ManaRedux, chainsaw Kettle Kin, like a few of the other features included with the stand-alone Reborn release, aren't inextricably tied to Reborn's script replacement, and so aren't forced On just because you have Reborn On. Worded in reverse, Reborn's script works without those features, so there's no good reason not to let users disable them; with default Turbo settings, every feature included with Reborn is also On by default. And worded yet a third way, you turned it Off.
Thanks for the text error pictures, I've isolated the text that it's choking on and am figuring out the logic error that causes them. There are (apparently) still some mismatches between the automatic line break code and the Proportional Font code (usually related to periods, which have special rules for spacing). Humorously (to me), that Jema line is one I tested against and at one point had working correctly. -_-
For the last two, where the text gets too close to the right edge, the first one is working as expected, and the text just needs to be manually altered to work with the Proportional Font (I'm not a fan of the three-hyphen-no-spaces pauses, but that's personal taste), but the second is actually wrong, the text should never touch the right edge (just get pretty close). I suspect more spacing issues from periods, but need to investigate.
lexluthermiester, for the record, it wasn't my idea, I was just shown someone's personal project to make a physical cartridge with that labeling and barfed out a title screen to match. I hope they notice I added it.
hmsong, you actually did post a "thank you" back when I originally released the Dark Lich changes.
Everything that's in "SoM.events.zip" is in "SoM Turbo.zps" now. I don't think that was the case back when I sent you that ZIP file.
Anyway, if you search for:
{ ' event scriptsYou'll get 4 results. In order, if you search at the top of the file:
Reborn | &(patches)\Augmentation\Events\Data.asm |
Relocalized | &(patches)\Relocalized\Events\Data.asm |
VWF Edition | &(patches)\VariableWidthFont\Events\Data.asm |
Vanilla | &(decode)\Vanilla\Events\Data.asm |
Probably the main thing to note with Reborn's script is the new \n^ line break (as opposed to just \n); it can either be parsed as a space or a newline by the patcher, to support Reborn's in-development automatic line break code. Functionally, it always is going to resolve as a space for Turbo, so just treat any \n^ you see as if they were _.
I don't know for certain how you set up your personal patch (if I did know, I've forgotten). If you used the:
%OFF% Event###...style of offsets, there's a decent chance it'll be compatible with Reborn unless you added your own insertion points (Event###.Something), in which case you'll need to add them to the Reborn script as well.
Regarding No Missing Monsters, yes, Reborn adds a new event that uses the Water Palace basement that is incompatible with Luka's Pets.
Edit: To any non-English European-language natives out there (so, Spanish, Portuguese, French, German, etc.) what non-English character modifiers are the most valuable? So like, the basic accent, dieresis, etc.... which are the most useful to have available to convey your language? I'm trying to add support to the game's text system for combining characters, and have some preliminary stuff for ¨ and ´ but was wondering what else to look at. Right now, those two can be placed after any lowercase vowel and they'll be added to it (they misalign with i, but I'm working on it). I'm just doing so for fun, so nothing may come of it, but wanted some feedback if anyone was willing.