Yeah, the core technical problem was that everything is in sprite text with 8 sprites for a lot of fields. The original patch went through and reallocated OAM to fit larger cards, but as you can imagine, that created problems on many of the different screens. So after seeing Tomato's explanation of sprite welding on his blog, I went back through and did a basic version - two letters to a tile. I still had to do some OAM fiddling in stuff like routines measuring string length, but it was
The story text was Huffman compressed but that's no biggie, and I generally had plenty of space, although I kept the text a bit terse. I started the project in January 2012... it's been a learning experience. Hacking an RPG is way different (and harder) than doing a visual novel!
I did end up using one digraph (trigraph?) for "Star Dragon Sword" which is 17 characters (the limit is 16 bytes).
If I recall correctly, this game is based mostly on Suikoden 2, correct? I've never played the second game, but if it's better than the average original game, I wouldn't mind trying it if I get the chance.
Yes, it's based on Suikoden II. I would definitely recommend that one! (Don't play this instead unless you really, really, really like card games.)