test [xF9] - skip whole dialog? (uusaly behind choice, .. at end instead [/DialogEnd])


0_000  tim, insert disk image
0_001  .7 type file (dialogs)
0_002  contain more files (header - 4B number of files, 4B pointers to parts...)
       menu, game menu?
       (fonts align, texts (items, misc, ...), ...)
0_003-5 db files
0_006, 0_008  AKAO
0_009  db file; menu graphic, ... (0_009_1000.1 menu graphic, graphic for VRAM)
0_00A  tim, fonts
0_00B  battle texts image tim
0_02D-0_042 - japanese fonts/texts tims?
0_046  Menu tims, movie data(names)?
0_047  contain credits? Fonts+'the end' tim, fonts for credits?
0_048  fonts tim, area names tim, ...
0_049  world tims? textures of areas? (262 small tims)
0_04A  similar as 0_049, same size, 262 small tims, area textures?
0_04C  jap and eng text (places+misc), unknown, db file (akao)

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Note: there is possible 'destroy' japanese texts and thus increase space for english one
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Db files
(Dir contents)

1   graphic for vram, battle graphic?, menu graphic, Akao, ...

4   field related? (field script?)
5   field script?
6   Background TILE map? (how is background builded)
7   dialogs, 0th are ??, 1st dialogs
    0th are probadly japanese texts, 1st are english texts
8   ?? special data in header, not data for extract? Extract from something else?
9   Graphic, background? Widht 128 bytes, textures, paletes .... data for VRAM?
 -in Db files from 8th byte
  U2          Duh?   Duh?
  (1B)Height  (2B)Width  (2B)Pos in vram (first 5 bites X/64, rest 11 bites Y)  (2B+2B)rest?
A   AKAO (small ~20 to ~100 bytes)
B   AKAO (big   ~30 to ~6000 bytes)

9th contain Graphic data? 128Width, 16*16 height? = 32768Bytes; 32640 = files sizes


Header type 2 - folders, number of files
0   479
1   347
2   878
3   9042
4   414
5   414
6   414
7   810
9   9017
A   3677
B   600


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0_009_1000.1
 - tim file without header info, only Image data
(missing 8 bytes with data 0x10 00 00 00 02 00 00 00 - supposed for loading to VRAM)
0   4B  image block size (image data + image header)
4   2B  vram position X (0x1C0 (448))
6   2B  vram position Y 
8   2B  0x40 width (64 = width for VRAM (16bit width))
10  2B  0xFE height
12  ... data start (graphic is mostly 256px 4bit, some 8 bit, some 16bit paletes...)

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Fonts

2* TIM file (same, duplicit?)
font size 12*10px

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displayed Font widths (SLUS_006.62, position 0x)
 - width of whole character(font) including spaceing (guess)
 - width for text in field?
0   1B  always zero?
1   1B  font width (FW)

in Italian font hack (yeah double space for fonts)
0   1B  font width (FW)

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Font align (PE.IMG, 0x2B160 to 0x2B310 (exclude); file 0_002, 10th block (pos 0x7160))
 - how is character (font) aligned on screen, how looks in font TIM file (guess)
 - width for text in menu? (in file 002, where are menu texts, items, ...)
0b  4b  space before font in px (low nibble, Value&4) (FS)
4b  4b  font width in px (width of part with pixel) (FP)
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Usualy :
FW = FS + FP + 1; (1 for space behind character)
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possible use some japanese fonts
(some are diplayed, probadly those starting with opcodes or high number)

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