Light Script 0.03
KingMike 6/1/06

This is my script dumping utility.
Release 3.

This program is a generic video game script dumping tool.
I support standard .tbl files.
I also added a couple extra options:

Substring support.

****************************
SUBSTRING SUPPORT
****************************
Formats:
FIXED-LENGTH STRINGS
--------------------
$aa=FIXED,bbbbb,c,d
where:
aa = the hex value used to call the substring table
bbbbb = the ROM offset the text starts at
c = the string length
d = the number of bytes used to represent a substring entry.
    (so, 1 byte for max 256 entries, 2 bytes for max 65536)
    (currently, I assume low byte first for multi-byte
    entry codes)

Example:
$40=FIXED,10000,6,1
would indicate that when $40 is read from your script file,
the following 1 byte should be read to determine
which entry in a table of 6-byte strings at address 10000
in the ROM should be used.

SNES POINTERS
-------------
$aa=SNES,b,ccccc,d
where:
aa = the hex value used to call the substring table
b = L for LoROM, H for HiROM
ccccc = pointer table offset
d = number of bytes to represent substring

Example:
$EC=SNES,L,4000,d
Hex value $EC in script is a call to a substring with a pointer at $00:C000 (SNES LoROM address).
Read 1 byte to get the entry in the table.

****************************
TABLE SWAPPING SUPPORT
****************************
$aa=TABLE,b
where
aa = the hex value used to swap table
b = the table number to swap in.
Currently, I will reload table 0 at each end-of-string marker.
Make sure that your tables are named with the last byte as the
table #, such as game0.tbl and game1.tbl.
So, if byte 50 in your script was an opcode to switch to table
1 (game1.tbl), you'd have
$50=TABLE,1
and if byte 51 was to switch back (to game0.tbl), you'd have
$51=TABLE,0