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Author Topic: tg16/pce and dte  (Read 1038 times)

tAz-07

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tg16/pce and dte
« on: February 08, 2017, 01:20:00 am »
I'm trying to move forward for my translation patch for final match tennis ladies and have seen that "dte" could be usefull in my case.

The fact is in the original game there is not enough tile available in the score menu. For now i have used 1 or 2 characters per tile (like se-le-s = 3 tile and 4 is the maximum for a name).

After searching and reading i have seen that pointers and dte could be a solution and that dte is more easy to implement. Correct me if i am wrong.

So can someone confirm me that the implementation is the same than for nes ? There is plenty of documentation here for nes like http://www.romhacking.net/documents/384/


Thanks in advance !






« Last Edit: February 08, 2017, 01:26:04 am by tAz-07 »

BlackDog61

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Re: tg16/pce and dte
« Reply #1 on: February 08, 2017, 05:10:22 am »
I'm not sure I understand the problem and attempted solutions, so let me ask a question - sorry if it's an obvious one.
Are we saying there is not enough room (pixels) on the screen to display a longer name, or there is not enough room in RAM to store it, or to store it in the game save, or just the game limits the name length and you don't know how to lift that limitation to try what's the maximum?
« Last Edit: February 08, 2017, 03:07:56 pm by BlackDog61 »

tAz-07

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Re: tg16/pce and dte
« Reply #2 on: February 08, 2017, 06:11:18 am »
There are 45 tile available. (inside 90->FF using mednafen graphic debugger - 00000900->00000FF0)

In the edited rom with hex the name are composed of four hex like "90 91 92 93" without space between each name.

My mind was to modify for example adress 90 to correspond to a full name but finally that make no sense because in any case i dont have enough tile and / or space in the rom :/


edited after reading more documentations
« Last Edit: February 11, 2017, 05:56:05 am by tAz-07 »