macaronron you're welcome to join the team. Send me a PM with your email address and I'll send an invite for the Google Spreadsheet. And if you register at the project forums, I'll get you moved into the team user group over there so that you can access the private team forum.
Anyway, I've got to finish dumping all of the script and from what I can tell the script is not ordered by appearance in the game (for example, the very first script shown in the game is from field_map_071). And the script files all have text that seemingly have no pointers, but the way the script files have the pointers setup (scattered throughout the file and pointers that lead to stuff that isn't text). My assumption is that these text strings are not used in the game and were just left there by the developer. In which case I can just remove them from the files and make more room for the text that does get used. But what I'm worried about is that these text strings may use some slightly different format for calculation. Then, I wouldn't want to remove them. I'm not sure where they appear in the game, so I can't really put a breakpoint on one and debug it. Which basically means it's taking me a little longer because I'm trying to be safe and not dump all of the script files and then later find out that the text I mentioned before was indeed being used by the game. Also, every script files has a good amount of general text like location names, character names. Some of these very clearly have pointers and again, some don't. Luckily, the general text in there appears to be the same repeated through all of the script files.
Script re-insertion will be a whole other thing. I did have it working, but there were certain limitation in that 1) problems arose when a text string became too large and the space available was not enough and 2) the tool took forever to update the pointers (because of how they are scattered). So I'm going to be redoing that part to hopefully make it faster and make it properly relocate text to empty space when it is too large. I'm hoping that soon, I'll have some help with the programming from a friend of mine and that will help speed things up on that side of things.
And as I mentioned before, I've ran into a problem where the game crashes if the file with the text for the Servant selection screen becomes larger. Which means that I also have to find the time to sit down, breakpoint where the game is loading the file, and see if I can maybe increase the limit for the file size. Because I highly doubt that only one file has this, there are probably a lot more.
And also, the character name issue (in that it uses full-width English and doesn't play nice with half-width and is limited to 8 bytes for each name). Lots and lots and lots of work to do.
Anyway, I've got to finish dumping all of the script and from what I can tell the script is not ordered by appearance in the game (for example, the very first script shown in the game is from field_map_071). And the script files all have text that seemingly have no pointers, but the way the script files have the pointers setup (scattered throughout the file and pointers that lead to stuff that isn't text). My assumption is that these text strings are not used in the game and were just left there by the developer. In which case I can just remove them from the files and make more room for the text that does get used. But what I'm worried about is that these text strings may use some slightly different format for calculation. Then, I wouldn't want to remove them. I'm not sure where they appear in the game, so I can't really put a breakpoint on one and debug it. Which basically means it's taking me a little longer because I'm trying to be safe and not dump all of the script files and then later find out that the text I mentioned before was indeed being used by the game. Also, every script files has a good amount of general text like location names, character names. Some of these very clearly have pointers and again, some don't. Luckily, the general text in there appears to be the same repeated through all of the script files.
Script re-insertion will be a whole other thing. I did have it working, but there were certain limitation in that 1) problems arose when a text string became too large and the space available was not enough and 2) the tool took forever to update the pointers (because of how they are scattered). So I'm going to be redoing that part to hopefully make it faster and make it properly relocate text to empty space when it is too large. I'm hoping that soon, I'll have some help with the programming from a friend of mine and that will help speed things up on that side of things.
And as I mentioned before, I've ran into a problem where the game crashes if the file with the text for the Servant selection screen becomes larger. Which means that I also have to find the time to sit down, breakpoint where the game is loading the file, and see if I can maybe increase the limit for the file size. Because I highly doubt that only one file has this, there are probably a lot more.
And also, the character name issue (in that it uses full-width English and doesn't play nice with half-width and is limited to 8 bytes for each name). Lots and lots and lots of work to do.