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Even if it's something simple like just a Picross/Nonograms game, I want to make and finish something. ^.^

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Next year!!
I will!!
Make a video game!!!!

This is my new years' resolution to myself ^.^

@Felthry Amusingly, I tried the harder puzzle in two different solvers, and both reached the same point before getting stuck... but if I added one extra mark that both solvers missed, they were both able to complete the puzzle.

@Felthry For these, I drew a picture, then put the clues into an online solver and checked whether it could find a unique solution from the clues given. I'm sure there's a better way of designing puzzles like these that doesn't rely on trial and error for determining whether a puzzle is uniquely solvable, but I don't know what it would be...

I made some Picross/Nonogram puzzles today! One is fairly easy (15x15), and the other is a little tougher (25x25). Both are logically solvable though!

awoo.space/media/VHDA2UsB7Rtz- awoo.space/media/tTKaiQZAHAV9B

Autobiography title: "My Life, or the Story of the Girl Who Always Wished She Could Be Somebody Else" ...

I guess I made a Liberapay account too? It's at liberapay.com/Raspberryfloof/ , but I have no idea how to use it yet... ^^;;;

self care twitter account that just posts "get off of twitter" every 30 seconds

i wanna be a lorge fluff beast with big soft paws for hugging my friends and squishing my enemies

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oh and I forgot I didn't mark the 2000+ in-game character dialogue strings, either, though those are in a different region of ROM and are easier to edit... but should probably be added eventually...

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Aaahh, I have ... 380 textboxes, plus probably twice that many text strings, left to insert into a database of what data is used where in Itadaki Street 2... so it's easier to actually edit some of the data and see how much space we have available...

This is ridiculously mind numbing, especially since I already marked all this data in the disassembly... I already fell asleep twice marking it all...

Realizing I've been on HRT for ... 6 years now, if I've counted right? I don't even remember anymore...

So after considering it for a while, I've realized there's only about 160 tiles, max, that I could use in VRAM for a dynamically-drawn 8x8 (or 8x4, in this case) set of text.

I don't know if that's enough tiles for text-heavy screens like the stockbroker screen, status screens, menus, etc...

I'm worried again that this project might end up being just barely not possible to do well, and we'll have to make some sacrifices...

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Even just the in-game HUD itself, that bottom-right window, is so cramped in the original that character names, the number of dokodemo/suit yourself cards they've collected, and the suits they've collected actually run together into an unbroken string of tiles, filling the entire width of the window. There is precious little space there, and absolutely no room for 5+ character names without some changes.

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For example, here's one of the screens that scares me the most, the stockbroker screen.

Character names are limited to 4 characters in the original game, and would be up to 9 in English, but need 2 rows even in Japanese; text for district names, max value/current value/current price, and column headers is already cramped; and there is very, very little room for expanding the window itself (1 tile left, into the overscan area), so I only have these confines to work in...

awoo.space/media/rJSUAyQ72lMdF

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