Let's get started then. Show me a screenshot of the code that you're trying to edit.
First of all, thank you for what you already did above, but also offering to help within minutes. Unfortunately, I gotta head to work in 15 minutes or so and will be there for about 8 hours.
The screenshots above are what I was trying to edit. I understand, to an extent, what you meant when you said "Since previous "nearby area" is different from the one you've put it into, code breaks coz it branches to wrong place".
Does this mean I'm in the wrong bank? Or I used the wrong jump back command? Or something else entirely?
I'm using a tutorial that was intended for Ys III, but I felt there's no point in both me reinventing the wheel on Ys III and on painting by numbers. I was trying to do the hard work of making something similar work in DBZ II.
And I'm trying DTE because it's, according to RedComet and possibly King Mike (the tutorial-maker in this case), it's supposed to be an easier ASM hack than most.
What I really want to eventually accomplish is writing to the dakuten/handakuten line (so that I effectively get double screen space -- as opposed to double PRG/ROM space with DTE), which RedComet provided his source code for DBZ I and DBZ III. The RAM addresses for where it writes characters to go to PPU match DBZ III pretty much, and the routine for DBZ I is closer to solving the issue.
(To be clear, if I get double screen space, it's probable that I'd need extra ROM space, too, but I was getting decent mileage with some pointer maneuvering and many, many ligatures -- I could use less if I had more screen space (although then I need a tiny bit more ROM space, right?)
The main issue I had with that was that I was just using his dbz1 handakuten hack even though maybe like 20% of the hack relies on a rewritten text routine and referencing it correctly.
Again, thank you very much for offering to help.
Edit: I can add screenshots of any and all of this after work, if that's reasonable.