Grandia Sega Saturn English Patch

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Grandia Sega Saturn Translation Patch

Have you checked the file bounds, as in, what happens when the script file is larger than the old one, and what happens if one particular text is long enough to push another one down? Are the script start points hardcoded pointers or some other control values that indicate 'text #001 starts here'? Those were the issues I came across in SOTN, text locations were fixed and all string values used hardcoded pointers (and the values pointing to them were also pointers). The whole script file was a compiled mess, somewhere in the middle of the game code so you couldn't even recompile and pad it out since it would get overwritten by other code, it had a fixed length. Have you checked the file bounds, as in, what happens when the script file is larger than the old one, and what happens if one particular text is long enough to push another one down?

Grandia sega saturn english patch 2

Are the script start points hardcoded pointers or some other control values that indicate 'text #001 starts here'? Those were the issues I came across in SOTN, text locations were fixed and all string values used hardcoded pointers (and the values pointing to them were also pointers). The whole script file was a compiled mess, somewhere in the middle of the game code so you couldn't even recompile and pad it out since it would get overwritten by other code, it had a fixed length.I haven't yet. Though if I were to take a guess I'd bet that the game will handle the expanded text fine as I'm not seeing anything in the text that looks like pointers, but something else will go wrong later on. The files that contain the script seem to contain more than just the script. Digimon story lost evolution patch. Again taking a guess it seems that these files are for each specific area of the game, and contain the script for that area along with other data.