MrRichard999
So i went and did something smart. I went through every single "operator in the .exe (there are in total 27 that I found; there are probably many more) and even if it was OBVIOUS they had nothing to do with determining the battle_text i still went ahead and renamed each one to something unique: (remember that these are Kanji characters that I'm talking about) I named them from 1/ ~ 9/ and then a/ ~ v/ thereby keeping intact the same byte-allocation and spacing and proving for the 20th time to myself that they can be re-written as literally ANYTHING and that it is only their hexadecimal value/code that marks where those operators are and interjects them into the game text. tl;dr the fact that the oprators are Kanji is meaningless and in fact for a long while I replaced them all with ascii value 81 10 which are cute round dots... (the BATTLE_TEXT looks like how you see it because i also marked every single description so i could know which one was used and where it began and where it ended EXACTLY)
neat huh? it gets better. they're not actually restricted two space at all despite the fact i've been telling you they are in every post :D I was experimenting and if you take "v/" and change it to "PISSES ALL OVER THE FUCKING FACE OF" and CLOSE IT OFF AND DELETE THE OTHER OPERATORS AFTER IT (the kanjis overlap so for example something else might trigger on the operator "OV" because it just so happens the OV(er) was typed in the space reserved for i dunno 3/ or whatever)-- but if you use breakers like 0A and 2C and isolate it then the game will actually display it no problem! so v/ could theoretically always be the player pissing in the fucking face of a green slime
so as you see there are many ways to have fun with this! and who knows what i haven't discovered as well because check out this curveball it threw me:
.........YEP. MMM HMMM. Seriously tho, i have thought hard about this and I can tell it's almost certainly not a misplaced BATTLE_TEXT trigger i've gone over each one recently and they are all placed EXACTLY in the same bytes andeven of the same LENGTH (or less) than the japanese text. i mean it could be, but i doubt it.
I THINK it's actually something i haven't translated. I don't know what or where it could be or why but yeah, i think so. Would have to experiment playing with the original jap exe of the game but honestly fuck that i got shit to not do.
So i went and did something smart. I went through every single "operator in the .exe (there are in total 27 that I found; there are probably many more) and even if it was OBVIOUS they had nothing to do with determining the battle_text i still went ahead and renamed each one to something unique: (remember that these are Kanji characters that I'm talking about) I named them from 1/ ~ 9/ and then a/ ~ v/ thereby keeping intact the same byte-allocation and spacing and proving for the 20th time to myself that they can be re-written as literally ANYTHING and that it is only their hexadecimal value/code that marks where those operators are and interjects them into the game text. tl;dr the fact that the oprators are Kanji is meaningless and in fact for a long while I replaced them all with ascii value 81 10 which are cute round dots... (the BATTLE_TEXT looks like how you see it because i also marked every single description so i could know which one was used and where it began and where it ended EXACTLY)
neat huh? it gets better. they're not actually restricted two space at all despite the fact i've been telling you they are in every post :D I was experimenting and if you take "v/" and change it to "PISSES ALL OVER THE FUCKING FACE OF" and CLOSE IT OFF AND DELETE THE OTHER OPERATORS AFTER IT (the kanjis overlap so for example something else might trigger on the operator "OV" because it just so happens the OV(er) was typed in the space reserved for i dunno 3/ or whatever)-- but if you use breakers like 0A and 2C and isolate it then the game will actually display it no problem! so v/ could theoretically always be the player pissing in the fucking face of a green slime
so as you see there are many ways to have fun with this! and who knows what i haven't discovered as well because check out this curveball it threw me:
.........YEP. MMM HMMM. Seriously tho, i have thought hard about this and I can tell it's almost certainly not a misplaced BATTLE_TEXT trigger i've gone over each one recently and they are all placed EXACTLY in the same bytes andeven of the same LENGTH (or less) than the japanese text. i mean it could be, but i doubt it.
I THINK it's actually something i haven't translated. I don't know what or where it could be or why but yeah, i think so. Would have to experiment playing with the original jap exe of the game but honestly fuck that i got shit to not do.