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Research: [IDB available] Crash Bandicoot 2: N-Tranced Research Thread

Just to correct and add to the knowledge of text, the English text goes from 0x001D153C to 0x001D3984.

At 0x001D3C94 begins all of the French text, going through 0x001D5C1F.

At 0x001D5F30 begins all of the German text, going through 0x001D7F4F.

At 0x001D8260 begins all of the Spanish text, going through 0x001DA157.

At 0x001DA468 begins all of the Italian text, going through 0x001DC443.

Finally, at 0x001DC754 begins all of the Dutch text, going through 0x001DE72F.

Also, I've figured out how the game accesses the text!
Following each text section, is a table of 195 pointers to different sections of the text. (It is 0x310 bytes long)

Here are the offsets of each table (for clarification):
English: 0x001D3984
French: 0x001D5C20
German: 0x001D7F50
Spanish: 0x001DA158
Italian: 0x001DC444
Dutch: 0x001DE730

Here's the layout of the table, as far as I have bothered to figure out.
Spoiler:


Obviously it needs some people to go through and finish it out.

Also, I have noticed what look like two message codes, "<#>" and "<$>"
However, it should be noted that they are separate characters!
"<" and ">" print < and >, while "#" prints "A" and "$" prints "A", this is because "#" and "$" are 'invalid.' They have not font representation.

Also, to end a message, there are 2 bytes ,00 00, just like Team Fail said.
However, sometimes there are 4 bytes (00 00 00 00).

On the subject of newlines, it is quite simple... just put two the hex value 0x0A (newline in ASCII)
I'm not really sure on this, though.

Now, onto text color.
To set the text color, you just set one byte.
Value - Color - Usage
0x00 - None - None
0x01 - Orange - Used for normal stuff
0x02 - White/None - Not used?
0x03 - Green - Used for names
All else - puts "A" instead of color.
 
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Yeah. Mine just goes into the game. There's a regional difference right there. I'll add that to the OP.

Okay.

On another note, I took a look at the RAM, and I've identified the use of some offsets

Offset - Purpose
02000010 to 02000014 - Timer? (Goes up by one each frame)
02000018 to 0200001C - Key state
Spoiler:

020001CC to 020001D0 - Another timer?
02000E54 to 02000E5B - Player's sprite frame
02000E5C to 02000E60 - Altitude of player. Signed integer.
Spoiler:
 
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I actually just got the USA ROM, and I now have something else to add for text.
In the USA version, the text begins at 0x001D3820 and goes through 0x001D5C03, with the table starting at 0x001D5C04.

Also, it turns out the text is different from the EUR version completely!

In the EUR version, the last text is "use <#> to brake...", but in the USA version, the last text is "...but i have created turbo gates to help you stay ahead of the danger."

Also, the table for the USA version is shorter, being only 2FC bytes long, with 191 entries!

EDIT: A correction to the RAM addresses 02000E5C to 02000E60. It is the altitude of the player, but the extra is F if the player is going up, and 0 if he is going down.

EDIT 2: The tilesets are 256 colors, for the record.
 
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Hey, it's the same Einstein95 from TCRF here. I found these weird offsets after playing around for a bit:

0x03007DA3 (scrolls map (Y)):
00 - Return to Crash
<7F - Right
>7F - Left

0x03007DA7 (scrolls map (X)):
00 - Return to Crash
<7F - Down
>7F - Up

For example, if you were to set 0x03007DA7 to 80, then the camera moves up. It seems like it was planned to have a way of looking around the map, like in other games (Super Mario World springs to mind). This is probably true given that 00 returns back to Crash in a smooth camera movement.


ETA: Oh, and I found the time trial counter (not the gems)
Time Trial counter:
02002708 - Minutes
0200270C - Seconds
02002710 - Deciseconds (1/10th of a second)
02002714 - Centiseconds (1/100th of a second)

What's interesting is that it counts the centiseconds which aren't displayed in the timer.
 
Good work for that latest info, there are news regards this?? Youre still doing research???
 
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