#WRITE(ptr, $B8070)
// 100778
//戦闘開始時には中央の作戦が設定されます。<LINE>
//また、カスタムした作戦にはお好みの号令名を<LINE>
///つけることができます<END>
The strategy in the center is the default<LINE>
at the start of every battle.<LINE>
You can also assign a name which you feel<LINE>
best fits your customized strategy.<END>
For the record, this string just opened my eyes to the possibility of buffer overflows-- despite the fact that this would fit into the the textbox on screen, it's too long for the buffer, and kills the game when loaded. It would appear that the buffer is somewhere around 128 bytes long and that string was little over 150. I ended up shortening (and revising it slightly anyway) to:
The center strategy is the battle default.<LINE>
You can assign names that you feel<LINE>
best fit your custom strategies.<END>
...saving space is always a good thing anyway. I'm beginning to have my doubts that the fully translated block1 is going to fit in the original space once it's done. We've only got a little over 500 bytes + the original space of the untranslated stuff left in the text block. It would be nice to know if that locations list is known to be used anywhere, because that space would be VERY useful in the event that the full block1 translation doesn't fit. Too bad we can't implement dual character encoding...