Quote from: "the_darai"Quote from: "RollingMeowcat"It's common to use 4 hexadecimal digits for a Japanese character/alphabet.
Could the script be compressed?
Not sure if I can. I can check but wouldn't that give us less leeway to work on?
Compressing or encoding makes it harder to find where the script is. However, everything is possible with understanding in assembly. (It's very difficult, though.)
Here's a explanation for Multiple Tile Encoding, which can be found in the help file of Translhextion.
If we dealt with the problem successfully, we could export the script now and don't have to type it out by ourselves.
*sigh*
MTE (Multiple Tile Encoding)Certain platforms, after encoding the alphabet, numbers, and punctuation as single tiles, use what is left of their 255 possible character table entries as DTE (Dual Tile Encoding) and MTE (Multiple Tile Encoding) values.
In the case of MTE this means that some of the remaining hex values are assigned common "multiple-tiles". This can mean that one byte can represent an entire word or that two or more bytes together can represent an entire word (multi-byte values).
Example:In Final Fantasy 2 (US) the following hex values are SOME of the multiple-tiles (in this case, multi-byte values) representing common names.
HEX TILE
... ...
04 00 Cecil
04 01 Kain
04 02 Rydia
04 03 Tellah
... ...If MTE and multi-byte values are used extensively, it makes determining the encoding table very difficult because guesses would have to be made about how they are used.
Is anyone interested in assembly here?
http://nocash.emubase.de/gbatek.htmBTW, I found certain part of the game is compressed.