It'd be cool if you could translate the HUD elements as well: 'Energy' and 'Pwrup' respectively.
I explained the problem in the readme. I wanted to use "POWER" and "ITEM", but the Japanese word for the latter reuses a tile, so I would have to find the code and change it. Problem is, I couldn't find the screen layer where the HUD was stored, so I just gave up and blanked it out, because you really don't need it. The item is obvious to see, and when you get hit, you see the power light go out, so that's pretty obvious too.
I really love your work, your Aighina no Yogen translation motivated me to do a longplay of it (which is available at World of Longplays site).
That translation is one of my proudest achievements, because it was the first time I did a lot of cool hacking tricks, as well as translating the whole thing and designing the graphics. And it IS a good game! I thought of doing a longplay myself.
EDIT: would you believe it... in my rush to get this finished, I didn't try to find the HUD elements in VRAM as they weren't immediately obvious. Now I've found them! They were lurking at $DF80, and bsnes-plus didn't show it in its tilemap viewer! Ugh. I suppose I need to make version 1.1 then. If anyone playing through the game has spotted anything else that might need changing, I'm all ears.
EDIT2: I couldn't wait.
Version 1.1 is up, get it here:http://s346165667.websitehome.co.uk/psyktrans/coolyskunk-v1.1.zip