+  RHDN Forum Archive
|-+  Romhacking
| |-+  General Romhacking
| | |-+  I've exceeded the length of the old string & the game won't display the new char
Pages: [1]
Author Topic: I've exceeded the length of the old string & the game won't display the new char  (Read 1 times)
Kagemusha
Guest
« on: July 15, 2008, 01:11:27 pm »

So I changed the pointers and relocated the text to allow for longer strings, but this happens to me.



The game won't display the extra characters. So would anyone what the problem is? Maybe the strings are fixed length or something.
akadewboy
Guest
« Reply #1 on: July 15, 2008, 02:15:14 pm »

Did you notice any hex values that might indicate string length? In my Famicom Wars translation the first value in the string sets how long the string is. (the first value also controls how large to draw the text box).



This is just an example, I have no idea if it applies to your game too.
« Last Edit: July 15, 2008, 02:20:19 pm by akadewboy »
Kagemusha
Guest
« Reply #2 on: July 15, 2008, 02:22:59 pm »

Uh, yeah that's it. I feel kind of stupid. I was playing with the hex values of the old string and not the new ones.

Thanks.
Kagemusha
Guest
« Reply #3 on: July 23, 2008, 06:13:01 pm »

Resurrection!

I've encountered a similar problem for a different game. I don't think there's any control codes involved this time. The game stores the top tiles first then the bottom tiles next. I changed the pointers to allow for more room, but after the 8th character, the game does a line break on me.



Check out the 0's. I didn't do that line break. After every 8th character, the game automatically does a line break. I wanna increase that. Essientially I'm limited with the amount of characters I can have for every string because of that. Any ideas on how I can fix this or even what's the game's doing? I'm guessing the string length is hard-coded.
Ryusui
Guest
« Reply #4 on: July 23, 2008, 07:37:45 pm »

It may be hard-coded, but that doesn't mean it's not easy to fix.

Set a read breakpoint for the text location in ROM. This should point you to the print routine. Trace through and keep an eye out for a countdown. Find out where that countdown variable is loaded from. Change it and you've got it hacked.
Kagemusha
Guest
« Reply #5 on: July 23, 2008, 08:30:31 pm »

That was way too easy and this happens to be the first time I've used a debugger properly. Every time I use a debugger, I always set a write breakpoint. I don't know why, I just do. I think I did that when I wanted to disable some dakuten code. I believe I set a write breakpoint for the text location where the dakuten. Would it work this time if I changed it to read?
Ryusui
Guest
« Reply #6 on: July 23, 2008, 10:01:16 pm »

I'm fairly certain it would.
Pages: [1]  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC