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Notes:La-Mulana (2006)

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This page contains notes for the game La-Mulana (2006).

Control Characters

The game renders text as frames of the image font.bmp. While it includes characters 0x10~0x1F (and C1 Control) as normal text, the rest of C0 Control is not covered by the image; 00 is still parsed as a null character and some other ones are used for text commands, special text mostly used in dialogue that correspond to internal functions. Some of them also have more bytes placed after as an argument; in the case of two bytes, the first one is offset by 1. Below follows a list of all the commands, provided by the La-Mulana Editor's manual.

ID Argument Bytes Function
01 0 Pauses the dialogue so you can press the Space button to proceed.
02 2 Enables flag of ID corresponding to the argument.
03 2 Disables flag of ID corresponding to the argument.
04 1 Gives you an item of ID specified in the argument.
05 1 Gives you a ROM of ID specified in the argument.
06 1 Plays a sound effect of ID specified in the argument.¹
07 0 Makes it so that you can't leave the current conversation.
08 0 Disables the condition set by 07.
0A 0 Inserts a newline.²

¹ This is most likely why the sound effects have their respective number in hexadecimal on filenames, instead of in decimal like with the music.
² Unlike most of these text commands, 0A seems closer to its function as a control character, since it's commonly used for newlines in anything not Windows-specific.

(Source: Original TCRF research)