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We're having a sunshower-thunderstorm right now...

A sunderstorm...

mh, - 

I still haven't worked any on IS2 since two weeks ago...

I don't know if I will for a while, either, since I'll be away from things for a few weeks soon...

I feel really awful tonight... I don't know what I can do about it...

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Food 

I grilled 4 pounds of sausage...

It's all gone...

My roommates (and I, I had 2/3 pound) were really hungry, I guess... .-.;;;

Food 

@Kat They smell really good already and they've only been cooking 5 minutes or so :3

Food 

Grilling smoked sausages for dinner :3

mh,-- 

Very lonely and thinking about how I don't even belong in the country I was born a citizen of...

mh, -- 

Spent yesterday having anxiety attacks and feeling like I don't belong anywhere: on Twitter, on Mastodon, in any Discord communities I'm in, with any friends or partners I have in person...

I still feel like I shouldn't be here talking about this, and should just leave and never say anything again...

It didn't happen in my hand-patched build because I hadn't moved any dialog boxes that called this function into expanded ROM space, and my code that handled AI dialogue used the original dialog box definition.

This is so frustrating...

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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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Nothing I added recently directly caused this; it is either a byproduct of something I added in my very first patcher build, or something related to how my patcher itself builds everything into the ROM.

My hand-patched build from months ago doesn't exhibit this bug, so I have no idea what is wrong...

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Well, I fixed what caused everything to break yesterday, and ran into a different, very annoying and also very strange bug:

When playing any game with an AI opponent, after that AI player says anything, the game clears completely wrong memory addresses when removing their dialogue box. This causes all sorts of problems, like corrupt tiles overwriting the map, the HUD disappearing, or the game soft-locking after displaying that dialogue box...

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