He's an irritable jerk with low FD, so he attacks on his own pretty much constantly, and with such speed that he doesn't have time for text constraints.
Sometimes he misses, ¡en español!
What happens when we combine Ornithogalum with our other favorite longest named Denjuu, Noriutsugi?
Only sadness :<
Also, this is unrelated to burning centaurs, but I don't recall this question mark being sheared in half last time I played past this bit...
Does anyone have any copies of any one or more of patch versions 1, 4, 5.1, 6, 7, 8, 10, 12, 14.1 and 33? I'm doing an archive of all of the old patch versions.
Patch v85 is out. Again, code changes only - this adds control codes EA (VWF Disable) and EB (VWF Enable). They aren't used by anything because I don't have a text inserter yet. SO I'm writing one right now.
Detailed patch notes for this patch are available.Bad news guys, turns out that the particular control code routine is responsible for printing every instance of nicknames in the game. This means that inserting my noVWF codes causes all of the nicknames to stop being VWF'd, including on the contacts screen. So I have to trace what is selecting the script routine for naming screens, and change it to use a noVWF version of the routine. Which will take some time.
I'm sure this probably just has to do with the routine for printing nicknames again, although interestingly it did this 'Field3' thing when I traded him with the default name and said I didn't want to give him a nickname. The game must have thought it was a nickname since "/.m" looked nothing like "Fungus", or something like that.
It still did the Field3 thing even after I traded him back to Speed and then to Power again so I could properly nickname him Fungus. Hmm, I wonder if Field3 does better against Desert than Field? (goes and checks)
Field3 is a bug, specifically because the VRAM clear that's supposed to happen on that particular set of tiles isn't long enough to reach the tile where the 3 is. There's an unrelated bug when the type is too long, and it starts overwriting the / in the experience field.
The first can be fixed when I find which state/substate generates the screen and patch it to clear an extra tile. The second will require a small change to the screen design (perhaps by changing "Type" to an icon and moving the type name closer to the left).
SogonNaTakumi wrote:Yay, my Fungus evolved into Missingfungus. XD
I'm sure this probably just has to do with the routine for printing nicknames again, although interestingly it did this 'Field3' thing when I traded him with the default name and said I didn't want to give him a nickname. The game must have thought it was a nickname since "/.m" looked nothing like "Fungus", or something like that.
It still did the Field3 thing even after I traded him back to Speed and then to Power again so I could properly nickname him Fungus. Hmm, I wonder if Field3 does better against Desert than Field? (goes and checks)
Default names work differently in the original game to the patch. In the original game they store your denjuu's name as a nickname, in the patch it uses the code E6 as the nickname, which means "use default name instead of nickname". So your Crypto was auto-nicknamed "クリプト" in the Japanese version which likely translates to "/.m" in the patch's character set.
Nope I was wrong. The characters codes don't seem to match between the two character sets. Can you send me a save? What did you do that made the name display as "/.m"?
@Everyone: This gives me an idea. What about translating nicknames or default names when trading to the japanese version? I could start adding 6-char Japanese names into bank 34 just after the 16-char english names. Then I could create a function to check if the specified address starts with E6, if so then I'll grab the Japanese name equivalent, if not then convert the English nickname to the English letters in the Japanese version's character set. Then I can store this into ram and return that address instead of B2XX. But I'll need a way of identifying the Japanese versions at some point. I'll also need to make sure that the E6 code is being sent to a linked English version (when linking with one) and not the default name itself.
Oh wow, that'd be awesome! But how would you convert non-default names to Japanese sounds, if I'm understanding that right...? It might be better to just change the name of the English-version Denjuu to the default Japanese name at some time before the trade went through and store the existing name into RAM if it was necessary to keep the "lost so-and-so's number!" screen the same. That way the player could still change it anyway, and would save space in the ROM on a complicated engine for trying to figure out how to pronounce names in Latin letters so as to properly "katakana-fy" them. Japanese-to-English for non-default nicknames when receiving Denjuu would be worlds easier, though, and it might be worth coding.
To me it seems like identifying the Japanese games would actually be the easiest part since we'd just have to set some value in whatever memory is read during trading saying "this is the English version" when sending data to another game and accordingly write some code to look for that value in any data it received. (I actually have no idea how data transfer from one Game Boy to another works, but you get the idea. If we could actually read values in the other game's ROM, it might be even easier, but something tells me that probably wouldn't be possible.)