« on: June 04, 2021, 04:32:31 pm »
A quick update before the upcoming release. Some more screenshots of the latest build.
News: 11 March 2016 - Forum Rules
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You'll want to use No$GBA debugger to try to figure out what the problem is:
- Is the game using a fixed size buffer during the string processing? (char buffer or char buffer)
- Is the game displaying text as tilemapped data and is only reading the first 16 characters?
- Is the game properly rendering text in a proportional/VWF-compatible way and would be out of VRAM if you expanded it?
You can start by examining the VRAM/Tile/OAM viewer, and working backwards from there to figure out file loading/string processing functions, etc. It will likely require learning some ARM assembly, good luck!
An alternative might be doing what some existing DS hacks do, which is to create composite tiles of letter pairs so you can try to compress the text down a bit, e.g. tt could be merged into a single tile as its own character.I did consider that option too, but I might be overcomplicating the situation, probably abbreviating terms here and there might do the trick.
It is less that it is common in DS games and more anythin with a menu on any system going can be subject to fixed display limits (though RPGs are particularly prone to it). Don't know that I have seen standalone files to indicate locations in that manner before though; happens enough with general tile maps but layout like that is normally buried in the binary.
If it is this generous* I would opt for reworking things (fungi rather than mushroom to start with, though button in this seems redundant in the name, even more so if you have a nice description you could include it in).
*some 8 and 16 bit era peeps where Japanese stuff got away with maybe 4 characters would probably dearly love to be in your position. Or if you prefer see even why on official translations spell names where the devs presumably had source code and a budget are often clipped in such games, or clipped vs what they would later be known as in later entries on later systems.
If not then you get to figure out what it does and how you might get past it (if it is a window to lower layers then increase window size, and posssibly rework background graphics to still do things, possibly also deal with memory issues), possibly implement hover over scrolling/bouncing back and forth (which is about as fun as it sounds if the game does not do it already).
Sometimes it can be a character limit but more often it is pixel based -- easy enough to calculate such things and it also speaks to graphics/layer windows in the hardware itself which has no conception of characters.
I've never heard of this game before, but it looks fantastic! Seeing it was created by Index, I now understand why all the menu's look like Radiant Historia! Really interested to try this game out, I hope you can keep making progress. What you've done so far looks really good!I know, when I discovered this game reading some "hidden gems" tops, it also surprised me to know that a game project of this nature never saw an official translation or a re-release in the 3ds at the very least.
Wow, this game looks nice! The story sounds fun too.
Good luck with the project! Your progress so far is looking good!
This game looks PRECIOUS! Well, it has help from someone involved on Etrian, that's a real gain
Hope you will end this project, dude
The title's aesthetics are filled to the brim with saccharine cuteness and bright colors, thanks to the character art direction of Yuji Himukai, who last contributed to Etrian Odyssey. The heroine herself is a cute googly-eyed blond girl who displays a wide variety of sugar-filled expressions when she speaks. We really wouldn't be surprised if Atlus were to bundle the game with either a plush doll or Nendoroid figurine of Nora, seeing as the publisher loves to add enticing incentives to its retail products.
Even the story is filled with all sorts of good-natured cliches: Nora has to prove her innocence to a village by helping it out with different sorts of tasks while time not giving away her identity as a time-bending artisan. It's a clear case of misunderstanding, as she's mistaken for the legendary witch Vierra, who lives in a misty forest nearby the village. Helping her on her quest to clear her name are weaponsmith Elsie Quin, bipolar mercenary Karuna Astarra, hot-blooded adventurer Lutz Alenius, and gentle-hearted girl Mellow whose character design may be inspired by Sega's vocaloid idol Hatsune Miku. 
Nora, the main character who's mistaken for a witch, has a knack for time manipulation. By turning time backwards or forwards, she can change an item, for example, a flower to a seed, or to a dead, dried flower. She can also combine materials to make new items, and decompose them into multiple items. She uses four different types of Chrono Solution to control time.