People who don't know telefang,
if they see the logo, wouldn't they read Telefahg ?

do you see what I mean ?
Instead of doing that can you simply reposition an unused sprite (sprite 0F for example) in the empty space under the current G? I can then redraw the G to use the repositioned sprite and line up with the other letters.kmeisthax wrote:Alrighty, I found the routine that writes GBC extended attributes to the tile mapping table, and I might be able to find the thing that writes the OAM sprites too if it's near the rest of the titlescreen code. Still have to reverse engineer them, though...
In order to actually fit a modified title screen with the N and G on the same baseline, we need to alter two of the right tiles to use the kana pallete instead of the grey pallete, move down two OAM sprites, and we're good. Also, the kanji at the top only has a 4x2 range of tiles with that particular color pallete attribute. The way you've drawn "Mobile Phone Beast" exceeds this range and thus also needs attribute changes. Fortunately, since you made "TELEFANG" much thinner than the original kana, we can actually reuse some of the tiles originally palleted for kana to instead be colored with the kanji pallete. So we won't have any attribute clash. Hopefully it should just be a matter of twiddling a few bytes, injecting the modified graphics, and that's it. But I'm not sure, and this code might be less straightforward than I hope.
EDIT 01: Well, I found how it generates the sprite entries, and where they're stored in ROM, so I'm about to start actually editing those bytes to see if it changes anything. If so we're halfway to moving down that G.
EDIT 02: SUCCESS! I actually do have the pointers to all the precomposed sprite lists that make up the titlescreen OAM contents. The kana I need to bring down to extend out the G lives in the sprite list at Bank 0x1E:43A7 (in flat addressing, i.e the position if you loaded the ROM in a hex editor, that's 0x283A7. The first byte is range, and it's a sort-of-array of OAM entries, although they don't get blindly copied to OAM. The game does some funky things to the entries which I can detail if anyone wants me to pastebin my findings.
Back to hacking...
EDIT 03: Here's a picture of what my branch ROM looks like right now. I'm modifying the beta-v39 but this hack could also be applied to base or any other version, really. You'll also notice the kana now overlaps with the red bar a bit - that sprite I could technically remove, but I don't want to actually shorten the sprite list just yet so it's there. This is just a proof-of-concept so far.
EDIT 04: After talking a bit on IRC I reapplied my work so far on an up-to-date version of the translation patch with the titlescreen already inserted. Still working on altering the tilemaps so we can get that G all the way down.
That would be great. Thanks. ^_^kmeisthax wrote:Well, I copied and pasted my notes file of all the findings I did so far, here:
http://pastebin.com/yMNG66Jx
The first section deals with precomposed sprite lists, which are used to put stuff into OAM RAM. The thing is the lists are tightly packed together, which means that I can't just add another sprite to the list without shoving everything over and causing a massive amount of breakage. I might be able to find some unused space in the bank to copy it to, however. I'll look into that.
EDIT 01: DISREGARD THAT I SUCK COCKS. http://i.imgur.com/hLryB.png The bank with the sprite listings is chock full of empty bytes, so you get your empty sprite. You can see it in the OAM viewer, it takes tile 0x0F in VRAM, i.e. right next to the OAM sprite tiles. If you want I can prepare an IPS patch and send it to you...