Blaziken257 wrote:I'm really curious to how you did that. Was it just one byte that you changed from 3 to 7? Or was it something more complicated?
More complicated. I did have a number to change, but that took no time at all, making the game write the rest of the name was the more difficult part.
Blaziken257 wrote:And what do you mean by "My code bounces around the place but it does the required job"? Is it glitchy at all?
Basically the assembly code temporarily writes a letter to "a" (2 bytes), loaded whatever was in "a" into ram (3 bytes), repeated this for each letter, stored the limit number into ram elsewhere, and then called a function. So I replaced the 3-byte code to write the letter "i" to ram with a "call" to a function I wrote to finish off the rest of the letters (including the "i"). The function ran out of room though, so I wrote half of the letters and then jumped elsewhere in the code to finish the rest and then used "ret" to finish the function and continue the code from the byte after the "call" instruction I used. That's what I meant by "my code bounces around the place".
My terminology sucks. Sorry.
Anyway I should be able to give a better explaination when I have my working files in front of me.
Blaziken257 wrote:Now I wonder if you can figure out how those tiles are compressed...
I am not quite sure how to do that just yet.
Blaziken257 wrote:Also, I think there was some character limit in the Japanese version when you look at a Denjuu's moveset. In Diamond/Jade, this says "Strategy" and somehow the bootleggers extended the character limit from the Japanese version (I think it was originally 6). Think you can figure out how to extend the limit to 8?
Woah! One thing at a time. I am still learning so don't expect any miracles as of yet.
If there is anything I would want to attempt it would be the Denjuu names, but it might be a while before I can make sense of that one.