Final Fantasy V has a category for Any% w/ Translation Patch, so it wouldn't be the first. It would (hopefully) open up the game to more runners. There's also a patch for Telefang 2 which is complete aside from Denjuu descriptions. For current information on Keitai Denjuu Telefang, including the English Translation Patch, please check out the following links: Tulunk Village Forums This is the heart of our community! Home of the English fan patch of Telefang 1 and Telefang 2.
![]() The following article is a ROM map for Keitai Denjuu Telefang.
The following ROM map is for the unofficial English translation Pokemon Diamond.
Text Values
(Each phrase has a 16 (10h)-character limit, and goes in the order of each Denjuu. Using all sixteen characters has a text wrapping issue, however.)
(Each phrase has a 16 (10h)-character limit, and goes in the order of each Denjuu. Using all sixteen characters has a text wrapping issue, however.)
(Each personality has an 8-character limit.)
Denjuu Data
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This determines how much a stat is gained in two levels. Each Denjuu takes up 6 bytes, one for each stat: HP, Speed, Attack, Defense, Denma Attack, and Denma Defense in that order. The higher the value, the more stat points a Denjuu will gain every level. The stats have a formula:
Stat = Base Stat + (Current Level - 1) * Stat Growth / 2
If this formula causes a stat to be a decimal, it will be rounded down, unless the Denjuu is at Level 2, in which case it will round up. If any of these values are high enough to cause the stat value to go past 255, it will be reduced mod 256, so be careful not to use too high values. Avoid using stat growth values above 5.
Almost every Denjuu is capable of getting experience points by giving them items in the same screen that you mod evolve Denjuu. There are an unlimited amount of items that can be used to give a small amount of experience, and one item that can be used for a large amount of experience. This data determines which items these are for every Denjuu.
Denjuu Encounter DataMap Acre Data
Each map has information about the Denjuu that appear in every acre. Each byte in the data represents one acre (or screen), and tells which group of Denjuu should appear. The data is read from left to right, then from top to bottom. Each value is a pointer, where you can find the starting address with this formula:
$1D56EE + $05 * (value)
For example, if an acre is $00, then it points to starting address $1D56EE. If an acre is $01, then it points to starting address $1D56F3, and so on.
* Antenna trees have the same Denjuu encounter data as the overworld; however, it is impossible to find Denjuu in any antenna tree. Even if an antenna tree has water (like in Palm Sea), you cannot find any Denjuu. Even if you were to hack in grass in an antenna tree, Denjuu still cannot be found. This is only listed for completeness sake.
** There is no way to find Denjuu in these places, but these are assumed to be the correct maps due to the way that the game orders the maps. Grass data
Determines whether Denjuu can be found just by walking on flat terrain, or whether they can only be found in grass/water. A value of 00 means Denjuu can be found in any terrain, whereas 01 (or any other value) means that they can only be found through grass or water (assuming that grass/water is in the acre, which it sometimes isn't).
Denjuu & Level Data
Each 5 bytes represents a group of Denjuu that can appear in a given acre. The first four bytes determine the four possible Denjuu that can appear, which the game chooses at random when a wild Denjuu appears. The probabilities for each Denjuu are different, depending on which byte it takes up. The probabilities are: 40% for the first slot, 30% for the second slot, 20% for the third and 10% for the fourth. It is possible to include the same Denjuu twice to make it more likely to appear. The fifth byte determines the median level that the Denjuu in the acre will be at, with a random possibility of ±1 level. For example, if this value is $05, the level of a Denjuu in that acre can be anywhere between 4-6, inclusive.
Secret Denjuu data
Each Denjuu here has 4 bytes of data:
Tiles
(Each item is 1E0h bytes long.)
(Each Denjuu is 380h bytes long, and is easily editable under a tile editor.)
(Each T-Fanger is 380h bytes long, and is easily editable under a tile editor.)
(Each evolution stage is C0h bytes long.)
(Each T-Fanger is 380h bytes long, and is easily editable under a tile editor.)
Tile Arrangements
This determines how tiles in different maps are arranged. Each four bytes makes up a 16x16-pixel square on the map.
Tile Colors
This determines what colors tiles on the map should have. Each four bytes determines the color of a 16x16-pixel square. Each tile in a square can have different colors. Each value in this range can be from 00-07, which assigns each tile a given palette.
Color PalettesDenjuu
LocationsOverworld
Other Locations
(Note: The last eight bytes for all these determines the color of the status bar on the bottom of the screen.)
Intro ScreenBackground
Sprites
Text boxes
Game Maps
Each map is 8x8 acres. The overworld map is actually four different maps combined to form one large 16x16-acre map. Each byte in these offsets starts on the top-left of the map, and goes from left to right, then top to bottom.
The pointer table for this data is located from $19C000-$19C09E. This pointer table is irregular in that each pointer is three bytes long instead of two. The first byte determines the map's graphics, music, tiles, and which ROM bank should be used for its acre data (how this exactly works is not known), and the next two tell the game where to find the map data in the ROM.
Acre Data
Map tilesets
[TODO: Fix these links; most of them are broken.]
Warp Data
This tells the game where the game should take you when you enter a doorway, cave, staircase, etc.
Because this data is always located right under the corresponding Game Map data, and because these vary in length from location to location, there is a pointer table from $19C000-$19C09E which tells where the map data starts, which you can use if you need to lengthen or shorten the warp data.
Treasure Chest Data
This tells the game everything about the treasure chests in the game for every map, including the acre that it's located in, the position on screen, the item it contains, and a unique number for each chest used for a flag.
Every two bytes is a pointer and tells the game where to look for each acre. It is assumed to be in the same order as the map data.
Sprite Data
Assembly code
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