Not only would tile space be an issue, but VWF is also kind of slow to process.
Though the only example I have seen is a Chinese bootleg translation (hacking game to use kanji, conceptually similar hacking-wise to a VWF) which grinds the game to a halt every time a text box is opened, that it makes the music stutter as well.
I worked out the tile space necessary. For description boxes in menus, its 3 lines of 28 tiles, so 84 of 127 available tiles. Dialogue boxes will have to lose 2 lines to fit, but--I also want to figure out a way to have a character say more than 1 box of dialogue. And if the font is squished enough, those 2 lines of original game dialogue might just fit anyway? Also, dropping just one line makes the box not have to weirdly cover the sprite you're talking to if its 1 tile above! So I'm feeling good about this still.
Tepples on NesDev has said his code can do a line in 1 frame... and I think I might try to have text print tile by tile (also, somehow, interruptible to cancel out of it), so 1-2 tiles a frame should be enough. XD
That's still a ways in the future, though!
I've stretched out the ROM to a full 32 banks, and am just one bank of enemy graphics away from having all the graphics chopped up. Only 10 files left in the /bin folder, too.
So there are TWO RNG tables that take up 256 bytes each in the fixed bank and I want those gone. But one needs to be able to scroll through every value for Chaos, unless I can change how Chaos's death works.
Have more to talk about later, but I'll get back to the sorting first, and upload it when I've tested it works as normal still.
Edit: I was being dumb. It happens after taking a break from things!
Anyway, I think I can simplify map loading a bit by just making another pointer table and having each map's byte point to the correct bank its data is in. It might take up more space, but it will be easier for editing and adding new maps? If that makes sense; I'll give it a try soon either way.
Oh, @Disch -- do you have the source code for FFHackster or anything? Wanna see if I can ask a friend to update the map editor to work with .bin files instead of the original game's structure... I still gotta figure out all the different map data systems. Sprites, battle domains, tilesets, teleports, coordinates, palettes.