
The game draws pixels in order of left to right, top to bottom.

N is the other 3 bits of the first nibble. If it is 0, then the game will read the next N nibbles as pixel data and draw them in that order. If it is 1, then the game will read the next nibble as pixel data and draw it N times. Data is read nibble-by-nibble:įirst, the high bit of the nibble is checked. Individual elements in the Glyph Textures block have a variable length. The number of pixels to move the cursor to the right, when drawing the text in-game. The encoding varies by language, which is covered in the strings documentation.Ĭ. Pointer to this element's texture data in the Glyph Textures block. This is an array of elements, each 8 bytes. Pointer to the number of elements in the Glyph Metadata block. Pointer to the start of the Glyph Metadata block. The sections below will cover only banner.bin-specific blocks of data.Įach element is read nibble-by-nibble to assemble the glyph.Įach element contains a pointer to the glyph texture, the letter it represents, and how many pixels wide the letter is.Ĭontains the pointer to Glyph Metadata, and the number of elements in that data block.Ī.

General SIR0 details can be found in the main SIR0 documentation. The file uses SIR0 headers to store its pointers. They contain data for the dungeon title font. NDS Sprites: Pokestar Studios related animated imagesīanner.bin and banner_s.bin are both found in the /FONT/ folder. Pokémon Mystery Dungeon: Red and Blue Rescue Team Pokémon Mystery Dungeon: Gates to InfinityĪSM Locations in the PMD:Explorers of Sky Games Let's Go Pikachu & Eevee Wonder Card Records Album Shiny Mythicals and where/how to find them.

From Clothing Set Wonder Cards to Bytes on Fashion Blocks
