*. Sticky notes


Let's start with some raw bitmaps.

Raw:
- $B6:A8AD = extra punctuation ($1b28ad)
- $9C:D111 = ending bitmap ($e5111)
- $9E:AB47-D547 = title screen ($f2b47)
- $B2:9832 = 8x8 fonts ($191832)

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Almost ALL text is stored as 8x8 tilemaps.

Story text and endings tend to be stored in ROM uncompressed.

For menus and stats, they are usually compressed.
Same goes for the bitmaps, mainly the in-game 'pause' / 'clear' ones.

There is a region check and some joypad protection (snes9x).

Font is 16x16 and 8x8. You should keep the digits as LARGE.


Special game info:
- There are 3 story endings (game 3). One if each stage is not cleared
  with a STAR. And 2 bonus ones - good / bad.

- There's about 6 star endings (game 1). Depends on your points.
  Note that for string #5, the 'blank' space is filled with DIGITS.

- For games with difficulty, beating 'hard' mode will unlock 'insane'.

- Getting the 100% rating - ?!


The cheat file will help with games 1 (points)/2 (left)/3 (MT).

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Decoder is used for MOST of the data.

A series of variable-length structures batch runs the process.
Around $80:8941 (font.txt), this is your check point.

Algorithm is Raw, RLE-8, RLE-16, RLE-plus, LZ-plus, LZ-reverse, LZ-negative.

Strong Nintendo stuff but the encoder is built tougher. So data will have an
easier time fitting in-place.

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Do check the 'log_replace' files when replacing text.

They will report Atlas TABLE errors or MISSING characters.