Puny Update
Just a very quick update for now. Between all my work last week + real life stuff, I’m pretty exhausted, and I only got time to do a little hacking last night. So I focused on some of the tinier, easier things.
I went through the list I posted last week to find some easy things to do. First one was how item menus in battle are weird, in that non-equipped items are scooted all the way to the left. They’re not supposed to be that way, if you check the Japanese version.
This problem’s been around since probably before the translation group merge, and I always wondered what caused it, it seemed strange. My hunch (or at least this is how I would do it) was that the game would put the (E) sign there if an item is equipped, otherwise it’d put a blank character, most likely character 0, there to nudge the item names over one column. I tested this by changing the width for character 0 in our custom width table. I gave it a big number and went into a battle. Yup, it moved the names over a lot.
So I just changed the width of character 0 from 0 to 10 and now that works. Very easy. It’s awesome when hunches work out π
Before After
Next up, I decided to see if I could tackle the seemingly-simple task of moving the main script menu cursor down 3 pixels. harmony had easily moved around and repositioned the main script text to allow for full 16-pixel high fonts, but this didn’t fix the cursors in Yes/No, etc. menus.
The cursor is a sprite though, and that leads into specific hardware stuff, and I don’t know much about the GBA. Looked at tons of documents to get up to speed. For some reason, we were never able to catch writes/reads to OAM (sprite related) memory. It dawned on me that it was probably because the game wasn’t doing normal read/writes to memory, it was probably using DMA. So I looked up more about DMA and turns out I was right. I bet most accomplished ROM hackers are snickering that I didn’t realize the DMA stuff before, it’s probably like an absolute obvious given that that’s how stuff like that is done π
Anyway, after debugging stuff for a while, managed to track down the routine that creates the Y coordinate for the cursor. It does some really crazy math, and I didn’t feel like trying to make sense of it. It eventually winds up equaling 144, though. Luckily, there was a line of code in there that adds 14 to the number, so I just changed it to add 17 (I tried 16 too, but it looked odd). And that pushes it down correctly. Talk about a lot of work just to move a simple sprite π―
Before After
Also been using no$gba way more for debugging lately. Even though I sent the guy money for a debug version of no$gba a month ago, and after sending him 3 different emails to 3 different addresses, the guy never sent me my stuff π So I “borrowed” a copy from team members π The program does indeed kick ass and makes things much nicer to work on. Only problem is, it makes me feel stupid, since there’s so, so much stuff π―
Anyway, here’s a quick pic of it in action. It’s indeed awesome for debugging/development. Just wish his customer service was a bit better π

Next, I thought I might try my hand at finally moving all the menu, etc. text up three pixels. It does not look easy π So I’ll save it for another day. Hopefully one of the more skilled hackers will help out with that at some point. I think maybe next I’ll try to get that last menu VWF working. Now that I’m using no$gba it might be a little easier. We’ll see.
Speaking of other skilled hackers though, I still look at these pictures from harmony’s old project and I’m always in awe. This is what I’ve been slowly trying to build up to. It probably took him just a few days, while it’s taken me weeks to get only halfway there. I bow before his mighty powers. He’s a really busy guy, though, way more than me, even π But we’ll get to where he once was eventually.
These pictures taunt me so.
Anyway, that’s all for now. Now for napland. Might update tonight or tomorrow too, depending on what else I get done. Just gotta tackle that list one thing at a time.
1st, keep up the good work guys.
MATO EDIT:

second. Hahahaha
Yay, an update! I really liked this one…great insight on the project.
yay! keep doing what ur doing guys! lovin’ it!!
fifth heheh
Awesome stuff.
keep up the good work this is awesome, i just discovered this site but i’ve been an earthbound fan for like 12 years now and have been waiting for the sequel !
mato, it’s looking great! can’t wait to play it!
Alright, nice job! I’ve been keeping up with this bloggy thing recently. Its a lot more rewarding to readers when you update than, say, Smash Bros Dojo. >.>
keep doing what ur doing guys! lovinβ it!!
If Harmony has already done so much work, why do you need to duplicate it? Can’t you start from where he left off? How good is his documentation?
that debugger is awesome, if only I knew what it all meant. ^_^
Heh, I knew I should’ve added that reminder in there π I already mentioned it throughout other entries, but harmony only got so far before he had some hard drive problems. He’s a smart guy and backed up stuff like on a weekly basis, but the timing was bad so most of the good stuff was lost.
Yeah, the use of DMA was a given. Don’t imagine we’ll ever see this released with such incompetent developers on the job.
… just kidding! Great work, love reading your updates, looks like a good learning experience.
Nice update. It’s great to see some of those little things taken care of. Don’t let those images taunt you; You’re doing an amazing job as it is.
Mato nice puny update lol,its good that you solved that old problem of non equipped items that were not suppose to be to the left.Also its good that you borrowed a debug version of no$gba from team members which I say thanks to them,its good that program makes things much better to work on for you,hopefully that guy you sent the money to is not dead and sends you your money back because I find him not replying and not sending you the stuff after getting paid simply disrespectful,anyways Mato keep up the amazing work even with not much hacking experience you are doing great and I think when both Harmony and Gemini have time this project will be done pretty fast.
awesome, seems like you’re getting a lot better at this man
How can you do this stuff? I mean, WOW!
YOU ROCK!!
you’re awesome.
THOSE PICTURES WERE SHOPPED. STILL.
I’m just saying that ’cause i’d love Harmony to get some time and somehow ‘miracle’ you guys out of your time-consumingness, Mato π
Your persistence is inspiring
hehe i noticed he didnt get the 8 letters in too… kumatra,,, (doesnt sound that bad, i would accept this is kumatora couldnt fit)
No, no, no. We should call Kumatora “Kumi” in the game. It sounds so much better than Kumatra. Plus, if I remember correctly Earthbound only gave us 5 spots to fill in.
Haha!
It’s so fun to read when you mention Harmony.
It sounds like he is a since long dead but legendary hero
in whos footsteps your following π
Zip Code Ness: You’re allowed to name characters whatever you want, so you’re always free to call her that. I still think there’s hope for 8-letter names though.
he want to name her Cumy spelt weard
i have a friend who i japanese/american who might help out with the project