I'd really like to be at your level someday, but for now, I'm just happy that people will be able to enjoy a more quality translation thanks to you.
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I personally don't like ligatures (I think that's what "squishy tiles" are officially called) due to inconsistent spacing between the same letters but I can understand they may be unavoidable.
(the official "PKMN" thing mentioned before... yeah, they probably wouldn't have fit a few menus without it, and I guess they decided being consistent with its usage was better than not)
Okay, I'm getting to work now, I think I'll change the system completely by having one simple routine and a list of items. That way it's easy to change if need be.
Also, I somehow missed one item, my mistake. Here it is:
I think it's cause it's next to Dragon Radar in the list, so I missed it (and yeah, Radar makes sense ).
I'll do what I can, so just let me know your translation of that one word. Only problem I have at the moment is the Turtle Shell since I have a screen limit of 16 characters, and they exceed it when saying if they're on or off... actually, if I just use capital letters instead of brackets or whatever, I think I can JUST fit it.
I have seen plenty of people effect wide reaching changes with fairly basic skills. So many games get improved by altering a few drops, few enemy patterns in a level, tweaking some of said same level, playing with a few cheats, playing a bit with a tile editor, playing a bit with the wording of a script or even a few words within it.
I'd try to look at it myself, but I've no idea how to see these items in the game, since I've no idea how the game works. Could you give either a simple explanation of how to see that list in your screenshot, or provide a save state? Then I'll get to work.
Who can say at this point. Best of luck to you.
AFAIK, there is no tutorial on how to use cartographer, Atlas etc. You can either learn how to use them or learn a high level language and code your own utilities to handle everything. If you're gonna be doing NES hacking, the former option will suffice as 95% of the games will work with those tools. They're designed to be generic and flexible and all you have to do is make a batch file to execute them.
For cartographer, just use the example included in the archive to rip the script for practice. Then adapt the command file to the game you're working on.
There are four nametables on PPU memory: 0x2000-0x23ff, 0x2400-0x27ff, 0x2800-0x2bff and 0x2c00-0x2fff. If it's writing to 0x2084, it's in the first one (top left).
By reverse engineer I mean that you need to set a breakpoint to a write to that address and then read the assembly code and understand what it is doing and where the value is coming from. I admit I hadn't read the thread and Psyklax had already said basically exactly the same thing! Sorry
$204 and $203 are the temporary bytes to store the 16bit sized address for where to write to the nametable (since addresses are 16 bit and each byte is 8 bits it needs two bytes).
$205 is the data to write there.
That data is coming from $2007, which is the register to write PPU data to. I don't know exactly what is going on there, but this is the line that does it
07:E0F9:AD 07 20 LDA PPU_DATA = #$B7 (A becomes 02 after this read)
07:E0FC:9D 64 02 STA $0264,X @ $026D = #$93
Maybe it has to do with this, but I'm not sure http://wiki.nesdev.com/w/index.php/Reading_2007_during_rendering
I believe that the text in DB 3 is stored in CHR-ROM, kinda like what Culture Brain tend to do with their games, so the pointers are not normal. If that's the case, even just finding and dumping it will be very difficult. Maybe DvD or some other hacker who's done that could give you some tips there.
You're gonna have to look in the PPU memory, find the address for one specific letter, then set a breakpoint to a write to that PPU address and work your way back from there to reverse engineer what it is doing.
Not sure I understand the problem you're having.
LDA ($40), Y @0123 = #$A0