(Let me preface this by saying I have some sort of experience in coding but I'm completely lost when it comes to asm, so I ask for a bit of patience.)
So I'm looking into translating the Lost Levels fds, and I'm following doppelganger's disassembly to edit the title screen. As an assembly noob, so far most of the logo was quite simple to edit, except
for the 3rd row of the "Mario Bros. 2" part.
Almost every row corresponding to the logo in TitleScreenGfxData follows the same order: the first 2 bytes are the position of the row's 1st tile in the PPU, the 3rd is a value related to the following tiles (that I still don't know what it is), and from then on the tiles indexes of the CHR are called. Usually they're broken in 2 lines of code.
.db $21, $25, $17, $d8, $de, $d1, $d0, $e8, $d1, $d0, $d1, $26, $26
.db $d0, $e8, $d1, $d0, $d1, $de, $d1, $d8, $d0, $d1, $26, $d0, $d1
However, in the case of that 3rd row, since the first 6 tiles in "MARIO" use the same index ($db), they made it so that $db was called only once and kept repeating itself until the tiles of the 2nd line started (and the 3rd byte seems to indicate this to the program):
.db $21, $65, $46, $db
.db $21, $6b, $11, $e4, $e5, $26, $26, $db, $db, $db, $db, $db, $db
.db $df, $db, $db, $db, $26, $ec, $ed
I'd need to put the R ligature index ($df) on position $21 $67, but editing the position bytes at the second line above creates a 4-tile gap in the logo, leaving me 4 bytes short of editing it properly:
If I try to just copy the logic of the former code, the game crashes because there are 4 more bytes in the data. Keeping the first line as is and adding those bytes by the end also crashes it - even when I update the pointers in fdswrap.asm.
Is there any way I can solve this?