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Lenophis

Super Koopa
Level: 44

Posts: 196/830
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Since: 03-15-04
From: Duluth, MN

Since last post: 4 hours
Last activity: 3 hours
Posted on 10-29-04 12:35 PM Link | Quote
...on progress anyway. Granted, it doesn't seem like anybody here really pays attention to Jade (except dormento) but hey, whatever.

Some code optimizing in a couple editors, and gave the character editor a cosmetic tweak.

Oh yes, the formations editor can now change palettes, like so:


The text editor now displays pretty much everything, and I'm beginning to outright hate the Prototype translation... *grabs rant at TEK*
Argh, I'm beginning to not like the Prototype translation... There are some vast differences between it and Demi's translation.

Dialogue is done quite differently... example...
Prototype: To signify the end of a dialogue string, it uses 0A or 00. 0A prevents some character bleeding, but both are used. Quite strange.
Demi: It has one null terminating string, 00. No if's, and's, or but's about it.

Prototype: Line breaks are done strangely, it uses a pair of 09 bytes. It appears that each instance is only half of a linebreak, it needs two for the full effect.
Demi: Line breaks are done with 01, nuff said.

Prototype: It can use DTE in battle *jealous*
Demi: It can't.

But, in my discoveries, something else has popped up. Initially when I was testing to see what bytes were used to display named characters, there are two different types.
07 <-- that will get the name of the character in the 4th slot.
13 02 <-- that will get the name of the character in the 4th slot.

Both work for both translations. I haven't done too much testing with this, but I see no drawbacks from using the 07 over the 13 02.

That's all for now...yay. *forgets, lack of FF2 wub here*
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