

So if you take advantage of DTE pairs you might be able to fit more text into a smaller space.Īlso, the same space is shared for "Continue" / "New Game" / "Respond Rate" text - so if you use less space for one of those strings, you free up space for another one. There isn't a pointer table for the text - and instead the pointers are hard coded in the drawing routine, much like how the box sizes are.Īs for how to solve your text problem. If you make the text longer, you will have to change the box size/position:Ġx3A170 = X position of both "new game" and "continue" boxesĠx3A178 = height of both "new game" and "continue" boxesĠx3A17C = width of both "new game" and "continue" boxesĠx3A1CB = X position (in pixels) to place cursor for both boxesĠx3A282 = Y position (in pixels) to place cursor for "Continue" boxĠx3A283 = Y position (in pixels) for cursor for "New Game" box The routine which draws the title screen is "EnterTitleScreen" in bank_0E.asm, line 3487. If I were you, and there is not a better way to do this (I'm faaar from being an expert), you could translate the game via FFHackster for easiness and write down all the uses of umlauts and eszett and change then through the Hex Editor.īut maybe someone with more wisdom can help you better. By creating a table you can see the text in the Hex editor, and edit it as you wish. Then it's just counting in hex,Īnd so on. If you want to know which values the letters have, you can use an emulator like FFCEUX with it's debug options, by using the PPU function. The numbers are the values of the letter, and not always start with 00. By creating a table (You can look it up, shouldn't be too hard) you can write the text through the hex editor.Įtc.

Well, I don't know if you could use FFHackster for those, but a hex editor with a character table could do de trick.Įach sprite has it's own value, and the japanese characters should be the same.
