Not so brief message...
No update this time. Sorry!
However, I did want to mention one thing about item name length extension. I've thought up a crazy way to make it work.
To get everyone on an equal footing, item names are all 10 characters long - no more, no less. They are used for a lot more than just displaying the names of items when you stand over them and when they're in inventory. There's a table dubbed the text controller, found at 80142410. It keeps track of what text is to be displayed, possible colors, color in use, special switches for 7F commands, and most notably, a table of item and character names for the current tasks. When, say, a line of text uses 7F21 to display the name of some item, what it is really doing is looking up a copy of that item's name from this table. The names are implanted as soon as you ask for the task at hand.
The trouble is that each entry in the table is only 10 characters long. That's fine for names, sure, but that limits the length of the strings for items. Also, entries can't be removed without damaging the task manager routine, and they can't be easily repositioned anywhere else at runtime. Normally, we'd be stuck with what we have. Gloomy, no?
So, the possible fix:
Since the strings themselves will never fit, ever, in a million years, we won't store strings!
Instead, each slot will consist of two values: a string length, then a ROM codeword for the string entry.
Code:
0x0 1 flag
0x1 1 strlen
0x2 4 ROM codeword for string
0x6 4 reserved
Instead of directly reading the string, it will look them up on-demand from ROM. That's basicly the way the item name lookup works when you hover over stuff.
Surprisingly similiar ;*)
This involves hacking the task manager itself and all the 7F commands that look up strings. (Aegh...) It also involves redesigning the item string lookup routine to accept a table and getting everything else to accept +that+. The buffer for item names on inventory will need to be extended, the bubble generators completely rewritten (they assume some ratio of 10 character), and about a billion other little changes that aren't so very obvious. Oh, yeah, and it +will+ break your save files! (Aeghity aegh...)
The same thing will also be done with those sound-name catchphrase things. 8 characters is not enough... Besides, since they are saved at town gen, altering the text will never alter it in play! Evil! Pure Evil!
What's this mean to you?
It means there
is a pending fix for item names, but it will not come any time soon. Expect it months from now, at best.
The bad news section...
There is bad news though. Almost all the messages, postscript, and superscript for messages... well, that's looking really gloomy. Reduction will be necessary there. The concern is FLASHRAM, and to a lesser degree mempaks.
FLASHRAM does not just keep copies of your messages. It also keeps copies of NPC messages in their own NPC data, and the size is constant. In fact, it can't be anything but constant. NPCs can recall the letters and do, so you can't just blast an entry or two of their data. Every last byte of FLASHRAM is utilized so you'd have to remove content to add anything, but due to the sheer number of entries that there are, adding one byte to every one of them would require removing a whole message. Plus, there must be consistancy between the mesage board, gyroid, and mail, because all use the same typewriter code.
Long story short, we'll just have to reduce some stuff.
In the not-so-very-bad new section (unless you're coding it, maybe), proper text wrapping is only a matter of time. It requires a bit of a redesign to the system, but it can be set to use an anticipated right tabstop. Their method (like so many others) assumed 16 characters per line, but the actual width can be tested against a stop value instead. Naturally, a return would also linebreak. Messy though.
One last thing...
I'm taking it upon myself to do two things to the game:
- Replacing "DK Jr. Math" with "DK Jr." Seems more fun. The combo cart was an option, except it only had two Jr stages and the more annoying math ones. Just be thankful I didn't choose DK3. That game was horrible! If you like, you could replace it with the US DK Jr. Math instead, but I really, really hate that game. Now, a NES port of Number Munchers would be awesome ;*)
- Replacing the "16x6 ruled" stationary with the blue-line ruled notebook paper we all known and love. Why? Due to variable-width fonts, the 16x6 ruling no longer coincides with where text is drawn. (it looks spooty)
Both changes will be effective in the next patch release.