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Poking through system menu dialogue for Itadaki Street 2 tonight. This game does ... weird things sometimes... but at least I'm understanding better how its code is structured.

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Pro Tip: it's easy to boycott Amazon if you don't have any money

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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I guess I will stream, at least for a little while.

I'll probably be poking at IDA and figuring out what a particularly suspicious function does, and maybe adding tutorial and menu text into my current patch.

twitch.tv/raspberryfloof

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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Spending this morning labelling stuff in IDA. At least at some point before I had already properly built arrays for what I'm labelling, so I can just run through and give everything names...

(~) 

but yet people always tell me how amazing that is and how they are interested in what I am doing. ./////.

It always leaves me so speechless that I forget that I should be telling them how much I thought what they did was much less useless and wished I could be doing what they were doing instead...

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(~) 

It's so weird, thinking about how I've brushed shoulders with people who are accomplished game designers, or programmers, or artists, or musicians, and when they inevitably ask "So, what do you do?" all I can squeak is

"... um... I reverse-engineer games? Sometimes? and I am working on reverse-engineering a moderately obscure Super Famicom board game video game and producing a translated English version of it?"

That means that, unless all dialogue in our translation takes less than 64 bytes, I'll be rewriting this function call, and possibly be looking for extra empty space in RAM I can use for a text buffer instead of where IS2 usually reads from. :S

Annoying, but doable...

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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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Okay there is no way I'm doing this by hand. My wrists already hate me x.x

I'll ask @Xkeeper if they could do it for me instead with a PHP script or something...

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I kind of wish I could get a drawing of my ... fursona? self-insert character? ... cuddling with my friends 💖

I finished enough yesterday on stream that I can get a (mostly) working ROM using this! ^w^

Next will be adding additional definitions for all ... 2200+ ... dialogue lines... x.x

(If I was actually a decent coder, I would automate this. I am not, so I am doing it by hand. This is a terrible idea.)

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Doing a code soon on Twitch again, probably. Continuing from where I left off yesterday.

twitch.tv/raspberryfloof

Honestly just having other people around while I'm coding helps me SO MUCH, it's kind of ridiculous ^^ I focus so much better when there are other people I feel comfortable with talking about what I'm doing.

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I feel super accomplished after this morning's coding session... thank you everybody who watched ^^

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I popped my stream on over at twitch.tv/raspberryfloof ... I'll be programming for a while, working on a patcher program for IS2, so adding new text or code patches is easier.

After two months of severe depression and no work on this project, I've finally gotten back working on the patcher.

I hate writing text parsers. x.x

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