Eliminated automatically generated .inc files for fixed-length text arrays.
Improved python code for extracting, decoding, and encoding text.
Finished implementing the DTE optimization algorithm, only to find that it's no better than the vanilla algorithm!
Syntax and formatting changes throughout the entire repo. I tried to standardize how arrays of data are generated and accessed in the code, opting to use ca65's scoping capability when appropriate. I also wanted to prepare the asset management code to be used in the FF5 repo.
Add support for SFC version (jp)
Generate debug files
Add partial RAM map for menu and battle graphics
Added some helper macros
Fix some Windows compatibility issues
Added assembler macros for generating event script commands (WIP)
Changed some enumerated constants and flags to enums
Changed text escape sequence format from \escape to {escape} for easier parsing
Also added all remaining data.
This now builds a byte-perfect ROM except for the compressed cutscene code because I haven't figured out how to match the original compression algorithm.
Add compressed cutscene code (title/splash screen, opening credits, floating island, world of ruin)
Modified Makefiles to compress cutscene code
Add long branch macros
Updates to field and menu code