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Old 08-28-2013, 09:31 PM   #1
Kubba
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Default Assembly and Text Editing

Hello.

I've been messing around with a GBC program in the BGB debugger. I've been trying to locate what portion of the ROM calls the game's font tiles so I can figure how how and where the game stores text info. A few areas of the ROM seem to write to the buffer and then to the screen in VRAM, but I still can't figure out what is actually calling the tileset.

Another approach I've made is finding the addresses for the font tileset in Windhex, but sadly I don't know how to locate the same address in BGB debugger because the two programs don't display addresses in the same way. My intent was to take the Hex data for the tilesets and do a relative search for text strings. I've tried searches for ASCII strings, but those came up nothing, so I think the text may be compressed in some way, but I can't be sure.

I'm probably lacking some integral knowledge, and I know that many games store text in different ways, but I was hoping to pick up some advice here.

Btw, the game is "Dragon Ball Z: Legendary Super Warriors".

Thanks for your time.
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Old 09-04-2013, 07:43 PM   #2
kone191
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You can describe a GB/C rom address in two ways.
Here's an example of writing address $1A870.

1) How hex editor shows it - 0x1A870.
2) Rom bank & pointer form - 06:6870.

You'll get the rom bank by dividing the address with 0x4000. The pointer then again is [Address] - [Bank] * 0x4000.

If I was you, I'd simply download GB Assembly Editor (from romhacking.net) and go to the rom bank where the tilemap of the font is located. There you can easily find the routine where the font address is loaded into some register pair - hl, bc or de.
And after you've done that, it's time to do a little bit of debugging and you're good to go.
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