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One of the great mysteries of gaming is, why was the message window expanded by 8 pixels for the GBA re-release of Mother 2? Obviously some vertical squishing was required because the 8 tiles of height lost on the journey from the SNES's 256x224 to the GBA's 240x160 could not be avoided, and it was handled without even having to change the font since it fit comfortably in a 12 pixel height. However, assuming that the script was a straight port, and no other changes were made necessitating an extra tile/glyph worth of space in the message window... Then for what purpose was the message window quietly widened?
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100% speculation: Maybe they had planned to localize it to English originally and English generally takes more horizontal space.
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>>12581379
Probably to accomodate the slightly wider aspect ratio of the GBA.
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>>12581382
That's the thing, though. The original English localization used the standard 152px wide message window. Playing the GBA English fan translation patch sometimes has text that appears slightly differently not because it was changed, but because the automatic line breaking takes full advantage of the extra tile worth of space. There was never any need for the wider window even if a possible English release was in the works.
>>12581386
Which still doesn't make sense, as the overall size of the command window+message window comes out to 240px on both versions. The SNES version does so because it needs an 8px buffer near the screen edges to avoid overscan issues, while the GBA obviously does not since the LCD screen doesn't have to deal with that.
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>>12581393
Compare how you can see more of the counter and cash machines thanks to the wider, but vertically shorter window on GBA.
It was obvious this >>12581386
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>>12581379
Mother 1's GBA message window had its text shifted one tile to the left, and technically had 2 more usable tiles than the famicom version due to no longer requiring a mid-scanline IRQ trick. They may have expanded Mother 2's window to be consistent with that change? Or perhaps they just wanted the message window to be an even number of tiles. I guess we'll never know.
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>>12582102
>shifted over the text by 1 tile
Never even noticed this somehow. Yet, the effective text amount is 1:1 between both games, gaining 1 extra tile's worth of space within the window.
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>>12582249
The text box was padded by 1 tile on both sides, so they gained 2 extra tiles, but the text formatting was left unchanged as far as I know.
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Because 2x8 is based
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>>12581379
is this really one of the "great mysteries of gaming"?
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>>12581379
One of the great mysteries is why more people don't support abortions up until the 36th trimester just so parents can spare teh 4chin from underage shitposting spawn like you
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>>12581382
Probably this, but because of European languages (EB was never localized to anything other than English)
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>>12581379
I wonder if we can figure out a way to legally have you undergo euthanasia.



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