I don't really know but if the tilemap is large, you might want to use CpuFastSet. Though if it's really large, you might consider compressing it and using one of the decompression BIOS functions instead.
I can't say. It could be any of those three. You'll have to debug it yourself because I don't have your ROM.
If I recall correctly, Coolboyman's signs use a monospaced font, which makes displaying text quite easy. With the 3rd generation games, the letters are taller than 8px and many aren't a full 8px in width. The game uses some special code to configure the letters in the VRAM each time text needs to be displayed. That's why it's so hard.
As for your routine, I have two suggestions. One, use CpuSet ('swi 0xB') instead of CpuFastSet. While your code will work, the game uses CpuSet more often and I usually go with whatever the programmers use. I can't tell you the appropriate situations for each but I think that CpuFastSet is better for larger copies because it copies in sets of 32 bytes.
Secondly, you are copying a palette from the ROM directly into the Palette Memory. This won't cause any noticeable change because once per frame, the Palette Memory is overwritten with the contents of a Palette Buffer somewhere in the WRAM. I don't have the address on me right now but you can find it easily with either VBA-H or VBA-SDL-H. You should write to the buffer instead.
Interesting... then why does NTME have a text bookmark? It might just be a GSC leftover text.
I already have my image binaries ready, so I can at least display the sign image. If it comes down to text, I might just take a screenshot of each different letter, and make a table of LZ77 compressed letters, and load them out into the tiles. As for reading the string, that'll be hard
I guess it'll take a while anyways. I was aiming for imitating coolboyman's signs, but on GBA.
Sorry to pester again, but this one I think shouldn't be too hard.
What is a good method of loading a 16 color pallet into the pallet area? I'm having trouble getting my test ROM to cooperate...
1. If you're asking for the location of the text in the ROM, I can't help you there. All I know is that it's stored in 2BPP format so if you want to try looking for it in Tile Molester, remember to change your settings.
If you're asking how to display text via an ASM routine, sadly I won't be much help with that either. The font is not monospaced which makes displaying it very difficult. What I did for my flashback hack was actually taking a screenshot of the text I wanted (after making a script to display it) and then inserting that image in the ROM. It makes editing the text even harder but if you know what you want it to say, it's a perfectly reasonable method, in my opinion.
2. If you can, I would advise you to stick with editing BG0. Unless you want to back up the tiles and tilemaps for the other backgrounds, you should limit yourself to one background (which shouldn't actually be very limiting).
Hey, quick question I want to ask real quick:
Alright, so I'm going further in my hacking, and making a signpost routine. I have a few questions I thought you might know. If you don't, that's fine too
1. How can I retrieve text so I can write it to video RAM? (At lease give the adress :p)
2. Should I switch modes and start with fresh pallets, or keep it simple and write to BG0 and just refresh the screen?