Except... the continue arrow also references those parameters, but the bank has already been restored when it tries drawing it, so it's using incorrect/invalid data when determining where it should draw that arrow.
I'll probably just have to find the continue arrow code and hook it somehow, just like my custom text code...
When IS2 draws a dialogue box on screen, it uses a particular 3-byte memory address for loading the window parameters from; and since all window parameters are in the same bank, it never updates the bank byte in that address.
I've moved all my custom code out into a new bank, though, including window parameters, so I have a hack in place that saves, replaces, and restores that bank byte when it loads custom text...
Hmmm.... That's better, but... if what's causing this problem is what I think it is, I'll be very, very annoyed...
I wish I had a fluffy tail to hold every time I need a hug. https://botsin.space/media/9ui-3JtS6caH2CAFgUE
This music was also used in U.N. Squadron (SNES) for its final stage.
https://www.youtube.com/watch?v=2wvHrnwCAwE
Music mood: Stage 6 (Cave), from U.N. Squadron (Arcade).
https://www.youtube.com/watch?v=tMryYgpCXZg
Writing a system for dynamically inserting text and automatically updating text pointers.
Using a disassembly would probably be easier, but... that requires a fully reassemblable disassembly...
I probably won't have much new to show on the IS2 project until this is working though. Sorry...! ^^;;;
Music mood: Parts Exchange, from Penny Racers (N64).
https://www.youtube.com/watch?v=mSdJkTud80Q
Music mood: Night Owl, from Stunt Race FX (SNES).
https://www.youtube.com/watch?v=-tqa5WVh3-w
I wish I didn't feel like things were only worth doing if they could be done perfectly. https://botsin.space/media/sUJG7lDrPMSoc10XGxg
Oh, I had more control codes implemented in my custom code than I thought... I guess I can actually insert some of this text then ^^
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!
Music mood: In the Final, from Mario & Luigi: Bowser's Inside Story.
https://www.youtube.com/watch?v=z6M2xt_Ks4Y
Yeesh, this is... a lot of references to this memory address. >.>;;;
I certainly have lots of work left figuring things out...
Well, I found which memory address is used for indexing which dialogue line is spoken by AI players.
Unfortunately, because I didn't finish tagging things in my disassembly, I can't cross-reference where the breakpoint I set fired with it, because that section of code is untagged...
I guess I know what I'll be doing today.
Music mood: Heart of the Mountain, from Celeste (2018), by Lena Raine.
https://radicaldreamland.bandcamp.com/track/heart-of-the-mountain
"Marble Machine" by Wintergatan: I'm 100% in favor of musical mechanical engineering: https://www.youtube.com/watch?v=IvUU8joBb1Q
Music mood: The Capital City of Flowers in the Sky, from Fantastic Record of Cherry-Blossom, by Sensitive Heart.
https://www.youtube.com/watch?v=vI1KnSDzbnU
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