News:

11 March 2016 - Forum Rules

Main Menu

Phantasy Star I - Finding the spell names?

Started by FlamePurge, December 02, 2015, 03:57:51 PM

Previous topic - Next topic

FlamePurge

Hi everyone, I've been messing around in various versions of Phantasy Star I lately, and I've been trying to compile the table file for the original game. (Not planning on releasing anything, I promise.) But for the life of me, I can't find the spell names. Credits, item names, all dialogue including dictionary words? All found and compiled. But I Ctrl+F "THUN" or "WIND" in Windhex32--can't find it.

Anyone have any idea? Could the spell names be stored as graphics in the ROM? Is there some kind of special compression just for this game's, like, twelve spell names? I'm very confused, and hope someone can shed some light on this soon.

Thanks for your time; have a great day! :beer:
Check out and discuss my projects

tvtoon

As far as I remember, these menus in Phantasy Star, like most old games, use tilemaps. So you will need to watch memory. :)

FlamePurge

Can you explain it clearer? Do you think the magic names are stored in VRAM, maybe?
Check out and discuss my projects

Rand

Quote from: vivify93 on December 02, 2015, 03:57:51 PM
(Not planning on releasing anything, I promise.)
Holding you to that, Vivify. Because if you do, you know I'll have to monkey with it at some point and embarrass myself in front of the Internet doing it.
http://www.twitch.tv/randkin
Feel free to watch me both stream old classics and fail miserably with the OBS controls!

FlamePurge

Hahah, no, I was just curious about it. Play SMS Power!'s retranslation if you want a purer Phantasy Star I experience.
Check out and discuss my projects

tvtoon

Quote from: vivify93 on December 03, 2015, 05:51:49 PM
Can you explain it clearer? Do you think the magic names are stored in VRAM, maybe?
No, I meant that you have to check the memory to know how tilemaps work. For record: tilemap example, tilemap tutorial.

henke37

There are two approaches. First is that the game uses a non standard character encoding. That means that you can't search for the text unless you figure out the encoding. Depending on the design, this may, but far from has to, mean that one character value directly corresponds to one tile in a tileset.

Second is that the text isn't treated as text at all, the game just treats it as an image.

And to make both extra fun, the game might be using compression.