I realize it's not the greatest take on Tesla, but I figured I'll go with it for now, and once I figure out how to change text without learning copious amounts of ASM, I may go back and re-touch some graphics.
The sprite version looks a bit more Tesla-ish:

Right now I'm staring at the FCEUX Debugger like teenage me stared at the female body: very excited but absolutely zero clue how to work it.
October 06, 2012, 10:36:26 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, so messing with FCEUX's debugger, I've discovered the following:
*All Cutscene text is loaded into RAM between addresses $6905 and $74C4
*Large chunks of Dialogue text are loaded into RAM starting at $6905, depending on which sprite you talk to.
*When Text is being written to the screen, each letter's tile data is called from RAM address $0343
I'm trying to figure out how to change the text called into RAM. I set a Write Breakpoint for $6DDB (the RAM address for the R in Ronald--the game's first text). It returned me the following debugger data:
07:E478:A5 A5 LDA $00A5 = #$52
07:E47A:91 9B STA ($9B),Y @ $6DDB = #$52
$52 is the RAM value used for R, so this is the correct code. So, now I've got the end of the string, so to say, how do I follow this back to the ROM so as to change $52 (R) to $57 (W)? I realize this is probably to then find out how 52 is loaded into $00A5, but that RAM address seems to be a catch all for storing data. I set a breakpoint there and spent half an hour hitting RUN repeatedly without any of the game text loading. Is there a better way to see how 52 gets into $00A5 other than the FCEUX debugger?