I don't know how to program, but studying Hexadecimal I've learned a lot, I aced my math exams.. lol
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1- Table creation (w/ relative search or any method you prefer)Thank You,
2- Locate the text in the ROM using a hex editor with that table loaded (at this point you could directly edit the text, but you're restricted to strings of the same length - or less with space padding)
3- Look for the pointer table showing the game where to get the text (either using methods from documents, or a dedicated tool)
4- Read about how to use Cartographer (the tool dumping text out of the ROM to a more readable txt file) and Atlas (the tool cramming the text back in the ROM). Some prefer Kruptar.
With compression for all of the text data, or dictionary compressions, or encodings that are not just 1-byte long per letter, or fonts that are not arranged in order or lacking some letters that need to be graphically edited back in, or the difficulty involved in generating tables for kanji characters because of what's called rupture of the gestalt rather than a real technical hurdle, this basic process may get easier or harder.
All the "text editors" you see on this site are glorified Cartographer/Atlas-like scripts with a graphical interface.
The VRAM viewer in No$sns was a real life saver recently. I probably never would have gotten my table set up for the menus in Akazukin Cha Cha otherwise. My table entries ended up being a mix of the Tile No and Attribute numbers and were not something I could have deduced using the other details I had available up to that point.
The dialogue text was just as simple as what GHANMI listed for 1 and 2 though and with a little experimentation I was able to decipher some of the control codes that handled things like which font was used, window size, etc.
Emulation and ROMs gets the filth and an angry mob of parents to come kick down your door?
I guess my corrupter of innocence joke at the start was actually accurate. Worst that ever happens to me is I get "I don't like old consoles like the PS1".
Without looking it up, I'm going to take a wild guess there's naked ladies revealed as you remove tiles.
If they were a large background image, it likely would not be possible with the NES tile limitations.
I know Puzznic had dirty girl pictures as backgrounds originally in the Japanese arcade version, but for the western arcade version and console ports it was censored out (though it looks like the X68000 included it as an option).
Supposedly the Arcade game rewarded players for successfully clearing certain stages by presenting them with drawings of partially clothed women.Isn't that the same thing. lol
Sorry to hear that about your house. Hope all is well for you now. As I'm sure you are, looking forward to KingMike release and seeing more of the game. I wasn't really able to play very far into.
Text hacking is basically the same thing as other systems. Use relative search to find text (or MEKA's tile viewer to see the font). The mapper used in most games can swap banks in $4000-7FFF and $8000-BFFF (some games use a variant that allows $400-3FFF to be swapped, leaving the first $400 bytes in the swapped bank unused). So that would mean typically pointers would be within that range.
I think tile editors usually support that graphics mode.
If you can't find the graphics then it's probably a compressed and you have a game-specific issue (although I think someone on SMS Power made a program to detect common compression formats).