Qyzbud wrote:Could you maybe use an algorithm to have DKC's (and DKC2's) text formatted just as it's displayed when seen in the game? Otherwise, it might make sense for me to just extract it myself.I found it to be a bit of work to rearrange that kind of stuff. Do you think you would have the know-how to have it automatically come out looking like that, or maybe should I do it myself from scratch?
Right now I'm trying to wrap my head around the bit math involved in emulating a SNES (partially, anyways). Maybe once I finish the GFX extraction tool I could make something like that.
I do think I will need to extract text for the DKCLB, so this may end up being one of my "pending" projects on the DKCLB's to-do list. Right now, I need to concentrate on getting the extraction tool done.
If you mean you need the text in the game's graphical font (a cool idea, by the way), I can do that with the extraction tool. I don't know how the text is displayed just yet, but I'll know soon enough, just as with everything else
. This code:
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7e1Df5 cd
7e1Df6 ab (# = abcd)
is the text timer. it counts up until the next message is displayed, and repeats this. Oh, and I studied the code you found (7e1DF7 ##), and it seems that this is Cranky's text number, and cranky will always say a maximum of ten things. What "text group" is displayed is determined by some other value, which just happens to be in the processor when it increments Cranky's text number. I'll try hacking that to see where exactly the number is coming from. Ill try tracing when it accesses the text offset, that should make hacking this much easier!