So I was on the right track!
I simply couldn't make much sense of the editor as to why it didn't let me input a new message window, now I see that it was because I had to rework an existing one into the new one. Thanks for this!
I will implement it asap
You're welcome! Yeah, the dialog system is a bit strange if you've never been exposed to it before. The sideview editor only lets you change the dialog starter's pointer. You need the dialog editor (or a hex editor, as you did it) to change the actual text.
Btw, how does it work that I don't need to change the First/Second Dialog that the Invisible Dialog starter does?
I just checked it and it does load the proper text, but without changing anything related to that?
Just wondering how it works
Short answer: The dialog starter was already set up to point to the special text, but was removed from Saria town in the US release.
Long answer: If you want to see the correct values for dialog starters in the editor, you need to change the "test ofs" (test offset) setting located at the top-right of the editor. For Saria town this would be a value of 2. It's dumb that you need to do this, I know, but I never got around to doing anything about it. I think I will now! When you right-click a dialog starter and choose to change its dialog, I'm going to make it ask for a town number.
If the game is in Town Set A, then the dialog starters pull from the Town Set A primary dialog index table (E248 in PC ROM). Likewise for Town Set B. (The dialog starters pull from secondary index table if certain conditions are met.) In the original game, they made all the towns in West Hyrule use Town Set A, and all the towns in East Hyrule use Town Set B.
The town index tells the dialog starters which column of the dialog index table to use.
For example, let's find out which dialog the wise man uses in the town of Ruto.
Ruto is designated as being part of town set A, so we look at the Town Set A primary dialog index table (E248 in PC ROM). Each row in this table has 4 entries; one for each town in the town set.
"Wise Man" is the 5th dialog starter after the sleeping bat, so we jump ahead 5 rows. (E248 + (4*5) = E25C).
Ruto is town 1 in town set A (Rauru is town 0), so we move ahead 1 column. (E25C + 1 = E25D).
At E25D, we find this value: 18
18 in decimal is 24. If we look up the dialog pointer at index 24, we find that it points to this text: "WITH THIS YOU CAN JUMP VERY HIGH."
The sideview editor does all these calculations automatically when you are prompted to change the dialog index.
For reference:TOWN SET OFFSET
Rauru A 0
Ruto A 1
Saria A 2
Mido A 3
Nabooru B 0
Darunia B 1
New Kasuto B 2
Old Kasuto B 3