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Where does the MSDOS engine (and other releases) store the text strings? #15
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I have a hunch that the text strings may be encoded in one of these places:
|
But it seems resource 0x11 has polygon data (fabiensanglard/Another-World-Bytecode-Interpreter#23) Also we see resource 0x11 being loaded as "video2" by my AnotherWorldVM driver on MAME: So perhaps the text strings are indeed in the |
For the record, the hardcoded string data is available at: And there's also hardcoded font data which we also don't know where/how it was stored on the original game files. On @fabiensanglard's VM it is declared at: |
while we haven't yet figured out how to extract the data directly from the original game files. (issue #15)
@toymak3r, this is an easier task on some releases. I know that for the "SEGA Genesis - Europe" release, the string data is uncompressed within the ROM (can be easily seen with the |
And also the MSDOS release seems to involve some sort of compression (or obfuscation) which is also more challenging than starting with the releases that were shipped with raw text string data. An interesting caveat is that some releases seem to provide multiple sets of text strings (for supporting the game in multiple languages, instead of only English) |
Fun fact discovered by c9d4618: It seems that the SEGA Genesis Europe cartridge has a typo in the string "SURE ?" (missing the letter E), while the same text on the MSDOS release does not have that typo. |
Yes! Strings in the MSDOS release are in the ANOTHER.EXE file which is compressed using something similar to LZSS, but I haven't yet fully decoded it. This is work in progress. I'm not yet sure how those 16-bit control words work (EC8F, 1F07, 807F, etc): |
We need to figure it out and then to write a script to generate a pair of
str_data.rom
andstr_index.rom
files (whichAWVM_trace.py
uses to place comments with the string contents on the generated disasm listings).These files will also be used on the FPGA project at: https://github.com/felipesanches/AnotherWorld_FPGA
@fabiensanglard's VM (https://github.com/fabiensanglard/Another-World-Bytecode-Interpreter) keeps the strings hardcoded. For this AW-VMTools project we want to extract absolutely everything from the original game files, instead.
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