I see no reason why SuperH assembly would be harder to implement than ARM or MIPS.
I think what would be difficult is to write some useful or complex code on it, though. Unless one somehow managed to fully learn how the SS works.
Oh, I'll seize the moment to say: congratulations for creating this extremely useful assembler!!
It has been really useful for me in the past, and I hope it continues to do so in the future.
I used it with a still paused FF7 translation project when I got mad implementing many translation-related things and other new features in menus and battle layout.
And I tried using it with Suikoden II for an assembler-driven text reinsertion, though I later found a problem with text strings on armips and then gave up the project.
I created a dumper program that takes some address' parameters and dumps the text. All fine.
At least I managed to get something useful out of the messy and mixed Suikoden file structures.
Though still could not solve the text redundancy problem, since there's no way for me to know.
Later I tried using armips to reinsert the translated text. But, I could not make multi-line strings work.
Random Example (it's in Spanish):
.str "Bueno... ¿nos vamos a la cama?<\n>",7,1,"¿O quieres salir a tomar el aire?<\n>",7,0,"Hace una noche perfecta."
Nevermind of the values related to text pausing.
I would have loved to make something similar to this:
.str {
"Bueno... ¿nos vamos a la cama?<\n>
<Pause:1>¿O quieres salir a tomar el aire?<\n>
<Pause:0>Hace una noche perfecta." }
Though, maybe those curly braces would not really be needed.
Is there an obscure way to do this, or did I miss something? Maybe it's simply not possible now? Would it be possible in a future release?
I always thought of doing this translation text insertion through armips to save much time on reinsertion irknesses, but...
Also, now that I mention this Suikoden II project:
Do you know or know someone who knows how to change the font's width?
I searched high and low on all relevant files using all kind of searching methods imigining all kind of ways for that information to be stored... to no avail.
I even used debugger and tracing techniques.
While not mandatory for a translation it would still be nice to do it, since the original font is ugly and has some width errors.
By the way, I hope to see more from you in the Tales of Phantasia X and Narikiri Dungeon X for the PSP project soon.
Thank you for your work, sir!
