=30 and h=0 10 | BM_Null , 0, 5, 30, 0 11 | 12 | BM_Normal, 0, 5, 14, 3 13 | BM_Color , 15, 5, 14, 3 14 | BM_Dodge , 0, 8, 14, 3 15 | BM_Escape, 15, 8, 14, 3 16 | BM_Barom , 0, 11, 14, 3 17 | 18 | BM_P1, 0, 15, 11, 3 19 | BM_P2, 12, 15, 11, 3 20 | BM_P3, 0, 19, 11, 3 21 | BM_P4, 12, 19, 11, 3 22 | 23 | BM_Human, 0, 23, 8, 2 24 | BM_Com , 0, 25, 8, 2 25 | BM_Off , 0, 27, 8, 2 26 | 27 | BM_Team , 0, 29, 6, 2 28 | BM_Points , 0, 31, 8, 2 29 | BM_Time , 0, 33, 5, 2 30 | BM_ComDif , 0, 35, 8, 2 31 | BM_Sudden , 0, 37, 10, 2 32 | BM_Skulls , 0, 39, 6, 2 33 | BM_Bonus , 0, 41, 10, 2 34 | BM_Revenge, 11, 41, 8, 3 35 | 36 | BM_Solo, 0, 45, 6, 2 37 | BM_Team2, 0, 47, 6, 2 38 | 39 | BM_1, 0, 49, 6, 2 40 | BM_2, 0, 51, 6, 2 41 | BM_3, 0, 53, 6, 2 42 | BM_4, 0, 55, 6, 2 43 | BM_5, 0, 57, 6, 2 44 | 45 | BM_1m, 0, 59, 6, 2 46 | BM_2m, 0, 61, 6, 2 47 | BM_3m, 0, 63, 6, 2 48 | BM_5m, 0, 65, 6, 2 49 | BM_Inf, 0, 67, 6, 2 50 | 51 | BM_Weak , 0, 69, 6, 2 52 | BM_Normal2, 0, 71, 6, 2 53 | BM_Strong , 0, 73, 6, 2 54 | 55 | BM_On , 0, 75, 6, 2 56 | BM_Off2 , 0, 77, 6, 2 57 | BM_Random, 0, 79, 6, 2 58 | 59 | BM_Burn, 0, 81, 6, 2 60 | BM_Stay, 0, 83, 6, 2 61 | BM_Super, 0, 85, 6, 2 62 | 63 | BM_VS, 0, 87, 6, 6 64 | BM_VSP1, 0, 93, 9, 3 65 | BM_VSP2, 10, 93, 9, 3 66 | BM_VSP3, 0, 97, 9, 3 67 | BM_VSP4, 10, 97, 9, 3 68 | 69 | BM_Null2, 0, 101, 0, 0 70 | 71 | BM_StanNorm , 0, 101, 14, 3 72 | BM_StanWide , 15, 101, 14, 3 73 | BM_Trolley , 0, 104, 14, 3 74 | BM_SeeSaw , 15, 104, 14, 3 75 | BM_SpotLight, 0, 107, 14, 3 76 | 77 | BM_ItemSet , 0, 111, 6, 2 78 | BM_HandiSet, 0, 113, 6, 2 79 | BM_LItem , 0, 115, 6, 1 80 | BM_HandiR, 0, 116, 5, 1 81 | 82 | BM_Confirm, 0, 117, 6, 2 83 | BM_Heart , 0, 119, 2, 2 84 | BM_NoHeart, 0, 121, 2, 2 85 | 86 | BM_SetHandi, 0, 123, 12, 2 87 | 88 | BM_Prompt, 0, 125, 17, 1 89 | BM_AStart, 0, 126, 18, 1 90 | BM_BBack , 0, 127, 16, 1 91 | 92 | BM_SetItems, 0, 128, 13, 2 93 | 94 | BM_Set, 0, 130, 4, 2 95 | BM_Left, 0, 132, 5, 4 96 | 97 | BM_ItemIcons, 0, 136, 15, 8 98 | 99 | BM_Off3, 0, 144, 4, 2 100 | 101 | BM_IncDec, 0, 146, 13, 2 102 | 103 | BM_Cancel, 0, 148, 6, 2 104 | 105 | ;#72, 0, 147, 16, 5 106 | ;#73, 0, 152, 10, 13 107 | ;#74, 0, 165, 30, 32 108 | ;#75, 0, 197, 5, 16 109 | ;#76, 0, 213, 5, 16 110 | ;#77, 0, 229, 5, 16 111 | ;#78, 0, 245, 5, 16 112 | 113 | BM_PointMatch, 0, 264, 12, 2 114 | BM_M1, 0, 266, 2, 2 115 | BM_M2, 0, 268, 2, 2 116 | BM_M3, 0, 270, 2, 2 117 | BM_M4, 0, 272, 2, 2 118 | BM_M5, 0, 274, 2, 2 119 | 120 | BM_Win1, 0, 276, 20, 1 121 | BM_Win2, 0, 277, 20, 2 122 | BM_Win3, 0, 279, 20, 1 123 | 124 | BM_50, 0, 280, 5, 2 125 | BM_100, 0, 282, 5, 2 126 | BM_200, 0, 284, 5, 2 127 | BM_300, 0, 286, 5, 2 128 | BM_500, 0, 288, 5, 2 129 | BM_VictoryPoint, 0, 290, 10, 3 130 | 131 | ;#94, 0, 292, 12, 7 132 | ;#95, 0, 299, 12, 7 133 | ;#96, 0, 306, 1, 2 134 | ;#97, 0, 308, 1, 2 135 | ;#98, 0, 310, 1, 2 136 | 137 | BM_InfoR, 0, 312, 6, 1 138 | -------------------------------------------------------------------------------- /assets/BomberHall_Main.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/assets/BomberHall_Main.bmp -------------------------------------------------------------------------------- /assets/BomberHall_Numbers.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/assets/BomberHall_Numbers.bmp -------------------------------------------------------------------------------- /assets/BomberHall_Numbers2.bmp: -------------------------------------------------------------------------------- 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Space 8 | ;.defineregion 0x8420000, 0xE0000, 0x00 9 | ;.org 0x8420000 :: .region 0xE0000,0x00 :: .endregion 10 | .defineregion 0x8460000, 0x1A0000, 0x00 11 | 12 | 13 | .include "asm\Font.asm" 14 | .include "asm\SmallVWF.asm" 15 | ;.include "asm\ItemNamesVWF.asm" 16 | .include "asm\vwf_routines.asm" 17 | .include "asm\vwf_name_card.asm" 18 | .include "asm\vwf_item_fusion.asm" 19 | 20 | 21 | ; Battle Menu Tileset 22 | .org 0x81B04D4 23 | .import "build\BattleMenuTile.bin" 24 | .include "build\BattleMenuMap.asm" 25 | .include "asm\BattleMenu.asm" 26 | 27 | .include "asm\RMenu.asm" 28 | .include "asm\SaveLoad.asm" 29 | .include "asm\Radar.asm" 30 | .include "asm\Enc.asm" 31 | .include "asm\Album.asm" 32 | .include "asm\HUD.asm" 33 | .include "asm\Fusion.asm" 34 | .include "asm\GameOver.asm" 35 | .include "asm\HUD2.asm" 36 | .include "asm\BomberHall.asm" 37 | .include "asm\BHallCert.asm" 38 | .include "asm\BHallBoard.asm" 39 | 40 | ; .include "asm\debug.asm" 41 | 42 | .close 43 | -------------------------------------------------------------------------------- /build.bat: -------------------------------------------------------------------------------- 1 | 2 | :: 3 | tools\g1.exe assets\BattleMenu.bmp build\BattleMenuTile.bin build\BattleMenuMap.bin 4 | tools\lzss.exe -evo build\BattleMenuTile.bin 5 | 6 | tools\c1.exe assets\BattleMenu.txt build\BattleMenuMap.bin build\BattleMenuMap.asm 7 | 8 | tools\g2.exe assets\Font.bmp build\Font.bin 9 | 10 | tools\g4 build\RMenu_t.bin^ 11 | assets\RMenu_TextBox.bmp assets\RMenu_ExpBar2.bmp assets\RMenu_ExpBar1.bmp^ 12 | assets\RMenu_Numbers.bmp assets\RMenu_Nav.bmp assets\RMenu_Items.bmp^ 13 | assets\RMenu_Bombs.bmp assets\RMenu_Karabon.bmp assets\RMenu_Unequip1.bmp^ 14 | assets\RMenu_Unequip2.bmp assets\RMenu_Armor1.bmp assets\RMenu_Armor2.bmp^ 15 | assets\RMenu_Armor3.bmp assets\RMenu_Armor4.bmp 16 | tools\lzss -evo build\RMenu_t.bin 17 | 18 | tools\g4 build\SaveLoad_t.bin^ 19 | assets\SaveLoad_TextBox.bmp^ 20 | assets\SaveLoad_Other.bmp assets\SaveLoad_Equipment.bmp^ 21 | assets\SaveLoad_Save.bmp assets\SaveLoad_Load.bmp^ 22 | assets\SaveLoad_BorderBig.bmp assets\SaveLoad_BorderSmall.bmp 23 | tools\lzss -evo build\SaveLoad_t.bin 24 | 25 | tools\g4 build\Radar_t.bin^ 26 | assets\Radar_Main.bmp assets\Radar_Icons.bmp assets\Radar_Numbers.bmp^ 27 | assets\Radar_Arrows.bmp assets\Radar_MapOn.bmp assets\Radar_MapOff.bmp^ 28 | assets\Radar_Text.bmp 29 | tools\lzss -evo build\Radar_t.bin 30 | 31 | tools\g4 build\Enc_t.bin^ 32 | assets\Enc_Blank.bmp assets\Enc_Numbers.bmp assets\Enc_Arrows.bmp^ 33 | assets\Enc_Main.bmp assets\Enc_Index.bmp^ 34 | assets\Enc_01.bmp assets\Enc_02.bmp assets\Enc_03.bmp assets\Enc_04.bmp^ 35 | assets\Enc_05.bmp assets\Enc_06.bmp assets\Enc_07.bmp assets\Enc_08.bmp^ 36 | assets\Enc_09.bmp assets\Enc_10.bmp assets\Enc_11.bmp assets\Enc_12.bmp^ 37 | assets\Enc_13.bmp assets\Enc_14.bmp assets\Enc_15.bmp assets\Enc_16.bmp^ 38 | assets\Enc_17.bmp assets\Enc_18.bmp assets\Enc_19.bmp assets\Enc_20.bmp^ 39 | assets\Enc_21.bmp assets\Enc_22.bmp assets\Enc_23.bmp assets\Enc_24.bmp^ 40 | assets\Enc_25.bmp assets\Enc_26.bmp assets\Enc_27.bmp assets\Enc_28.bmp^ 41 | assets\Enc_29.bmp assets\Enc_30.bmp assets\Enc_31.bmp assets\Enc_32.bmp^ 42 | assets\Enc_Unk.bmp 43 | tools\lzss -evo build\Enc_t.bin 44 | 45 | tools\g4 build\Album_t.bin^ 46 | assets\Album_TextBox.bmp assets\Album_Numbers.bmp^ 47 | assets\Album_Main.bmp assets\Album_Box.bmp 48 | tools\lzss -evo build\Album_t.bin 49 | 50 | tools\g4 build\HUD_t.bin^ 51 | assets\HUD_Misc.bmp assets\HUD_Bombs.bmp assets\HUD_Main.bmp^ 52 | assets\HUD_Boss.bmp assets\HUD_Stars.bmp^ 53 | assets\HUD_Flames.bmp assets\HUD_Flames2.bmp assets\HUD_Pause.bmp 54 | tools\lzss -evo build\HUD_t.bin 55 | 56 | tools\g4 build\Fusion_t.bin^ 57 | assets\Fusion_Numbers.bmp assets\Fusion_TextBox.bmp assets\Fusion_Main.bmp 58 | tools\lzss -evo build\Fusion_t.bin 59 | 60 | tools\g4 build\GameOver_t.bin assets\GameOver.bmp 61 | tools\lzss -evo build\GameOver_t.bin 62 | 63 | tools\g4 build\HUD2_t.bin assets\HUD2_Main.bmp assets\HUD2_Pause.bmp 64 | tools\lzss -evo build\HUD2_t.bin 65 | 66 | tools\g4 build\BomberHall_t.bin^ 67 | assets\BomberHall_Main.bmp assets\BomberHall_Text.bmp^ 68 | assets\BomberHall_Numbers.bmp assets\BomberHall_Numbers2.bmp 69 | tools\lzss -evo build\BomberHall_t.bin 70 | 71 | tools\g4 build\BHallCert_t.bin^ 72 | assets\BHallCert_Main.bmp assets\BHallCert_Portrait.bmp^ 73 | assets\BHallCert_Numbers.bmp assets\BHallCert_Rank.bmp 74 | tools\lzss -evo build\BHallCert_t.bin 75 | 76 | tools\g4 build\BHallBoard_t.bin^ 77 | assets\BHallBoard_Red.bmp assets\BHallBoard_Blue.bmp^ 78 | assets\BHallBoard_Numbers.bmp assets\BHallBoard_Ranks.bmp 79 | tools\lzss -evo build\BHallBoard_t.bin 80 | 81 | :: 82 | 83 | 84 | tools\armips.exe build.asm -stat 85 | 86 | :: ------ 87 | :: Script 88 | :: ------ 89 | 90 | :: Tournament Stuff 91 | ::tools\Atlas jetters_eng.gba script\jetters_000.txt 92 | ::tools\Atlas jetters_eng.gba script\jetters_002.txt 93 | ::tools\Atlas jetters_eng.gba script\jetters_003.txt 94 | ::tools\Atlas jetters_eng.gba script\jetters_009.txt 95 | ::tools\Atlas jetters_eng.gba script\jetters_010.txt 96 | 97 | :: Cutscenes 98 | tools\Atlas jetters_eng.gba script\jetters_001.txt 99 | 100 | :: Nonbiri, Ancient Nonbiri, Item Get 101 | tools\Atlas jetters_eng.gba script\jetters_004.txt 102 | :: Tokotoko, Signpost Kingdom 103 | tools\Atlas jetters_eng.gba script\jetters_005.txt 104 | :: Sekaseka 105 | tools\Atlas jetters_eng.gba script\jetters_006.txt 106 | :: Equipment, Karabon, and Item Descriptions; System Messages 107 | tools\Atlas jetters_eng.gba script\jetters_008.txt 108 | :: Item and Karabon Names 109 | tools\Atlas jetters_eng.gba script\jetters_011.txt 110 | :: Planets, Areas, Places 111 | tools\Atlas jetters_eng.gba script\jetters_012.txt 112 | :: Karabon Names 113 | tools\Atlas jetters_eng.gba script\jetters_013.txt 114 | 115 | 116 | tools\Atlas jetters_eng.gba script\jetters_007.txt 117 | 118 | 119 | tools\flips --create --ips jetters.gba jetters_eng.gba jetters_eng.ips 120 | tools\flips --create --bps-linear jetters.gba jetters_eng.gba jetters_eng.bps 121 | tools\flips --create --bps-delta jetters.gba jetters_eng.gba jetters_eng_delta.bps 122 | 123 | pause 124 | -------------------------------------------------------------------------------- /build/readme.txt: -------------------------------------------------------------------------------- 1 | files generated by the build.bat script 2 | 3 | files needed to generate other files should be put into assets or asm 4 | 5 | these files should be safe to delete if needed -------------------------------------------------------------------------------- /dump_script/Cartographer.exe: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/dump_script/Cartographer.exe -------------------------------------------------------------------------------- /dump_script/dump_script.bat: -------------------------------------------------------------------------------- 1 | cartographer ../jetters.gba jetters_commands.txt jetters -m 2 | 3 | pause -------------------------------------------------------------------------------- /dump_script/jetters.tbl: -------------------------------------------------------------------------------- 1 | 00=  2 | 01=0 3 | 02=1 4 | 03=2 5 | 04=3 6 | 05=4 7 | 06=5 8 | 07=6 9 | 08=7 10 | 09=8 11 | 0A=9 12 | 0B=あ 13 | 0C=い 14 | 0D=う 15 | 0E=え 16 | 0F=お 17 | 10=か 18 | 11=き 19 | 12=く 20 | 13=け 21 | 14=こ 22 | 15=さ 23 | 16=し 24 | 17=す 25 | 18=せ 26 | 19=そ 27 | 1A=た 28 | 1B=ち 29 | 1C=つ 30 | 1D=て 31 | 1E=と 32 | 1F=な 33 | 20=に 34 | 21=ぬ 35 | 22=ね 36 | 23=の 37 | 24=は 38 | 25=ひ 39 | 26=ふ 40 | 27=へ 41 | 28=ほ 42 | 29=ま 43 | 2A=み 44 | 2B=む 45 | 2C=め 46 | 2D=も 47 | 2E=や 48 | 2F=ゆ 49 | 30=よ 50 | 31=ら 51 | 32=り 52 | 33=る 53 | 34=れ 54 | 35=ろ 55 | 36=わ 56 | 37=を 57 | 38=ん 58 | 39=ぁ 59 | 3A=ぃ 60 | 3B=ぅ 61 | 3C=ぇ 62 | 3D=ぉ 63 | 3E=っ 64 | 3F=ゃ 65 | 40=ゅ 66 | 41=ょ 67 | 42=ア 68 | 43=イ 69 | 44=ウ 70 | 45=エ 71 | 46=オ 72 | 47=カ 73 | 48=キ 74 | 49=ク 75 | 4A=ケ 76 | 4B=コ 77 | 4C=サ 78 | 4D=シ 79 | 4E=ス 80 | 4F=セ 81 | 50=ソ 82 | 51=タ 83 | 52=チ 84 | 53=ツ 85 | 54=テ 86 | 55=ト 87 | 56=ナ 88 | 57=ニ 89 | 58=ヌ 90 | 59=ネ 91 | 5A=ノ 92 | 5B=ハ 93 | 5C=ヒ 94 | 5D=フ 95 | 5E=ヘ 96 | 5F=ホ 97 | 60=マ 98 | 61=ミ 99 | 62=ム 100 | 63=メ 101 | 64=モ 102 | 65=ヤ 103 | 66=ユ 104 | 67=ヨ 105 | 68=ラ 106 | 69=リ 107 | 6A=ル 108 | 6B=レ 109 | 6C=ロ 110 | 6D=ワ 111 | 6E=ヲ 112 | 6F=ン 113 | 70=ァ 114 | 71=ィ 115 | 72=ゥ 116 | 73=ェ 117 | 74=ォ 118 | 75=ッ 119 | 76=ャ 120 | 77=ュ 121 | 78=ョ 122 | 79=が 123 | 7A=ぎ 124 | 7B=ぐ 125 | 7C=げ 126 | 7D=ご 127 | 7E=ざ 128 | 7F=じ 129 | 80=ず 130 | 81=ぜ 131 | 82=ぞ 132 | 83=だ 133 | 84=ぢ 134 | 85=づ 135 | 86=で 136 | 87=ど 137 | 88=ば 138 | 89=び 139 | 8A=ぶ 140 | 8B=べ 141 | 8C=ぼ 142 | 8D=ぱ 143 | 8E=ぴ 144 | 8F=ぷ 145 | 90=ぺ 146 | 91=ぽ 147 | 92=ガ 148 | 93=ギ 149 | 94=グ 150 | 95=ゲ 151 | 96=ゴ 152 | 97=ザ 153 | 98=ジ 154 | 99=ズ 155 | 9A=ゼ 156 | 9B=ゾ 157 | 9C=ダ 158 | 9D=ヂ 159 | 9E=ヅ 160 | 9F=デ 161 | A0=ド 162 | A1=バ 163 | A2=ビ 164 | A3=ブ 165 | A4=ベ 166 | A5=ボ 167 | A6=パ 168 | A7=ピ 169 | A8=プ 170 | A9=ペ 171 | AA=ポ 172 | AB=ー 173 | AC=・ 174 | AD=! 175 | AE=? 176 | AF=: 177 | B0=▼ 178 | B1=♥ 179 | B2=A 180 | B3=B 181 | B4=C 182 | B5=D 183 | B6=E 184 | B7=F 185 | B8=G 186 | B9=H 187 | BA=I 188 | BB=J 189 | BC=K 190 | BD=L 191 | BE=M 192 | BF=N 193 | C0=O 194 | C1=P 195 | C2=Q 196 | C3=R 197 | C4=S 198 | C5=T 199 | C6=U 200 | C7=V 201 | C8=W 202 | C9=X 203 | CA=Y 204 | CB=Z 205 | CC=" 206 | CD=% 207 | CE=& 208 | CF=’ 209 | D0=( 210 | D1=) 211 | D2=+ 212 | D3=. 213 | D4=/ 214 | D5== 215 | D6=~ 216 | D7=。 217 | D8=「 218 | D9=」 219 | DA=、 220 | DB=ヴ 221 | DC=‥ 222 | DD=→ 223 | 224 | 225 | $E000=,2 226 | $E001=,4 227 | $E002=,4 228 | $E003=,2 229 | $E004=,2 230 | $E005=,8 231 | $E006=,12 232 | E007= 233 | E008= 234 | E009= 235 | E00A= 236 | E00B= 237 | E00C= 238 | $E00D=,1 239 | $E00E=,1 240 | $E00F=,1 241 | $E010=,8 242 | E011= 243 | $E012=,1 244 | $E013=,1 245 | $E014=,1 246 | $E015=,1 247 | $E016=,2 248 | $E017=,8 249 | $E018=,8 250 | $E019=,1 251 | $E01A=,1 252 | $E01B=,1 253 | $E01C=,4 254 | $E01D=,1 255 | $E01E=,1 256 | E01F= 257 | $E020=,2 258 | E021= 259 | $E022=,1 260 | E023= 261 | E024= 262 | 263 | 264 | /F8=\n\n 265 | F9=\n 266 | FA=\n 267 | FB=\n\n 268 | /FC=\n\n 269 | /FD=\n\n 270 | /FF=\n\n 271 | -------------------------------------------------------------------------------- /dump_script/jetters_commands.txt: -------------------------------------------------------------------------------- 1 | #GAME NAME: Bomberman Jetters - Densetsu no Bomberman (GBA) 2 | 3 | #BLOCK NAME: 0 4 | #TYPE: NORMAL 5 | #METHOD: POINTER_RELATIVE 6 | #POINTER ENDIAN: LITTLE 7 | #POINTER TABLE START: $1BD804 8 | #POINTER TABLE STOP: $1BD820 9 | #POINTER SIZE: $04 10 | #POINTER SPACE: $00 11 | #ATLAS PTRS: Yes 12 | #BASE POINTER: $F8000000 13 | #TABLE: jetters.tbl 14 | #COMMENTS: No 15 | #END BLOCK 16 | 17 | #BLOCK NAME: 1 Scenes 18 | #TYPE: NORMAL 19 | #METHOD: POINTER_RELATIVE 20 | #POINTER ENDIAN: LITTLE 21 | #POINTER TABLE START: $1BDA90 22 | #POINTER TABLE STOP: $1BDAE8 23 | #POINTER SIZE: $04 24 | #POINTER SPACE: $00 25 | #ATLAS PTRS: Yes 26 | #BASE POINTER: $F8000000 27 | #TABLE: jetters.tbl 28 | #COMMENTS: No 29 | #END BLOCK 30 | 31 | #BLOCK NAME: 2 Karabon (Unused; Tournament) 32 | #TYPE: NORMAL 33 | #METHOD: POINTER_RELATIVE 34 | #POINTER ENDIAN: LITTLE 35 | #POINTER TABLE START: $1BDC68 36 | #POINTER TABLE STOP: $1BDD30 37 | #POINTER SIZE: $04 38 | #POINTER SPACE: $00 39 | #ATLAS PTRS: Yes 40 | #BASE POINTER: $F8000000 41 | #TABLE: jetters.tbl 42 | #COMMENTS: No 43 | #END BLOCK 44 | 45 | #BLOCK NAME: 3 Ceedrun Minigame (Unused; Tournament) 46 | #TYPE: NORMAL 47 | #METHOD: POINTER_RELATIVE 48 | #POINTER ENDIAN: LITTLE 49 | #POINTER TABLE START: $1BDE58 50 | #POINTER TABLE STOP: $1BDE7C 51 | #POINTER SIZE: $04 52 | #POINTER SPACE: $00 53 | #ATLAS PTRS: Yes 54 | #BASE POINTER: $F8000000 55 | #TABLE: jetters.tbl 56 | #COMMENTS: No 57 | #END BLOCK 58 | 59 | #BLOCK NAME: 4 Nonbiri 60 | #TYPE: NORMAL 61 | #METHOD: POINTER_RELATIVE 62 | #POINTER ENDIAN: LITTLE 63 | #POINTER TABLE START: $1C1B3C 64 | #POINTER TABLE STOP: $1C1E90 65 | #POINTER SIZE: $04 66 | #POINTER SPACE: $00 67 | #ATLAS PTRS: Yes 68 | #BASE POINTER: $F8000000 69 | #TABLE: jetters.tbl 70 | #COMMENTS: No 71 | #END BLOCK 72 | 73 | #BLOCK NAME: 5 74 | #TYPE: NORMAL 75 | #METHOD: POINTER_RELATIVE 76 | #POINTER ENDIAN: LITTLE 77 | #POINTER TABLE START: $1C51A8 78 | #POINTER TABLE STOP: $1C54B4 79 | #POINTER SIZE: $04 80 | #POINTER SPACE: $00 81 | #ATLAS PTRS: Yes 82 | #BASE POINTER: $F8000000 83 | #TABLE: jetters.tbl 84 | #COMMENTS: No 85 | #END BLOCK 86 | 87 | #BLOCK NAME: 6 88 | #TYPE: NORMAL 89 | #METHOD: POINTER_RELATIVE 90 | #POINTER ENDIAN: LITTLE 91 | #POINTER TABLE START: $1C7664 92 | #POINTER TABLE STOP: $1C780C 93 | #POINTER SIZE: $04 94 | #POINTER SPACE: $00 95 | #ATLAS PTRS: Yes 96 | #BASE POINTER: $F8000000 97 | #TABLE: jetters.tbl 98 | #COMMENTS: No 99 | #END BLOCK 100 | 101 | #BLOCK NAME: 7 102 | #TYPE: NORMAL 103 | #METHOD: POINTER_RELATIVE 104 | #POINTER ENDIAN: LITTLE 105 | #POINTER TABLE START: $1CA1F8 106 | #POINTER TABLE STOP: $1CA45C 107 | #POINTER SIZE: $04 108 | #POINTER SPACE: $00 109 | #ATLAS PTRS: Yes 110 | #BASE POINTER: $F8000000 111 | #TABLE: jetters.tbl 112 | #COMMENTS: No 113 | #END BLOCK 114 | 115 | #BLOCK NAME: 8 Equipment, Karabon, and Item Descriptions; System Messages 116 | #TYPE: NORMAL 117 | #METHOD: POINTER_RELATIVE 118 | #POINTER ENDIAN: LITTLE 119 | #POINTER TABLE START: $1CC818 120 | #POINTER TABLE STOP: $1CCBB8 121 | #POINTER SIZE: $04 122 | #POINTER SPACE: $00 123 | #ATLAS PTRS: Yes 124 | #BASE POINTER: $F8000000 125 | #TABLE: jetters.tbl 126 | #COMMENTS: No 127 | #END BLOCK 128 | 129 | #BLOCK NAME: 9 130 | #TYPE: NORMAL 131 | #METHOD: POINTER_RELATIVE 132 | #POINTER ENDIAN: LITTLE 133 | #POINTER TABLE START: $1CF708 134 | #POINTER TABLE STOP: $1CF838 135 | #POINTER SIZE: $04 136 | #POINTER SPACE: $00 137 | #ATLAS PTRS: Yes 138 | #BASE POINTER: $F8000000 139 | #TABLE: jetters.tbl 140 | #COMMENTS: No 141 | #END BLOCK 142 | 143 | #BLOCK NAME: 10 144 | #TYPE: NORMAL 145 | #METHOD: POINTER_RELATIVE 146 | #POINTER ENDIAN: LITTLE 147 | #POINTER TABLE START: $1D29C0 148 | #POINTER TABLE STOP: $1D2BA4 149 | #POINTER SIZE: $04 150 | #POINTER SPACE: $00 151 | #ATLAS PTRS: Yes 152 | #BASE POINTER: $F8000000 153 | #TABLE: jetters.tbl 154 | #COMMENTS: No 155 | #END BLOCK 156 | 157 | #BLOCK NAME: 11 Items 158 | #TYPE: NORMAL 159 | #METHOD: POINTER_RELATIVE 160 | #POINTER ENDIAN: LITTLE 161 | #POINTER TABLE START: $1D2EA8 162 | #POINTER TABLE STOP: $1D3048 163 | #POINTER SIZE: $04 164 | #POINTER SPACE: $00 165 | #ATLAS PTRS: Yes 166 | #BASE POINTER: $F8000000 167 | #TABLE: jetters.tbl 168 | #COMMENTS: No 169 | #END BLOCK 170 | 171 | #BLOCK NAME: 12 Places 172 | #TYPE: NORMAL 173 | #METHOD: POINTER_RELATIVE 174 | #POINTER ENDIAN: LITTLE 175 | #POINTER TABLE START: $3027CC 176 | #POINTER TABLE STOP: $30295C 177 | #POINTER SIZE: $04 178 | #POINTER SPACE: $00 179 | #ATLAS PTRS: Yes 180 | #BASE POINTER: $F8000000 181 | #TABLE: jetters.tbl 182 | #COMMENTS: No 183 | #END BLOCK 184 | 185 | #BLOCK NAME: 13 Karabon Names 186 | #TYPE: NORMAL 187 | #METHOD: POINTER_RELATIVE 188 | #POINTER ENDIAN: LITTLE 189 | #POINTER TABLE START: $273104 190 | #POINTER TABLE STOP: $273188 191 | #POINTER SIZE: $04 192 | #POINTER SPACE: $00 193 | #ATLAS PTRS: Yes 194 | #BASE POINTER: $F8000000 195 | #TABLE: jetters.tbl 196 | #COMMENTS: No 197 | #END BLOCK 198 | -------------------------------------------------------------------------------- /dump_script/readme.txt: -------------------------------------------------------------------------------- 1 | Cartographer 2 | Version PR3 3 | 4 | Intial Release: Dec. 29, 2008 5 | 6 | by RedComet 7 | redcomet@rpgclassics.com 8 | 9 | -------------------------------------- 10 | 11 | 1. Introduction 12 | 2. Usage 13 | 3. Commands 14 | 4. Table Files 15 | 5. Credits 16 | 17 | -------------------------------------- 18 | 19 | 1. Introduction 20 | 21 | -------------------------------------- 22 | 23 | Cartographer is a program designed to extract the script(s) from a file. Cartographer 24 | is intended to replace the now out-of-date romjuice by prez. 25 | 26 | -------------------------------------- 27 | 28 | 2. Usage 29 | 30 | -------------------------------------- 31 | 32 | Cartographer rom.ext commands.txt script.txt -s/-m 33 | 34 | rom.ext specifies the file to dump text from. 35 | 36 | commands.txt contains the dumping commands (see below) that specify how to 37 | dump the text. 38 | 39 | script.txt is the base filename for the output file(s) to which the text is dumped. 40 | 41 | -s/-m is a switch that specifies whether to dump all blocks contained in commands.txt 42 | to a single file (-s) or to dump each block to a separate file (-m). 43 | 44 | -------------------------------------- 45 | 46 | 3. Commands 47 | 48 | -------------------------------------- 49 | 50 | #GAME NAME: This specifies the name of the game text is being dumped from. 51 | The name specifed here will be included in the output file. This 52 | name is only output once, at the beginning of each file. 53 | 54 | #BLOCK NAME: Each block of text is assigned the name specified. This name 55 | is output at the beginning of each block. Multiple blocks can 56 | share the same name, so it is the user's responsibility to keep 57 | track of which block is which. 58 | 59 | When multiple files are specified at the command line, each block 60 | is dumped to a separate text file. The filename is created by combining 61 | the output base filename given at the parameter in the command line 62 | with a block number used by Cartographer internally to identify each 63 | block. 64 | 65 | #TYPE: This allows the user to specify one of three possible dump types: 66 | NORMAL, FIXED_STRING, FIXED_STRING && FIXED_LINE 67 | 68 | NORMAL: 69 | The table entries control the output of text, i.e. line 70 | breaks are only output where the table entries specify. 71 | 72 | FIXED_STRING: 73 | This is for games that use a fixed string length. Line 74 | breaks will be output when the specified number of bytes 75 | have been read. 76 | 77 | See #STRING LENGTH below. 78 | 79 | FIXED_STRING && FIXED_LINE: 80 | This is for games that use a fixed string and a fixed line 81 | length. Line breaks will be output when the specified 82 | number of bytes have been read. 83 | 84 | See #STRING LENGTH and #LINE LENGTH below. 85 | 86 | #STRING LENGTH: This specifies the length of the string in bytes. Once the number 87 | of bytes specified have been dumped, a line break will be output 88 | to the script file. 89 | 90 | Only include this command if TYPE has been specified to either 91 | FIXED_STRING or FIXED_STRING && FIXED_LINE. 92 | 93 | #STRING END: This allows the user to specify whether or not they want to 94 | include an artificial control code at the end of the string. 95 | 96 | Yes or No option only. 97 | 98 | #END CTRL: If Yes was specified for #STRING END, this command allows the 99 | user to specify the artificial control code they want output. 100 | If Yes was specified for #STRING END and this command is omitted, 101 | the default artificial control code (END) is used. 102 | 103 | #LINE LENGTH: Similar to #STRING LENGTH, this command specifies the length of 104 | a line in bytes. Once the number of bytes specifed have been 105 | dumped, a line break will be output to the script file. 106 | 107 | #LINE END: This allows the user to specify whether or not they want to 108 | include an artificial control code at the end of the line. 109 | 110 | Yes or No option only. 111 | 112 | #LINE CTRL: If Yes was specified for #LINE END, this command allows the 113 | user to specify the artificial control code they want output. 114 | If Yes was specified for #LINE END and this command is omitted, 115 | the default artificial control code (LINE) is used. 116 | 117 | #METHOD: This allows the user to specify one of three ways to dump the text: 118 | POINTER, POINTER_RELATIVE RAW 119 | 120 | POINTER: 121 | Dump the text based on a pointer table. 122 | 123 | POINTER_RELATIVE: 124 | Same as a pointer, but this allows the user to dump text 125 | using a pointer table that contains relative pointers 126 | instead of absolute pointers. 127 | 128 | POINTER_RELATIVE_PC: 129 | Similar to POINTER_RELATIVE, except the base value is a relative 130 | value instead of an absolute value. 131 | 132 | See #RELATIVE PC below. 133 | 134 | RAW: 135 | A simple start to stop dump, like romjuice. 136 | 137 | #POINTER ENDIAN: 138 | Specifies the endianess of the pointers: BIG or LITTLE 139 | 140 | #POINTER TABLE START: 141 | Specifies the beginning address of the pointer table. 142 | 143 | #POINTER TABLE STOP: 144 | Specifies the ending address of the pointer table. 145 | 146 | #POINTER SIZE: 147 | Specifies the size of the pointer in bytes, e.g. 16-bit pointers 148 | have a size of 2, 32-bit pointers have a size of 4, etc. 149 | 150 | #POINTER SPACE: Specifies the number of bytes between each pointer to ignore. 151 | This is useful for games that embed additional information between 152 | each pointer. If pointers occur one after the other, specify 153 | a pointer space size of 0. 154 | 155 | #ATLAS PTRS: SE allows the user the option of dumping an Atlas compatible 156 | script. This option specifies whether to include Atlas style 157 | pointer writes, e.g. #W16($12345), in the dump or not. 158 | 159 | Yes or No option only. 160 | 161 | #BASE POINTER: This specifies the value to add to every pointer when using 162 | the POINTER_RELATIVE dump method. 163 | 164 | #RELATIVE PC: This specifies whether to use the address of the pointer as the 165 | base pointer address. I've only seen one game that does this so far, 166 | but there are probably more. 167 | 168 | Yes or No option only. 169 | 170 | #SCRIPT START: Specifies the beginning address for a RAW dump. 171 | 172 | #SCRIPT STOP: Specifies the ending address for a RAW dump. 173 | 174 | #TABLE: The filename of the table to use for dumping the script. Each 175 | block specifies its own table file, thus allowing the user to 176 | dump multiple blocks that use different tables at once, e.g. 177 | dialogue and menu options. 178 | 179 | #COMMENTS: Used to determine if the user wants each line of text in the 180 | script to begin with Atlas style (//) comments or not. 181 | 182 | Yes or No option only. 183 | 184 | #END BLOCK: This specifies the end of the current block commands. This option 185 | must be included, otherwise the commands for the next block will 186 | overwrite the commands for the current block. 187 | 188 | ------------ 189 | Dependencies: 190 | ------------ 191 | 192 | Not every one of the above commands need be included. In fact, it's impossible to 193 | include every command. Following is a list of commands that are dependent upon 194 | certain options being specified in the previous command(s): 195 | 196 | ----- ----------------- 197 | #TYPE Required Commands 198 | ----- ----------------- 199 | FIXED_STRING #STRING LENGTH, #STRING END 200 | FIXED_STRING && FIXED_LINE #STRING LENGTH, #STRING END, #LINE LENGTH, #LINE END 201 | 202 | ------- ----------------- 203 | #METHOD Required Commands 204 | ------- ----------------- 205 | POINTER #POINTER TABLE START, #POINTER TABLE STOP, 206 | #POINTER SIZE, #POINTER SPACE, #POINTER ENDIAN, 207 | #ATLAS PTRS 208 | 209 | Note: These commands may be specified in any 210 | order, but they are all required. 211 | 212 | 213 | POINTER_RELATIVE #BASE POINTER plus the commands required for 214 | POINTER method above. 215 | 216 | POINTER_RELATIVE_PC #RELATIVE BASE plus the commands required for 217 | POINTER method above. 218 | 219 | RAW #SCRIPT START, #SCRIPT STOP 220 | 221 | -------- 222 | Required: 223 | -------- 224 | 225 | There are also certain commands which must be included: 226 | 227 | GAME NAME, BLOCK NAME, TYPE, METHOD, TABLE, COMMENTS. 228 | 229 | Additionally every block must end with an END BLOCK command. 230 | 231 | -------- 232 | Features: 233 | -------- 234 | 235 | You can also embed comments in your command files. Everything on the line after a // 236 | is simply ignored. This is really handy if you like to make notes to yourself. 237 | 238 | -------------------------------------- 239 | 240 | 4. Table File 241 | 242 | -------------------------------------- 243 | 244 | Although I built Cartographer using Klarth's TableLib v1.0, there are a few changes I had 245 | to make to accomplish my goals. Here's a list of features from Klarth's readme with the 246 | removed or disabled features omitted: 247 | 248 | TableLib supports a slightly different feature set than most other programs. 249 | - Supports virtually unlimited hex and string lengths, as long as the hex strings are whole bytes. 250 | 0123456789=super long string here <-- This is fine, the hex string represents 5 whole bytes. 251 | 01234=another long string <-- Error, the hex string is 2.5 bytes. 252 | - The same table can be used for both insertion and dumping, TableReader accomodates for the changes. 253 | - Ability to add newline characters for dumping. They will be ignored during insertion. 254 | /FF=\n\n <-- This is how you should define your endtokens so the library functions properly 255 | - The so-called "linked entry" from Thingy terminology, but implemented a bit better. This allows you to 256 | dump control codes that have parameter bytes cleanly, without it being dumped as text. 257 | $0500=,1 <-- Dumps 0500 as and dumping one parameter byte afterwards as a <$XX> hex entry. 258 | 259 | End tokens specifed by beginning the entry with a '/' (like /FF=\n\n above) are used 260 | by the Pointer dumping methods to determine when the end of the string has been reached. 261 | I also disabled the newline removal on end tokens. 262 | 263 | Please note that specifying an end token when using the RAW dumping mode will result in 264 | portions of the script being omitted. There's no simple fix short of rewriting Klarth's 265 | code that I can come up with at this time. So, if your dump looks choppy and you're 266 | using the RAW mode, make sure you don't have any end tokens defined in your table. 267 | 268 | Control codes that can be added to table entries: 269 | 270 | \r Line break with commenting (//) on the next line. 271 | \n Line break with no commenting on the next line. 272 | 273 | These can be used as many times as you want per entry to format your text. 274 | 275 | If a table entry begins with a non-numeric character other than '/' or '$', the entry is 276 | flagged as an error. However, a blank entry (e.g. FFFF=) is valid and is simply ignored. 277 | 278 | -------------------------------------- 279 | 280 | 5. Credits 281 | 282 | -------------------------------------- 283 | 284 | Klarth - For creating Atlas and TableLib. 285 | Kaioshin - For helping test Cartographer. 286 | Gideon Zhi - For suggesting the name Cartographer. 287 | prez - For creating romjuice. 288 | 289 | And everyone else who has given me feedback on this program. If you find a bug, please 290 | let me know! -------------------------------------------------------------------------------- /etc/BattleMenuDraft.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/etc/BattleMenuDraft.bmp -------------------------------------------------------------------------------- /etc/BattleMenuDraft.pdn: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/etc/BattleMenuDraft.pdn -------------------------------------------------------------------------------- /etc/draft1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/etc/draft1.png 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-------------------------------------------------------------------------------- /etc/notes.txt: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | map data list: 81B5D24h 6 | - 64 entries 7 | 8 | 1 9 | 081B5D26 10 | いつものバトル 11 | itsumono batoru 12 | (normal / Classic) 13 | 14 | 2 15 | 081B5D62 16 | ぬりかえバトル 17 | nurikae batoru 18 | (coloring / Paint) 19 | 20 | 3 21 | 081B5D9E 22 | かわしてバトル 23 | kawashite batoru 24 | (Dodge Battle) 25 | 26 | 4 27 | 081B5DDA 28 | ぬけだしバトル 29 | nukedashi batoru 30 | (Escape Battle) 31 | 32 | 5 33 | 081B5E16 34 | バロムゲットバトル 35 | baromugeeto batoru 36 | (Barom Get Battle) 37 | 38 | 6 39 | 081B5E52 40 | 1プレイヤー 41 | (Player 1) 42 | 43 | 7 44 | 081B5E82 45 | 2プレイヤー 46 | 47 | 8 48 | 081B5EB2 49 | 3プレイヤー 50 | 51 | 9 52 | 081B5EE2 53 | 4プレイヤー 54 | 55 | 10 56 | 081B5F12 57 | にんげん 58 | ningen 59 | (Human) 60 | 61 | 11 62 | 081B5F36 63 | コンピュタ 64 | (Computer) 65 | 66 | 12 67 | 081B5F5A 68 | オフ 69 | (Off) 70 | 71 | 13 72 | チーム 73 | chiimu 74 | (Team) 75 | 76 | 14 77 | しょうぶすう 78 | shyoubu suu 79 | (Points) 80 | 81 | 82 | 15 83 | タイム 84 | taimu 85 | (Time) 86 | 87 | 16 88 | コンピュータ 89 | conpyuuta 90 | (Computer) 91 | 92 | 17 93 | サドンデス 94 | sadon desu 95 | (Sudden Death) 96 | 97 | 18 98 | ドクロ 99 | dokuro 100 | (Skulls) 101 | 102 | 19 103 | ボンバーショット 104 | bonbaa shyooto 105 | (Bombershoot) 106 | (Bonus) 107 | 108 | 20 109 | みそボン 110 | misobon 111 | (Revenge) 112 | (Retry Bomb) 113 | 114 | 21 115 | シングル 116 | shinguru 117 | (Single) 118 | 119 | 22 120 | チーム 121 | chiimu 122 | (Team) 123 | 124 | 23 125 | 1 126 | 127 | 24 128 | 2 129 | 130 | 25 131 | 3 132 | 133 | 26 134 | 4 135 | 136 | 27 137 | 5 138 | 139 | 28 140 | 1:00 141 | 142 | 29 143 | 2:00 144 | 145 | 30 146 | 3:00 147 | 148 | 31 149 | 5:00 150 | 151 | 32 152 | (infinite) 153 | 154 | 33 155 | よわい 156 | yowai 157 | (Weak) 158 | 159 | 34 160 | ふつう 161 | futsuu 162 | (Normal) 163 | 164 | 35 165 | つよい 166 | tsuyoi 167 | (Strong) 168 | 169 | 36 170 | オン 171 | (On) 172 | 173 | 37 174 | オフ 175 | (Off) 176 | 177 | 38 178 | ランダム 179 | (Random) 180 | 181 | 39 182 | もえる 183 | moeru 184 | (Burn) 185 | 186 | 40 187 | もえない 188 | moenai 189 | (Unburnable / Stay) 190 | 191 | 41 192 | スーパー 193 | (Super) 194 | 195 | 42 196 | VS 197 | 198 | 43 199 | (Player 1) 200 | 201 | 44 202 | (Player 2) 203 | 204 | 45 205 | (Player 3) 206 | 207 | 46 208 | (Player 4) 209 | 210 | 47 ?? 211 | 212 | 48 213 | スタンダード(ノーマル) 214 | sutandaado(nomaru) 215 | (Standard(Normal)) 216 | 217 | 49 218 | スタンダード(ワイド) 219 | sutandaado(waido) 220 | (Standard(Wide)) 221 | 222 | 50 223 | ゴーゴートロッコ 224 | go-go-torokko 225 | (Go-Go Trolley) 226 | 227 | 51 228 | シーソーパーク 229 | shi-so-pa-ku 230 | (Seesaw Park) 231 | 232 | 52 233 | ポッカリライト 234 | pokkari raito 235 | (Pokkari Light) 236 | 237 | 53 238 | アイテム 239 | aitemu 240 | (Items Set) 241 | [!!] ROM:0801016C dword_801016C DCD 0x40C 242 | 243 | 54 244 | ハンデあり 245 | hande ari 246 | (Handicap Set) 247 | [!!] ROM:08010168 dword_8010168 DCD 0x42C 248 | 249 | 55 250 | (L)アイテム 251 | aitemu 252 | (Item) 253 | 254 | 56 255 | ハンデ(R) 256 | hande 257 | (Handicap) 258 | [!!] dword_8010150 DCD 0x4AE (offset for placement) 259 | 0x4AE = 1198 => 1198/2 = 599 = 18*32 + 23 => (y,x) = (18,23) 260 | 261 | 57 262 | けってい 263 | kettei 264 | (Decide/Confirm) 265 | 266 | 58 267 | [Heart Symbol] 268 | 269 | 59 270 | [Empty] 271 | 272 | 60 273 | ハンデせってい 274 | hande settei 275 | (Set Handicap) 276 | 277 | 61/62 278 | このままのせっていであそびますか? 279 | kono haha no settei de asobimasu ka? 280 | (Play with these settings?) 281 | 282 | 63 283 | Aボタン も おすと バトルスタート します 284 | A botan mo osu to batoru suta-to shimasu 285 | (A: Start Battle) 286 | 287 | 64 288 | Bボタン も おすと まえにもどります 289 | B botan mo osu to maeni modorimasu 290 | (B: Go Back) 291 | 292 | 65 293 | アイテムせってい 294 | aitemu settei 295 | (Set Items) 296 | 297 | 66 298 | あり 299 | ari 300 | (Use/Set?/Enable) 301 | 302 | 67 303 | あと|こ 304 | ato | ko 305 | (Remaining | Count) 306 | [!!] ROM:0800E8B2 MOVS R2, #0x20C 307 | 308 | 68 309 | [Item Icons] 310 | 311 | 69 312 | なし 313 | nashi 314 | (None/Off?/Disable) 315 | 316 | 70 317 | A:ふやす B:へらす 318 | A:fuyasu B:herasu 319 | (A:Increase B:Decrease) 320 | [!!] ROM:0800E894 MOVS R2, #0x118 (items) 321 | [!!] ROM:0800E1A4 ADDS R1, #0x92 (handicap) 322 | 323 | 71 324 | キャンセル 325 | kyanseru 326 | (Cancel) 327 | 328 | 329 | 79 330 | ポイントマッチ 331 | pointo maachi 332 | (Match Points) 333 | 334 | 80 335 | "1" 336 | 337 | 81 338 | "2" 339 | 340 | 82 341 | "3" 342 | 343 | 83 344 | "4" 345 | 346 | 84 347 | "5" 348 | 349 | 85 350 | [Window Graphics] 351 | 86 352 | [Window Graphics] 353 | 87 354 | [Window Graphics] 355 | 356 | 88 357 | "50" 358 | 359 | 89 360 | "100" 361 | 362 | 90 363 | "200" 364 | 365 | 91 366 | "300" 367 | 368 | 92 369 | "500" 370 | 371 | 93 372 | しょうりポイント 373 | shyouri pointo 374 | (Victory Points) 375 | 376 | 377 | 99 378 | 081B77B2 379 | せつめい(R) 380 | setsumei 381 | (Info / Explanation) 382 | 383 | 384 | WriteMap_800C88C 385 | 386 | 387 | Misc 388 | ---------------------- 389 | Map for digits: 0x81B7D00 390 | 391 | 392 | 393 | 394 | 395 | Tile Data 396 | --------- 397 | r0: 081B04D4 r1: 06000000 -> Main BG Stuff for battle 398 | r0: 081B5278 r1: 06008000 -> Text & Text Window 399 | r0: 081B4488 r1: 06010000 -> Sprites (Buttons) 400 | r0: 081B9064 r1: 06011000 -> Sprites (Classic Arena & Window Border) 401 | r0: 081B7E60 r1: 06012000 -> Sprites (Arena) 402 | r0: 081B93E8 r1: 06012000 -> Sprites (More Arena) 403 | 404 | 405 | 406 | 407 | r0: 081A4524 r1: 0600A800 -> Battle?? 408 | r0: 0819FAA4 r1: 06015000 -> Pause ?? (Needs Translate) 409 | r0: 081A5774 r1: 06013000 -> Block Sprite 410 | r0: 0819FF18 r1: 06000000 -> Blocks 411 | r0: 0805A6EC r1: 06010000 -> Player Sprites 412 | r0: 0805B534 r1: 06017800 -> Bomb Sprites 413 | r0: 0805B974 r1: 06017000 -> ?? Smoke Sprites 414 | r0: 0806027C r1: 06017F80 -> Arrow Sprites 415 | r0: 081BA598 r1: 06008000 -> Flames/Items/Time/Etc (Needs Translate) 416 | r0: 0805C0DC r1: 06012000 -> Louie Sprites 417 | 418 | 419 | r0: 081B4B70 r1: 06010000 -> Player Sprites (End Round) 420 | 421 | 422 | r0: 081A6C74 r1: 06004000 -> Victory BG 423 | r0: 081A77F8 r1: 06000000 -> Crowd BG 424 | r0: 081A8164 r1: 06010000 -> Sprite (Confetti) 425 | r0: 081A8204 r1: 06011000 -> Sprite (Stars) 426 | r0: 081A8304 r1: 06012000 -> Sprite Player Wave 427 | 428 | 429 | r0: 081A86C4 r1: 06000000 -> Bombershoot GUI 430 | r0: 081AAC30 r1: 06010000 -> Item Sprites 431 | r0: 0819FAA4 r1: 06015000 -> Pause?? 432 | r0: 081AB620 r1: 06011000 -> Player Sprites 433 | r0: 081A8FF0 r1: 06001000 -> More GUI 434 | r0: 081AA1B4 r1: 06002000 -> More GUI 435 | r0: 081ABBE0 r1: 06015800 -> Text Sprite (!) 436 | 437 | Process 438 | ------- 439 | process for extracting and editing BGs 440 | this is the general steps required 441 | 442 | once done, everything can be scripted 443 | (generally no need to extract twice but 444 | extraction can be scripted as well) 445 | 446 | 1) Find Locations (Once) 447 | tile lzss addr -> extract (gbaMDC) -> tile.bin 448 | map.bin 449 | pal.bin 450 | 451 | 2) Generate BMP & Meta (Automatic via tool) 452 | tile.bin 453 | map.bin -> E1 -> jpn.bmp 454 | pal.bin meta.txt 455 | 456 | 3) Translate BMP (Once) 457 | jpn.bmp -> Usenti -> eng.bmp 458 | + Artistic Sense 459 | 460 | 4) Generate Tile and Map (Automatic via tool) 461 | eng.bmp -> grit -> map_eng_raw.bin 462 | tile_eng.bin 463 | 464 | 5) Format Map Correctly (Some manual) 465 | map_eng_raw.bin -> C1 -> map.asm (asm required) 466 | meta.txt 467 | 468 | 6) Compress Tile (Automatic) 469 | tile_eng.bin -> LZSS.exe -> tile_eng.lzss 470 | 471 | 7) Some Manual ASM editing (Once) 472 | 473 | -------------------------------------------------------------------------------- /etc/notes2.txt: -------------------------------------------------------------------------------- 1 | 2 | ---------------------------------- 3 | notes on the jetters script engine 4 | ---------------------------------- 5 | 6 | 7 | ** code E0 table 8 | ---------------- 9 | location: 0x81D3088 10 | size: 37 function pointers, absolute references 11 | 12 | E000 : , SCRIPT 13 | jump to SCRIPT 14 | 15 | SCRIPT = (A<<8) | B (2 bytes) 16 | upper byte A refers to a table of script tables 17 | lower byte B refers to a table of scripts 18 | 19 | E001 : , FLAG, SCRIPT 20 | if FLAG, then jump to SCRIPT 21 | 22 | FLAG = index to a certain flag (2 bytes) 23 | SCRIPT (2 bytes) 24 | 25 | E002 : , FLAG, SCRIPT 26 | if !FLAG, then jump to SCRIPT 27 | 28 | E003 : , FLAG 29 | 30 | E004 : , FLAG 31 | 32 | E005 : , BYTE, BYTE, BYTE, BYTE, SCRIPT, SCRIPT 33 | prompt ? after recieving kaiman, whether to set kaiman or not 34 | defaults no. prompt swap? 35 | first 4 bytes describe the cursor location 36 | 37 | E006 : , BYTE, BYTE, BYTE, BYTE, BYTE, BYTE 38 | prompts 3 options 39 | 40 | E007 : 41 | just a number in general 42 | 43 | E008 : prints number 44 | 45 | E009 : prints number 46 | 47 | E00A : map related / place text 48 | 49 | E00B : map related / world text 50 | 51 | E00C : map related / planet text ?? 52 | 53 | E00D : , BYTE 54 | Takes in one byte and writes to 0x203626C 55 | [0x2036272] |= 0x400 56 | Modifies BG map. Icons? 57 | Set karabon icon?? 58 | <$01> Pommy 59 | <$02> Kaiman 60 | <$03> Elif 61 | <$04> Pann 62 | <$05> Eel 63 | <$06> Dora 64 | <$07> Puchira 65 | <$08> Poppo 66 | <$0C> Pommy Beast 67 | <$0D> Pteradon 68 | <$0E> Dorako 69 | 70 | 71 | E00E : , BYTE 72 | Some sort of wait? 73 | 74 | E00F : , BYTE 75 | Some sort of wait? 76 | 77 | E010 : , BYTE, BYTE, BYTE, BYTE 78 | Similar to E005 79 | 80 | E011 : 81 | HEAL?? 82 | <$30> 83 | 84 | E012 : , SFX 85 | Plays SFX. (byte) 86 | 87 | E013 : , BYTE 88 | Graphics? Sprite Animation 89 | 90 | E014 : , SFX 91 | Similar to E012. 92 | 93 | E015 : , AMOUNT 94 | add AMOUNT(byte) to gold 95 | 96 | E016 : , SCRIPT 97 | Checks a value whether to print SCRIPT or not. 98 | Related to wait? 99 | , SCRIPT 100 | if full health?? 101 | 102 | E017 : , BYTE, BYTE, BYTE, BYTE 103 | prompt ? default to yes? 104 | 105 | E018 : , BYTE, BYTE, BYTE, BYTE 106 | prompt ? default to no? 107 | 108 | //E019 : , BYTE, STRING 109 | // seems to render #BYTE tiles from string 110 | E019 : , LEN, STRING 111 | 112 | E01A : , INDEX 113 | INDEX(byte) into a table of strings/scripts 114 | specifically table at off_81D2EA8 115 | 116 | E01B : , INDEX 117 | LEN(byte) number of bytes to process in script 118 | text window title, bomb types ? also item names 119 | 120 | E01C : <JUMP_GOLD>, AMOUNT, SCRIPT 121 | jump to SCRIPT if gold is greater than or equal to AMOUNT 122 | 123 | E01D : <SUB_GOLD>, AMOUNT 124 | subtract AMOUNT(byte) to gold 125 | 126 | E01E : <FUNC>, INDEX 127 | runs a function at INDEX(byte) in table off_81BCA28 128 | 128 possible functions 129 | <EVENT>, INDEX 130 | 131 | E01F : <CLEAR> 132 | CLEAR the text box 133 | 134 | E020 : <JUMP_???>, SCRIPT 135 | jump to SCRIPT if 10 certain flags are set 136 | specifically flags 0x235, 0x236, 0x237, 0x238, 0x239, 0x23A, 0x23B, 0x23C, 0x23D, 0x23E 137 | <JUMP_SIGNPOST>, SCRIPT 138 | 139 | E021 : <TITLE_2>, LEN, STRING 140 | text window title, karabon name ? 141 | 142 | E022 : <???>, BYTE 143 | karabon names? sfx related 144 | lose item?? 145 | always precedes <SFX> command... 146 | <E022><$00><SFX><$5C> 147 | <E022><$00><SFX><$5C> 148 | 149 | E023 : <NUMBER1_2> 150 | a 2 digit number, specifically dword_3007474 151 | shell minigame score 152 | 153 | E024 : <NUMBER2_2> 154 | a 2 digit number, specifically dword_3007478 155 | 156 | ** 0xF_ codes 157 | ------------- 158 | 159 | F8 : <PAUSE> 160 | a sort of terminator character... 161 | waits for press but doesn't close box 162 | used for shop interaction, fuse, or certain 163 | dialouge for the game to do certain things before 164 | returning back to text box... 165 | basically <NEXT> but waits for press (??) 166 | F9 : <HALF> 167 | increments Y tile pos by 1 (8px) 168 | FA : <LINE> 169 | increments Y tile pos by 2 (16px) 170 | FB : <WAIT> 171 | wait for press before printing next lines 172 | FC : <NEXT> 173 | doesn't wait for press... 174 | allows user to do other stuff while text is still up 175 | FD : <CLOSE> 176 | doesn't wait for press 177 | clears and close the text box 178 | used after certain prompts 179 | FF : <END> 180 | waits for press before closing box 181 | 182 | ** flags 183 | -------- 184 | <SET_FLAG><$02><$3F> : heart up 185 | 186 | <SET_FLAG><$02><$41> : signpost guy 187 | 188 | 189 | 190 | ** script table table 191 | --------------------- 192 | off_81D3048 193 | 194 | contains 11 script tables 195 | 196 | ** script tables 197 | ---------------- 198 | offset : elements 199 | ---------------------- 200 | off_81BD804 : 7 201 | off_81BDA90 : 22 202 | off_81BDC68 : 50 203 | off_81BDE58 : 9 204 | off_81C1B3C : 213 205 | off_81C51A8 : 195 206 | off_81C7664 : 106 207 | off_81CA1F8 : 153 208 | off_81CC818 : 232 209 | off_81CF708 : 76 210 | off_81D29C0 : 121 211 | 212 | ** strings 213 | ---------- 214 | ROM:081D2EA8 off_81D2EA8 DCD unk_81D2BA4,unk_81D2BAD,unk_81D2BB6,unk_81D2BBC; 0 215 | ROM:081D2EA8 ; DATA XREF: CodeE01A_8015C70:loc_8015C82↑o 216 | ROM:081D2EA8 ; ROM:off_8015C9C↑o ... 217 | ROM:081D2EA8 DCD unk_81D2BC5,unk_81D2BCE,unk_81D2BD7,unk_81D2BE0; 4 218 | ROM:081D2EA8 DCD unk_81D2BE4,unk_81D2BEA,unk_81D2BF2,unk_81D2BFB; 8 219 | ROM:081D2EA8 DCD unk_81D2C04,unk_81D2C09,unk_81D2C11,unk_81D2C19; 12 220 | ROM:081D2EA8 DCD unk_81D2C1F,unk_81D2C23,unk_81D2C27,unk_81D2C2B; 16 221 | ROM:081D2EA8 DCD unk_81D2C33,unk_81D2C3B,unk_81D2C40,unk_81D2C48; 20 222 | ROM:081D2EA8 DCD unk_81D2C50,unk_81D2C58,unk_81D2C60,unk_81D2C68; 24 223 | ROM:081D2EA8 DCD unk_81D2C70,unk_81D2C76,unk_81D2C7C,unk_81D2C82; 28 224 | ROM:081D2EA8 DCD unk_81D2C88,unk_81D2C90,unk_81D2C99,unk_81D2CA2; 32 225 | ROM:081D2EA8 DCD unk_81D2CAB,unk_81D2CB4,unk_81D2CBD,unk_81D2CC5; 36 226 | ROM:081D2EA8 DCD unk_81D2CCB,unk_81D2CD4,unk_81D2CDD,unk_81D2CE5; 40 227 | ROM:081D2EA8 DCD unk_81D2CED,unk_81D2CF3,unk_81D2CF9,unk_81D2D01; 44 228 | ROM:081D2EA8 DCD unk_81D2D06,unk_81D2D0A,unk_81D2D0E,unk_81D2D12; 48 229 | ROM:081D2EA8 DCD unk_81D2D16,unk_81D2D1C,unk_81D2D24,unk_81D2D2C; 52 230 | ROM:081D2EA8 DCD unk_81D2D34,unk_81D2D39,unk_81D2D41,unk_81D2D47; 56 231 | ROM:081D2EA8 DCD unk_81D2D4D,unk_81D2D53,unk_81D2D59,unk_81D2D5F; 60 232 | ROM:081D2EA8 DCD unk_81D2D63,unk_81D2D68,unk_81D2D70,unk_81D2D75; 64 233 | ROM:081D2EA8 DCD unk_81D2D7C,unk_81D2D80,unk_81D2D84,unk_81D2D8A; 68 234 | ROM:081D2EA8 DCD unk_81D2D93,unk_81D2D9A,unk_81D2D9E,unk_81D2DA4; 72 235 | ROM:081D2EA8 DCD unk_81D2DA9,unk_81D2DB2,unk_81D2DBB,unk_81D2DC4; 76 236 | ROM:081D2EA8 DCD unk_81D2DCD,unk_81D2DD6,unk_81D2DDF,unk_81D2DE8; 80 237 | ROM:081D2EA8 DCD unk_81D2DF1,unk_81D2DFA,unk_81D2E03,unk_81D2E0C; 84 238 | ROM:081D2EA8 DCD unk_81D2E15,unk_81D2E1E,unk_81D2E27,unk_81D2E30; 88 239 | ROM:081D2EA8 DCD unk_81D2E39,unk_81D2E42,unk_81D2E4B,unk_81D2E54; 92 240 | ROM:081D2EA8 DCD unk_81D2E5D,unk_81D2E66,unk_81D2E6F,unk_81D2E78; 96 241 | ROM:081D2EA8 DCD unk_81D2E81,unk_81D2E8A,unk_81D2E93,unk_81D2E9C; 100 242 | 243 | ** font 244 | ------- 245 | Font_81BCD90 246 | 247 | --------- 248 | variables 249 | --------- 250 | variables for the script engine are around 0x3007470 251 | 252 | * saveSlot_3007470 253 | either 1 or 2 254 | 255 | * scriptCounter_3007494 256 | 257 | like a "Program Counter", stores absolute addr for the next character 258 | 259 | * dword_2036314, dword_2036394 260 | 261 | CodeE001, sub_8035588 262 | arrays of int32 263 | 264 | dword_2036314 % 0x4000 (0x1000 elements) 265 | 266 | -------- 267 | etcetera 268 | -------- 269 | 270 | * CodeE001_8015760 implementation is wrong?? 271 | CodeE001_8015760 272 | PUSH {R4,LR} 273 | LDR R4, =unk_3007470 274 | LDR R0, [R4,#(scriptCounter_3007494 - 0x3007470)] 275 | LDRB R1, [R0] ; a 276 | LSLS R1, R1, #8 277 | LDRB R0, [R0,#1] ; b 278 | ORRS R0, R1 279 | BL GetBit_80355C0 ; bit = (r0>>16) & 0x1F 280 | ; index = r0 & 0xFFFF 281 | ; 282 | ; return [index] & (1<<bit) 283 | CMP R0, #0 ; c 284 | BEQ loc_801578C 285 | 286 | a and b just forms the index part, but the bit part is simply 0 287 | (lol, they just happen to get it working) 288 | 289 | * Table of Values 290 | ROM:0819D5C4 word_819D5C4 DCW 0, 200, 1, 201; 0 291 | ROM:0819D5C4 ; DATA XREF: sub_8003CDC+C↑o 292 | ROM:0819D5C4 ; sub_8003CDC:off_8003D00↑o 293 | ROM:0819D5C4 DCW 2, 202, 3, 203; 4 294 | ROM:0819D5C4 DCW 4, 204, 5, 205; 8 295 | ROM:0819D5C4 DCW 6, 206, 7, 207; 12 296 | ROM:0819D5C4 DCW 8, 208, 9, 209; 16 297 | ROM:0819D5C4 DCW 10, 210, 11, 211; 20 298 | ROM:0819D5C4 DCW 12, 212, 13, 213; 24 299 | ROM:0819D5C4 DCW 14, 214, 15, 215; 28 300 | ROM:0819D5C4 DCW 16, 216, 17, 217; 32 301 | ROM:0819D5C4 DCW 18, 218, 19, 219; 36 302 | ROM:0819D5C4 DCW 20, 220, 21, 221; 40 303 | ROM:0819D5C4 DCW 22, 222, 23, 223; 44 304 | ROM:0819D5C4 DCW 24, 224, 25, 225; 48 305 | ROM:0819D5C4 DCW 26, 226, 27, 227; 52 306 | ROM:0819D5C4 DCW 28, 228, 29, 229; 56 307 | ROM:0819D5C4 DCW 30, 230, 31, 231; 60 308 | ROM:0819D5C4 DCW 32, 232, 33, 233; 64 309 | ROM:0819D5C4 DCW 34, 234, 35, 235; 68 310 | ROM:0819D5C4 DCW 36, 236, 37, 237; 72 311 | ROM:0819D5C4 DCW 38, 238, 39, 239; 76 312 | 313 | * Audio Related 314 | ROM:08307F10 stru_8307F10 struc_B <unk_3001C90, unk_3000030, 9, 0, 1>; 0 315 | ROM:08307F10 ; DATA XREF: InitSound_8058940+2E↑o 316 | ROM:08307F10 ; InitSound_8058940:loc_8058972↑r ... 317 | ROM:08307F10 struc_B <unk_3001CD0, unk_3000300, 6, 0, 1>; 1 318 | ROM:08307F10 struc_B <unk_3001D10, unk_30004E0, 2, 0, 1>; 2 319 | ROM:08307F10 struc_B <unk_3001DA0, unk_3000580, 2, 0, 1>; 3 320 | ROM:08307F10 struc_B <unk_3001D50, unk_3000620, 1, 0, 1>; 4 321 | ROM:08307F10 struc_B <unk_3001C50, unk_3000670, 2, 0, 1>; 5 322 | 323 | ROM:08307F58 stru_8307F58 struc_A <unk_83086B0, 0, 0>; 0 324 | ROM:08307F58 ; DATA XREF: sub_80589C4+6↑o 325 | ROM:08307F58 ; ROM:off_80589EC↑o ... 326 | ROM:08307F58 struc_A <unk_83B9EEC, 2, 2>; 1 327 | ROM:08307F58 struc_A <unk_83B9F20, 2, 2>; 2 328 | ROM:08307F58 struc_A <unk_83B9F48, 2, 2>; 3 329 | ROM:08307F58 struc_A <unk_83B9FB8, 5, 5>; 4 330 | ROM:08307F58 struc_A <unk_83B9FEC, 2, 2>; 5 331 | ROM:08307F58 struc_A <unk_83BA018, 3, 3>; 6 332 | ... 333 | ... 334 | 335 | * PlaySound_80589C4 336 | 337 | * Function table dword_81BCA28 338 | 339 | * yet another function table 340 | ROM:0819D590 off_819D590 DCD sub_8003628+1,sub_8003650+1,loc_8003660+1,sub_8003664+1; 0 341 | ROM:0819D590 ; DATA XREF: sub_80036CC+8↑o 342 | ROM:0819D590 ; ROM:off_80036EC↑o 343 | ROM:0819D590 DCD sub_80036BC+1 ; 4 344 | 345 | 346 | -------------------------------------------------------------------------------- /etc/notes3.ods: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/stickteo/jetters/5ae257ebad58db25ee6350a33e0f7f6c553085c5/etc/notes3.ods -------------------------------------------------------------------------------- /etc/notes5.txt: -------------------------------------------------------------------------------- 1 | 2 | - axeman garbage text (script not included yet?) 3 | - lipstick terminal text 4 | - need to fix yes/no prompts 5 | - item names (script not included yet...) 6 | - "Synthesize items?" bad jump 7 | - prompts are glitchy... 8 | - due to vwf patch... script is correct 9 | - fixed 10 | - the "overflow" issue 11 | - also caused when the text is printing 12 | - and when swiching to another screen... 13 | - or switching to another item... 14 | - fixed 15 | - karabon encyclopedia needs graphics done... 16 | - karabon names in the menu 17 | - just need to search for it... 18 | - watch/w 0x300747C -> 0804141C 19 | - karabonNames_8273104 20 | 21 | 22 | - textbox title cards done. 23 | - maybe there's a better way to reset overflow (instead of hooking...) 24 | - looking at 0x30074A4 (context for keyinput) 25 | - 0 normal printing, usually character by character... 26 | - part of the init process? InitTextbox_801560C 27 | - done 28 | 29 | - item synthesis text needs vwf 30 | - watch/w 0x600f208 -> 08018FB6 -> sub_8015418 31 | - done 32 | 33 | - map corruption on warp screen 34 | - some overflow condition occurred... 35 | - somehow the tile offset gets screwed up... 36 | - leading to rendering at the wrong tile vram location... 37 | 38 | - script errors 39 | - "Ho ho, isn't than an Ice Bomb?" 40 | - "$5DDoctor Midori was" 41 | 42 | - radar text graphics 43 | 44 | 45 | 46 | *** function table table 47 | ------------------------ 48 | off_80F6C84 DCD off_80F6A2C,off_80F6A78,off_80F6AF8,off_80F6B00 49 | 50 | 51 | 52 | *** textbox callers 53 | ------------------- 54 | 55 | find via "b 0x8015648" 56 | 57 | * NormalDialogue_80169E0 58 | 59 | 60 | *** textbox struct 61 | ------------------ 62 | byte : desc 63 | 0 : top-left loc 64 | 2 : width 65 | 4 : height 66 | 6 : top-left text loc 67 | 8 : text width 68 | 10 : text height 69 | 12 : tileOffset2 70 | 14 : tileOffset3 71 | 16 : palette 72 | 18 : text color 73 | 19 : bg color 74 | 20 : top-left corner tile index 75 | 22 : top border 76 | 24 : top-right corner 77 | 26 : left border 78 | 28 : inside 79 | 30 : right border 80 | 32 : bottom-left corner 81 | 34 : bottom border 82 | 36 : bottom-right corner 83 | 84 | 46 : title-card left 85 | 48 : title-card right 86 | 87 | *** misc 88 | -------- 89 | - ascii text at 0x80F6C94 90 | - "TEST SELECT", "FIELD", "BATTLE SINGLE" 91 | - "ONE CARTRIDGE", "MULTI CARTRIDGE", "SOUND TEST" 92 | - "EPILOGUE", "OPENING", "ENDING", "DATA SAVE" 93 | - "DATA LOAD", "BOBARUDERA", "TITLE DEMO" 94 | - "MINIGAME4", "POWER ON", "STAFF ROLL", "FLAG SET" 95 | - "GOLD SET" -------------------------------------------------------------------------------- /extract.bat: -------------------------------------------------------------------------------- 1 | 2 | mkdir extract 3 | 4 | :: decompress 5 | tools\gbamdc.exe -e jetters.gba extract\BattleMenuTile.bin 1B04D4 6 | :: tools\gbamdc.exe -e jetters.gba extract\BattleTileBGText.bin 1B5278 7 | :: tools\gbamdc.exe -e jetters.gba extract\BattleTileSprite.bin 1B4488 8 | 9 | tools\gbamdc.exe -e jetters.gba extract\BattleVictory1Tile.bin 1A77F8 10 | tools\gbamdc.exe -e jetters.gba extract\BattleVictory2Tile.bin 1A6C74 11 | 12 | tools\gbamdc.exe -e jetters.gba extract\BattlePlayTile.bin 1BA598 13 | 14 | :: copy 15 | tools\armips.exe extract.asm 16 | 17 | :: process 18 | tools\e1.exe extract\BattleMenuPal.bin extract\BattleMap.bin extract\BattleMenuTile.bin extract\BattleMenu.bmp extract\BattleMenu.txt 19 | tools\e1.exe extract\BattleVictoryPal.bin extract\BattleMap.bin extract\BattleVictory1Tile.bin extract\BattleVictory1.bmp extract\BattleVictory1.txt 20 | tools\e1.exe extract\BattleVictoryPal.bin extract\BattleMap.bin extract\BattleVictory2Tile.bin extract\BattleVictory2.bmp extract\BattleVictory2.txt 21 | tools\e1.exe extract\BattlePlayPal.bin extract\BattleMap.bin extract\BattlePlayTile.bin extract\BattlePlay.bmp extract\BattlePlay.txt 22 | 23 | 24 | :: HUD 25 | tools\gbamdc.exe -e jetters.gba extract\HUD_t.bin 261184 26 | tools\G3 extract\HUD_p.bin extract\HUD_Pause_m.bin extract\HUD_t.bin 8 3 extract\HUD_Pause.bmp 27 | tools\G3 extract\HUD_p.bin extract\HUD_Flames_m.bin extract\HUD_t.bin 2 72 extract\HUD_Flames.bmp 28 | tools\G3 extract\HUD_p.bin extract\HUD_Flames2_m.bin extract\HUD_t.bin 2 72 extract\HUD_Flames2.bmp 29 | tools\G3 extract\HUD_p.bin extract\HUD_Main_m.bin extract\HUD_t.bin 32 2 extract\HUD_Main.bmp 30 | tools\G3 extract\HUD_p.bin extract\HUD_Stars_m.bin extract\HUD_t.bin 1 10 extract\HUD_Stars.bmp 31 | tools\G3 extract\HUD_p.bin extract\HUD_Bombs_m.bin extract\HUD_t.bin 2 10 extract\HUD_Bombs.bmp 32 | tools\G3 extract\HUD_p.bin extract\HUD_Boss_m.bin extract\HUD_t.bin 2 2 extract\HUD_Boss.bmp 33 | tools\G3 extract\HUD_p.bin extract\HUD_Misc_m.bin extract\HUD_t.bin 5 3 extract\HUD_Misc.bmp 34 | 35 | 36 | :: Fusion 37 | tools\gbamdc.exe -e jetters.gba extract\Fusion_t.bin 1D8140 38 | tools\G3 extract\Fusion_p.bin extract\Fusion_Main_m.bin extract\Fusion_t.bin 30 20 extract\Fusion_Main.bmp 39 | tools\G3 extract\Fusion_p.bin extract\Fusion_Numbers_m.bin extract\Fusion_t.bin 5 2 extract\Fusion_Numbers.bmp 40 | tools\G3 extract\Fusion_p.bin extract\Fusion_TextBox_m.bin extract\Fusion_t.bin 3 5 extract\Fusion_TextBox.bmp 41 | 42 | :: Scenes 43 | tools\gbamdc -e jetters.gba extract\1E3124_t.bin 1E3124 &::t00 44 | tools\gbamdc -e jetters.gba extract\1E60C0_t.bin 1E60C0 &::t01 45 | tools\gbamdc -e jetters.gba extract\1E9184_t.bin 1E9184 &::t02 46 | tools\gbamdc -e jetters.gba extract\1EB5D4_t.bin 1EB5D4 &::t03 47 | tools\gbamdc -e jetters.gba extract\1EDB3C_t.bin 1EDB3C &::t04 48 | tools\gbamdc -e jetters.gba extract\1EE8A0_t.bin 1EE8A0 &::t05 49 | tools\gbamdc -e jetters.gba extract\1F062C_t.bin 1F062C &::t06 50 | tools\gbamdc -e jetters.gba extract\1F0998_t.bin 1F0998 &::t07 51 | tools\gbamdc -e jetters.gba extract\1F1EB0_t.bin 1F1EB0 &::t08 52 | tools\gbamdc -e jetters.gba extract\1F29E4_t.bin 1F29E4 &::t09 53 | tools\gbamdc -e jetters.gba extract\1F3F18_t.bin 1F3F18 &::t10 54 | tools\gbamdc -e jetters.gba extract\1F568C_t.bin 1F568C &::t11 55 | tools\gbamdc -e jetters.gba extract\1F5944_t.bin 1F5944 &::t12 56 | tools\gbamdc -e jetters.gba extract\1F6548_t.bin 1F6548 &::t13 57 | tools\gbamdc -e jetters.gba extract\1F7968_t.bin 1F7968 &::t14 58 | tools\gbamdc -e jetters.gba extract\1E2ED4_t.bin 1E2ED4 &::t15 59 | tools\gbamdc -e jetters.gba extract\1F7E40_t.bin 1F7E40 &::t16 60 | tools\gbamdc -e jetters.gba extract\1F9148_t.bin 1F9148 &::t17 61 | tools\gbamdc -e jetters.gba extract\21D8A0_t.bin 21D8A0 &::t18 62 | tools\gbamdc -e jetters.gba extract\21F2AC_t.bin 21F2AC &::t19 63 | tools\gbamdc -e jetters.gba extract\21FBA8_t.bin 21FBA8 &::t20 64 | tools\gbamdc -e jetters.gba extract\220928_t.bin 220928 &::t21 65 | tools\gbamdc -e jetters.gba extract\223490_t.bin 223490 &::t22 66 | tools\gbamdc -e jetters.gba extract\223FF4_t.bin 223FF4 &::t23 67 | tools\gbamdc -e jetters.gba extract\225218_t.bin 225218 &::t24 68 | tools\gbamdc -e jetters.gba extract\226178_t.bin 226178 &::t25 69 | tools\gbamdc -e jetters.gba extract\2270C8_t.bin 2270C8 &::t26 70 | tools\gbamdc -e jetters.gba extract\227A8C_t.bin 227A8C &::t27 71 | tools\gbamdc -e jetters.gba extract\228534_t.bin 228534 &::t28 72 | tools\gbamdc -e jetters.gba extract\22925C_t.bin 22925C &::t29 73 | tools\gbamdc -e jetters.gba extract\22A150_t.bin 22A150 &::t30 74 | tools\gbamdc -e jetters.gba extract\22B738_t.bin 22B738 &::t31 75 | tools\gbamdc -e jetters.gba extract\22D038_t.bin 22D038 &::t32 76 | tools\gbamdc -e jetters.gba extract\22D268_t.bin 22D268 &::t33 77 | tools\gbamdc -e jetters.gba extract\22E1F0_t.bin 22E1F0 &::t34 78 | tools\gbamdc -e jetters.gba extract\230360_t.bin 230360 &::t35 79 | tools\gbamdc -e jetters.gba extract\23111C_t.bin 23111C &::t36 80 | tools\gbamdc -e jetters.gba extract\2331D8_t.bin 2331D8 &::t37 81 | tools\gbamdc -e jetters.gba extract\234A38_t.bin 234A38 &::t38 82 | tools\gbamdc -e jetters.gba extract\236140_t.bin 236140 &::t39 83 | tools\gbamdc -e jetters.gba extract\237190_t.bin 237190 &::t40 84 | tools\gbamdc -e jetters.gba extract\2382DC_t.bin 2382DC &::t41 85 | tools\gbamdc -e jetters.gba extract\2394B8_t.bin 2394B8 &::t42 86 | tools\gbamdc -e jetters.gba extract\1E2ED4_t.bin 1E2ED4 &::t43 87 | tools\gbamdc -e jetters.gba extract\2399C0_t.bin 2399C0 &::t44 88 | tools\gbamdc -e jetters.gba extract\23DA68_t.bin 23DA68 &::t45 89 | tools\gbamdc -e jetters.gba extract\23EC08_t.bin 23EC08 &::t46 90 | tools\gbamdc -e jetters.gba extract\240504_t.bin 240504 &::t47 91 | tools\gbamdc -e jetters.gba extract\240EE8_t.bin 240EE8 &::t48 92 | tools\gbamdc -e jetters.gba extract\1F944C_t.bin 1F944C &::t49 93 | tools\gbamdc -e jetters.gba extract\1FD1B8_t.bin 1FD1B8 &::t50 94 | tools\gbamdc -e jetters.gba extract\1FD8D4_t.bin 1FD8D4 &::t51 95 | tools\gbamdc -e jetters.gba extract\1FDF18_t.bin 1FDF18 &::t52 96 | tools\gbamdc -e jetters.gba extract\200C60_t.bin 200C60 &::t53 97 | tools\gbamdc -e jetters.gba extract\206CE4_t.bin 206CE4 &::t54 98 | tools\gbamdc -e jetters.gba extract\2082F4_t.bin 2082F4 &::t55 99 | tools\gbamdc -e jetters.gba extract\202170_t.bin 202170 &::t56 100 | tools\gbamdc -e jetters.gba extract\202FBC_t.bin 202FBC &::t57 101 | tools\gbamdc -e jetters.gba extract\203DCC_t.bin 203DCC &::t58 102 | tools\gbamdc -e jetters.gba extract\206800_t.bin 206800 &::t59 103 | tools\gbamdc -e jetters.gba extract\2093EC_t.bin 2093EC &::t60 104 | tools\gbamdc -e jetters.gba extract\20A590_t.bin 20A590 &::t61 105 | tools\gbamdc -e jetters.gba extract\20DEB4_t.bin 20DEB4 &::t62 106 | tools\gbamdc -e jetters.gba extract\20F9B4_t.bin 20F9B4 &::t63 107 | tools\gbamdc -e jetters.gba extract\20884C_t.bin 20884C &::t64 108 | tools\gbamdc -e jetters.gba extract\212BA0_t.bin 212BA0 &::t65 109 | tools\gbamdc -e jetters.gba extract\2136BC_t.bin 2136BC &::t66 110 | tools\gbamdc -e jetters.gba extract\2163D4_t.bin 2163D4 &::t67 111 | tools\gbamdc -e jetters.gba extract\218088_t.bin 218088 &::t68 112 | tools\gbamdc -e jetters.gba extract\219370_t.bin 219370 &::t69 113 | tools\gbamdc -e jetters.gba extract\21AAF4_t.bin 21AAF4 &::t70 114 | tools\gbamdc -e jetters.gba extract\241384_t.bin 241384 &::t71 115 | tools\gbamdc -e jetters.gba extract\245144_t.bin 245144 &::t72 116 | tools\gbamdc -e jetters.gba extract\245784_t.bin 245784 &::t73 117 | tools\gbamdc -e jetters.gba extract\247480_t.bin 247480 &::t74 118 | tools\gbamdc -e jetters.gba extract\249214_t.bin 249214 &::t75 119 | tools\gbamdc -e jetters.gba extract\249EA8_t.bin 249EA8 &::t76 120 | tools\gbamdc -e jetters.gba extract\24D80C_t.bin 24D80C &::t77 121 | tools\gbamdc -e jetters.gba extract\24DA74_t.bin 24DA74 &::t78 122 | tools\gbamdc -e jetters.gba extract\2511AC_t.bin 2511AC &::t79 123 | tools\gbamdc -e jetters.gba extract\252CB0_t.bin 252CB0 &::t80 124 | tools\gbamdc -e jetters.gba extract\24E5B8_t.bin 24E5B8 &::t81 125 | tools\gbamdc -e jetters.gba extract\24EFA8_t.bin 24EFA8 &::t82 126 | tools\gbamdc -e jetters.gba extract\24F4F4_t.bin 24F4F4 &::t83 127 | tools\gbamdc -e jetters.gba extract\24FA90_t.bin 24FA90 &::t84 128 | tools\gbamdc -e jetters.gba extract\250014_t.bin 250014 &::t85 129 | tools\gbamdc -e jetters.gba extract\25046C_t.bin 25046C &::t86 130 | tools\gbamdc -e jetters.gba extract\250980_t.bin 250980 &::t87 131 | tools\gbamdc -e jetters.gba extract\250F50_t.bin 250F50 &::t88 132 | tools\gbamdc -e jetters.gba extract\25EDD4_t.bin 25EDD4 &::t89 133 | 134 | tools\G3 extract\1E3084_p.bin extract\1E555C_m.bin extract\1E3124_t.bin 32 20 extract\1E555C.bmp 135 | tools\G3 extract\1E3084_p.bin extract\1E5A5C_m.bin extract\1E3124_t.bin 28 20 extract\1E5A5C.bmp 136 | 137 | tools\G3 extract\1E5EBC_p.bin extract\1E8764_m.bin extract\1E60C0_t.bin 30 32 extract\1E8764.bmp 138 | tools\G3 extract\1E5EBC_p.bin extract\1E8EE4_m.bin extract\1E60C0_t.bin 30 8 extract\1E8EE4.bmp 139 | tools\G3 extract\1E90C4_p.bin extract\1EB064_m.bin extract\1E9184_t.bin 30 12 extract\1EB064.bmp 140 | tools\G3 extract\1E90C4_p.bin extract\1EB334_m.bin extract\1E9184_t.bin 30 8 extract\1EB334.bmp 141 | 142 | tools\G3 extract\1EDB1C_p.bin extract\1EE2F0_m.bin extract\1EDB3C_t.bin 30 20 extract\1EE2F0.bmp 143 | tools\G3 extract\1EE7A0_p.bin extract\1F011C_m.bin extract\1EE8A0_t.bin 30 20 extract\1F011C.bmp 144 | tools\G3 extract\1E2EB4_p.bin extract\1E2F58_m.bin extract\1E2ED4_t.bin 30 5 extract\1E2F58.bmp 145 | 146 | tools\G3 extract\1F0978_p.bin extract\1F19E0_m.bin extract\1F0998_t.bin 30 20 extract\1F19E0.bmp 147 | tools\G3 extract\1F1E90_p.bin extract\1F24B4_m.bin extract\1F1EB0_t.bin 30 20 extract\1F24B4.bmp 148 | tools\G3 extract\1F2964_p.bin extract\1F39E8_m.bin extract\1F29E4_t.bin 30 20 extract\1F39E8.bmp 149 | tools\G3 extract\1F3E98_p.bin extract\1F5030_m.bin extract\1F3F18_t.bin 30 20 extract\1F5030.bmp 150 | tools\G3 extract\1E2EB4_p.bin extract\1E2F58_m.bin extract\1E2ED4_t.bin 30 5 extract\1E2F58.bmp 151 | 152 | tools\G3 extract\1F5924_p.bin extract\1F5FB8_m.bin extract\1F5944_t.bin 30 20 extract\1F5FB8.bmp 153 | tools\G3 extract\1F6468_p.bin extract\1F7438_m.bin extract\1F6548_t.bin 30 20 extract\1F7438.bmp 154 | tools\G3 extract\1E2EB4_p.bin extract\1E2F58_m.bin extract\1E2ED4_t.bin 30 5 extract\1E2F58.bmp 155 | 156 | tools\G3 extract\1F7DE0_p.bin extract\1F8BD8_m.bin extract\1F7E40_t.bin 32 20 extract\1F8BD8.bmp 157 | tools\G3 extract\1F7DE0_p.bin extract\1F90D8_m.bin extract\1F7E40_t.bin 2 20 extract\1F90D8.bmp 158 | tools\G3 extract\1F7DE0_p.bin extract\1F90D8_m.bin extract\1F7E40_t.bin 2 20 extract\1F90D8.bmp 159 | tools\G3 extract\1E2EB4_p.bin extract\1E2F58_m.bin extract\1E2ED4_t.bin 30 5 extract\1E2F58.bmp 160 | 161 | tools\G3 extract\1E5EBC_p.bin extract\1E8764_m.bin extract\1E60C0_t.bin 30 32 extract\1E8764.bmp 162 | tools\G3 extract\1E5EBC_p.bin extract\1E8EE4_m.bin extract\1E60C0_t.bin 30 8 extract\1E8EE4.bmp 163 | tools\G3 extract\1EB514_p.bin extract\1ED66C_m.bin extract\1EB5D4_t.bin 30 12 extract\1ED66C.bmp 164 | tools\G3 extract\1EB514_p.bin extract\1ED93C_m.bin extract\1EB5D4_t.bin 30 8 extract\1ED93C.bmp 165 | 166 | tools\G3 extract\21D848_p.bin extract\21ED4C_m.bin extract\21D8A0_t.bin 32 20 extract\21ED4C.bmp 167 | tools\G3 extract\21FB88_p.bin extract\2203C8_m.bin extract\21FBA8_t.bin 30 20 extract\2203C8.bmp 168 | 169 | tools\G3 extract\220878_p.bin extract\222F80_m.bin extract\220928_t.bin 30 20 extract\222F80.bmp 170 | 171 | tools\G3 extract\223FD4_p.bin extract\224D48_m.bin extract\223FF4_t.bin 30 20 extract\224D48.bmp 172 | 173 | tools\G3 extract\225E04_p.bin extract\226BF8_m.bin extract\226178_t.bin 30 20 extract\226BF8.bmp 174 | tools\G3 extract\1E2EB4_p.bin extract\1E2F58_m.bin extract\1E2ED4_t.bin 30 5 extract\1E2F58.bmp 175 | 176 | tools\G3 extract\2270A8_p.bin extract\2275BC_m.bin extract\2270C8_t.bin 30 20 extract\2275BC.bmp 177 | tools\G3 extract\227A6C_p.bin extract\228064_m.bin extract\227A8C_t.bin 30 20 extract\228064.bmp 178 | tools\G3 extract\228514_p.bin extract\228D8C_m.bin extract\228534_t.bin 30 20 extract\228D8C.bmp 179 | tools\G3 extract\22923C_p.bin extract\229C20_m.bin extract\22925C_t.bin 30 20 extract\229C20.bmp 180 | tools\G3 extract\1E2EB4_p.bin extract\1E2F58_m.bin extract\1E2ED4_t.bin 30 5 extract\1E2F58.bmp 181 | 182 | tools\G3 extract\22A0D0_p.bin extract\22B148_m.bin extract\22A150_t.bin 30 20 extract\22B148.bmp 183 | tools\G3 extract\22B5F8_p.bin extract\22CB68_m.bin extract\22B738_t.bin 30 20 extract\22CB68.bmp 184 | tools\G3 extract\1E2EB4_p.bin extract\1E2F58_m.bin extract\1E2ED4_t.bin 30 5 extract\1E2F58.bmp 185 | 186 | tools\G3 extract\22D248_p.bin extract\22D568_m.bin extract\22D268_t.bin 32 25 extract\22D568.bmp 187 | tools\G3 extract\22D248_p.bin extract\22DBA8_m.bin extract\22D268_t.bin 11 25 extract\22DBA8.bmp 188 | tools\G3 extract\22DDCE_p.bin extract\22FA78_m.bin extract\22E1F0_t.bin 32 25 extract\22FA78.bmp 189 | tools\G3 extract\22DDCE_p.bin extract\2300B8_m.bin extract\22E1F0_t.bin 11 25 extract\2300B8.bmp 190 | tools\G3 extract\1E2EB4_p.bin extract\1E2F58_m.bin extract\1E2ED4_t.bin 30 5 extract\1E2F58.bmp 191 | 192 | tools\G3 extract\23031E_p.bin extract\23065C_m.bin extract\230360_t.bin 32 20 extract\23065C.bmp 193 | tools\G3 extract\23031E_p.bin extract\230B5C_m.bin extract\230360_t.bin 32 20 extract\230B5C.bmp 194 | tools\G3 extract\23105C_p.bin extract\232BF8_m.bin extract\23111C_t.bin 32 20 extract\232BF8.bmp 195 | tools\G3 extract\2330F8_p.bin extract\2344B8_m.bin extract\2331D8_t.bin 32 20 extract\2344B8.bmp 196 | 197 | tools\G3 extract\23031E_p.bin extract\23065C_m.bin extract\230360_t.bin 32 20 extract\23065C.bmp 198 | tools\G3 extract\23031E_p.bin extract\230B5C_m.bin extract\230360_t.bin 32 20 extract\230B5C.bmp 199 | tools\G3 extract\2349B8_p.bin extract\235B84_m.bin extract\234A38_t.bin 30 15 extract\235B84.bmp 200 | tools\G3 extract\1E2EB4_p.bin extract\1E2F58_m.bin extract\1E2ED4_t.bin 30 5 extract\1E2F58.bmp 201 | 202 | tools\G3 extract\23031E_p.bin extract\23065C_m.bin extract\230360_t.bin 32 20 extract\23065C.bmp 203 | tools\G3 extract\23031E_p.bin extract\230B5C_m.bin extract\230360_t.bin 32 20 extract\230B5C.bmp 204 | tools\G3 extract\236100_p.bin extract\236CA0_m.bin extract\236140_t.bin 30 20 extract\236CA0.bmp 205 | tools\G3 extract\237150_p.bin extract\237DEC_m.bin extract\237190_t.bin 30 20 extract\237DEC.bmp 206 | 207 | tools\G3 extract\23952C_p.bin extract\23D1D8_m.bin extract\2399C0_t.bin 30 32 extract\23D1D8.bmp 208 | tools\G3 extract\23952C_p.bin extract\23D958_m.bin extract\2399C0_t.bin 30 3 extract\23D958.bmp 209 | 210 | tools\G3 extract\23EBC8_p.bin extract\240034_m.bin extract\23EC08_t.bin 30 20 extract\240034.bmp 211 | tools\G3 extract\1E2EB4_p.bin extract\1E2F58_m.bin extract\1E2ED4_t.bin 30 5 extract\1E2F58.bmp 212 | 213 | tools\G3 extract\23952C_p.bin extract\23D1D8_m.bin extract\2399C0_t.bin 30 32 extract\23D1D8.bmp 214 | tools\G3 extract\23952C_p.bin extract\23D958_m.bin extract\2399C0_t.bin 30 3 extract\23D958.bmp 215 | tools\G3 extract\1E2EB4_p.bin extract\1E2F58_m.bin extract\1E2ED4_t.bin 30 5 extract\1E2F58.bmp 216 | 217 | tools\G3 extract\1F9284_p.bin extract\1FC7D8_m.bin extract\1F944C_t.bin 30 32 extract\1FC7D8.bmp 218 | tools\G3 extract\1F9284_p.bin extract\1FCF58_m.bin extract\1F944C_t.bin 30 8 extract\1FCF58.bmp 219 | 220 | tools\G3 extract\1FDE58_p.bin extract\200260_m.bin extract\1FDF18_t.bin 32 20 extract\200260.bmp 221 | tools\G3 extract\1FDE58_p.bin extract\200760_m.bin extract\1FDF18_t.bin 28 20 extract\200760.bmp 222 | tools\G3 extract\200BC0_p.bin extract\201BB0_m.bin extract\200C60_t.bin 32 20 extract\201BB0.bmp 223 | 224 | tools\G3 extract\206C64_p.bin extract\207974_m.bin extract\206CE4_t.bin 32 20 extract\207974.bmp 225 | tools\G3 extract\1E2EB4_p.bin extract\1E2F58_m.bin extract\1E2ED4_t.bin 30 5 extract\1E2F58.bmp 226 | 227 | tools\G3 extract\2020B0_p.bin extract\202AAC_m.bin extract\202170_t.bin 30 20 extract\202AAC.bmp 228 | tools\G3 extract\202F5C_p.bin extract\20387C_m.bin extract\202FBC_t.bin 30 20 extract\20387C.bmp 229 | tools\G3 extract\203D2C_p.bin extract\2059B0_m.bin extract\203DCC_t.bin 30 20 extract\2059B0.bmp 230 | tools\G3 extract\203D2C_p.bin extract\205E60_m.bin extract\203DCC_t.bin 30 20 extract\205E60.bmp 231 | tools\G3 extract\203D2C_p.bin extract\206310_m.bin extract\203DCC_t.bin 30 20 extract\206310.bmp 232 | tools\G3 extract\1E2EB4_p.bin extract\1E2F58_m.bin extract\1E2ED4_t.bin 30 5 extract\1E2F58.bmp 233 | 234 | tools\G3 extract\2091C8_p.bin extract\20A060_m.bin extract\2093EC_t.bin 30 20 extract\20A060.bmp 235 | tools\G3 extract\20A510_p.bin extract\20D084_m.bin extract\20A590_t.bin 30 20 extract\20D084.bmp 236 | tools\G3 extract\20A510_p.bin extract\20D534_m.bin extract\20A590_t.bin 30 20 extract\20D534.bmp 237 | tools\G3 extract\20A510_p.bin extract\20D9E4_m.bin extract\20A590_t.bin 30 20 extract\20D9E4.bmp 238 | 239 | tools\G3 extract\20DE94_p.bin extract\20F158_m.bin extract\20DEB4_t.bin 30 32 extract\20F158.bmp 240 | tools\G3 extract\20DE94_p.bin extract\20F8D8_m.bin extract\20DEB4_t.bin 30 1 extract\20F8D8.bmp 241 | tools\G3 extract\20F914_p.bin extract\211EF4_m.bin extract\20F9B4_t.bin 30 32 extract\211EF4.bmp 242 | tools\G3 extract\20F914_p.bin extract\212674_m.bin extract\20F9B4_t.bin 30 1 extract\212674.bmp 243 | 244 | tools\G3 extract\206C64_p.bin extract\207974_m.bin extract\206CE4_t.bin 32 20 extract\207974.bmp 245 | tools\G3 extract\2087CC_p.bin extract\208CC8_m.bin extract\20884C_t.bin 32 20 extract\208CC8.bmp 246 | tools\G3 extract\1E2EB4_p.bin extract\1E2F58_m.bin extract\1E2ED4_t.bin 30 5 extract\1E2F58.bmp 247 | 248 | tools\G3 extract\20DE94_p.bin extract\20F158_m.bin extract\20DEB4_t.bin 30 32 extract\20F158.bmp 249 | tools\G3 extract\20F914_p.bin extract\211EF4_m.bin extract\20F9B4_t.bin 30 32 extract\211EF4.bmp 250 | tools\G3 extract\20F914_p.bin extract\2126B0_m.bin extract\20F9B4_t.bin 30 20 extract\2126B0.bmp 251 | 252 | tools\G3 extract\212B60_p.bin extract\212C1C_m.bin extract\212BA0_t.bin 32 20 extract\212C1C.bmp 253 | tools\G3 extract\212B60_p.bin extract\21311C_m.bin extract\212BA0_t.bin 32 20 extract\21311C.bmp 254 | tools\G3 extract\21361C_p.bin extract\215948_m.bin extract\2136BC_t.bin 32 22 extract\215948.bmp 255 | tools\G3 extract\21361C_p.bin extract\215EC8_m.bin extract\2136BC_t.bin 19 22 extract\215EC8.bmp 256 | 257 | tools\G3 extract\21620C_p.bin extract\217BB8_m.bin extract\2163D4_t.bin 30 20 extract\217BB8.bmp 258 | tools\G3 extract\218068_p.bin extract\218970_m.bin extract\218088_t.bin 30 20 extract\218970.bmp 259 | tools\G3 extract\218068_p.bin extract\218E20_m.bin extract\218088_t.bin 30 20 extract\218E20.bmp 260 | tools\G3 extract\21A9F4_p.bin extract\21CA38_m.bin extract\21AAF4_t.bin 30 20 extract\21CA38.bmp 261 | tools\G3 extract\21A9F4_p.bin extract\21CEE8_m.bin extract\21AAF4_t.bin 30 20 extract\21CEE8.bmp 262 | tools\G3 extract\21A9F4_p.bin extract\21D398_m.bin extract\21AAF4_t.bin 30 20 extract\21D398.bmp 263 | 264 | :: title, 8bit color 265 | ::tools\G3 extract\2411A4_p.bin extract\2447C4_m.bin extract\241384_t.bin 30 20 extract\2447C4.bmp 266 | ::tools\G3 extract\2411A4_p.bin extract\244C74_m.bin extract\241384_t.bin 30 20 extract\244C74.bmp 267 | ::tools\G3 extract\245124_p.bin extract\245254_m.bin 30 20 extract\245254.bmp 268 | 269 | :: game over 270 | tools\G3 extract\2491D4_p.bin extract\249918_m.bin extract\249214_t.bin 30 20 extract\249918.bmp 271 | tools\G3 extract\249DC8_p.bin extract\24BF60_m.bin extract\249EA8_t.bin 30 20 extract\24BF60.bmp 272 | 273 | tools\G3 extract\24D858_p.bin extract\24DB78_m.bin extract\24DA74_t.bin 32 20 extract\24DB78.bmp 274 | tools\G3 extract\24D858_p.bin extract\24E078_m.bin extract\24DA74_t.bin 32 20 extract\24E078.bmp 275 | 276 | :: HUD2 277 | tools\gbamdc.exe -e jetters.gba extract\HUD2_t.bin 262604 278 | tools\G3 extract\HUD2_p.bin extract\HUD2_Main_m.bin extract\HUD2_t.bin 16 5 extract\HUD2_Main.bmp 279 | tools\G3 extract\HUD2_p.bin extract\HUD2_Pause_m.bin extract\HUD2_t.bin 8 3 extract\HUD2_Pause.bmp 280 | 281 | :: BomberHall 282 | tools\gbamdc.exe -e jetters.gba extract\BomberHall_t.bin 2632B4 283 | tools\G3 extract\BomberHall_p.bin extract\BomberHall_Main_m.bin extract\BomberHall_t.bin 32 20 extract\BomberHall_Main.bmp 284 | tools\G3 extract\BomberHall_p.bin extract\BomberHall_Text_m.bin extract\BomberHall_t.bin 16 16 extract\BomberHall_Text.bmp 285 | tools\G3 extract\BomberHall_p.bin extract\BomberHall_Numbers_m.bin extract\BomberHall_t.bin 1 22 extract\BomberHall_Numbers.bmp 286 | tools\G3 extract\BomberHall_p.bin extract\BomberHall_Numbers2_m.bin extract\BomberHall_t.bin 2 14 extract\BomberHall_Numbers2.bmp 287 | 288 | :: BHallCert 289 | tools\gbamdc.exe -e jetters.gba extract\BHallCert_t.bin 264880 290 | tools\G3 extract\BHallCert_p.bin extract\BHallCert_Main_m.bin extract\BHallCert_t.bin 32 20 extract\BHallCert_Main.bmp 291 | tools\G3 extract\BHallCert_p.bin extract\BHallCert_Numbers_m.bin extract\BHallCert_t.bin 1 22 extract\BHallCert_Numbers.bmp 292 | tools\G3 extract\BHallCert_p.bin extract\BHallCert_Portrait_m.bin extract\BHallCert_t.bin 8 40 extract\BHallCert_Portrait.bmp 293 | tools\G3 extract\BHallCert_p.bin extract\BHallCert_Rank_m.bin extract\BHallCert_t.bin 5 56 extract\BHallCert_Rank.bmp 294 | 295 | :: BHallBoard 296 | tools\gbamdc.exe -e jetters.gba extract\BHallBoard_t.bin 268560 297 | tools\G3 extract\BHallBoard_p.bin extract\BHallBoard_Red_m.bin extract\BHallBoard_t.bin 32 20 extract\BHallBoard_Red.bmp 298 | tools\G3 extract\BHallBoard_p.bin extract\BHallBoard_Blue_m.bin extract\BHallBoard_t.bin 32 20 extract\BHallBoard_Blue.bmp 299 | tools\G3 extract\BHallBoard_p.bin extract\BHallBoard_Rank_m.bin extract\BHallBoard_t.bin 2 28 extract\BHallBoard_Rank.bmp 300 | tools\G3 extract\BHallBoard_p.bin extract\BHallBoard_Numbers_m.bin extract\BHallBoard_t.bin 1 28 extract\BHallBoard_Numbers.bmp 301 | 302 | 303 | pause 304 | -------------------------------------------------------------------------------- /extract/readme.txt: -------------------------------------------------------------------------------- 1 | files from the extraction process 2 | 3 | extracted files are JPN assets 4 | 5 | these are used as a starting line to create ENG assets 6 | 7 | should avoid using these files for the build process -------------------------------------------------------------------------------- /script/jetters_001.txt: -------------------------------------------------------------------------------- 1 | //GAME NAME: Bomberman Jetters - Densetsu no Bomberman (GBA) 2 | 3 | //BLOCK #001 NAME: 1 Scenes 4 | 5 | // -------------------------------------- 6 | // Define a TABLE 7 | #VAR(Table, TABLE) 8 | 9 | // Load and activate the table 10 | #ADDTBL("script/jetters_eng.tbl", Table) 11 | #ACTIVETBL(Table) 12 | 13 | // Setup GBA pointers and Pointer Table 14 | #VAR(GBA, CUSTOMPOINTER) 15 | 16 | // Create our pointer type 17 | #CREATEPTR(GBA, "LINEAR", $-08000000, 32) 18 | 19 | #JMP($550000) 20 | // -------------------------------------- 21 | 22 | //POINTER #0 @ $1BDA90 - STRING #0 @ $1BD820 23 | 24 | #WRITE(GBA,$1BDA90) 25 | //こうせんほうか なつかしいな‥‥<LINE> 26 | //たしか このじけんのあと ヤツは‥‥‥‥<NEXT> 27 | This Beam Cannon sure takes me back.<LINE> 28 | The one in charge of that mission...<NEXT> 29 | 30 | //POINTER #1 @ $1BDA94 - STRING #1 @ $1BD846 31 | 32 | #WRITE(GBA,$1BDA94) 33 | //マイティ‥‥<NEXT> 34 | Was Mighty...<NEXT> 35 | 36 | //POINTER #2 @ $1BDA98 - STRING #2 @ $1BD84D 37 | 38 | #WRITE(GBA,$1BDA98) 39 | //そうか‥‥ シャウトは マイティに<LINE> 40 | //あったことが なかったな<NEXT> 41 | Ah, that's right...<LINE> 42 | Shout never met Mighty.<NEXT> 43 | 44 | //POINTER #3 @ $1BDA9C - STRING #3 @ $1BD86C 45 | 46 | #WRITE(GBA,$1BDA9C) 47 | //マイティって たしか でんせつの<LINE> 48 | //ボンバーマンと よばれた ひとでしょ?<NEXT> 49 | Mighty was that legendary<LINE> 50 | Bomberman, right?<NEXT> 51 | 52 | //POINTER #4 @ $1BDAA0 - STRING #4 @ $1BD891 53 | 54 | #WRITE(GBA,$1BDAA0) 55 | //あぁ そのとおりさ やつは<LINE> 56 | //オレたち ジェッターズの メンバー‥‥<NEXT> 57 | Yeah. He was a member of Jetters.<LINE> 58 | Just like us...<NEXT> 59 | 60 | //POINTER #5 @ $1BDAA4 - STRING #5 @ $1BD8B3 61 | 62 | #WRITE(GBA,$1BDAA4) 63 | //それに シロボンの<LINE> 64 | //じまんの あにでもある<NEXT> 65 | And White Bomber's older brother.<NEXT> 66 | 67 | 68 | //POINTER #6 @ $1BDAA8 - STRING #6 @ $1BD8C9 69 | 70 | #WRITE(GBA,$1BDAA8) 71 | //ねぇ きかせてよ!<LINE> 72 | //でんせつの ボンバーマンの こと!<NEXT> 73 | Please! Tell me about what happened<LINE> 74 | to that legendary Bomberman!<NEXT> 75 | 76 | //POINTER #7 @ $1BDAAC - STRING #7 @ $1BD8E5 77 | 78 | #WRITE(GBA,$1BDAAC) 79 | //わかった‥‥ あれは<LINE> 80 | //シャウトがはいるまえの はなしだ‥‥‥‥<NEXT> 81 | I see. Well, this story happened before<LINE> 82 | you joined us...<NEXT> 83 | 84 | //POINTER #8 @ $1BDAB0 - STRING #8 @ $1BD905 85 | 86 | #WRITE(GBA,$1BDAB0) 87 | //しょくん! ノンビリせいに<LINE> 88 | //しょうたいふめいの うちゅうせんが あらわれた!<NEXT> 89 | Attention! An unidentified spaceship<LINE> 90 | has landed on planet Nonbiri!<NEXT> 91 | 92 | //POINTER #9 @ $1BDAB4 - STRING #9 @ $1BD92C 93 | 94 | #WRITE(GBA,$1BDAB4) 95 | //ノンビリせいには オレがいくぜ!!<NEXT> 96 | I'll go to Nonbiri and handle this!<NEXT> 97 | 98 | //POINTER #10 @ $1BDAB8 - STRING #10 @ $1BD93E 99 | 100 | #WRITE(GBA,$1BDAB8) 101 | //だめじゃ まだ ケガのなおっていない<LINE> 102 | //バーディには いかせられんな<NEXT> 103 | No. You're still wounded, Birdy.<LINE> 104 | I can't ask you to go...<NEXT> 105 | 106 | //POINTER #11 @ $1BDABC - STRING #11 @ $1BD960 107 | 108 | #WRITE(GBA,$1BDABC) 109 | //おぉ いってくれるか マイティ!<NEXT> 110 | Ah, Mighty. You think that you can<LINE> 111 | handle this mission?<NEXT> 112 | 113 | //POINTER #12 @ $1BDAC0 - STRING #12 @ $1BD971 114 | 115 | #WRITE(GBA,$1BDAC0) 116 | //よし! ただちに<LINE> 117 | //ノンビリせいに むかってくれ!<NEXT> 118 | Okay then! Set course for Nonbiri.<LINE> 119 | We're counting on you!<NEXT> 120 | 121 | //POINTER #13 @ $1BDAC4 - STRING #13 @ $1BD98A 122 | 123 | #WRITE(GBA,$1BDAC4) 124 | //こちらバーディー こちらバーディー<NEXT> 125 | Birdy to Mighty, Birdy to Mighty.<NEXT> 126 | 127 | //POINTER #14 @ $1BDAC8 - STRING #14 @ $1BD99C 128 | 129 | #WRITE(GBA,$1BDAC8) 130 | //マイティ おうとうしろ!<LINE> 131 | //どうしたんだ! マイティ!!<NEXT> 132 | Mighty, do you copy?<LINE> 133 | Why aren't you responding? Mighty!!<NEXT> 134 | 135 | //POINTER #15 @ $1BDACC - STRING #15 @ $1BD9B8 136 | 137 | #WRITE(GBA,$1BDACC) 138 | //あれいらい マイティからの れんらくは<LINE> 139 | //とだえた ままだ‥‥‥‥<NEXT> 140 | And we haven't heard from Mighty<LINE> 141 | ever since...<NEXT> 142 | 143 | //POINTER #16 @ $1BDAD0 - STRING #16 @ $1BD9D9 144 | 145 | #WRITE(GBA,$1BDAD0) 146 | //ヒゲヒゲだんが あらわれた!<LINE> 147 | //ジェッターズ しゅつどうじゃ!!<NEXT> 148 | The Hige Hige Bandits have appeared!<LINE> 149 | Jetters, move out!<NEXT> 150 | 151 | //POINTER #17 @ $1BDAD4 - STRING #17 @ $1BD9F9 152 | 153 | #WRITE(GBA,$1BDAD4) 154 | //いくわよ! みんな!!<NEXT> 155 | Let's go, everyone!<NEXT> 156 | 157 | //POINTER #18 @ $1BDAD8 - STRING #18 @ $1BDA05 158 | 159 | #WRITE(GBA,$1BDAD8) 160 | //でんせつの ボンバーマンと よばれた<LINE> 161 | //マイティに おいつけるかな? シロボン<NEXT> 162 | White Bomber... Can we count on you to<LINE> 163 | carry on Mighty's legacy?<NEXT> 164 | 165 | //POINTER #19 @ $1BDADC - STRING #19 @ $1BDA2C 166 | 167 | #WRITE(GBA,$1BDADC) 168 | //フフフ‥‥ これで ボンバーマンの データは<LINE> 169 | //すべて コピーできた‥‥‥‥<NEXT> 170 | Mwahaha... I have finally obtained a<LINE> 171 | copy of a Bomberman's data...<NEXT> 172 | 173 | //POINTER #20 @ $1BDAE0 - STRING #20 @ $1BDA52 174 | 175 | #WRITE(GBA,$1BDAE0) 176 | //いよいよ さいきょうの せんし<LINE> 177 | //マックスが たんじょうする‥‥<NEXT> 178 | With this I can at last create Max, the<LINE> 179 | world's strongest warrior...<NEXT> 180 | 181 | //POINTER #21 @ $1BDAE4 - STRING #21 @ $1BDA72 182 | 183 | #WRITE(GBA,$1BDAE4) 184 | //フッフッフッ‥‥‥‥<LINE> 185 | //ハーッハッハッハッハッハッ‥‥‥‥<NEXT> 186 | Mwa ha ha...<LINE> 187 | MWA HA HA HA HA HA...<NEXT> 188 | -------------------------------------------------------------------------------- /script/jetters_011.txt: -------------------------------------------------------------------------------- 1 | //GAME NAME: Bomberman Jetters - Densetsu no Bomberman (GBA) 2 | 3 | //BLOCK #011 NAME: 11 Item and Karabon Names 4 | 5 | // -------------------------------------- 6 | // Define a TABLE 7 | #VAR(Table, TABLE) 8 | 9 | // Load and activate the table 10 | #ADDTBL("script/jetters_eng.tbl", Table) 11 | #ACTIVETBL(Table) 12 | 13 | // Setup GBA pointers and Pointer Table 14 | #VAR(GBA, CUSTOMPOINTER) 15 | 16 | // Create our pointer type 17 | #CREATEPTR(GBA, "LINEAR", $-08000000, 32) 18 | 19 | #JMP($583000) 20 | // -------------------------------------- 21 | 22 | //POINTER #0 @ $1D2EA8 - STRING #0 @ $1D2BA4 23 | 24 | ////POINTER #0 @ $1D2EA8 - STRING #0 @ $1D2BA4 25 | 26 | #WRITE(GBA,$1D2EA8) 27 | <END> 28 | 29 | ////POINTER #1 @ $1D2EAC - STRING #1 @ $1D2BAD 30 | 31 | #WRITE(GBA,$1D2EAC) 32 | Fire Up<END> 33 | 34 | ////POINTER #2 @ $1D2EB0 - STRING #2 @ $1D2BB6 35 | 36 | #WRITE(GBA,$1D2EB0) 37 | Bomb Up<END> 38 | 39 | ////POINTER #3 @ $1D2EB4 - STRING #3 @ $1D2BBC 40 | 41 | #WRITE(GBA,$1D2EB4) 42 | High Speed Shoes<END> 43 | 44 | ////POINTER #4 @ $1D2EB8 - STRING #4 @ $1D2BC5 45 | 46 | #WRITE(GBA,$1D2EB8) 47 | Super Shoes<END> 48 | 49 | ////POINTER #5 @ $1D2EBC - STRING #5 @ $1D2BCE 50 | 51 | #WRITE(GBA,$1D2EBC) 52 | Hard Armor<END> 53 | 54 | ////POINTER #6 @ $1D2EC0 - STRING #6 @ $1D2BD7 55 | 56 | #WRITE(GBA,$1D2EC0) 57 | Gold Armor<END> 58 | 59 | ////POINTER #7 @ $1D2EC4 - STRING #7 @ $1D2BE0 60 | 61 | #WRITE(GBA,$1D2EC4) 62 | Heart<END> 63 | 64 | ////POINTER #8 @ $1D2EC8 - STRING #8 @ $1D2BE4 65 | 66 | #WRITE(GBA,$1D2EC8) 67 | Bomb Kick<END> 68 | 69 | ////POINTER #9 @ $1D2ECC - STRING #9 @ $1D2BEA 70 | 71 | #WRITE(GBA,$1D2ECC) 72 | Power Glove<END> 73 | 74 | ////POINTER #10 @ $1D2ED0 - STRING #10 @ $1D2BF2 75 | 76 | #WRITE(GBA,$1D2ED0) 77 | Karabon Encyclopedia<END> 78 | 79 | ////POINTER #11 @ $1D2ED4 - STRING #11 @ $1D2BFB 80 | 81 | #WRITE(GBA,$1D2ED4) 82 | Bomber Album<END> 83 | 84 | ////POINTER #12 @ $1D2ED8 - STRING #12 @ $1D2C04 85 | 86 | #WRITE(GBA,$1D2ED8) 87 | Radar<END> 88 | 89 | ////POINTER #13 @ $1D2EDC - STRING #13 @ $1D2C09 90 | 91 | #WRITE(GBA,$1D2EDC) 92 | Small Coin<END> 93 | 94 | ////POINTER #14 @ $1D2EE0 - STRING #14 @ $1D2C11 95 | 96 | #WRITE(GBA,$1D2EE0) 97 | Big Coin<END> 98 | 99 | ////POINTER #15 @ $1D2EE4 - STRING #15 @ $1D2C19 100 | 101 | #WRITE(GBA,$1D2EE4) 102 | Coin Bag<END> 103 | 104 | ////POINTER #16 @ $1D2EE8 - STRING #16 @ $1D2C1F 105 | 106 | #WRITE(GBA,$1D2EE8) 107 | Banana<END> 108 | 109 | ////POINTER #17 @ $1D2EEC - STRING #17 @ $1D2C23 110 | 111 | #WRITE(GBA,$1D2EEC) 112 | Strawberry<END> 113 | 114 | ////POINTER #18 @ $1D2EF0 - STRING #18 @ $1D2C27 115 | 116 | #WRITE(GBA,$1D2EF0) 117 | Melon<END> 118 | 119 | ////POINTER #19 @ $1D2EF4 - STRING #19 @ $1D2C2B 120 | 121 | #WRITE(GBA,$1D2EF4) 122 | Small Medicine<END> 123 | 124 | ////POINTER #20 @ $1D2EF8 - STRING #20 @ $1D2C33 125 | 126 | #WRITE(GBA,$1D2EF8) 127 | Large Medicine<END> 128 | 129 | ////POINTER #21 @ $1D2EFC - STRING #21 @ $1D2C3B 130 | 131 | #WRITE(GBA,$1D2EFC) 132 | Antidote<END> 133 | 134 | ////POINTER #22 @ $1D2F00 - STRING #22 @ $1D2C40 135 | 136 | #WRITE(GBA,$1D2F00) 137 | Map Data 1<END> 138 | 139 | ////POINTER #23 @ $1D2F04 - STRING #23 @ $1D2C48 140 | 141 | #WRITE(GBA,$1D2F04) 142 | Map Data 2<END> 143 | 144 | ////POINTER #24 @ $1D2F08 - STRING #24 @ $1D2C50 145 | 146 | #WRITE(GBA,$1D2F08) 147 | Map Data 3<END> 148 | 149 | ////POINTER #25 @ $1D2F0C - STRING #25 @ $1D2C58 150 | 151 | #WRITE(GBA,$1D2F0C) 152 | Map Data 4<END> 153 | 154 | ////POINTER #26 @ $1D2F10 - STRING #26 @ $1D2C60 155 | 156 | #WRITE(GBA,$1D2F10) 157 | Map Data 5<END> 158 | 159 | ////POINTER #27 @ $1D2F14 - STRING #27 @ $1D2C68 160 | 161 | #WRITE(GBA,$1D2F14) 162 | Skull Panel<END> 163 | 164 | ////POINTER #28 @ $1D2F18 - STRING #28 @ $1D2C70 165 | 166 | #WRITE(GBA,$1D2F18) 167 | Treasure Chest<END> 168 | 169 | ////POINTER #29 @ $1D2F1C - STRING #29 @ $1D2C76 170 | 171 | #WRITE(GBA,$1D2F1C) 172 | Ice Bomb<END> 173 | 174 | ////POINTER #30 @ $1D2F20 - STRING #30 @ $1D2C7C 175 | 176 | #WRITE(GBA,$1D2F20) 177 | Light Bomb<END> 178 | 179 | ////POINTER #31 @ $1D2F24 - STRING #31 @ $1D2C82 180 | 181 | #WRITE(GBA,$1D2F24) 182 | Aqua Bomb<END> 183 | 184 | ////POINTER #32 @ $1D2F28 - STRING #32 @ $1D2C88 185 | 186 | #WRITE(GBA,$1D2F28) 187 | Hurricane Bomb<END> 188 | 189 | ////POINTER #33 @ $1D2F2C - STRING #33 @ $1D2C90 190 | 191 | #WRITE(GBA,$1D2F2C) 192 | CoroCoro Comic<END> 193 | 194 | ////POINTER #34 @ $1D2F30 - STRING #34 @ $1D2C99 195 | 196 | #WRITE(GBA,$1D2F30) 197 | CoroCoro Comic<END> 198 | 199 | ////POINTER #35 @ $1D2F34 - STRING #35 @ $1D2CA2 200 | 201 | #WRITE(GBA,$1D2F34) 202 | CoroCoro Comic<END> 203 | 204 | ////POINTER #36 @ $1D2F38 - STRING #36 @ $1D2CAB 205 | 206 | #WRITE(GBA,$1D2F38) 207 | CoroCoro Comic<END> 208 | 209 | ////POINTER #37 @ $1D2F3C - STRING #37 @ $1D2CB4 210 | 211 | #WRITE(GBA,$1D2F3C) 212 | CoroCoro Comic<END> 213 | 214 | ////POINTER #38 @ $1D2F40 - STRING #38 @ $1D2CBD 215 | 216 | #WRITE(GBA,$1D2F40) 217 | Ice Shard<END> 218 | 219 | ////POINTER #39 @ $1D2F44 - STRING #39 @ $1D2CC5 220 | 221 | #WRITE(GBA,$1D2F44) 222 | Glowing Moss<END> 223 | 224 | ////POINTER #40 @ $1D2F48 - STRING #40 @ $1D2CCB 225 | 226 | #WRITE(GBA,$1D2F48) 227 | Caldera Drop<END> 228 | 229 | ////POINTER #41 @ $1D2F4C - STRING #41 @ $1D2CD4 230 | 231 | #WRITE(GBA,$1D2F4C) 232 | Small Twister<END> 233 | 234 | ////POINTER #42 @ $1D2F50 - STRING #42 @ $1D2CDD 235 | 236 | #WRITE(GBA,$1D2F50) 237 | Sharp Axe<END> 238 | 239 | ////POINTER #43 @ $1D2F54 - STRING #43 @ $1D2CE5 240 | 241 | #WRITE(GBA,$1D2F54) 242 | Dull Axe<END> 243 | 244 | ////POINTER #44 @ $1D2F58 - STRING #44 @ $1D2CED 245 | 246 | #WRITE(GBA,$1D2F58) 247 | Door Key<END> 248 | 249 | ////POINTER #45 @ $1D2F5C - STRING #45 @ $1D2CF3 250 | 251 | #WRITE(GBA,$1D2F5C) 252 | Bomb Material<END> 253 | 254 | ////POINTER #46 @ $1D2F60 - STRING #46 @ $1D2CF9 255 | 256 | #WRITE(GBA,$1D2F60) 257 | Miracle Cure<END> 258 | 259 | ////POINTER #47 @ $1D2F64 - STRING #47 @ $1D2D01 260 | 261 | #WRITE(GBA,$1D2F64) 262 | Empty Bottle<END> 263 | 264 | ////POINTER #48 @ $1D2F68 - STRING #48 @ $1D2D06 265 | 266 | #WRITE(GBA,$1D2F68) 267 | Letter<END> 268 | 269 | ////POINTER #49 @ $1D2F6C - STRING #49 @ $1D2D0A 270 | 271 | #WRITE(GBA,$1D2F6C) 272 | Response Letter<END> 273 | 274 | ////POINTER #50 @ $1D2F70 - STRING #50 @ $1D2D0E 275 | 276 | #WRITE(GBA,$1D2F70) 277 | Ring<END> 278 | 279 | ////POINTER #51 @ $1D2F74 - STRING #51 @ $1D2D12 280 | 281 | #WRITE(GBA,$1D2F74) 282 | Nut<END> 283 | 284 | ////POINTER #52 @ $1D2F78 - STRING #52 @ $1D2D16 285 | 286 | #WRITE(GBA,$1D2F78) 287 | Card Key<END> 288 | 289 | ////POINTER #53 @ $1D2F7C - STRING #53 @ $1D2D1C 290 | 291 | #WRITE(GBA,$1D2F7C) 292 | Akane's Autograph<END> 293 | 294 | ////POINTER #54 @ $1D2F80 - STRING #54 @ $1D2D24 295 | 296 | #WRITE(GBA,$1D2F80) 297 | Inheritance Map<END> 298 | 299 | ////POINTER #55 @ $1D2F84 - STRING #55 @ $1D2D2C 300 | 301 | #WRITE(GBA,$1D2F84) 302 | Old Coin<END> 303 | 304 | ////POINTER #56 @ $1D2F88 - STRING #56 @ $1D2D34 305 | 306 | #WRITE(GBA,$1D2F88) 307 | Signpost<END> 308 | 309 | ////POINTER #57 @ $1D2F8C - STRING #57 @ $1D2D39 310 | 311 | #WRITE(GBA,$1D2F8C) 312 | Signpost Specs<END> 313 | 314 | ////POINTER #58 @ $1D2F90 - STRING #58 @ $1D2D41 315 | 316 | #WRITE(GBA,$1D2F90) 317 | Bronze Medal<END> 318 | 319 | ////POINTER #59 @ $1D2F94 - STRING #59 @ $1D2D47 320 | 321 | #WRITE(GBA,$1D2F94) 322 | Silver Medal<END> 323 | 324 | ////POINTER #60 @ $1D2F98 - STRING #60 @ $1D2D4D 325 | 326 | #WRITE(GBA,$1D2F98) 327 | Gold Medal<END> 328 | 329 | ////POINTER #61 @ $1D2F9C - STRING #61 @ $1D2D53 330 | 331 | #WRITE(GBA,$1D2F9C) 332 | Red Flower<END> 333 | 334 | ////POINTER #62 @ $1D2FA0 - STRING #62 @ $1D2D59 335 | 336 | #WRITE(GBA,$1D2FA0) 337 | Blue Flower<END> 338 | 339 | ////POINTER #63 @ $1D2FA4 - STRING #63 @ $1D2D5F 340 | 341 | #WRITE(GBA,$1D2FA4) 342 | Egg<END> 343 | 344 | ////POINTER #64 @ $1D2FA8 - STRING #64 @ $1D2D63 345 | 346 | #WRITE(GBA,$1D2FA8) 347 | Maraca<END> 348 | 349 | ////POINTER #65 @ $1D2FAC - STRING #65 @ $1D2D68 350 | 351 | #WRITE(GBA,$1D2FAC) 352 | Lizard Tail<END> 353 | 354 | ////POINTER #66 @ $1D2FB0 - STRING #66 @ $1D2D70 355 | 356 | #WRITE(GBA,$1D2FB0) 357 | Balloon<END> 358 | 359 | ////POINTER #67 @ $1D2FB4 - STRING #67 @ $1D2D75 360 | 361 | #WRITE(GBA,$1D2FB4) 362 | Normal Bomb<END> 363 | 364 | ////POINTER #68 @ $1D2FB8 - STRING #68 @ $1D2D7C 365 | 366 | #WRITE(GBA,$1D2FB8) 367 | Pommy<END> 368 | 369 | ////POINTER #69 @ $1D2FBC - STRING #69 @ $1D2D80 370 | 371 | #WRITE(GBA,$1D2FBC) 372 | Kai-Man<END> 373 | 374 | ////POINTER #70 @ $1D2FC0 - STRING #70 @ $1D2D84 375 | 376 | #WRITE(GBA,$1D2FC0) 377 | Elifan<END> 378 | 379 | ////POINTER #71 @ $1D2FC4 - STRING #71 @ $1D2D8A 380 | 381 | #WRITE(GBA,$1D2FC4) 382 | Panther Fang<END> 383 | 384 | ////POINTER #72 @ $1D2FC8 - STRING #72 @ $1D2D93 385 | 386 | #WRITE(GBA,$1D2FC8) 387 | Unagi<END> 388 | 389 | ////POINTER #73 @ $1D2FCC - STRING #73 @ $1D2D9A 390 | 391 | #WRITE(GBA,$1D2FCC) 392 | Dorako<END> 393 | 394 | ////POINTER #74 @ $1D2FD0 - STRING #74 @ $1D2D9E 395 | 396 | #WRITE(GBA,$1D2FD0) 397 | Pteradon<END> 398 | 399 | ////POINTER #75 @ $1D2FD4 - STRING #75 @ $1D2DA4 400 | 401 | #WRITE(GBA,$1D2FD4) 402 | Box<END> 403 | 404 | ////POINTER #76 @ $1D2FD8 - STRING #76 @ $1D2DA9 405 | 406 | #WRITE(GBA,$1D2FD8) 407 | Game Data 01<END> 408 | 409 | ////POINTER #77 @ $1D2FDC - STRING #77 @ $1D2DB2 410 | 411 | #WRITE(GBA,$1D2FDC) 412 | Game Data 02<END> 413 | 414 | ////POINTER #78 @ $1D2FE0 - STRING #78 @ $1D2DBB 415 | 416 | #WRITE(GBA,$1D2FE0) 417 | Game Data 03<END> 418 | 419 | ////POINTER #79 @ $1D2FE4 - STRING #79 @ $1D2DC4 420 | 421 | #WRITE(GBA,$1D2FE4) 422 | Game Data 04<END> 423 | 424 | ////POINTER #80 @ $1D2FE8 - STRING #80 @ $1D2DCD 425 | 426 | #WRITE(GBA,$1D2FE8) 427 | Game Data 05<END> 428 | 429 | ////POINTER #81 @ $1D2FEC - STRING #81 @ $1D2DD6 430 | 431 | #WRITE(GBA,$1D2FEC) 432 | Game Data 06<END> 433 | 434 | ////POINTER #82 @ $1D2FF0 - STRING #82 @ $1D2DDF 435 | 436 | #WRITE(GBA,$1D2FF0) 437 | Game Data 07<END> 438 | 439 | ////POINTER #83 @ $1D2FF4 - STRING #83 @ $1D2DE8 440 | 441 | #WRITE(GBA,$1D2FF4) 442 | Game Data 08<END> 443 | 444 | ////POINTER #84 @ $1D2FF8 - STRING #84 @ $1D2DF1 445 | 446 | #WRITE(GBA,$1D2FF8) 447 | Game Data 09<END> 448 | 449 | ////POINTER #85 @ $1D2FFC - STRING #85 @ $1D2DFA 450 | 451 | #WRITE(GBA,$1D2FFC) 452 | Game Data 10<END> 453 | 454 | ////POINTER #86 @ $1D3000 - STRING #86 @ $1D2E03 455 | 456 | #WRITE(GBA,$1D3000) 457 | Game Data 11<END> 458 | 459 | ////POINTER #87 @ $1D3004 - STRING #87 @ $1D2E0C 460 | 461 | #WRITE(GBA,$1D3004) 462 | Game Data 12<END> 463 | 464 | ////POINTER #88 @ $1D3008 - STRING #88 @ $1D2E15 465 | 466 | #WRITE(GBA,$1D3008) 467 | Game Data 13<END> 468 | 469 | ////POINTER #89 @ $1D300C - STRING #89 @ $1D2E1E 470 | 471 | #WRITE(GBA,$1D300C) 472 | Game Data 14<END> 473 | 474 | ////POINTER #90 @ $1D3010 - STRING #90 @ $1D2E27 475 | 476 | #WRITE(GBA,$1D3010) 477 | Game Data 15<END> 478 | 479 | ////POINTER #91 @ $1D3014 - STRING #91 @ $1D2E30 480 | 481 | #WRITE(GBA,$1D3014) 482 | Game Data 16<END> 483 | 484 | ////POINTER #92 @ $1D3018 - STRING #92 @ $1D2E39 485 | 486 | #WRITE(GBA,$1D3018) 487 | Game Data 17<END> 488 | 489 | ////POINTER #93 @ $1D301C - STRING #93 @ $1D2E42 490 | 491 | #WRITE(GBA,$1D301C) 492 | Game Data 18<END> 493 | 494 | ////POINTER #94 @ $1D3020 - STRING #94 @ $1D2E4B 495 | 496 | #WRITE(GBA,$1D3020) 497 | Game Data 19<END> 498 | 499 | ////POINTER #95 @ $1D3024 - STRING #95 @ $1D2E54 500 | 501 | #WRITE(GBA,$1D3024) 502 | Game Data 20<END> 503 | 504 | ////POINTER #96 @ $1D3028 - STRING #96 @ $1D2E5D 505 | 506 | #WRITE(GBA,$1D3028) 507 | Game Data 21<END> 508 | 509 | ////POINTER #97 @ $1D302C - STRING #97 @ $1D2E66 510 | 511 | #WRITE(GBA,$1D302C) 512 | Game Data 22<END> 513 | 514 | ////POINTER #98 @ $1D3030 - STRING #98 @ $1D2E6F 515 | 516 | #WRITE(GBA,$1D3030) 517 | Game Data 23<END> 518 | 519 | ////POINTER #99 @ $1D3034 - STRING #99 @ $1D2E78 520 | 521 | #WRITE(GBA,$1D3034) 522 | Game Data 24<END> 523 | 524 | ////POINTER #100 @ $1D3038 - STRING #100 @ $1D2E81 525 | 526 | #WRITE(GBA,$1D3038) 527 | Game Data 25<END> 528 | 529 | ////POINTER #101 @ $1D303C - STRING #101 @ $1D2E8A 530 | 531 | #WRITE(GBA,$1D303C) 532 | Game Data 26<END> 533 | 534 | ////POINTER #102 @ $1D3040 - STRING #102 @ $1D2E93 535 | 536 | #WRITE(GBA,$1D3040) 537 | Game Data 27<END> 538 | 539 | //POINTER #103 @ $1D3044 - STRING #103 @ $1D2E9C 540 | 541 | #WRITE(GBA,$1D3044) 542 | Game Data 28<END> 543 | 544 | -------------------------------------------------------------------------------- /script/jetters_012.txt: -------------------------------------------------------------------------------- 1 | //GAME NAME: Bomberman Jetters - Densetsu no Bomberman (GBA) 2 | 3 | //BLOCK #012 NAME: 12 Planets, Areas, Places 4 | 5 | // -------------------------------------- 6 | // Define a TABLE 7 | #VAR(Table, TABLE) 8 | 9 | // Load and activate the table 10 | #ADDTBL("script/jetters_eng.tbl", Table) 11 | #ACTIVETBL(Table) 12 | 13 | // Setup GBA pointers and Pointer Table 14 | #VAR(GBA, CUSTOMPOINTER) 15 | 16 | // Create our pointer type 17 | #CREATEPTR(GBA, "LINEAR", $-08000000, 32) 18 | 19 | #JMP($600000) 20 | // -------------------------------------- 21 | 22 | //POINTER #0 @ $3027CC - STRING #0 @ $3024C0 23 | 24 | #WRITE(GBA,$3027CC) 25 | Planet Nonbiri<END> 26 | 27 | //POINTER #1 @ $3027D0 - STRING #1 @ $3024CC 28 | 29 | #WRITE(GBA,$3027D0) 30 | Planet Tokotoko<END> 31 | 32 | //POINTER #2 @ $3027D4 - STRING #2 @ $3024D8 33 | 34 | #WRITE(GBA,$3027D4) 35 | Planet Sekaseka<END> 36 | 37 | //POINTER #3 @ $3027D8 - STRING #3 @ $3024E4 38 | 39 | #WRITE(GBA,$3027D8) 40 | Ancient Nonbiri<END> 41 | 42 | //POINTER #4 @ $3027DC - STRING #4 @ $3024F0 43 | 44 | #WRITE(GBA,$3027DC) 45 | Armor Joe Battleship<END> 46 | 47 | //POINTER #5 @ $3027E0 - STRING #5 @ $3024FC 48 | 49 | #WRITE(GBA,$3027E0) 50 | Planet Bomber<END> 51 | 52 | //POINTER #6 @ $3027E4 - STRING #6 @ $302508 53 | 54 | #WRITE(GBA,$3027E4) 55 | <END> 56 | 57 | //POINTER #7 @ $3027E8 - STRING #7 @ $302509 58 | 59 | #WRITE(GBA,$3027E8) 60 | ????????<END> 61 | 62 | //POINTER #8 @ $3027EC - STRING #8 @ $302512 63 | 64 | #WRITE(GBA,$3027EC) 65 | Aqua Forest<END> 66 | 67 | //POINTER #9 @ $3027F0 - STRING #9 @ $302519 68 | 69 | #WRITE(GBA,$3027F0) 70 | Ice Cave<END> 71 | 72 | //POINTER #10 @ $3027F4 - STRING #10 @ $302522 73 | 74 | #WRITE(GBA,$3027F4) 75 | Northern Cliff<END> 76 | 77 | //POINTER #11 @ $3027F8 - STRING #11 @ $30252A 78 | 79 | #WRITE(GBA,$3027F8) 80 | Northern Cliff<END> 81 | 82 | //POINTER #12 @ $3027FC - STRING #12 @ $302532 83 | 84 | #WRITE(GBA,$3027FC) 85 | Aqua Forest<END> 86 | 87 | //POINTER #13 @ $302800 - STRING #13 @ $302539 88 | 89 | #WRITE(GBA,$302800) 90 | Leafy Lake<END> 91 | 92 | //POINTER #14 @ $302804 - STRING #14 @ $30253E 93 | 94 | #WRITE(GBA,$302804) 95 | Excavation Site<END> 96 | 97 | //POINTER #15 @ $302808 - STRING #15 @ $302546 98 | 99 | #WRITE(GBA,$302808) 100 | Foress Town<END> 101 | 102 | //POINTER #16 @ $30280C - STRING #16 @ $30254E 103 | 104 | #WRITE(GBA,$30280C) 105 | West Aqua<END> 106 | 107 | //POINTER #17 @ $302810 - STRING #17 @ $302554 108 | 109 | #WRITE(GBA,$302810) 110 | East Aqua<END> 111 | 112 | //POINTER #18 @ $302814 - STRING #18 @ $30255B 113 | 114 | #WRITE(GBA,$302814) 115 | Excavation Site<END> 116 | 117 | //POINTER #19 @ $302818 - STRING #19 @ $302563 118 | 119 | #WRITE(GBA,$302818) 120 | Laboratory<END> 121 | 122 | //POINTER #20 @ $30281C - STRING #20 @ $30256B 123 | 124 | #WRITE(GBA,$30281C) 125 | Moto Jetter<END> 126 | 127 | //POINTER #21 @ $302820 - STRING #21 @ $302573 128 | 129 | #WRITE(GBA,$302820) 130 | Rock Mountain West<END> 131 | 132 | //POINTER #22 @ $302824 - STRING #22 @ $30257A 133 | 134 | #WRITE(GBA,$302824) 135 | Rock Mountain East<END> 136 | 137 | //POINTER #23 @ $302828 - STRING #23 @ $302582 138 | 139 | #WRITE(GBA,$302828) 140 | Morimori Forest<END> 141 | 142 | //POINTER #24 @ $30282C - STRING #24 @ $30258A 143 | 144 | #WRITE(GBA,$30282C) 145 | Moto Jetter<END> 146 | 147 | //POINTER #25 @ $302830 - STRING #25 @ $302592 148 | 149 | #WRITE(GBA,$302830) 150 | Sando Village<END> 151 | 152 | //POINTER #26 @ $302834 - STRING #26 @ $302599 153 | 154 | #WRITE(GBA,$302834) 155 | Signpost Kingdom<END> 156 | 157 | //POINTER #27 @ $302838 - STRING #27 @ $3025A2 158 | 159 | #WRITE(GBA,$302838) 160 | Signpost Kingdom<END> 161 | 162 | //POINTER #28 @ $30283C - STRING #28 @ $3025AB 163 | 164 | #WRITE(GBA,$30283C) 165 | Mountain Range<END> 166 | 167 | //POINTER #29 @ $302840 - STRING #29 @ $3025B5 168 | 169 | #WRITE(GBA,$302840) 170 | Mountain Range<END> 171 | 172 | //POINTER #30 @ $302844 - STRING #30 @ $3025BF 173 | 174 | #WRITE(GBA,$302844) 175 | Signpost Kingdom<END> 176 | 177 | //POINTER #31 @ $302848 - STRING #31 @ $3025C8 178 | 179 | #WRITE(GBA,$302848) 180 | Signpost Kingdom<END> 181 | 182 | //POINTER #32 @ $30284C - STRING #32 @ $3025D1 183 | 184 | #WRITE(GBA,$30284C) 185 | Passageway<END> 186 | 187 | //POINTER #33 @ $302850 - STRING #33 @ $3025D9 188 | 189 | #WRITE(GBA,$302850) 190 | Sunasuna Desert<END> 191 | 192 | //POINTER #34 @ $302854 - STRING #34 @ $3025E1 193 | 194 | #WRITE(GBA,$302854) 195 | Sunasuna Desert<END> 196 | 197 | //POINTER #35 @ $302858 - STRING #35 @ $3025E9 198 | 199 | #WRITE(GBA,$302858) 200 | Signpost Kingdom<END> 201 | 202 | //POINTER #36 @ $30285C - STRING #36 @ $3025F2 203 | 204 | #WRITE(GBA,$30285C) 205 | Deza Town<END> 206 | 207 | //POINTER #37 @ $302860 - STRING #37 @ $3025F8 208 | 209 | #WRITE(GBA,$302860) 210 | Sunasuna Desert<END> 211 | 212 | //POINTER #38 @ $302864 - STRING #38 @ $302600 213 | 214 | #WRITE(GBA,$302864) 215 | Sunasuna Desert<END> 216 | 217 | //POINTER #39 @ $302868 - STRING #39 @ $302608 218 | 219 | #WRITE(GBA,$302868) 220 | Inside of the rock<END> 221 | 222 | //POINTER #40 @ $30286C - STRING #40 @ $30260E 223 | 224 | #WRITE(GBA,$30286C) 225 | Chronos Lab<END> 226 | 227 | //POINTER #41 @ $302870 - STRING #41 @ $302614 228 | 229 | #WRITE(GBA,$302870) 230 | Atsukan Volcano<END> 231 | 232 | //POINTER #42 @ $302874 - STRING #42 @ $30261C 233 | 234 | #WRITE(GBA,$302874) 235 | Atsukan Volcano<END> 236 | 237 | //POINTER #43 @ $302878 - STRING #43 @ $302624 238 | 239 | #WRITE(GBA,$302878) 240 | Atsukan Volcano<END> 241 | 242 | //POINTER #44 @ $30287C - STRING #44 @ $30262C 243 | 244 | #WRITE(GBA,$30287C) 245 | Atsukan Plateau<END> 246 | 247 | //POINTER #45 @ $302880 - STRING #45 @ $302634 248 | 249 | #WRITE(GBA,$302880) 250 | Atsukan Plateau<END> 251 | 252 | //POINTER #46 @ $302884 - STRING #46 @ $30263C 253 | 254 | #WRITE(GBA,$302884) 255 | Caldera Lake<END> 256 | 257 | //POINTER #47 @ $302888 - STRING #47 @ $302642 258 | 259 | #WRITE(GBA,$302888) 260 | Atsukan Plateau<END> 261 | 262 | //POINTER #48 @ $30288C - STRING #48 @ $30264A 263 | 264 | #WRITE(GBA,$30288C) 265 | Ember City<END> 266 | 267 | //POINTER #49 @ $302890 - STRING #49 @ $302651 268 | 269 | #WRITE(GBA,$302890) 270 | Flame Pillar Road<END> 271 | 272 | //POINTER #50 @ $302894 - STRING #50 @ $302659 273 | 274 | #WRITE(GBA,$302894) 275 | Lava City<END> 276 | 277 | //POINTER #51 @ $302898 - STRING #51 @ $30265F 278 | 279 | #WRITE(GBA,$302898) 280 | Lava City<END> 281 | 282 | //POINTER #52 @ $30289C - STRING #52 @ $302665 283 | 284 | #WRITE(GBA,$30289C) 285 | Moto Jetter<END> 286 | 287 | //POINTER #53 @ $3028A0 - STRING #53 @ $30266D 288 | 289 | #WRITE(GBA,$3028A0) 290 | Flame Pillar Road<END> 291 | 292 | //POINTER #54 @ $3028A4 - STRING #54 @ $302675 293 | 294 | #WRITE(GBA,$3028A4) 295 | Lava City<END> 296 | 297 | //POINTER #55 @ $3028A8 - STRING #55 @ $30267B 298 | 299 | #WRITE(GBA,$3028A8) 300 | TV Station<END> 301 | 302 | //POINTER #56 @ $3028AC - STRING #56 @ $302682 303 | 304 | #WRITE(GBA,$3028AC) 305 | Ibsy's House<END> 306 | 307 | //POINTER #57 @ $3028B0 - STRING #57 @ $302689 308 | 309 | #WRITE(GBA,$3028B0) 310 | Ice Cave<END> 311 | 312 | //POINTER #58 @ $3028B4 - STRING #58 @ $302692 313 | 314 | #WRITE(GBA,$3028B4) 315 | Northern Cliff<END> 316 | 317 | //POINTER #59 @ $3028B8 - STRING #59 @ $30269A 318 | 319 | #WRITE(GBA,$3028B8) 320 | Northern Cliff<END> 321 | 322 | //POINTER #60 @ $3028BC - STRING #60 @ $3026A2 323 | 324 | #WRITE(GBA,$3028BC) 325 | Aqua Plains<END> 326 | 327 | //POINTER #61 @ $3028C0 - STRING #61 @ $3026AA 328 | 329 | #WRITE(GBA,$3028C0) 330 | Leafy Lake<END> 331 | 332 | //POINTER #62 @ $3028C4 - STRING #62 @ $3026AF 333 | 334 | #WRITE(GBA,$3028C4) 335 | Sun Temple<END> 336 | 337 | //POINTER #63 @ $3028C8 - STRING #63 @ $3026B8 338 | 339 | #WRITE(GBA,$3028C8) 340 | Foress Town<END> 341 | 342 | //POINTER #64 @ $3028CC - STRING #64 @ $3026C0 343 | 344 | #WRITE(GBA,$3028CC) 345 | Aqua Plains<END> 346 | 347 | //POINTER #65 @ $3028D0 - STRING #65 @ $3026C8 348 | 349 | #WRITE(GBA,$3028D0) 350 | Aqua Village<END> 351 | 352 | //POINTER #66 @ $3028D4 - STRING #66 @ $3026CE 353 | 354 | #WRITE(GBA,$3028D4) 355 | Sun Temple<END> 356 | 357 | //POINTER #67 @ $3028D8 - STRING #67 @ $3026D7 358 | 359 | #WRITE(GBA,$3028D8) 360 | Moon Temple<END> 361 | 362 | //POINTER #68 @ $3028DC - STRING #68 @ $3026DE 363 | 364 | #WRITE(GBA,$3028DC) 365 | Moto Jetter<END> 366 | 367 | //POINTER #69 @ $3028E0 - STRING #69 @ $3026E6 368 | 369 | #WRITE(GBA,$3028E0) 370 | Rock Mountain West<END> 371 | 372 | //POINTER #70 @ $3028E4 - STRING #70 @ $3026ED 373 | 374 | #WRITE(GBA,$3028E4) 375 | Rock Mountain East<END> 376 | 377 | //POINTER #71 @ $3028E8 - STRING #71 @ $3026F5 378 | 379 | #WRITE(GBA,$3028E8) 380 | Morimori Forest<END> 381 | 382 | //POINTER #72 @ $3028EC - STRING #72 @ $3026FD 383 | 384 | #WRITE(GBA,$3028EC) 385 | Moto Jetter<END> 386 | 387 | //POINTER #73 @ $3028F0 - STRING #73 @ $302705 388 | 389 | #WRITE(GBA,$3028F0) 390 | East Aqua<END> 391 | 392 | //POINTER #74 @ $3028F4 - STRING #74 @ $30270C 393 | 394 | #WRITE(GBA,$3028F4) 395 | Northern Cliff<END> 396 | 397 | //POINTER #75 @ $3028F8 - STRING #75 @ $302714 398 | 399 | #WRITE(GBA,$3028F8) 400 | Laboratory<END> 401 | 402 | //POINTER #76 @ $3028FC - STRING #76 @ $30271C 403 | 404 | #WRITE(GBA,$3028FC) 405 | Excavation Site<END> 406 | 407 | //POINTER #77 @ $302900 - STRING #77 @ $302724 408 | 409 | #WRITE(GBA,$302900) 410 | Moto Jetter<END> 411 | 412 | //POINTER #78 @ $302904 - STRING #78 @ $30272C 413 | 414 | #WRITE(GBA,$302904) 415 | Sando Village<END> 416 | 417 | //POINTER #79 @ $302908 - STRING #79 @ $302733 418 | 419 | #WRITE(GBA,$302908) 420 | Deza Town<END> 421 | 422 | //POINTER #80 @ $30290C - STRING #80 @ $302739 423 | 424 | #WRITE(GBA,$30290C) 425 | Experiment Base<END> 426 | 427 | //POINTER #81 @ $302910 - STRING #81 @ $302740 428 | 429 | #WRITE(GBA,$302910) 430 | Signpost Kingdom<END> 431 | 432 | //POINTER #82 @ $302914 - STRING #82 @ $302749 433 | 434 | #WRITE(GBA,$302914) 435 | Moto jetter<END> 436 | 437 | //POINTER #83 @ $302918 - STRING #83 @ $302751 438 | 439 | #WRITE(GBA,$302918) 440 | Ember City<END> 441 | 442 | //POINTER #84 @ $30291C - STRING #84 @ $302758 443 | 444 | #WRITE(GBA,$30291C) 445 | Lava City<END> 446 | 447 | //POINTER #85 @ $302920 - STRING #85 @ $30275E 448 | 449 | #WRITE(GBA,$302920) 450 | Caldera Lake<END> 451 | 452 | //POINTER #86 @ $302924 - STRING #86 @ $302764 453 | 454 | #WRITE(GBA,$302924) 455 | TV Station<END> 456 | 457 | //POINTER #87 @ $302928 - STRING #87 @ $30276B 458 | 459 | #WRITE(GBA,$302928) 460 | Chronos Lab<END> 461 | 462 | //POINTER #88 @ $30292C - STRING #88 @ $302771 463 | 464 | #WRITE(GBA,$30292C) 465 | Moto Jetter<END> 466 | 467 | //POINTER #89 @ $302930 - STRING #89 @ $302779 468 | 469 | #WRITE(GBA,$302930) 470 | Aqua Village<END> 471 | 472 | //POINTER #90 @ $302934 - STRING #90 @ $30277F 473 | 474 | #WRITE(GBA,$302934) 475 | Northern Cliff<END> 476 | 477 | //POINTER #91 @ $302938 - STRING #91 @ $302787 478 | 479 | #WRITE(GBA,$302938) 480 | Foress Town<END> 481 | 482 | //POINTER #92 @ $30293C - STRING #92 @ $30278F 483 | 484 | #WRITE(GBA,$30293C) 485 | Sun Temple<END> 486 | 487 | //POINTER #93 @ $302940 - STRING #93 @ $302798 488 | 489 | #WRITE(GBA,$302940) 490 | Excavation Site<END> 491 | 492 | //POINTER #94 @ $302944 - STRING #94 @ $3027A0 493 | 494 | #WRITE(GBA,$302944) 495 | Experiment Base<END> 496 | 497 | //POINTER #95 @ $302948 - STRING #95 @ $3027A7 498 | 499 | #WRITE(GBA,$302948) 500 | Chronos Lab<END> 501 | 502 | //POINTER #96 @ $30294C - STRING #96 @ $3027AD 503 | 504 | #WRITE(GBA,$30294C) 505 | Sun Temple<END> 506 | 507 | //POINTER #97 @ $302950 - STRING #97 @ $3027B6 508 | 509 | #WRITE(GBA,$302950) 510 | Armor Joe<END> 511 | 512 | //POINTER #98 @ $302954 - STRING #98 @ $3027BD 513 | 514 | #WRITE(GBA,$302954) 515 | Planet Bomber<END> 516 | 517 | //POINTER #99 @ $302958 - STRING #99 @ $3027C4 518 | 519 | #WRITE(GBA,$302958) 520 | Bomber Hall<END> 521 | 522 | 523 | -------------------------------------------------------------------------------- /script/jetters_013.txt: -------------------------------------------------------------------------------- 1 | //GAME NAME: Bomberman Jetters - Densetsu no Bomberman (GBA) 2 | 3 | //BLOCK #013 NAME: 13 Karabon Names 4 | 5 | // -------------------------------------- 6 | // Define a TABLE 7 | #VAR(Table, TABLE) 8 | 9 | // Load and activate the table 10 | #ADDTBL("script/jetters_eng.tbl", Table) 11 | #ACTIVETBL(Table) 12 | 13 | // Setup GBA pointers and Pointer Table 14 | #VAR(GBA, CUSTOMPOINTER) 15 | 16 | // Create our pointer type 17 | #CREATEPTR(GBA, "LINEAR", $-08000000, 32) 18 | 19 | #JMP($620000) 20 | // -------------------------------------- 21 | 22 | //POINTER #0 @ $273104 - STRING #0 @ $27303C 23 | 24 | #WRITE(GBA,$273104) 25 | //ポミュ<END> 26 | Pommy<END> 27 | 28 | //POINTER #1 @ $273108 - STRING #1 @ $273040 29 | 30 | #WRITE(GBA,$273108) 31 | //フライポミュ<END> 32 | Pommy Fly<END> 33 | 34 | //POINTER #2 @ $27310C - STRING #2 @ $273047 35 | 36 | #WRITE(GBA,$27310C) 37 | //ウイングポミュ<END> 38 | Pommy Wing<END> 39 | 40 | //POINTER #3 @ $273110 - STRING #3 @ $27304F 41 | 42 | #WRITE(GBA,$273110) 43 | //エンジェルポミュ<END> 44 | Pommy Angel<END> 45 | 46 | //POINTER #4 @ $273114 - STRING #4 @ $273058 47 | 48 | #WRITE(GBA,$273114) 49 | //シェル<END> 50 | Kai-Man<END> 51 | 52 | //POINTER #5 @ $273118 - STRING #5 @ $27305C 53 | 54 | #WRITE(GBA,$273118) 55 | //シングルシェル<END> 56 | //Single Kai-Man<END> 57 | Uni-Kai<END> 58 | 59 | //POINTER #6 @ $27311C - STRING #6 @ $273064 60 | 61 | #WRITE(GBA,$27311C) 62 | //ツインシェル<END> 63 | //Double Kai-Man<END> 64 | Bai-Kai<END> 65 | 66 | //POINTER #7 @ $273120 - STRING #7 @ $27306B 67 | 68 | #WRITE(GBA,$273120) 69 | //トリプルシェル<END> 70 | //Triple Kai-Man<END> 71 | Tri-Kai<END> 72 | 73 | //POINTER #8 @ $273124 - STRING #8 @ $273073 74 | 75 | #WRITE(GBA,$273124) 76 | //エレフ<END> 77 | Elif<END> 78 | 79 | //POINTER #9 @ $273128 - STRING #9 @ $273077 80 | 81 | #WRITE(GBA,$273128) 82 | //エレファ<END> 83 | Elifa<END> 84 | 85 | //POINTER #10 @ $27312C - STRING #10 @ $27307C 86 | 87 | #WRITE(GBA,$27312C) 88 | //エレファン<END> 89 | Elifan<END> 90 | 91 | //POINTER #11 @ $273130 - STRING #11 @ $273082 92 | 93 | #WRITE(GBA,$273130) 94 | //ビッグエレファン<END> 95 | //Big Elifan<END> 96 | Maxelifan<END> 97 | 98 | //POINTER #12 @ $273134 - STRING #12 @ $27308B 99 | 100 | #WRITE(GBA,$273134) 101 | //パン<END> 102 | Pan<END> 103 | 104 | //POINTER #13 @ $273138 - STRING #13 @ $27308E 105 | 106 | #WRITE(GBA,$273138) 107 | //パンサー<END> 108 | Panther<END> 109 | 110 | //POINTER #14 @ $27313C - STRING #14 @ $273093 111 | 112 | #WRITE(GBA,$27313C) 113 | //パンサーファング<END> 114 | Panther Fang<END> 115 | 116 | //POINTER #15 @ $273140 - STRING #15 @ $27309C 117 | 118 | #WRITE(GBA,$273140) 119 | //ラピッドパンサー<END> 120 | Rapid Panther<END> 121 | 122 | //POINTER #16 @ $273144 - STRING #16 @ $2730A5 123 | 124 | #WRITE(GBA,$273144) 125 | //イール<END> 126 | Eel<END> 127 | 128 | //POINTER #17 @ $273148 - STRING #17 @ $2730A9 129 | 130 | #WRITE(GBA,$273148) 131 | //シーイール<END> 132 | Sea Eel<END> 133 | 134 | //POINTER #18 @ $27314C - STRING #18 @ $2730AF 135 | 136 | #WRITE(GBA,$27314C) 137 | //マリンイール<END> 138 | Marine Eel<END> 139 | 140 | //POINTER #19 @ $273150 - STRING #19 @ $2730B6 141 | 142 | #WRITE(GBA,$273150) 143 | //グレートイール<END> 144 | Great Eel<END> 145 | 146 | //POINTER #20 @ $273154 - STRING #20 @ $2730BE 147 | 148 | #WRITE(GBA,$273154) 149 | //ドーラ<END> 150 | Doora<END> 151 | 152 | //POINTER #21 @ $273158 - STRING #21 @ $2730C2 153 | 154 | #WRITE(GBA,$273158) 155 | //ドラン<END> 156 | Doran<END> 157 | 158 | //POINTER #22 @ $27315C - STRING #22 @ $2730C6 159 | 160 | #WRITE(GBA,$27315C) 161 | //ドラコ<END> 162 | Dorako<END> 163 | 164 | //POINTER #23 @ $273160 - STRING #23 @ $2730CA 165 | 166 | #WRITE(GBA,$273160) 167 | //ドラゴーン<END> 168 | Doragone<END> 169 | 170 | //POINTER #24 @ $273164 - STRING #24 @ $2730D0 171 | 172 | #WRITE(GBA,$273164) 173 | //プチラ<END> 174 | Petitra<END> 175 | 176 | //POINTER #25 @ $273168 - STRING #25 @ $2730D4 177 | 178 | #WRITE(GBA,$273168) 179 | //プテラ<END> 180 | Ptera<END> 181 | 182 | //POINTER #26 @ $27316C - STRING #26 @ $2730D8 183 | 184 | #WRITE(GBA,$27316C) 185 | //プテラドン<END> 186 | Pteradon<END> 187 | 188 | //POINTER #27 @ $273170 - STRING #27 @ $2730DE 189 | 190 | #WRITE(GBA,$273170) 191 | //プテラゴドン<END> 192 | //Pteragodon<END> 193 | PteranoRex<END> 194 | 195 | //POINTER #28 @ $273174 - STRING #28 @ $2730E5 196 | 197 | #WRITE(GBA,$273174) 198 | //ポッポ<END> 199 | Poppo<END> 200 | <END> 201 | 202 | //POINTER #29 @ $273178 - STRING #29 @ $2730E9 203 | 204 | #WRITE(GBA,$273178) 205 | //ポック<END> 206 | Puck<END> 207 | <END> 208 | 209 | //POINTER #30 @ $27317C - STRING #30 @ $2730ED 210 | 211 | #WRITE(GBA,$27317C) 212 | //ポックス<END> 213 | Pox<END> 214 | <END> 215 | 216 | //POINTER #31 @ $273180 - STRING #31 @ $2730F2 217 | 218 | #WRITE(GBA,$273180) 219 | //エレックス<END> 220 | Elex<END> 221 | <END> 222 | 223 | //POINTER #32 @ $273184 - STRING #32 @ $2730F8 224 | 225 | #WRITE(GBA,$273184) 226 | //????????<END> 227 | ????????<END> 228 | -------------------------------------------------------------------------------- /script/jetters_eng.tbl: -------------------------------------------------------------------------------- 1 | 2 | 20= 3 | 21=! 4 | 22=" 5 | 23=# 6 | 24=$ 7 | 25=% 8 | 26=& 9 | 27=' 10 | 28=( 11 | 29=) 12 | 2A=* 13 | 2B=+ 14 | 2C=, 15 | 2D=- 16 | 2E=. 17 | 2F=/ 18 | 30=0 19 | 31=1 20 | 32=2 21 | 33=3 22 | 34=4 23 | 35=5 24 | 36=6 25 | 37=7 26 | 38=8 27 | 39=9 28 | 3A=: 29 | 3B=; 30 | 3C=< 31 | 3D== 32 | 3E=> 33 | 3F=? 34 | 40=@ 35 | 41=A 36 | 42=B 37 | 43=C 38 | 44=D 39 | 45=E 40 | 46=F 41 | 47=G 42 | 48=H 43 | 49=I 44 | 4A=J 45 | 4B=K 46 | 4C=L 47 | 4D=M 48 | 4E=N 49 | 4F=O 50 | 50=P 51 | 51=Q 52 | 52=R 53 | 53=S 54 | 54=T 55 | 55=U 56 | 56=V 57 | 57=W 58 | 58=X 59 | 59=Y 60 | 5A=Z 61 | 5B=[ 62 | 5C=\ 63 | 5D=] 64 | 5E=^ 65 | 5F=_ 66 | 60=` 67 | 61=a 68 | 62=b 69 | 63=c 70 | 64=d 71 | 65=e 72 | 66=f 73 | 67=g 74 | 68=h 75 | 69=i 76 | 6A=j 77 | 6B=k 78 | 6C=l 79 | 6D=m 80 | 6E=n 81 | 6F=o 82 | 70=p 83 | 71=q 84 | 72=r 85 | 73=s 86 | 74=t 87 | 75=u 88 | 76=v 89 | 77=w 90 | 78=x 91 | 79=y 92 | 7A=z 93 | 7B={ 94 | 7C=| 95 | 7D=} 96 | 7E=~ 97 | 98 | B0=▼ 99 | B1=♥ 100 | 101 | D1=<S1> 102 | D2=<S2> 103 | D3=<S3> 104 | D4=<S4> 105 | D5=<S5> 106 | D6=<S6> 107 | D7=<S7> 108 | D8=<S8> 109 | 110 | 111 | DD=→ 112 | 113 | 114 | E000=<JUMP> 115 | E001=<JUMP_FLAG_SET> 116 | E002=<JUMP_FLAG_CLEAR> 117 | E003=<SET_FLAG> 118 | E004=<CLEAR_FLAG> 119 | E005=<PROMPT_SWAP_NO> 120 | E006=<PROMPT_3> 121 | E007=<NUMBER0> 122 | E008=<NUMBER1> 123 | E009=<NUMBER2> 124 | E00A=<PLACE> 125 | E00B=<WORLD> 126 | E00C=<PLANET> 127 | E00D=<EQUIP_KARABON> 128 | E00E=<ADD_MAX_HP> 129 | E00F=<ADD_HP> 130 | E010=<PROMPT_SWAP_YES> 131 | E011=<HEAL> 132 | E012=<SFX> 133 | E013=<ANIMATE> 134 | E014=<SFX_EQUIPMENT> 135 | E015=<ADD_GOLD> 136 | E016=<JUMP_FULL_HEALTH> 137 | E017=<PROMPT_YES> 138 | E018=<PROMPT_NO> 139 | E019=<NAME_CARD_RAW> 140 | E01A=<NAME> 141 | E01B=<NAME_CARD> 142 | E01C=<JUMP_GOLD> 143 | E01D=<SUB_GOLD> 144 | E01E=<EVENT> 145 | E01F=<E01F_CLEAR> 146 | E020=<JUMP_SIGNPOST> 147 | E021=<NAME_CARD_KARABON> 148 | E022=<SFX_LOAD> 149 | E023=<NUMBER1_2DIGIT> 150 | E024=<NUMBER2_2DIGIT> 151 | 152 | 153 | /F8=<PAUSE> 154 | F9=<HALF> 155 | FA=<LINE> 156 | FB=<WAIT> 157 | /FC=<NEXT> 158 | /FD=<CLOSE> 159 | /FF=<END> 160 | 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-------------------------------------------------------------------------------- /tools/readme.txt: -------------------------------------------------------------------------------- 1 | an overview of what each tool does 2 | 3 | armips.exe 4 | ---------- 5 | asm assembler / patcher 6 | 7 | can do a variety of tasks. 8 | 9 | in fact, armips can be used to extract various data 10 | instead of just patching (check out the extract.bat script) 11 | 12 | please do not replace! don't fix things that aren't broken! 13 | 14 | C1.exe 15 | ------ 16 | process raw map into asm jetters compatible map 17 | 18 | used during the build process after E1.exe generates a 19 | "raw" map file from tiles and descriptor 20 | 21 | E1.exe 22 | ------ 23 | creates a bmp file and descriptor from a tileset and jetters map 24 | 25 | used during for the extract process 26 | 27 | G1.exe 28 | ------ 29 | creates a raw map and tileset from a bmp 30 | 31 | meant to be generic, basically replicates the function of grit 32 | 33 | note: g1 process tiles from top-to-bottom, left-to-right 34 | so the top left tile will be tile 1 or 0 35 | (tile 0 will always be the empty tile) 36 | 37 | GBAmdc.exe 38 | ---------- 39 | extracts and decompress lz77 directly from rom 40 | 41 | used for the extract process 42 | 43 | lzss.exe 44 | -------- 45 | compress/decompress files as lz77 46 | 47 | used for the build process 48 | to compress tilesets 49 | --------------------------------------------------------------------------------