Small commit to github. The splitAssets.py script now embeds dialogue box information into the extracted Japanese text.
Each of the text strings in a given asset chunk now looks something like this:
{
"string_number" : 2,
"string_size" : 59,
"start_pos" : 0x28086,
"bytes" : ["1a", "4f", "10", "30", "a2", "cb", "ae", "b3", "d2", "dd", "b5", "dd", "c4", "de", "20", "31", "30", "30", "30", "20", "df", "43", "20", "b2", "bc", "de", "ae", "b3", "a1", "03", "d6", "b3", "b6", "de", "dd", "c6", "20", "b5", "b5", "dc", "da", "c0", "20", "c1", "b2", "bb", "c5", "20", "dc", "b8", "be", "b2", "03", "c3", "de", "bd", "a1", "a3", "08"],
"PCE_japanese" : "<newbox><24x3@bottom_centred><NPC_Mica>『ひょうめんおんど 1000゜C いじょう。\nようがんに おおわれた ちいさな わくせい\nです。』<wait>",
"SNES_english" : "",
"SNES_accuracy" : 0.0,
"PCE_english" : "",
"notes" : "",
},