i wanna be a lorge fluff beast with big soft paws for hugging my friends and squishing my enemies
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...
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...
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...
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.
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...
In all honesty, I'll probably have to come up with a solution for the 8x8 text the game uses beyond just using the game's 8x8 font. There isn't enough room on screen for everything in a lot of places, like the HUD, menus, system dialogs, and so on. I don't know if there is enough free VRAM space for a variable-width small font, either.
I make music either on a computer, or by whistling...
I'm afraid of calling myself a musician, especially when there are actual trained musicians who are amazing and can make beautiful music out there on Mastodon and elsewhere...
I don't belong in a group with people like that...
I already forgot what all the different unlabelled memory addresses in my disassembly were for... maybe I should have labelled them...
Also, I'm sorry that I'm probably using music terminology completely wrong while I'm describing things. I never had any formal training because my parents couldn't afford an instrument and I never joined choir because my parents saw I was good at math and pushed me extremely hard to do that instead of music...
Probably isn't very surprising, though, since I played my Game Boy a /lot/, for most of my grade school and middle school years...
Listening to the Tetris Attack (Game Boy) soundtrack with @Xkeeper a few days ago, and realizing... My music compositional style was really, really heavily influenced by that soundtrack, and other GB/C games that I had. Short, repeating tracks, a melody line, an accompaniment/countermelody, a bassline, and sometimes a "drum" that's usually just a white noise channel acting like a hat or snare...
Poly trans cuddlefloof programmer and gamedev(?). I love poking around in and reverse engineering old games. I'm also super shy and have horrible anxiety, so ... please be nice...
I don't mind if you follow request, but if I don't know or recognize you, please send me a message so I know who you are. #nobot