Final Fantasy IV Namingway Edition (updated to Version 1.98d)

Started by Rodimus Primal, February 18, 2015, 06:02:26 PM

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FlamePurge

Notes for Rodimus:

- Bank 1, Message 307 is the line of Queen Eblan's that's missing the Edge /name10 variable.

My battle messages seem to use /name10 and not "Edge" already, but I do wanna stress it's something you'll have to do in hex. (The battle message editor in FF4kster doesn't seem to natively support name variables) Don't stress though, battle messages are plaintext with no DTE, aside from any squish tiles you may have used.
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yetisyny

Typo from final battle against Zemus/Zeromus:

After Zemus is killed and comes back as Zeromus, and Fusoya and Golbez are fighting him and they try to use the Crystal, Zeromus tells Golbez, "You cannot draw out the crystals power." It should be "You cannot draw out the crystal's power." with an apostrophe. This line is actually cut in half with a ..., the first half appears with ... at the end and then a little while later the second half of this line appears with a ... at the beginning, I took out the ... to show the complete sentence in order to show the correct grammar for the entire sentence, namely, an apostrophe is missing and needs to be put in, that is all.

So I started over from the beginning again to see if I can find more typos or bugs now that I beat it again.

In Baron Castle at the beginning, in the Black Magic Research room, the Black Mage in the upper right says "Basic spells like ·Fire, and ·Blizzard are weak against many monsters." That comma doesn't belong there. Commas are only used in a list of 3 or more things, not just 2 things. It should be "Basic spells like ·Fire and ·Blizzard are weak against many monsters." So yeah here you just need to remove a comma.

And now for 2 Ninjutsu names to change from the original SNES names, the same way you changed White and Black magic to more modern names... Edge's Ninjutsu Image ought to be called Mirage. It is the standard name in the PSP and 3D versions. It is 6 letters in a 5-letter space but i is very thin and r is fairly thin, so fitting it into that space is quit doable. The Japanese for the Mirage or Image spell on the other hand is "Bunshin" which I have seen translated as "Alter Ego" or "Clone" but the modern translations do not translate it literally. You COULD call it "Clone" for a literal translation of the Japanese but that would not fit your goal of using the standard names from newer releases of Final Fantasy IV and other Squaresoft games in English. And Image has a related meaning to Mirage but is not as close to the meaning that is intended here, clearly Mirage is the best choice. Using the non-standard name Clone would be confusing because, think of other Squaresoft games, in Chrono Trigger you actually DO have REAL clones of your characters and this is NOT that, it is just an optical illusion technique so Mirage fits much better.

Also the "Pin" Ninjutsu should be called "Shadowbind" or "Shadow Bind" since that is also the standard name in PSP and 3D versions. But "Shadowbind" is way too long to fit (even "SdwBnd" or "Sdwbnd" is 6 letters and hard to figure out what it means) and "shadow" is just a descriptive word for the main important word "bind". So I suggest to abbreviate it as "S.Bind" with the period and i being half-width to fit it into the 5-letter space (also in Japanese the name for it is "Kage Shibari" which literally means "Shadow Bind"). Here the original Japanese and the recent English-language releases all agree on the name, the only problem is fitting it, but I think "S.Bind" is a perfect way to fit it. The effect of this Ninjutsu paralyzes the enemy so clearly the Bind part is much more important than the Shadow part. If it had an effect of blinding the enemy instead of paralysis maybe the Shadow part would be more important but it paralyzes enemies, not blinding them. I can also think of 2 other ways to abbreviate it, "DkBind" since dark is similar in meaning to shadow and everyone knows Dk is short for Dark, but this would not be the standard name used in official English translations, and the other way would be to just call it "Bind" and not even mention the Shadow part. Still out of the possibilities "S.Bind" seems the best option, easiest to fit and understand and closest to the newer official English translations as well as the original Japanese, and it seems clear your (Namingway Edition) goals are to use names from newer official English translations when possible.

I looked into the names Project II uses and when they differ from the original "Final Fantasy II" US localization for SNES. It seems that in the majority of cases, names are just changed to match things in the "Final Fantasy III" US localization for SNES by Ted Woolsey. Except in the case of the "Berserk" spell, which both the "Final Fantasy III" US localization for SNES by Ted Woolsey AND Namingway Edition of Final Fantasy IV for SNES call "Bserk", the original "Final Fantasy II" US localization for SNES called "Bersk", and Project II calls "Fury". I suggest Project II changes this to "Bserk" to match its standard pattern of using FF3US names by Ted Woolsey. Not to mention that this spell or status is not called "Fury" anywhere in the Final Fantasy series, in fact Fury is a completely different status effect that occurs in Final Fantasy VII and some other parts of the series. And in the original Japanese, the word "Berserk" is used as a loanword from English, although the Romaji version of it looks like "Bāsaku" because of Japanese being a syllabic language rather than one based on letters that stand for individual consonants or vowels. Anyway since a loanword from English is being used in Japanese, with its original English meaning, the only correct translation back to English is to use the original English word Berserk (possibly abbreviated in some way), which is why every official translation ever done by Squaresoft has done exactly that. The "Fury" status effect from Final Fantasy VII causes someone to be able to attack twice as fast but miss a third of the time, it does not limit them to physical attacks only, and it does not prevent them from having control over their actions. The "Berserk" status effect, on the other hand, makes someone lose control of their actions and do nothing but physical attacks, while attacking faster and doing more damage. Quite different from "Fury" where you can still control yourself, still use magic, and your attacks are actually LESS likely to hit, about the only thing both status effects have in common is they make characters faster. So I say, Project II should do what both Ted Woolsey and Namingway Edition do and call it "Bserk" just like in FF3US for SNES, so that it matches everything else in Project II that uses the FF3US Ted Woolsey names for things (Espers, Pearl, Doom, Regen, Scan, etc.).

Oh right and this next one is about Namingway Edition again, the correct name for Pink Puffs is Flan Princesses, the more recent official translations all call them Flan Princesses and in the original Japanese they are called by the funny-sounding pun "Purinpurinsesu" which literally means Flan Princess. Of course there is not enough space to fit that full name so I suggest "Flan Girl". Not only does this fit but it sounds like "fangirl" so it is also a pun just like the original Japanese. Perfect name for those things, much more accurate than "Pink Puff" and it also preserves the original Japanese aspect of it being a pun! With a flan being a type of pudding, obviously, and lots of little girls like to pretend to be princesses, my niece included. You should put in a space and make the i and the 2nd l half width so that "Girl" only takes up the width of 3 characters, that way you can fit the whole thing into 8. And the original "Purinpurinsesu" is just as much of a pun if not moreso. Putting in a space makes it more obvious that Girl is a separate word from Flan and also makes the pun slightly less obvious, so that once people realize what it says they will find it funny. Maybe. Unless they don't like that kind of humor. But it is just translating the type of pun humor in the original so if people don't like puns they should take that up with the original Japanese creators of the game at Squaresoft. Anyway this is just PERFECT for the most rare enemy in the game, although obviously you need to document it in the readme so that people looking for Pink Puffs won't get confused. Plus it is also the most accurate translation I can think of and it keeps MOST of what the standard translation of "Flan Princess" has in it, just substituting Girl for Princess to save space and make it into a pun.

OR... you could fit "FlanPrincess", 12 characters, into the 64x8 pixel area usually used for just 8 characters, I thought more about it, it would be a very tight fit, but fitting "Blizzaga", 8 characters, into an area for 5, is equally tight and you somehow managed that! I guess that would be an even better solution but I am not sure if you can manage such a tight fit. Also since the original Japanese uses "Purinpurincesu" and they are using the English word Princess as part of it, it would be a shame not to use Princess. But leaving out the part about this being Flan would leave out something equally important. I think the Princess part actually IS important in thinking about this more, because who would drop the all-important Pink Tail for Adamant Armor, a very important item, other than a really important monster such as royalty among their kind like a Flan Princess? An ordinary Flan Girl who is not royalty, yes it is a pun but would she really be carrying such an important item? OK so "Flan", you can fit into slightly less than 3 characters' width by making all 4 characters narrow. Then "Princess" would have enough room for more than 5 normal characters. The "r" and "i" can take up the space of just one character pretty easily, and the 2 "s"es at the end can be made a bit more vertical so that the space between them is also shaped like an "s" to REALLY save space at the end. That gets you down to ABOUT the width of 6 characters for "Princess" and then by squeezing the "P" and the "nce" tighter, the few remaining pixels can be squeezed out so "Princess" is slightly more than the with of 5 characters, and with the "Flan" taking up slightly less than the width of 3 characters, it all fits into the width of 8. At first I thought 12 characters in the space of 8 was implausible but then I thought of this. Probably the best solution IF it can be managed.

OK I fit it into the area myself, the full name "Flan Princess", here is the image link: https://imgur.com/a/zmkSJtQ. It uses the same font that you use in the rest of Namingway Edition, fits the full name into a 64x8 area. I felt like doing it myself, saves you the work. Check it out, I think I did a pretty good job!

New Post 2 Days Later (the forums combined it with my old post so this appears like 1 really long post but really this next part is a separate post):

OK found a very simple one in the town of Troia, a male NPC in the northwest part of town says "Metals gets too heavy to carry in Magnes Cave, on the northeast isle." It should be "get" not "gets" since "Metals" is plural... the correct sentence would be "Metals get too heavy to carry in Magnes Cave, on the northeast isle." Another typo is after Kain leaves the 2nd time in the Underworld and Cid attaches a drill to your red airship so you can return to the Overworld, Cid is back in bed afterwards and says "I'll back outta the limelight. for you kids now." That is an extra period, it should just be "I'll back outta the limelight for you kids now."

Also there are a WHOLE bunch of places where spells are mentioned during dialogue, spells like Cure, Fire, Blizzard, Meteo, etc. Very often the wrong spell icon is used for them. There are 3 different spell icons in Final Fantasy IV, one for white magic, one for black magic, and one for summons. In most of these cases, the spell icon for summons is used instead of the one for white magic or the one for dark magic, when discussing a magic spell. I have noticed this a TON of times in the dialogue, it would take too long to list them all, it happens about half the time when a magic spell is mentioned. About half the time the correct spell icon IS used though. Anyway I only noticed this problem with white and black magic mentioned in dialogue, in various scenes throughout the game (no problems with summons mentioned in dialogue that I know of). I could try to list each occurrence of this but it would take a long time to go through and find every single time this happens via gameplay, maybe when you open the dialogue in the dialogue editor that you use, it is easier for you to see, I am not sure. Anyway this definitely happens several times that Meteo is discussed although this is not the only spell that the wrong spell icon appears next to in dialogue in the game. And sometimes the correct spell icon is next to Meteo too so it is inconsistent. Pretty much every time this error happens it is the summon icon instead of the white magic or black magic icon, next to the name of a white or black magic spell.

Oh and another thing in Troia, mostly in the castle: Namingway Edition calls the 8 leaders of Troia the 8 "Clerics", but the GBA, PSP, and 3D official translations of Final Fantasy 4 all call them the 8 "Epopts". I looked up the original Japanese for what they are called, the 8 "Shimai Shinkan", it means "Shinto priestess" according to Google Translate. But recent official Squaresoft translations all unanimously agree on calling them "Epopts" in English. If you do go with the official terminology and switch it to "Epopt" instead of "Cleric" you should capitalize that word everywhere it occurs, I know sometimes "cleric" is lowercase like with other occupational nouns, but with "Epopt" it has to be capitalized all the time, I think, just like when you mention the Pope or the President or certain nouns referring to people's titles like that. "Cleric" was just used in the original lousy SNES translation and again in the PlayStation one which was just a copy of the SNES one. Since the GBA, PSP, and 3D versions ALL use "Epopt" as the title for the 8 women who lead Troia, I think that is pretty unanimous as the correct standard translation.

Oh right and for some key plot items the recent translations are different too (these next few names are all consistent between PSP and 3D versions and by 3D this means Nintendo DS, Android, and iOS): the "SandRuby" should be the "SandPearl" ("Sand Pearl" in dialogue, "SandPearl" in item list which would require a little cramming), the "Package" a.k.a. "BombRing" should be the "C.Signet" (short for "Carnelian Signet" which is way too long to fit at 15 letters), and the "Twin Harp" should be called "Whisperweed" (a name that requires significant cramming to fit but is still totally doable without leaving out any letters). Anyway the reason for this is to have names match the recent official translations, all 3 of these key plot items have the same name in both the PSP and 3D releases. Also the Whisperweed really is a potted plant, not a harp, so I'd remove the harp icon if changing it to Whisperweed.

Rodimus Primal

A lot of stuff that I didn't change had to do with space within the ROM and display of the letters to make it look right. The stuff that needs tweaking and fixing grammatical errors I will do. Again, I won't have access to my computer for at least a month so it might take a bit before I touch the project.

FlamePurge

Quote from: yetisyny on August 04, 2018, 10:12:50 PMAlso there are a WHOLE bunch of places where spells are mentioned during dialogue, spells like Cure, Fire, Blizzard, Meteo, etc. Very often the wrong spell icon is used for them. There are 3 different spell icons in Final Fantasy IV, one for white magic, one for black magic, and one for summons. In most of these cases, the spell icon for summons is used instead of the one for white magic or the one for dark magic, when discussing a magic spell. I have noticed this a TON of times in the dialogue, it would take too long to list them all, it happens about half the time when a magic spell is mentioned. About half the time the correct spell icon IS used though. Anyway I only noticed this problem with white and black magic mentioned in dialogue, in various scenes throughout the game (no problems with summons mentioned in dialogue that I know of). I could try to list each occurrence of this but it would take a long time to go through and find every single time this happens via gameplay, maybe when you open the dialogue in the dialogue editor that you use, it is easier for you to see, I am not sure. Anyway this definitely happens several times that Meteo is discussed although this is not the only spell that the wrong spell icon appears next to in dialogue in the game. And sometimes the correct spell icon is next to Meteo too so it is inconsistent. Pretty much every time this error happens it is the summon icon instead of the white magic or black magic icon, next to the name of a white or black magic spell.
It's not the wrong icon. It's the black magic icon, except the color black is seen as transparent in the dialogue boxes. So you'll see the gray and white middle of the black magic icon but the black is green, or blue, or something because it's showing what's behind the dialogue box. The only ways to fix it would be Rodimus removing the black from the blk mgc icon, or eliminating them altogether which would be a tough work

for rodimus: the Troia "metals gets" message is Bank 2, Location 6, Message 8

Edit - Bank 1, Msg 359 is the limelight line
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yetisyny

Quote from: vivify93 on August 09, 2018, 12:40:56 PM
It's not the wrong icon. It's the black magic icon, except the color black is seen as transparent in the dialogue boxes. So you'll see the gray and white middle of the black magic icon but the black is green, or blue, or something because it's showing what's behind the dialogue box. The only ways to fix it would be Rodimus removing the black from the blk mgc icon, or eliminating them altogether which would be a tough work

Sorry, my bad. I was just looking for typos in the script, didn't realize it was an issue with how the original game engine renders the tiles for dialogue text involving black being used for transparency like in a GIF file. Please just ignore all that I said about the specific issue of icons for spells being wrong, oh and, both of those ways of fixing it you mentioned sound like they would make things even worse, so please just leave things the way they are regarding the black magic icon, I would rather just see it stay the way it is than have black removed from black magic (it would not be black anymore which defeats the whole purpose of it being black), or to remove magic symbols from the dialogue (then you would not see anything to visually identify them as magic spells anymore).

It is probably possible to fix this and make the pixels that should be black actually display as black, the way they do in the menus when you browse what spells one of your playable characters knows, but this would require some kind of hacking of how the whole layers and transparency thing works with regard to dialogue text and require ASM hacking and be difficult and complicated, especially since we WANT transparency for the 4 tiles in the corners (since they are rounded rectangles that display some transparency on purpose in the corners), just not for any of the tiles that have text on them. Anyway I am not calling on anyone to do that, it would be cool if someone did do a real fix that involved ASM hacking to make the color black display as such in dialogue rather than showing up as transparent, but it seems too difficult for me to just casually suggest.

I have read a bit about this sort of thing and it seems like it would be quite hard to implement, certainly not impossible but still very hard, I am more focused on solving the easier problems since more of them can be solved faster, solving a whole lot of easy problems using less time and effort than it would take to solve one really hard problem.

The hardest thing I have suggested is to use Lunar Expand to make the ROM bigger, to make it 1.5 megabytes (12 megabits) or 2 megabytes (16 megabits) instead of the current 1 megabyte (8 megabits), and then to use that space in the ROM so that the current limitations holding Namingway Edition back go away. Which would actually make things easier in the long run, more room for expanding the text and other data of the game, or being able to improve the graphics from 8 color (3 bpp) to 16 color (4 bpp), or add in other improvement hacks that require more room in the ROM. I would just expand it to 1.5 megabytes initially, if that turns out not to be enough, you can always expand it again later. But if you expand it too big and later don't need all the space, well, Lunar Expand does not have any "undo" functionality. Anyway I am mostly suggesting this ROM expansion because it appears to be a "blocking" problem, the ROM size issue, that if it is not solved, blocks other problems from being able to be solved, making it a higher priority than it would otherwise be. It is possible Project II might benefit from a ROM expansion as well, if it is also low on ROM space the way Namingway Edition is, or maybe this is only something Namingway Edition needs, I am not sure.

Thanks for the constructive feedback on my comments! I am glad to see that you are so active on working on this game.

FlamePurge

Hey Rodimus, I changed some battle messages a little. Thought I'd drop a line in the thread to see if you wanted to incorporate them into Namingway Edition.

- Message 118: Changed to "Status buffs dispelled!"
- Message 135: Changed to "Zeromus:You...Son of Dark..."
- Message 137: Changed to "...the Crystal's power..."
- Message 172: Changed to "None can stop us now!"

135 and 137 are subtle differences, but I'm trying to make Zeromus' manner of speaking consistent. A few more ellipses and making sure it refers to itself in plural.
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Rodimus Primal

I know it's been a bit since I've been around but some personal stuff has been going on and I wasn't around to take care of the corrections needed to update the mistakes here in Namingway Edition. Now I'll be starting work on this taking the notes you guys have provided. I hope to get this update to you guys soon!


yetisyny

I wrote a very nice and detailed review of Namingway Edition: https://www.romhacking.net/reviews/3747/#review. I highly recommended it as my favorite way to play Final Fantasy IV, while going through a list of all the other options and comparing them in detail.

Anyway I am glad to hear from Rodimus Primal. I hope you like my review, which was a very honest review but also very positive. And it also shows one of my predictions in the review, namely that Rodimus Primal will most likely put out another version that fixes most of the remaining issues, is probably correct. Which is one of the reasons I recommended it so highly. I also tried to be fair to Spooniest since I have not played J2Evisceration yet. But the fact that J2Evisceration stopped immediately at version 1.0 and no updates have come out since then to fix any issues reported in it, well, that is something that I do know, and Namingway Edition fixing issues that are reported in it, that is a definite advantage that I know exists, even without playing the other version.

You do know that Project II released a new version recently on September 4th, about 3 weeks ago, yes? Obviously you do. I assume you will base your work on the latest version of Project II with all of its fixes, quite excellent work by vivify93 there. Good luck, I wish you the best Rodimus! Judging by your past work, I know you can do it.

I understand taking time off to do other things, the same thing happened to me with a GNU GPL'd open-source game I was the most active developer on for awhile. I got totally burned out on it for a whole variety of reasons and ended up just not being active anymore. I made a TON of improvements to the game, lots of features added and bugs fixed, spending countless hours on it over about a year and a half, and did not get the kind of positive feedback I was expecting. And a bunch of other things made it stop being fun to develop anymore too, like bugs that were too hard for me to fix, or trying to merge a fork where they refactored the code completely and it was almost impossible to merge, or dealing with a lead developer who was mostly AWOL but was the only person who had the power to make new official release versions but kept not doing it even though I REALLY wanted him to, at the very least, put out a beta release, I would prefer a stable release but he wouldn't even put out a beta. He just stopped releasing builds, but wouldn't give anyone else admin rights to the SourceForge project so we could release builds! So annoying! And then for some users they saw we had not had any official releases in quite some time and they thought maybe development was dead, or they were playing the old version without the latest fixes. So I had to be putting out all these unofficial dev builds and posting about them on the forums and wiki for the game and getting people to play those instead. It just got to be a huge pain in the rear end and I just ended up stopping it because I got sick and tired of it and it wasn't fun anymore. Thankfully since I stopped working on it, other people have taken over and they HAVE put out new versions that include all my improvements.

So I know how that is. Which is why I want to let you know you are doing a GREAT job! Because I know that developers sometimes need to hear that... I know that firsthand. Anyway thanks for all your work on Namingway Edition, you are doing a great job. I hope that you continue working on it, I really appreciate it. If more people had told me things like that about my contributions to that open-source game, I would have kept working on it longer. Since you actually get to be in charge of your own project and don't get into fights with other developers, in some ways you have things easier than I did on that project. The game I was the most active developer on had quite the active forum site where the players and developers would talk. A ton of people played the game I was working on. That was the main thing that kept me going, as long as I did it, was how many people were counting on me and enjoying the game. I had started out as one of them, as a regular player, before I got involved in development, so I could see things from their perspective. But it just got to be too much for me to handle and it was overwhelming.

I hope that doesn't happen to you!! Keep up the good work!

Rodimus Primal

#429
Thanks. Between my family's move and the birth of my second child, time has been limited but I am updating things now. I'm going through the last three pages of this topic to get changed what is needed first and then moving on to fix anything else.

I had forgotten HOW to change the map tiles for the hidden passages and my help came from Bahamut Zero on that. He's not receiving messages right now and Slick is down still so I'm not sure how I can get a hold of him for assistance on that.

EDIT -

The typos you mentioned AND the changes vivify93 made are now fixed in Namingway as well.

As for names being fixed. I kept it as PinkPuff as a tribute to the creator of the editor I used even though I KNEW I could use FlanPrincess. It would be more accurate and I think I will change it.

I fixed FryinPan and Cleaver in dialogue to Frying Pan and Kitchen Knife (rendered as "Knife symbol"-Kitchen). They are already correct as items.

As for Twin Harp, I think I discussed earlier in this thread that it was something that I wish I could find a way to make it fit as Whisper Weed. However the GBA doubled down on it making it the Twin Harp as well. So that is why it was kept as such.

I still have to look and see what can fit for Edge's Ninjitsu attacks.

I just may call the Clerics as Epopts. It will take a bit to make sure all of the messages are changed but it can be done.

Chronosplit

#430
Woah, I had no idea the Twin Harp was the beginning of the whisperweed and it wasn't just a DS version thing.  That was in FFV and plenty of spinoffs too.  It also ended up being a bigger plot point in The After Years, actually using it's properties as something growable (as in, he definitely uses more than one and left a piece around to spy on someone).

I'm neutral here, but to tell you the truth as a point of canon in TAY it should probably be changed.  But what does the PSP version of TAY call it?

Rodimus Primal

Quote from: Chronosplit on October 04, 2018, 11:12:19 PM
Woah, I had no idea the Twin Harp was the beginning of the whisperweed and it wasn't just a DS version thing.  That was in FFV and plenty of spinoffs too.  It also ended up being a bigger plot point in The After Years, actually using it's properties as something growable (as in, he definitely uses more than one and left a piece around to spy on someone).

I'm neutral here, but to tell you the truth as a point of canon in TAY it should probably be changed.  But what does the PSP version of TAY call it?

Both the PSP AND the DS version call it the Whisperweed. Original Japanese is Whisper Grass as noted by Mato. If I take out the Harp symbol and use 9 characters to name it, and one of my squish tiles I'd be one letter short. I could make it Whisprweed and call it the full name in the dialogue.

Zimgief

Are there hidden paths like in the the original, or are they revealed? Could'nt find the info, sorry. :p

Rodimus Primal

Quote from: Zimgief on October 05, 2018, 02:48:45 AM
Are there hidden paths like in the the original, or are they revealed? Could'nt find the info, sorry. :p

The original Japanese Final Fantasy IV had hidden passages. They were changed for the US Final Fantasy II and Final Fantasy IV Easy Type.

I'm still trying to figure out the best way to change Twin Harp to Whisperweed.

Digitsie

You used to make tiles with doubled-up letters? Can you do that with Wh, is, er, we, ed?

Rodimus Primal

#435
Quote from: Digitsie on October 07, 2018, 06:17:37 PM
You used to make tiles with doubled-up letters? Can you do that with Wh, is, er, we, ed?

It's not that simple. There is literally NO room left to make new tiles in the text space. Also the W is much WIDER than you realize. However, I could render it properly with spacing as W(hi)spweed and call it Whisperweed in the dialogue.

Orochi Kusanagi

I think Whisprweed is quite reasonable for a shortening.

Rodimus Primal

Quote from: Orochi Kusanagi on October 07, 2018, 08:03:41 PM
I think Whisprweed is quite reasonable for a shortening.

This is my dilemma. All other items either use an icon or a blank space prior to their name. If I keep it consistent that way I have 8 characters to play with. I do have the ability to use an "hi" but no other dual letter spacing works with the name Whisperweed. This would mean that the name would need to be Whispweed as the item. If I get rid of that extra space for that ONE item, it will be as intended as Whisprweed. It would look strange all things considered since it's the only item that would take away the extra space used for proper spacing.

Orochi Kusanagi

#438
Yeah, that's pretty rough... To keep it still looking nice, have you considered a different name for it? Like using a synonym for whisper (kind of like an alternate translation)? I know it goes against the projects goals though.

Edit: Maybe even W. Weed?

Digitsie

Out of curiousity, what doubled-up tiles do you have and where are they used?