We'll some more files, then we'll make a beta-release, we'll see how the progress goes. There's preety comprehensive tutorial how to unpack original START.dat, replace the files and then pack it once again. If you can't do it, just wait.
If someone needs it, here's the screen of font in EBOOT.BIN with the offsets. Maybe someone working on fonts can dig this further up.
Last edited by Tidusnake666; 09-16-2011 at 07:21 AMReason: forgot to attach :)
Wow thanks, this is exactly what I needed; I'm trying to convert the jpn talk -> english using the jap tables instead of ascii- which doesn't seem to be properly supported for talk.dat (I realize there isn't enough space to do this but atm i'm just trying to figure stuff out!)
At a guess: Font.fmm seems to be the ascii table, possibly used by the routine that draws character names. The eboot font seems strictly double-byte japanese (I assume when the game writes chat text to the screen, it can draw from the ascii table, but does so twice because it is expecting the eboot font.)
I'd like to say that maybe we could force the game to use the font.fmm drawing routine but it's far beyond my expertise.