So, how would you like Marcherra's name shorten to?Yeah, I'd definitely be interested in this.
What's the character limit on the name?So, how would you like Marcherra's name shorten to?
Just one letter need to be shortened.What's the character limit on the name?
The best shortened name I can come up with is March. I think it'd be better if others suggested names as well.
Not bad but there are some strange phrases, some wrong/strange line breaks ( i understood why) and some typos (example the forest in Fire: uppercase ).
Why do you use SJIS instead of ASCII??
You will need sombody that change you the automatic 17 characters linebreak with ASM and then you it would look very good:
01 = Text Message
Byte 2 = Text Data Size
02 = Character Name ID, character name ID
Byte 2 = Character Name ID
03 = Something to do with dialog box
Byte 2 = Duration Time
04 = ???(Unknown)
05 = Script Pause
Byte 2 = Duration Time
0D = Background Picture ID
Byte 2 = Background ID
0E = ??? (maybe a Sound initializer code)
Byte 2 = unknown(usually 0x01)
10 = Character portrait location
Byte 2 = Portrait position(04 = Right, 05 = Center)
Byte 3 = Character portrait ID(example, 65 = Lina normal, 66=Lina angry)
Byte 4 = ???
Byte 5 = ???
20 = Play BGM
Byte 2 = BGM ID
0x00 = Today We Also Have a Nice Weather
0x01 = Girl of the Summer Breeze
0x02 = Observation Diary
0x04 = I'm Working Right Now!
0x06 = Pretty Green
0x07 = Sprout
0x14 = Cyclone
21 = Stop BGM
24 = Play Sound/Voice
Byte 2-3 = Sound/Voice Selection
25 = No Wait
33 = Choice
Choice Structure:
[33][A][B][C]([D][E])
A = ???(usually 0x03)
B = Choice Message Length(include null terminate)
C = Total Choice Option(1Byte)(Max up to 10 only, more than that will cause graphic glitches)
D = Option Message Length(include null terminate)
F = Script File Pointer(2Byte)
What is your language?? Maybe can exchange ideas better in that language in PMSorry, my english not good too.
Yes, i understood that after playing with the game some minutes.some strange line break in the video, is because I added "/" for next line
No promises but a friend of me will take a look at the game ASM wise and try to change that 17 to 34 or completely deactivate the autolinebreak.I use SJIS because of the auto line break, SJIS which makes the text appear full on the dialog box
The word wrap length is stored at 020E4E70 in the uncompressed arm9 binary. Changing that from 0x11 to 0x23 seems to fix the issue.
The arm9 binary is loaded into 02000000 in memory. I simply gave the memory location.I admit that it's 6.30am and i just finish work but are you sure you wrote the correct offset??
That would be and ARM of over 32MB and from what i have in my mind, the arm9 of the game is between 1-1.5MB decompressed.
To bypass that warning change the byte at 020E513F from 0x1A to 0xEA.@frozenBahamut: there is another limit to the text but it should no cause too many troubles.
The limit is x6A and give you so much text:
I believe this limit is because after x6A, it will need a new line (4th line).
The game will show you this text if you reach the limit:
Basically a warning that the game wants max 17 characters and 3 lines.
This message will appear even if you force line breaks to a 4th line or naturally if the automatic linebreak and forced linebreaks go over 3 lines.
Just as a note, it's possible that there is a character count to 6A. In itself, it should not be a problem but if you have control codes and/or formatting between the text and those are counted as well even if not on screen, it's possible that you reach that limit.
Can you tell me how to do it? I use crystaltile. Thank in advance!The word wrap length is stored at 020E4E70 in the uncompressed arm9 binary. Changing that from 0x11 to 0x23 seems to fix the issue.