Quote
kanji array encoding is when an array of kanji bytes are indicated
with a trigger, and then "index bytes", following. in most games,
kanji are stored as dual-byte values, such as:
C0 12
to save space, some game developers used kanji array encoding for
saving space with long lists of kanji in a row. a normal kanji array
string might look like this:
C2 12 34 56
which would be the equivilant to:
C0 12 C0 34 C0 56
C1 would be a trigger for the 2 following bytes, C2 would be 3, C3
would be 4, etc.
a few games that use this space saving technique are burning heroes,
la wares, and popful mail. now, if you want to support kanji array
encoding in your script dump, make a table entry like this:
@C1=2,C000
where C1 is the kanji array trigger byte, 2 is how many bytes following
it are to be printed as kanji, and C000 is the value to add to those
bytes to get their respective kanji value in the table. keep in mind,
if you have the above in your table, and the following is in the rom:
C1 12 34 56
it will be expecting that there is a table entry for C012, C034, and
C056. i hope the method for kanji array encoding that i've implemented
will meet most peoples needs.
with a trigger, and then "index bytes", following. in most games,
kanji are stored as dual-byte values, such as:
C0 12
to save space, some game developers used kanji array encoding for
saving space with long lists of kanji in a row. a normal kanji array
string might look like this:
C2 12 34 56
which would be the equivilant to:
C0 12 C0 34 C0 56
C1 would be a trigger for the 2 following bytes, C2 would be 3, C3
would be 4, etc.
a few games that use this space saving technique are burning heroes,
la wares, and popful mail. now, if you want to support kanji array
encoding in your script dump, make a table entry like this:
@C1=2,C000
where C1 is the kanji array trigger byte, 2 is how many bytes following
it are to be printed as kanji, and C000 is the value to add to those
bytes to get their respective kanji value in the table. keep in mind,
if you have the above in your table, and the following is in the rom:
C1 12 34 56
it will be expecting that there is a table entry for C012, C034, and
C056. i hope the method for kanji array encoding that i've implemented
will meet most peoples needs.
The explanation is so vague, or am I too stupid to understand it. My game has these Kanji in the table
...
0012A2=英
0012A3=雄
....
And in the Rom, there's a value: 0012A2A3, which is equivalent
to 英雄 displayed in the game. So what should I have in the table in order to print 0012A2A3 as 英雄?
Thank you very much for reading and thank you in advantage.