As to that last part, that is exactly what I assumed. I certainly don't want to slow down your progress with my unessential pursuits!
As to the first part, I don't have a problem with the 'I' because I drew the sprites as silhouettes, due to the monochromatic nature of the device.
Therefore, Ash walking north and Ash walking south look the same, because his face looks exactly the same as the back of his head. I'm very glad you used two different characters for east and west, though, because those sprites I drew definitely look the coolest.
EDIT: Ok, good news. replacing the characters with graph link seems to work!
Here is a screenshot:
Ash is standing in the tall grass, facing right.
Also, I found out that there are way more unique characters in the game than I though! The best part is that many of them use extended character space values already, so I don't need to do anything but edit the font to make things like the SNES look like a SNES, and so on.
Now for the bad news. It seems like the program derives its logic directly from the text string, meaning that if I change the actual value of the characters on the map, the program doesn't know what kind of tile it is anymore. So that means, in order to make it playable, I need to know which programs contain the assignments of characters to tile types. If I find that out, though, everything should work flawlessly!
As to the first part, I don't have a problem with the 'I' because I drew the sprites as silhouettes, due to the monochromatic nature of the device.
Therefore, Ash walking north and Ash walking south look the same, because his face looks exactly the same as the back of his head. I'm very glad you used two different characters for east and west, though, because those sprites I drew definitely look the coolest.
EDIT: Ok, good news. replacing the characters with graph link seems to work!
Here is a screenshot:
Ash is standing in the tall grass, facing right.
Also, I found out that there are way more unique characters in the game than I though! The best part is that many of them use extended character space values already, so I don't need to do anything but edit the font to make things like the SNES look like a SNES, and so on.
Now for the bad news. It seems like the program derives its logic directly from the text string, meaning that if I change the actual value of the characters on the map, the program doesn't know what kind of tile it is anymore. So that means, in order to make it playable, I need to know which programs contain the assignments of characters to tile types. If I find that out, though, everything should work flawlessly!