Thanks guys, looks like saving the text at 01000000 gets rid of all compatibility problems

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Show posts MenuQuoteecho Expanding ROM[/spoiler]
patch x tla_patched.gba $01800000
echo Assembling decompress.asm
goldroad asm\decompress.asm
echo Assembling setArgumentsTLA.asm
goldroad asm\setArgumentsTLA.asm
echo Inserting decompress.asm
patch i tla_patched.gba asm\decompress.gba $0003843C
echo Inserting setArgumentsTLA.asm
patch i tla_patched.gba asm\setArgumentsTLA.gba $00038580
echo Inserting string offset table
patch i tla_patched.gba bin\offsets.bin $00FA0000
echo Inserting strings
patch i tla_patched.gba bin\strings.bin $00FAC300
Quote from: Caledor on 03, July, 2015, 07:09:41 AM
I know this one cause i use the toolkit on my modified italian rom. The toolkit writes the uncompressed text OVER the tables used by the damage formulas. Those tables are used to separate summons (grab a byte =/= 0) and non summons (byte = 0). Basically what happens is that if text is written there (bytes are not zeros anymore) every skill is treated as a summon, thus HP% damage is added to the real damage.
To sum it up, it can be fixed. I just have to move the tables to an earlier portion of the code, to match what i did on my italian rom.
QuoteWould this be the final version?
Quote from: KyleRunner on 11, December, 2014, 08:21:14 PM
Hmmm... Did you translate the first one too? I remember seeing a polish translatio of the first one.
I'm translating the second game (three years ago I finished the first one) into my language as well (portuguese).
We have to thank Atrius for the "new" translation toolkit!
Good luck on your translation!
Quote from: Fox on 10, December, 2014, 05:33:59 PM
Atrius's TLA Editor 0.5 > Data Browser > Entry #19 shows a font with non-italic characters. (At 0x08682010)
The italics font... is somewhere... Probably at 0x0805A4E0. (Should be in an uncompressed format... Given that there's a byte for each character's width for each letter here, it's likely Tile Molester won't read it properly, though.)
Like with all GBA games, remove the 08 prefix when viewing in an actual Hex Editor.
Quote from: Lord Squirtle on 10, December, 2014, 12:50:22 PM
Hm... I found a little information here, but there isn't much about it there. I can try taking a look for you after tomorrow if nobody else does, since I should have more spare time then.
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