It is rather simple. First you go for a known point (the tilemap) and then you find what code writes to that. Then you check if that's the actual source of the data. If not, then you need to find where that code reads from and repeat from there.
Originally I just wrote the hacks to be applied when in Japanese mode for testing and then just quickly swapped the one bit at release, probably thinking "eh, people will probably just use an emu anyways". But I guess the proper solution would be to swap allCode: [Select]
move.b $A10001,D0 ;put this is for US-region check
move.b $A10001,D0 ;put this is for US-region checkwhich should then skip the hacks if in Japanese mode (high 2 bits = 0) and apply otherwise.
I'd have to look up how many bytes "cmpi #$80,D0" (though I think 68k instructions are always an even number of bytes) but I recall 4E 71 is the hex for the 68k NOP (strange value ).
The game crash right after the Altus logo on my SNES PowerPak. It shows what seems like garbled font graphics from the intro for a split second and then gets stuck on a black screen. Does anyone was able to run it on real hardware? It works fine on every emulator it tested though, even on Higan's accuracy mode.
Anyway, thank you so much for this great translation!
I got a Super Everdrive in the mail today and the translation has been working great for me so far. I'd get another copy of the rom and try the patch again.
Also, thanks so much for all your work on this ddstranslation!
Congratulations on finishing this long-awaited translation! Thank you so much for all of your work and time!