Quote from: DarkS
No promises, but it is my goal to program his usual abilities in. Examining Bass's code from RM&B should help in that regard.
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It is about 70% done. However I need some help.
OK. If you're going the manual way (which I guess several of us are going to advise against, but let's answer first) you can basically type in the text on the right part of the editor, provided you have loaded the right table.
Alternatively, if the game uses a well-known table, you could open a new text file in your favorite editor (notepad++ comes to mind), set the editor to use that well-known encoding (say: SJIS, UTF8 or ASCII)n input the text in the file, save, then use binary insert of Windhex from that text file.
Jut don't forget that there's nothing preventing you from overflowing the old text's location, overwriting the next text in the process, when you do things this way. Also, you're probably limited to the lengths of the old texts (either individually or as a sum).
This is why people generally recommend to dump from the text pointers (not the text), and go the same route for insertion. But either that is a simple set of pointers and you can yse Atlas + Cartographer, or you need custom tools.
You have to answer Henke's question: how did you dump the text?
Personally I'd make my own tool. But before you can even consider that, you need to understand how the text is accessed. Because to me it sounds like you used an automatic generic text dumper, not dissimilar to "strings", that doesn't know or care about that.
I got bored and decided to make English titlescreens for the four Game Boy Wars games. I based the logo on the Game Boy Wars Advance 1+2 logo, just to give it that official-looking consistency. It's my first time doing this sort of thing so I'm sure there's plenty of room for improvement, but I had fun making them.