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<blockquote data-quote="Traceytrace" data-source="post: 10256035" data-attributes="member: 592267"><p>I have been fighting through what I can only describe as ASM hell the past couple of weeks.</p><p></p><p>Turns out the rewind feature was NOT fine after my vwf hack. This was due to the fact that the way the game stores and retrieves text lines for the rewind feature is HEAVILY tied to the assumption that there will only be 28 characters per line max. a VWF hack does not play nicely with this, since the whole point is to make the amount of letters that fit on a line be variable,</p><p></p><p>Due to this, I had to dilligently learn and understand exactly how the game decides where lines should begin, end and where they should be written to or read from. This was all so I could pretty much completely rewrite the code that does all of the storing and retrieving. The result is that I've written in total so far, 9 different custom ASM subroutines with a combined ~5000 lines of assembly. But somehow, miraculously, I've come out the other end with a flawlessly working rewind feature (for real this time!)</p><p></p><p>The only big issue remaining is that when loading a save file, the game can't look backwards and see the previous 16 text boxes using the rewind feature, this is because the savegame data itself holds these lines, and they are different from my custom ones. That's okay though, they won't fit anyway, I need more space then the game usually allows, since the usual max amount of bytes of data for a text box is 112 (28 characters * 2 lines per box * 2 bytes per character) whereas my vwf hack allows 224 bytes worth of characters in a text box (the hypothetical scenario where every letter is the letter 'i', since that needs 4 pixels of width space compared to the 8 it needs without the hack). I could dive back into ASM hell to fix this, but it is LOW priority for sure.</p><p></p><p>I really want to get back to translating. Hopefully I can be done with the big ASM fixes soon! Though they are fun and satisfying in a masochistic kinda way.</p></blockquote><p></p>
[QUOTE="Traceytrace, post: 10256035, member: 592267"] I have been fighting through what I can only describe as ASM hell the past couple of weeks. Turns out the rewind feature was NOT fine after my vwf hack. This was due to the fact that the way the game stores and retrieves text lines for the rewind feature is HEAVILY tied to the assumption that there will only be 28 characters per line max. a VWF hack does not play nicely with this, since the whole point is to make the amount of letters that fit on a line be variable, Due to this, I had to dilligently learn and understand exactly how the game decides where lines should begin, end and where they should be written to or read from. This was all so I could pretty much completely rewrite the code that does all of the storing and retrieving. The result is that I've written in total so far, 9 different custom ASM subroutines with a combined ~5000 lines of assembly. But somehow, miraculously, I've come out the other end with a flawlessly working rewind feature (for real this time!) The only big issue remaining is that when loading a save file, the game can't look backwards and see the previous 16 text boxes using the rewind feature, this is because the savegame data itself holds these lines, and they are different from my custom ones. That's okay though, they won't fit anyway, I need more space then the game usually allows, since the usual max amount of bytes of data for a text box is 112 (28 characters * 2 lines per box * 2 bytes per character) whereas my vwf hack allows 224 bytes worth of characters in a text box (the hypothetical scenario where every letter is the letter 'i', since that needs 4 pixels of width space compared to the 8 it needs without the hack). I could dive back into ASM hell to fix this, but it is LOW priority for sure. I really want to get back to translating. Hopefully I can be done with the big ASM fixes soon! Though they are fun and satisfying in a masochistic kinda way. [/QUOTE]
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