02-01-2017, 02:15 AM
(02-01-2017, 01:57 AM)Flavor Wrote: Here's something that sparked a memory for me.
[...]
I hope this helps.
Well I missed that case ^^
I've too cases with text replacement, one is replaced with [FA??] the other is still identified with à ←+one char, but I didn't came across while playing.
If I could get a rough translation, I could adapt text size later. Being able to play through the game would help a little to adapt the translation.
I think it's a bit easier for Nigeronpa as I have plenty of free space to relocate stuff, or even rewrite functions, but in this case, I'll need a better understanding of sources.
I've found a function that calculates the base address of any dialogue. this address is then used to display text. I haven't yet figured out how the name/object/spell insertion in a text works, and I hope I won't have to... as long as I can keep those strings within the 7 characters limit.
All those texts call were stored like '0A XX XX 2X 00', 0A being static, followed by the string position at addresses like 0x002XXXXX. That's what I extracted, removing some of limit (randomly in graphical data or in code part)