WARNING: GIANT WALL OF TEXT AHEAD
Well, I looked at it for a while and I think I understand it. I have never used it myself, but it looks like tilemaps and YXPPCCCT and I am familiar with all of that.
First step would be to change GFX0F.bin to have the words you want in it. (Oh, really?)
After that I might get a piece of paper, mspaint, or some ASCII skills to plan out what tile will go where. It may end up looking something like this:
| 00 | 0C | 03 |
| 0A | 06 | 16 |
Maybe it reads
HI! or something.
Tiles 00 and 0A could be the top and bottom of the H
Tiles 0C and 06 could be the I, etc.
Then it needs to be converted to this abstract format:
00 | 00
01 | 01
02 | 02
03 | 03
04 | 04
05 | 05
06 | 10
07 | 11
08 | 12
09 | 13
0A | 14
0B | 15
0C | 4A
0D | 4B
0E | 4C
0F | 4D
10 | 4E
11 | 4F
12 | 5A
13 | 5B
14 | 5C
15 | 5D
16 | 5E
17 | 5F
This is because the game loads into GFX10 (overworld sprites) for some reason.
So the HI! table above would now be:
| 00 | 4A | 03 |
| 14 | 10 | 5E |
In my opinion that might be the most tedious part.
We must now put this into MarioStartEditor.asm in a way that the game can understand. The game seems to use top and bottom rows seperate and in reverse order. Yeah, that makes my life so much easier.
The first row of numbers would be
because it is now in reverse order
The second row would be
Finally, that's over with!
Now all we need to do it set the palette, priority, and x/y flips. Forget what I said earlier, THIS is the most tedious part. Let's just call this ALL tedious, just like the rest of ASM and ROM hacking, right?
Let's just start with the top row. In reverse order. Hooray.
This uses XYPCCCTT, which is the property format in binary. Each letter group means:
Originally posted by SMWiki
X : X flip
Y : Y flip
P : Priority
TT : Bits 9 and 8 of tile number
The first tile, 00, top of the H, we want in palette C. Now this will be at the end of the line of numbers because it is all in reverse order.
If we wanted a y-flip, no x-flip, and palette C it would be:
Don't get overwhelmed. It's not as hard as it looks.
The 1st bit, 0, is because we want dont want an x-flip
The 2nd bit, 1, is because we want at y-flip
The 3rd bit, 0, are the priority. Keep this 0.
The 4th, 5th, and 6th bit are the palette. We wanted palette C. The palette table is:
Originally posted by SMWiki
000 = Palette 8
001 = Palette 9
010 = Palette A
011 = Palette B
100 = Palette C
101 = Palette D
110 = Palette E
111 = Palette F
The 7th and 8th bits, 10, is the second page bit. I would keep these as 10.
Now we use windows calculator (opened by Winkey+R then type "calc") the convert binary to hex! Make sure it is in programmer or scientific mode. Done using the view dropdown bar.
I just tried this myself and it was indeed very difficult, but it changed the text. Some stuff looked glitchy, but I didn't try very hard. I hope you can get this working.
Just pray that it works. If it doesn't, I may still be able to try and help.
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