Here's the root folder of the game:
There doesn't seem to be anything of importance here, so i'll jump straight to the file data.srl. It has a lot of folders:
[size=18]battle folder: 4 subfolders (chr,dat,map,sys)[/size]
battle/dat/JA contains files in a ###_###.dat format. The first set of numbers refers to a specific character and the second set is broken up into something else. The second set of numbers only has 3 variants—100, 200 and 500. (The first set goes up to 530.) For playable characters, files that end in _100 list their regular attacks, _200 files are for support attacks and 500 are for their special/super attacks. Enemies don’t have _200 files as they’re incapable of being summoned in for support attacks. For example, 001_100.dat contains the following information. We know from the attack names that 001 is the character identifier for Alady Na’ash (アレディ・ナアシュ) and 100 lists his regular attacks. Since the data is uncompressed, it renders perfectly fine under SHIFT-JIS character encoding. (Haoh Kuuen Kyaku/Dominator’s Aerial Circle Kick—Basic stats: Power B/Gauge buildup B, additional effects: none)
battle/chr/00#/001_###.pk# are compressed, though text renders fine under SHIFT-JIS, here's bits of text so i'm guessing it has to do with player/enemies options during battles? StandBy..Damage..Down..sh..Back.Spe.cial.Ite.m.Masic..Jump.Rot.ation for main characters, and StandBy..Attack for rivals?
battle/map/00#.pk has graphic data in the form of maps of the game (visible using GBA 8bpp tile form in crystaltile).
battle/sys the following files: mface, oface folders with a bunch of 00#.pk also, files kakeai0#.dat for #=1 or 2 mengra.pk and objgra.pk, from my observations they could have some control on the graphic shown during battle.
Different files used to make up the opening cinematic of the game.
[size=18]cf folder: 5 subfolders (mapd,mapw,mobj,sbg,sys)[/size]
On this one I have no idea, there's supposedly shopdata, there's also the minimap, though everything seems to point at the map menu. No script there.
[size=18]ef folder: esp folder , then 4 subfolders (ce, ci, pe, we) (mapd,mapw,mobj,sbg,sys)[/size]
honestly, not sure about these files either, but .evd must mean something event related, still, I uncompressed all of them and there wasn't any visible data that could lead to the script, not to mention their size were rather short, like ~3000 bytes
[size=18]ev folder: (bg, chr) [/size]
possibly backgrounds for the different events, nothing script related either, compressed with LZ10.
[size=18]sb folder: (bs, cs (CharacterStory?)js ss) (mapd,mapw,mobj,sbg,sys)[/size]
these files in particular hav an extension not used in any other file, THIS is were I think the script is. Readable text though? none, which is weird.
[size=18]snd folder: (adx) [/size]
items, skills, spirits, all uncompressed
Logo of startup screen
[size=18]tev and tuto[/size]
tev containts all events in the game, by that I mean the colored text that appears from time to time. Tutorial is about, well, all the tutorials the game gives you (how to battle, how to use save-points, etc)
bunch of bin files, no script
In conclusion: I searched through all the game's files and did not find a single script text. Every file was LZ10 compressed and could be decompressed using crystaltile, but i didn't find anything script related. Which leads again to the .sb files, the script must be there, but I can't see anything.
Here's a comparison between Super Robot taisen OG saga Endless frontier, and Super Robot taisen OG saga Endless frontier EXCEED:
n the previous game, it would appear that the in-game text was stored in the sb folder. Both the Japanese and English versions of the ROM lack JA folders but Monolith Soft probably didn’t think that their game would get a translation (which is funny because Exceed didn’t, but has special folders for Japanese.) Either way, the text we want is in the sb/cs folder (cs=character script?), assuming everything is laid out in the same way.
08B78EE0 is the address we’d like to return to here, so let’s look at the Japanese version of Endless Frontier vanilla first.
Albeit in a slightly different place (ツァイト=Zeit), the script is in the same folder. Let’s go back to Exceed…
As you can see, between both versions things changed a lot. What could have happened?