Mega Man ZX (USA) Dialogue chars table - AlaryVanEeckhout/Mega_Man_ZX_Editor GitHub Wiki

In this game the dialogue scripts are stored in files named with the prefix "talk_". Each byte(or pair of hexadecimal digits) corresponds to a char in the game's encoding(has similarities with ASCII). Some of them(>0xEF) have special behaviors and are not interpreted as chars to draw on screen.

This table shows all chars from the game's English font (chars 0x00 to 0x1F from the normal ASCII table are excluded, which means char 0x00-0x5E/0x80-0xDF for this table += 0x20 for the normal/extended ASCII table)

Value Description Additional Notes
0x00 ASCII
0x01 ! ASCII
0x02 " ASCII
0x03 # ASCII
0x04 $ ASCII
0x05 % ASCII
0x06 & ASCII
0x07 ' ASCII
0x08 ( ASCII
0x09 ) ASCII
0x0A * ASCII
0x0B + ASCII
0x0C , ASCII
0x0D - ASCII
0x0E . ASCII
0x0F / ASCII
0x10 0 ASCII
0x11 1 ASCII
0x12 2 ASCII
0x13 3 ASCII
0x14 4 ASCII
0x15 5 ASCII
0x16 6 ASCII
0x17 7 ASCII
0x18 8 ASCII
0x19 9 ASCII
0x1A : ASCII
0x1B ; ASCII
0x1C < ASCII
0x1D = ASCII
0x1E > ASCII
0x1F ? ASCII
0x20 @ ASCII
0x21 A ASCII
0x22 B ASCII
0x23 C ASCII
0x24 D ASCII
0x25 E ASCII
0x26 F ASCII
0x27 G ASCII
0x28 H ASCII
0x29 I ASCII
0x2A J ASCII
0x2B K ASCII
0x2C L ASCII
0x2D M ASCII
0x2E N ASCII
0x2F O ASCII
0x30 P ASCII
0x31 Q ASCII
0x32 R ASCII
0x33 S ASCII
0x34 T ASCII
0x35 U ASCII
0x36 V ASCII
0x37 W ASCII
0x38 X ASCII
0x39 Y ASCII
0x3A Z ASCII
0x3B [ ASCII
0x3C \ ASCII
0x3D ] ASCII
0x3E ^ ASCII
0x3F _ ASCII
0x40 ` ASCII
0x41 a ASCII
0x42 b ASCII
0x43 c ASCII
0x44 d ASCII
0x45 e ASCII
0x46 f ASCII
0x47 g ASCII
0x48 h ASCII
0x49 i ASCII
0x4A j ASCII
0x4B k ASCII
0x4C l ASCII
0x4D m ASCII
0x4E n ASCII
0x4F o ASCII
0x50 p ASCII
0x51 q ASCII
0x52 r ASCII
0x53 s ASCII
0x54 t ASCII
0x55 u ASCII
0x56 v ASCII
0x57 w ASCII
0x58 x ASCII
0x59 y ASCII
0x5A z ASCII
0x5B { ASCII
0x5C | ASCII
0x5D } ASCII
0x5E ~ ASCII
0x5F
0x60
0x61 unknown char, empty in font
0x62 𐄀
0x63 unknown char, empty in font
0x64
0x65
0x66 unknown char, empty in font
0x67 unknown char, empty in font
0x68 ˆ
0x69 unknown char, empty in font
0x6A Š
0x6B
0x6C Œ
0x6D unknown char, empty in font
0x6E Ž
0x6F unknown char, empty in font
0x70 unknown char, empty in font
0x71
0x72
0x73
0x74
0x75
0x76 unknown char, empty in font
0x77 unknown char, empty in font
0x78 ˜
0x79
0x7A š
0x7B
0x7C œ
0x7D unknown char, empty in font
0x7E ž
0x7F Ÿ
0x80 Extended ASCII, space
0x81 ¡ Extended ASCII
0x82 ¢ Extended ASCII
0x83 £ Extended ASCII
0x84 ¤ Extended ASCII, empty in font
0x85 ¥ Extended ASCII, empty in font
0x86 ¦ Extended ASCII, empty in font
0x87 § Extended ASCII, empty in font
0x88 ¨ Extended ASCII
0x89 © Extended ASCII
0x8A ª Extended ASCII
0x8B « Extended ASCII
0x8C ¬ Extended ASCII, empty in font
0x8D Extended ASCII, empty
0x8E ® Extended ASCII
0x8F ¯ Extended ASCII, empty in font
0x90 ° Extended ASCII
0x91 ± Extended ASCII
0x92 ² Extended ASCII, empty in font
0x93 ³ Extended ASCII, empty in font
0x94 ´ Extended ASCII
0x95 µ Extended ASCII, empty in font
0x96 Extended ASCII, empty in font
0x97 · Extended ASCII
0x98 ¸ Extended ASCII, empty in font
0x99 ¹ Extended ASCII, empty in font
0x9A º Extended ASCII
0x9B » Extended ASCII
0x9C ¼ Extended ASCII, empty in font
0x9D ½ Extended ASCII, empty in font
0x9E ¾ Extended ASCII, empty in font
0x9F ¿ Extended ASCII
0xA0 À Extended ASCII
0xA1 Á Extended ASCII
0xA2 Â Extended ASCII
0xA3 Ã Extended ASCII
0xA4 Ä Extended ASCII
0xA5 Å Extended ASCII
0xA6 Æ Extended ASCII
0xA7 Ç Extended ASCII
0xA8 È Extended ASCII
0xA9 É Extended ASCII
0xAA Ê Extended ASCII
0xAB Ë Extended ASCII
0xAC Ì Extended ASCII
0xAD Í Extended ASCII
0xAE Î Extended ASCII
0xAF Ï Extended ASCII
0xB0 Ð Extended ASCII
0xB1 Ñ Extended ASCII
0xB2 Ò Extended ASCII
0xB3 Ó Extended ASCII
0xB4 Ô Extended ASCII
0xB5 Õ Extended ASCII
0xB6 Ö Extended ASCII
0xB7 × Extended ASCII
0xB8 Ø Extended ASCII
0xB9 Ù Extended ASCII
0xBA Ú Extended ASCII
0xBB Û Extended ASCII
0xBC Ü Extended ASCII
0xBD Ý Extended ASCII
0xBE Þ Extended ASCII
0xBF ß Extended ASCII
0xC0 à Extended ASCII
0xC1 á Extended ASCII
0xC2 â Extended ASCII
0xC3 ã Extended ASCII
0xC4 ä Extended ASCII
0xC5 å Extended ASCII
0xC6 æ Extended ASCII
0xC7 ç Extended ASCII
0xC8 è Extended ASCII
0xC9 é Extended ASCII
0xCA ê Extended ASCII
0xCB ë Extended ASCII
0xCC ì Extended ASCII
0xCD í Extended ASCII
0xCE î Extended ASCII
0xCF ï Extended ASCII
0xD0 ð Extended ASCII
0xD1 ñ Extended ASCII
0xD2 ò Extended ASCII
0xD3 ó Extended ASCII
0xD4 ô Extended ASCII
0xD5 õ Extended ASCII
0xD6 ö Extended ASCII
0xD7 ÷ Extended ASCII
0xD8 ø Extended ASCII
0xD9 ù Extended ASCII
0xDA ú Extended ASCII
0xDB û Extended ASCII
0xDC ü Extended ASCII
0xDD ý Extended ASCII
0xDE þ Extended ASCII
0xDF ÿ Extended ASCII
0xE0 DPAD (LEFT HALF)
0xE1 DPAD (RIGHT HALF)
0xE2 BUTTON A (LEFT HALF)
0xE3 BUTTON A (RIGHT HALF)
0xE4 BUTTON B (LEFT HALF)
0xE5 BUTTON B (RIGHT HALF)
0xE6 BUTTON X (LEFT HALF)
0xE7 BUTTON X (RIGHT HALF)
0xE8 BUTTON Y (LEFT HALF)
0xE9 BUTTON Y (RIGHT HALF)
0xEA BUTTON L (LEFT HALF)
0xEB BUTTON L (RIGHT HALF)
0xEC BUTTON R (LEFT HALF)
0xED BUTTON R (RIGHT HALF)
0xEE 🡅
0xEF 🡇
0xF0 Last chars of font Sets next char to the char at the index of 0xF0 + value(0x00 => 🡄, 0x01 => 🡆, and 0x02 => ⯈)
0xF1 Set color Interprets the next half-word as a color index(white, red, blue, green, gray). values greater than 4 have weird effects.
0xF2 Set placement Interprets the next half-word as an indicator for the "placement"(top, bottom, left, right) of the current dialogue box.
0xF3 Set mugshot Interprets the next half-word as a mugshot index to set that mugshot for the current dialogue box
0xF4 ???
0xF5 ???
0xF6 set 2 choices* Interprets the next half-word as an indicator of something. I'm not sure what, though.
0xF7 ???
0xF8 Set name Interprets the next half-word as a name index to set the name associated with the current dialogue box
0xF9 ??? Seems to interpret the next two half-words as arguments
0xFA Player name writes the player's name. Useful to reduce the amount of space used in a dialogue. Note that this character doesn't seem to be used in the intro of the game, but it appears to be otherwise always used in dialogues.
0xFB 3 choices* sets this page's three lines as choices that can be selected.
0xFC Newline if this value isn't used at the end of each line, the next characters will overlap those from the previous line
0xFD New page
0xFE End dialogue
0xFF End of file Behaves like 0xFE, but is used to mark the end of used content in file. What comes after is duplicate text filling

*Note: due to choices having an arrow in front of them, you should leave two spaces at the start of each line that corresponds to a choice, so that the arrow doesn't overlap any text in that zone.