Topic: Watercrown News
The following update is the result of six days of random mental meandering. Don't worry; there's a point to this story.
Thanks to VBA-SDL-H, I've cracked my first compression routine. It took me a single evening to reverse-engineer the routine and the next two days to write a compressor for it. And I've never done anything remotely compression-like. First VWF, now compression. Holy cow. What's next?
The compression routine in question belongs to Sylvanian Families 5 for GBA, a.k.a. "Sylvanian Families: Yousei no Sutekki to Fushigi no Ki - Maron-Inu no Onna no Ko". (I'm still working on a proper subtitle for that, but the original means something like "Fairy's Stick and the Mystic Tree - Brown Dog Girl", the last part being the protagonist's non-name. Just call her "Esme Huckleberry". Everybody else does.) While it has little to do with my current project, you may rest assured that when it finally comes time for me to do the GBA games, you'll have proper English title screens to look at.
The second part of this story, and by far the more relevant one, is that while I was staring at another one of the SF1 script's nightmare-to-format case routines (the previous issue with the embedded pointers having evaporated), another crazy idea struck me. Perhaps emboldened by my recent adventures in programming, not to mention the fact that I had already done something of this sort before, I decided to modify Klarth's Atlas once again. Now internally titled "Hitoshura SF" (in honor of "Kagutsuchi", an ancient app I coded in Multimedia Fusion for pretty much the same purpose, suffixed with "SF" for obvious reasons), my modified Atlas handles the game's lists with minimal madness.
So there you have it. I'm back on track, and never again will one of the game's scripts rise up to give me pain. Or so I assume.