Okay, so you're probably all wondering how far along this has gotten...
Here's the news:
select, super, superz, ps, and mail are all ready for insertion.
What's holding it up then, and why not a patch?
Okay, the reason there won't be interim patches is due to the extreme annoyance of fixing the mess doing progressive patches would cause. This should really be a 1-shot deal, fitting everything together like a glove. In other words, interim patches would make useless roms.
What's holding it up are three general problems. First is that there are three binaries from AC/DnM+ that are at least not found in the same context as AF. Finding them has been, let us say, problematic. Heck, they might not even exist. Oddly, there are three binaries from AF that aren't found in the later games apparently. This is probably not true; the script is probably incorporated into the other text banks in some way, just not directly.
Second is that the japanese from AF is more similar to the english of AC than with the japanese of DnM+. In other words, they redid a good portion of text when creating the expanded DnM+ *after* creating the translated game 0.o So in other words, you can't really compare the japanese to get your bearings without at least putting minimal effort into reading it. So much for a blatant copy/paste... My japanese sucks but at least I can make it out - usually. Slang really throws me off.
Third is that some stuff changed. It's decisions like "should we restore the personality types to blood types, despite them being used as personality types" and other such cultural issues related to localization. In other words, are we making an AF translation, or doing a DnM->AC project? Personally I'm opting the latter since it requires less effort and usually nets more varied text and responses. Where in AF you'd have a list of 8 identical responses, the later games have 8 different yet similar ones.
Oh, and I took a short vacation ;*)
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Jensma, if you made it this far, N64 graphics are a little screwy. They're more like sandard bitmap formats than other graphic types. The most common graphics used are:
15bit+1bit alpha images, both indexed and straight-up
32bit images, though AF rarely uses these. They can also be indexed
8bit greyscale, with a variation that uses 8bits for grey and 8 for alpha
4bit greyscale, also with a 4bit+4bit variation
3bit grey+1 alpha, which is what the title screen used.
Sizes are almost always multiples of 4 - usually multiples of 8 actually. 8x8 is about the smallest you'll see.
Indexed images can use either a 16 color or 256 color index. If you change the number of colors in an index that may need to be fixed when the thing is used. That requires hacking a display list usually. Smaller is okay, bigger less so.
Plus, greyscales can be colorized using the display list to set the 'black' and 'white' colors. The title screen shuffles through these, and I'm not going to go into the mess involved in doing two seperate lines like that.
There are quite a few graphics that are uncompressed. For instance, fish extend from F99A78-F9D170, wallpapers (64x128) from F547B0-F98010, carpets (64xsomething) ECBF30-F52790, 980AB0 has some character stuff like faces, etc.
However, there are also a slew of graphics in yaz0 compressed binaries all over. 921DF0 contains all the mailbox graphics, from the stuff for the bubble to the different colored scrolling backgrounds. 8E8F80 pops up all the different kinds of windows that use the insert text dialog, from the scary baby dialog to name entry to the reset mole. Others contain other things. There's images all over, really.
I've been using a hex editor to rip graphics, but then again how many people look at hex and say, "gee, that looks like a 32x32 16bit indexed image"? Never used spriteview, so can't say what could be up with it.