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Hey, thanks for the information! Sorry for taking so long to respond; I wasn't in a position to document symbols (I'm still not, really).
If you don't mind, could you confirm some of the addresses for me? Specifically, everything from 0200B201 onward? The data structures themselves look right (even the high score table), but they appear to be shifted a few bytes. It might be because we're decompiling the US version, which wouldn't have the language setting.
If you don't have the time to check everything from B201 to B39B, could you at least check from B201 to B204? One of those addresses should be ball speed (1 byte, 0 or 1), which is the only variable in that range we have confirmed the US address of.
0726 - SAVER indicator on/off (auto set based on time remaining)
B201 - GBP rumble (0 off, 1 [& other nonzero] on), directly affects vibration command generation, when entering options screen is read to draw the rumble cursor then forced to 1, when going back is restored as-is if not changed
B202 - ball speed (0 normal, 1 slow, 2 seems to play as normal but screws up field select screen
B203 - button layout preset
B204-B217 - custom layout
B218-B397 - highscore table (yep, it's really 4 bytes per character* and 8 for the value)
00-19 letters, then digits '0' to '9'; 24 dot; 25 comma; 26 heart; 27 exclamation mark again; 28 the default/blank dash; 29 space; 2A 'F'; the rest seem to be crap
B398-B3A1 - "POKEPINAGB" in ASCII
B3A2-B3A3 - seems to be a checksum for the save
B3A4-B3A7 - could be a save counter but it's weird (increases whenever the pokedex or highscore are changed/erased, when exiting the options menu, and when starting a new game, but not when doing a save & quit or continuing)
Don't take the multibyte ones for granted (32 bit score and 64 bit highscore? yet it works...)
Hope you'll find them useful though :)
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