Ugh, IDA, why are you ignoring the data bank register in this disassembly?? Maybe half the memory references in my disassembly are completely bogus because IDA "helpfully" mapped them into memory, but in the completely wrong place...

This is completely wrong! "word_7Fxxxx" should be "word_00xxxx" (or "word_7Exxxx", since memory is mirrored there for the first 0x8000 bytes).

I don't look forward to fixing all these auto-generated references...

awoo.space/media/FKxqWOjNoopvG

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I gave up and split the auto-generated WRAM segment from $7E0000-$7FFFFF into two segments from $7E0000-$7EFFFF and $7F0000-$7FFFFF. This way I can automatically fix references into the second bank instead of rewriting them all manually, and IDA will even keep track of the RAM address's name if/when I name them.

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I also figured out that I can manually rewrite code instructions, so I can turn all the one-byte BRK instructions into actual BRK instructions!...that aren't actually marked as code. >.>;; Oh well, at least it will be less ugly this way...

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aaaaa IDA doesn't support Unicode comments ;~; I can't just type out the Japanese text into my database as comments...

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I'm stuck... in subroutine hell... x.x
I've been tracing out one function for two hours and haven't even come close to finding the end of it... x.x
I think... I'm going to bed now... and then I'll start again in the morning... x.x

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I just spent a few hours adding the district and shop names to our translation spreadsheet.

I feel accomplished. ^.^

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I also threw together a small tool for testing how dialogue will look before inserting it in-game!

You can play around with it here, if you'd like:
raspberry.rosenthalcastle.org/

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