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0x1718000 @ 9b18f11
0x1898000 @ 0be7b31
0x1e40000 @ 31f874e
0x2000000 @ 7f4b535
0x3fd5000 @ 8179108
0x3fed000 @ c47509f
academygfx
backgrounds
constants
faces @ 465b64e
gameboy @ 6c99ffe
rentals
rosters
text
Makefile
README.md
main.s
rom.md5
rom_header.s

README.md

text/ is done.

rosters/ is done.

rentals/ is done.

backgrounds/ is done.

academygfx/ is done.

(but for all of the above, some files could use better names)

Todo:

0x1718000/:

  • what is this?

0x1898000/:

  • what is this?

0x1e40000/:

  • this is references to logos and other texts. what is the format?

0x2000000/:

  • what is this?
  • answer: .pers.szp, containing yay0, containing FRAGMENT
  • but what is it?

faces/:

  • have been dumped to png
  • need to write a converter from png

0x3fd5000/:

  • contains .pers.szp files that in turn contain yay0-compressed data
  • these have been decompressed into the .bin files. but what is their format?
  • need to write a yay0/pers-szp compressor/decompressor

0x3fed000/:

  • just one file
  • looks like 253 entries, 16 bytes per entry
  • 253 is awfully close to 251
  • so it probably has something to do with pokémon species

There is a table at 0x04377d0 (contains .pers-szp containing yay0)

There is a table at 0x04494c0 (contains .pers-szp containing yay0)

There is a table at 0x1638000 (contains .pers-szp containing yay0)

Need to look into using armips for assembly.