For all of you waiting for updates on this project... I'm bringing in a few updates now.
This is the "dark castle" tileset. A lot of detail for so few colors.
A quick test of the shiny new Shift-JIS based dynamic text render code. All of the text is stored as Shift-JIS characters and is displayed using dynamic tile RAM updating; the font itself is pulled from the system card in realtime. It turned out to be less memory-intensive to just store all the text (even the English text) as Shift-JIS sequences rather than to use a lookup table (since there's so little actual text in the game).
In order to pull off the dialogue, I wrote a script "compiler" specifically for this project that uses my "famous" (haha) ETX scripting format. ETX (Etended TeXt) is a scripting format I developed in the late 1990s for RPG dialogue. It looks a bit like HTML. For the image above, this is the code:
;test script!
=english
%0
This is a test
script! LOGIC!
<END>
The ; line is a comment line, the = line tells the compiler which language to process, and the % line is an "entry point". The compiler generates the compiled script and a text file that can be copied 'n pasted into the source code that contains the entry points for each dialogue block. This is the method I should have used for MSR, but by the time I came up with it, it was way too late.
So... yeah... that's what's up right now. Oh, and the village shown in the second image has a whole bunch of women wandering around... lol.
Only one is shown here. Their code is handled by the same code that went into the action scenes; it's based on some code Arkhan used for Insanity that is able to handle a large amount of data way faster than HuC can do by itself.
A new video will be put out once the village is more fleshed out.