DEF FILTERX(S$)
OUTPUT$=""
FOR I=0 TO LEN(S$)-1
IF MID$(S$, I, 1) != CHR$(4) AND MID$(S$, I, 1) != CHR$(4) THEN OUTPUT$=OUTPUT$+MID$(S$, I, 1)
NEXT
RETURN OUTPUT$
@PChicken
The only problem with that is that Smile replaces any illegal ASCII value with the X character. Eg: CHR$(5553) would be X, CHR$(7542) would be the same.
Hold it! Why do you want to filter the Xs? Those are tofu marks that, since there are over 6,000 kanji characters but only 4,096 available spaces in the GRPF sprite sheet, represent those that didn't make the cut.
In my screenshot, the green characters are the obscure kanji that got replaced by tofu marks (red). But since they're still REAL kanji, their unicode/CHR$ value remain unique.
So I don't know why you want to mess with the Xs that mask the obsolete kanji, but if you actually want to see what the respective kanji are, use Godot's Misaki Font List [Key: 43ENYD3F]. You will see something like my previous screenshot and a crisper list on the touch screen.
Make 3 changes as shown to fix a bug I found in the program.
Here's the bottom screen that shows what the tofu marks in your screenshot are supposed to look like in Nintendo's font.
I reread your posts and it seems you already know those Xs represent either illegal values OR legal but obscure characters. I just don't know why you want to touch them :P