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I love that the default Emacs scratch buffer text got into Mario Golf (GBC) somehow. I wonder if this was a mis-copy-and-paste from a developer, or if it was another case of a compiler taking random memory contents and using them for padding in the ROM...

Oh no... I isolated what is wrong here, and I am not happy at all...

It's another instance of this game always expecting its text to be in a very specific bank. It never, ever updates what bank it searches for dialog boxes in, only what address within that bank is being currently used.

That causes problems like this, where another function is looking for where it should draw (or, in this case, clear) a dialog box, but it runs off into who-knows-where and trashes memory...

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flashing, glitchy graphics 

And some other things, well... ... ... >.>;;;;;;;;

I still have lots of work left, I guess...

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Well... I have some things working that weren't before, now! ^w^ Almost all menu dialogue has been formatted and inserted, and things look pretty good!

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I don't even understand how I made this work, but I made it work...!

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Then, calmly, everything returned to normal, almost like nothing out of the ordinary had ever happened.

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It was as if all of Itadaki Street was screaming in unison, in horror of what had happened to their game.

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This ... took way longer than it should have, but it's done enough that I can rebuild all the changes I wrote by hand using this patcher program. ^w^

I feel like adding new bits will go much faster now!

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Oh, bleh. A realization about character dialogue hit me...

There is a function used during character dialogue in-game that copies data from a temporary buffer into a particular location, which is read later when drawing character dialogue on-screen. This function only copies 64 bytes of data. (There might only even be 64 bytes of free space available in this location; I don't know for sure.)

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Yep, there's our culprit, just like I thought. That "func_SearchDialogDefinitionForA" call ends up going off into outer space instead of where it should be looking.

Hopefully copying and modifying this function won't be too hard...?

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Hmmm.... That's better, but... if what's causing this problem is what I think it is, I'll be very, very annoyed...

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Oh wow, this is neat.

So, when choosing AI characters you can play against, there are actually two different lines that can appear! I didn't notice that there were multiple lines until I was reading through what @WTCGames@twitter.com had translated so far.

If you choose most characters, you get the first line ("Player # will be ____, right?")... but if you choose Konomi, you get the second ("I'll join as player #, alright?")

I guess Konomi really does host the whole game!

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Yeesh, this is... a lot of references to this memory address. >.>;;;

I certainly have lots of work left figuring things out...

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This song was written for a composition contest in 2010-2011, and the theme they used was "Wing".

There's a neat bonus in the Pxtone Collage file, too... ^^

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