Could you please provide the address of the move.l you added ?
At address $CF68 there's this line:
move.w #$1690, ($FFFFCD00).w
This is called when you have all the Nei items and talk to Lutz. I simply replaced the move.w with move.l and added the other text pointer to process:
move.l #$16901693, ($FFFFCD00).w
The value for the byte before pointer 1693 must be C4 to make the routine return so that it can process the other text. Since there are 5 pointers for these lines,
we can process them one by one with multiple move instructions:
move.l #$16901691, ($FFFFCD00).w
move.l #$16921693, ($FFFFCD04).w
move.w #$1694, ($FFFFCD08).w ; this pointer is also used for the old man in Paseo for some reason...
Again inserting C4 at the end of every of these pointers is necessary for it work. I prefer the first solution since it's only a line of code.
Thanks for the fixes, lory1990! I think fixing the music bug is beyond my capabilities, though, unfortunately...
Actually for the music bug I found another solution, although this requires adding code at the of the ROM. It's up to you. If you're interested I can walk you
through the lines you need to edit and add.
Basically at the part where Lutz says those lines we jump to the end of the ROM and we add our fix there and we return from there. This way data stays aligned and the game won't crash. This is much shorter than having to change the lines. This is also based on tryphon's idea when he wanted to implement the control sequence and break the dialogue and then add the code at the end.
I tested it and it works and it doesn't take long.