Haha. I like how you list a bunch of technical stuff and then end it with "there's other reasons but they're technical". So is it currently crashing only because the file is too big? I'm really interested in this project but I read on your website that you dislike update questions and whatnot so I didn't want to bug you about it.
Thanks. Since gideon says he "broke" the compression I'm thinking maybe it's not a standard type? I'll try this but I'm not getting my hopes too high haha.
Nono, you misunderstand. There are other non-techincal reasons which I can't get into right now, but the ones I listed are the technical ones. And I'm not sure why level-ups are crashing. But yeah, it's also crashing because the file is too big, and some strings (item names and the like) are overflowing their on-screen window space, which looks really nasty even if it doesn't straight-out crash the game.
And there's really no such thing as "standard" compression. Even something simple like lempel ziv can be implemented in dozens of different ways. When I say that I "broke" the compression I mean that I've rewritten the game so it uses a different scheme than it was originally programmed for. In most cases when I "break" compression it means I'm streaming uncompressed text data directly from the ROM. In LP's case there isn't really enough space for that, so it just means that the game is now using a different, more efficient compression scheme.
From a technical standpoint, there are upsides and downsides to working on NES games. The good news is that FCEU X is an extraordinarily powerful debugger, and with it an accomplished hacker can perform complex hacks in a fraction of the time it'd take to do the same hack on the SNES with its comparatively stone-age tools. On the other hand, it's notoriously difficult to expand NES games. This makes finding space for translated text a gigantic headache, as English scripts generally require double the space of their equivalent Japanese counterparts, whereas expansion and text relocation on the SNES is usually
trivial. I've gotten to the point where the technical stuff on the SNES is much easier to solve than the text crunch on the NES, and as such I personally generally prefer to work on SNES games. Just saying.