puzzledude: Princess Zelda has different graphics than the other 6 maidens. that said, a bunch of uncles would be amusing.
GHANMI: i looked into it, and don't know where or how it's stored in the ROM, either. it is silly that they don't just have all the text uncompressed, given the gobs of free space available at the end of these ROMs.
July 27, 2013, 02:47:39 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I tried doing a relative search with monkeymoore on a memory dump from VBA for on-screen text hoping to find the table to no avail (I'm aware the SNES version uses a dictionnary)
i used VBA to dump WRAM (40000h bytes starting at address 2000000h) when the desired dialogue was onscreen. the decompressed ASCII text wound up at file address 5480h in the .DMP file. this is on a European ROM, playing in English.
i've read your posts elsewhere on this, and you're probably right that the ROM uses some crazy compression. whether it's LZ or something worse, i do not know. i wonder whether the compression can go inter-monologue, or if it's just intra-monologue. if it's the former, then it's probably not LZ (or at least not the implementations i've seen), as i don't see other monologues in WRAM to be referenced by the current one. if it's the latter, then whatever it was probably wouldn't be better than DTE or MTE in most cases, given how short most monologues are.
anyway, using a debugging emulator and setting a write breakpoint on 2005480h (and maybe some addresses immediately following it) should direct you to the routine that's doing the decompression.