NASUBI KAMEN = EGGPLANT MAN
NOKO NOKO = KOOPA TROOPA
SPANNER GON = GOTCHAWRENCH
PEACH = PEACH
LUIGI = LUIGI
BLACKEY = SPIKE
KOOPA = BOWSER
ONIGIRI = RICE BALL
CHIISANA ONNA NO KO = LITTLE GIRL
OYAZI = BOSS POPS
DOGU = DOGU DOLL
MARIO = MARIO
FORKUN = FORKER
BLONYA = BLOCKY
BURUCCHO = DOZER
BURNYA = BURNY
DUMPTY = DUMPER
JENYA = JETTY
KANBANK = BILLBOARDSER
GURUCCHO = SPINNER
GATA GATA = WOBBLESTACLE
POLES = POLES
U DOKUN = MR. GUY D.
I will assume they are values still encoded for by the game -- it is possible to have things in the font that the game never decodes.I didn't get the last part.
Anyway if you have the text have you tried plugging different values in there? Assuming it does not crash then you should be able to narrow it down quickly enough just by trying various values and then loading the game in an emulator.
久しぶりのバカンスから帰ってきたマリオは上機嫌です。
マリオの家まであと少し、足取りも軽く 元気に歩いていきます。
家が見えてきました。 あれ…?マリオを大きな影が覆いました。
見上げると、見たこともない高いビルが 立っているではありませんか!
マリオの留守中に一体何が起こっていたのでしょう!!
親?ビルの前に、看板があります。 なんということでしょう!!!
【秘密の味と建設中−クッパ対魔王− ←現場地図】
まりおのるすちゅうにくっぱのひみつのあじとが 次々と 建設されていたのでした。
この国が、日陰 だらけになってしまいます。
マリオは、部屋の奥から秘伝のハンマーを取り出しました。
これは、かつてマリオがレッキングクルー として戦った。
あのん時のハンマーです。 この国を元の日当たりの良い、"平和な国"にするために…
マリオは 建設中の"秘密のアジト"に乗り込む決心をしたのでした。
「ケケケ…。作戦通りだ、うまく行ったぜ。」
「久しぶりだナス、マリオ。かつてお前を 倒すことが、できなったナス。」
「しかし今、クッパ様の力を借りて、ここに復活したナス。」
「はっはっはっ…。」 「今度バリは、邪魔をさせる訳にはいかないナス〜。」
「ま、またしてもマリオに負けたナス。」
「ん?そこで何やってんか!」
「関係者以外立入禁止よ。」
「ここはクッパ様の秘密の味と2号棟の建設現場からね、クッパ様のためにおいらが立てる。」
「じゃまをする奴は容赦しないよ〜。」
「でも、おいら 4分頑張らないと クッパ様に、怒られる。」
「クッパ様、負けた。悪かった。」
「ガーッ!ガウ ガウ!!(僕って、なんで ビルつくってんのかな〜?)」
「ガ、ガウ!ガウガウ!!(お前、どっかで見たことあるぞ〜)」
「ガウ ガウ ガウ! (よくわかんないけど、3分以内で勝つと♥だぞ)」
「ガ…ガウ?…」
「よう!オレのことを覚えているかい。オレはこの日を待ってたのよ。」
「忘れたは言わせね〜ぜ!オレは 元祖マリオのライバルだ!!」
「今日こそは かっちやくをつけてやるぜ!!!」
「オレに 2分以内で買って見な。いいこと教えてやるぜ。」
「ふっ…。久しぶりに面白かったぜ。佐賀な、これですんだと思うな。」
「お楽しみは これからだ。わははは…。」
「あ?」 「む、マリオ!早かったな。」
「アジトが 完成する前に、やってくるとは流石だな。」
「だが、このアジトは他とは わけが違うぞ。まだ 未完成だが、この程度でも お前を倒すなんぞは あさめしまえだ!覚悟しろ!!」
「そんなバカな。こんなに簡単にやられるなんて…。」
「クッソ〜!覚えてろよ。この狩りは必ず返すからな〜。」
「これで終わったと思うなよ!はっはっはっ…」
ストーリーモード-----------------------------
STORY MODE
対戦モード
"VERSUS" MODE
へルプ
HELP
データ管理
DATA MANAGEMENT
EXIT
対戦MODE-----------------------------
VERSUS MODE
対戦木目手
AGAINST (?)
キヤラクター選択
CHARACTER SELECTION
1人目 - 2人目
1P - 2P
ゲームLEVEL
GAME LEVEL
PLAY
0勝0敗-----------------------------
0 Wins 0 Loses
(After winning-losing)
勝敗
OUTCOME (?)
へルプ-----------------------------
HELP
メ二ュー
MENU
操作のしかた
How to operate / Instructions / Controls
--------------------------Quote from: Inside Controls optionたたく ハンドルまわす--------------------------
HIT / TURN HANDLE (A and Y Buttons)
パネルついか
ADD PANEL (X Button)
あるく のぼる
CLIMB / WALK (D-Pad)
ジャンプ
JUMP (B Button)
1メニュー」へもどる
BACK TO THE MENU (Select Button)
ポーズ
PAUSE ON:OFF
(B) + (Y) または (A) ... ジャンプたたき
(B) + (Y) OR (A) ... JUMP BASH
(Up) + (B) ... たかいばしよにのぼる
(Up) + (B) ... CLIMB TO HIGH PLACES
ハンドルの俥いかた
??? (Handles maybe?)Quote from: How to use handles... ? / Handles tutorialここでは,--------------------------
Here,
ハント"ルのつかいかたを
せつめいします。
I will explain the use of the handle.
ハンドルをつかうには,
ココで, たたくボタンを。
To use the handle,
Hit the button here.
(Mario moves)
すると...
このように,
ボタンをおしたぶんだけ,
Then...
This way,
Only when you press the button,
このぎょうにある
ブロックやパネルを
ぁいてほうこうへ
ずらすことができます。
You can shift
the blocks or panels
in this line
on any direction.
ずらしたことで,
がめんのそとにでたものは,
はんたいがわから
もどってきます。
By shifting,
Those that went off the screen,
Come back on the opposite way.
ハンドルを じょうずに
つかえるようになれば,
たいへんゆうりです。
Once you are able
to use the handle very well,
it's very helpful.
たくさんれんしゅうして,
じょうずにつかいましょう。
Practice a lot
to get good at the errand.
おしまい
END
ブ口ツクの壊しかた
???
バクダンの使いかた
HOW TO USE BOMBS
パネルの使いかた
USING THE PANELS
パネルの効果
EFFECT OF THE PANEL
パネルの連鎖
CHAINING PANELS
ゲームのルール
GAME RULES
スぺシャル
???
データ管理
DATA MANAGEMENT
ストーリーモ一ドの MAPコースデータと
sTORY MODE (???) and
MAP COURSE DATA
SAVE(さ)れた キャラクターを 消します
Characters have been saved until reset???
SAVEされているデータは ぁりません
???
EXIT
I didn't even know there was a wrecking crew for the SNES.Aye, it's a fun little game – exclusive to the Japanese "Nintendo Power" distribution service initially. I assumed that it hadn't been translated at this point simply because it was exceptionally difficult to hack.
Main story text:You're missing the text from the special stages and the "Good" ending you get from finishing the special stages, aren't you? The special stages are accessed by finishing some of the regular stages with exceptionally fast times. One of them is an onigiri that says nothing, so that's easy, at least.
That leaves only the Menus pending, but that should be easy to get.
You're missing the text from the special stages and the "Good" ending you get from finishing the special stages, aren't you? The special stages are accessed by finishing some of the regular stages with exceptionally fast times. One of them is an onigiri that says nothing, so that's easy, at least.Huh really?
ひみつのタヅトちず
「.......。」
「.......。」
「わたしね, ずっとここに
ひとりでいるの。」
「みんな わたしが
あそんでっていうと
いなくなちやうの。」
「もう だれも
いなっちゃった...」
「おじさん
あそんでくれる?」
「おじさん、ありがとう。
このたてものをこわして
くれて。」
「これで みんなのところに
いけるわ。」
「よお! みてくれよ、
このビルを...。
つめて一よな。」
「こんなのは おれの
つくりたかったもんじゃ
ね〜んだよ。」
「おれが
つくりたかったのはよ、
もっと あったけ〜たてもの
なんだ。」
「よし! そこのひと!!
このビルで
しょうぶ しね〜か?」
「いやー、あんたつよいねー。
かなわないや。」
「おれもこれで
すっきりした。」
「これからは、あたたかい
いえを たてていくぜ。」
「ワタシハ トオイムカシ
ハルカ カナタカラ
チキュウ二 ヤッテキタ。」
「クタシハ ナガイ ナガイ
ネムリニ ツイテイタ。」
「ワタシノ ネムリヲ
ジャマスル ヤツハ
ダレダ!!」
「ワタシヲ フルサト二
カエシテ...。」
「あっ!」
「マリオ!
もう、やってきたのか!」
「おれさまの アジトを
すべてみつけるとは
さすがだな。」
「だが、おれさまは
ほかのやつらとは
かくがちがうぞ!!」
「こんどこそ おまえを
ひねりつぶしてやる。
かくごしろ!」
「そんなばかな! このビルは
むてきだ... あいつがそう
いったのに...」
「おのれ〜〜!
よくも だましたな!!」
「おれさまを ダシにつかって
マリオを やっつけるつもり
だったな〜!!」
「は...。ははは...
まあまあ...」
ひええええ〜〜〜〜
Also, Koopa Troopa, Gotcha Wrench, and Foreman Spike have alternate dialogue when you defeat them under a certain time (4:00 for Koopa Troopa, 3:00 for Gotcha Wrench, and 2:00 for Foreman Spike).
ブ口ツクの壊しかた
???Quote from: ??? tutorialここでは、
ブロックのこわしかたを
せつめいします。
ブロツクは、
1かいたたくと...
このような
パネルにかわります。
パネルをたたくと...
こわれて、
なくなってしまいます。
さらに、
おなじいろのパネルを
3コくっつけると...
このように、
きえてなくなります。
パネルは、
たて、よこほうこうでしか
くっつけることが
できません。
つまり...
このようなかたちでは
けすことができませんが、
このようなかたちであれば、
パネルをけすことが
できるわけです。
このブロツクこゎし、パネル
こわしは、ゲームのきほん
です。しっかり、
れんしゆうしましょう。
おしまい
バクダンの使いかた
HOW TO USE BOMBSQuote from: Bombs tutorialここでは、
バクダンのつかいかたを
せつめいします。
バクダンとは、
このパネルのことを
いいます。
バクダンパネル、
つうしょうバクダンを
たたくと...
このように、
ばくはつします。
このとき、
ブロツクは
パネルにかわり、
パネルは
こゎれてなくなり、
このくろいバネル、
つうしょうてっぱんも、
こわれてなくなります。
てっぱんは、バクダンを
つかわないかぎり、
こわすことができません。
なお、バクダンどうしが
ばくはつしたばあいは、
こうなります。
それから...
バクダンは、パネルついか
ボタンをおさないと
でてきません。
バクダンは、パネルを
2ぎょうついかするごとに
1コでてきます。
ブロツクやパネルが
つみあがっているときなどは
とてもだしこくいもの
ですが...
ひじょうにやっかいな
てっぱんをけすには、
バクダンをつかうしか
ありません。
また、バクダンは
すごくつかいにくい
マイテムですが、なれれば
たいへんべんりです。
がんばって
れんしゆうしましょう。
おしまい
パネルの使いかた
USING THE PANELSQuote from: Panels tutorialここでは、
パネルのつかいかたを
せつめいします。
パネルには、あか、
あお、みどり、きいろの
4しょくがあります。
おなじいろのパネルは、
3コくっつけると
きえてしまいますが、
このように、4コいじょう
くっつけると...
あいてへの
こうげきになります。
こうげきは、
くっつけたパネルが、
おおければ おおいほど、
ものすごくなります。
なお、
パネルがほしいとさには
パネルついかボタンを
おしてください。
すると...
このように、
ボ夕ンを1かいぉすごとに
1ぎょうぶんのパネルを
ついかすることができます。
ちなみに、
ついかするパネルのいろを
えらぶことはできません!
また、パネルついか
2かいにつき1コ、
バクダンパネルが
ふくまれます。
バネルは、ためすぎると
GAME OVERに
なりますので、ちゅういして
ついかしましょう。
おしまい
...Are you transcribing all this stuff directly?Yes I'm transcribing all the text from the game FIRST.
I guess that's nice, but presumably, if someone can figure out how the text is stored in the ROM to the extent that a new English script can be inserted, it should be easy enough to extract the script as-is.
Well, I tried modifying the font by deleting the letter "E" in caps in all fonts viewable, but for some reason when I booted the game, the letter E was still showing up. :/
I'm hitting a wall here that I can't wreck. xD
Which makes sense, sort of, since they're 8x16 and the in-game font is 16x16.To be clear, the font pictured above appears to be the same font used in the tutorial (though the tutorial may very well use a different, compressed copy of the same font).
That's probably because the (2?) uncompressed fonts you modified were not what you're looking for.
Which makes sense, sort of, since they're 8x16 and the in-game font is 16x16.
Relative search with the in-game JP kana order didn't give away anything so I guess even the text is compressed in this game.
EDIT:
Well, the story text isn't directly visible for me, but at least the tutorial text is uncompressed.
(http://i.imgur.com/RR63WcM.png) (http://i.imgur.com/mnNxZBp.png)
This bit of text in particular is at 0x038BDD.
Table file looks something like あ=00, ア=50, 1=A0, A=AA.
Some notable control codes:
F0=<white>
F1=<red>
F6=<space>
F7=<line break>
F9FF=<end of text box with button press wait>
BTW, I find the existing English font to be ugly, so it might need to be changed (shouldn't be too hard though)
You should probably start looking for the pointer table related to tutorial text so that you can get script edition started with Cartographer/Atlas, rather than just regular hex editing.
From what I saw and what little language proficiency I have, the existing text length limitations are going to hurt otherwise.
パネルの効果
EFFECT OF THE PANEL
------------------
ここでは、
パネルのこうかを
せつめいします。
Here, I will explain the effects of the panels.
パネルは、
あいてをやっつけるための
アイテムです。
これから、
4しょくのパネルが
できることを 1しょくずつ
せつめいします。
かなりながいので、
かくごしてください。
では、はじめます。
まずはじめは、
あかパネルです。
このようこ4コいじょう
くっつけると...
あいてがわへ、
もンスターを1ぴき、
おくることができます。
このもンス夕一は、
あいてにとって
たいへんジゃマですので、
でんでんおくりましょう。
つぎはぉパネルです。
おなじように
4コくっつけると...
このように
きえてしまいますが、
このきえたぶんのパネルを
ふやして、
あいてがわに
だすことができます。
つまり、こちらがわで
きえたパネルのいちと
たいしょうの
あいてが力に、
パネルとして、
がめんのしたがわから
もちあげることが、
できるのです。
このばあいは、
あおパネルが4コ
きえたので、
あいてがわに、あわせて
8まいのパネルが
もちあがりました。
これを おうようすれば、
あおパネルで
こんなこともできます。
このように、
じぶんがけした
あおパネルのかたちを
そのまま、
あいてがわに、
パネルとして
だすことができるので、
たいへん べんりです。
さて、つぎは、
みどりパネルです。
おなじように
4コくっつけると...
あいてがわに⭐が
とんでいきます。
この⭐は、
あいてがわのパネルを
ブロツクにもどして、
なかみをかえてしまいます。
⭐は、みどりバネルが
きえたばしょの
すぐわきにでるので、
みどりパネルは、
あいてがわの
けしたいばしょのそばに
つくりましょう。
さいごは、
きいろパネルです。
4コくっつけると...
あいてがわに、このような
くろいてっぱんを
4まいおとします。
てっぱんは、
たたいてこわせないので、
とてもジャマです。
ここで、
さいごにもういちど
いいますが、
パネルが3コでは、
こうげきをだしません。
ですが、パネルをたくさん
くっつければ、
そのこうげきは
おおきくなります。
たとえば、あかパネルを
これだけくっつけると...
こんなにすごい
モンスターがでるわけです。
ほかのいろのパネルも、
おなじです。
すごいのをつくって、
あいてをやっつけましょう。
さて、これでやっと
パネルのせつめいを
おわります。
おしまい
------------------------
00=あ
01=い
02=う
03=え
04=お
05=か
06=き
07=く
08=け
09=こ
0A=さ
0B=し
0C=す
0D=せ
0E=そ
0F=た
10=ち
11=つ
12=て
13=と
14=な
15=に
16=ぬ
17=ね
18=の
19=は
1A=ひ
1B=ふ
1C=へ
1D=ほ
1E=ま
1F=み
20=む
21=め
22=も
23=や
24=ゆ
25=よ
26=ら
27=り
28=る
29=れ
2A=ろ
2B=わ
2C=を
2D=ん
2E=ぁ
2F=ぃ
30=ぅ
31=ぇ
32=ぉ
33=っ
34=ゃ
35=ゅ
36=ょ
37=が
38=ぎ
39=ぐ
3A=げ
3B=ご
3C=ざ
3D=じ
3E=ず
3F=ぜ
40=ぞ
41=だ
42=ぢ
43=づ
44=で
45=ど
46=ば
47=び
48=ぶ
49=べ
4A=ぼ
4B=ぱ
4C=ぴ
4D=ぷ
4E=ぺ
4F=ぽ
A0=1
A1=2
A2=3
A3=4
A4=5
A5=6
A6=7
A7=8
A8=9
A9=0
AA=A
AB=B
AC=C
AD=D
AE=E
AF=F
B0=G
B1=H
B2=I
B3=J
B4=K
B5=L
B6=M
B7=N
B8=O
B9=P
BA=Q
BB=R
BC=S
BD=T
BE=U
BF=V
C0=W
C1=X
C2=Y
C3=Z
C4=a
C5=b
C6=c
C7=d
C8=e
C9=f
CA=g
CB=h
CC=i
CD=j
CE=k
CF=l
D0=m
D1=n
D2=o
D3=p
D4=q
D5=r
D6=s
D7=t
D8=u
D9=v
DA=w
DB=x
DC=y
DD=z
DE=!
DF=?
E0=&
F7=/
F6=
EB='
FF=#
F9=$
E8=.
F0=<white>
F1=<red>
パネルの連鎖
CHANING PANELS
------------------------
ここでは、
パネルのれんさについて
せつめいします。
パネルは、おなじいろを
4コいじょうくっつけると、
あいてにたいしての
こうげきとなりますが、
これを つなげてゆると、
それはれんさとなり、
こうげきのちからが
つよくなります。
では、じっさいに
みてみましょう。
いいですか?
これが
あかパネルでの
れんさです。
みてのとおり、
ふつうは1ぴきしかでない
もソスターが、
2ひきになっています。
なんで 2ひきになったか?
というと...
れんさのばぁい、
そのときの
れんさのかずたけ、
こうげきのないようが
つよくなるからなのです。
でのくらいつよくなるかは、
そのときにきえた
パネルのいろと、
そのときの
れんさすうによって、
ぜんぜんちがいます。
たとえば...
みどりパネルでのれんさは、
このように、
✮のちからが
4だんぶんでます。
さらにつづけると...
あかパネルでの
れんぞくれんさができ、
でてくるモンスターが
3びきになります。
れんさは、
バクタンをつかっても
つくることができます。
つくりかたとしては、
このように、ばくはつで
きえるパネルゆ、
てっぱんのまわりに、
おなじいろのパネルを
あつめます。
このじょうたいで、
バク夕ソを
ばくはつさせると...
そのばくはつで、
このような
れんさになります。
これを おうようすれば、
こんなこともできます。
バクタンを
じょうずにつかえば、
れんさも、ひかくてき
かんたんにつくれます。
れんさをつくるコツ
としては、
まず、パネルをたくさん
のこしておくこと。
あらかじめ、
パネルを2コずつ
くっつけておくことなど、
とにかく、
じっせんぁるのみです。
なお、
せつめいちゆうでも
ありましたが、
れんさちゆうであれば、
パネルの3コけしでも
こうげきをだすことが
できます。
ではこれで、
かんたんではありますが、
れんさのせつめいを
おわります。
おしまい
------------------------
ゲームのルール
GAME RULES
------------------------
ここでは、
ゲームのル一ルを
せつめいします。
このゲームは、あいてを
GAME OVERに
してしまえば、かちです。
どうすれば
GAME OVERになるか
というと、
あいてがわに、どんどん
ブロツクをぉくりこみ、
このように、
どこか1ケしょでも
うえのラインよりだせれば、
その3びょうご、
あなたのかちがきまります。
ぎゃくに、
あなたがこうなってしまった
ばあい、
3びょうかんは
だいじょうぶですから、
そのあいだに
なんとか さげてください。
このときだいじなことは、
こわしたいばしょへはやく
ぐというし、たたくボタンを
れんだすること。そして、
さいごまで あきらめない
きもちがあれば、
たいていは
なんとかなります。
さて、ここでひとつ
すごいことをおしえます。
つぎのように、
じぶんがわのがめんないに
モンス夕一も、ブロックも、
パネルも、すべてなくした
じょうたいにできれば...
そのことで、このような
NICE!なじょうたい
となり、
そのあとにつくった
さいしょのこうげきが、
どれでも1かいだけ
ちょっと
ぅれしいこうかになります。
ちなみに、
このさいしょのこうげきを
NICE!なこうげき
といいます。
なお、
なにもないじょうたいは
なんどでもつくれますが、
NICE!なこうげきを
ためることはできません。
つまり...
NICE!なこうげきを
つかわないかざり、なんど
なにもないじょうたいに
しても、ムダなわけです。
さいごに ほそくとして、
モンスターは、
まうえからならば
ふむことができますが、
しっぱいすると、
こうなってしまいます。
こうなっているあいだは、
うごかすことがが
できませんので、
(DPad symbol)キーを さゆうに
すばゆくれんだして、
かいふくさせましょう。
ここでのせつめいは、
これで おわりです。
ルールをまもって、
たのしく あそびましょう。
おしまい
------------------------
スぺシャル
???
------------------------
ここでは、オマケとして、
もはんえんぎを
おみせします。
まずは、じょうずになれば
さいしょのじょうたいだけで
ここまでできる。
というものを...
いかがでしたか?
つぎは、
さいきょうのこうげきに
ついて、おみせします。
これが、
さいきょうのこうげきの
やりかたのいちれいです。
このさいごのいちまいが
おなしいろであれば、
かんせいです。
では、いきます...
おおっ!!
と、ここまでにしましょう。
このさき、
なにがおこるかは、
じぶんで
たしかめてください。
ちなみに、さいきょうの
こうげきは、パネルを
9コいじょうくっつけると
だすことができます。
そのときくっついた
パネルのかたちは、
かんけいありません。
さて、いまのせつめいで、
もはんえんぎをおわります。
さんこうになりましたか?
ここからさきは、
あなたしだいです。
しっかりれんしゅうして、
ともだちと
たのしんでくださいね。
ここまで
------------------------
Also, Koopa Troopa, Gotcha Wrench, and Foreman Spike have alternate dialogue when you defeat them under a certain time (4:00 for Koopa Troopa, 3:00 for Gotcha Wrench, and 2:00 for Foreman Spike).
5E=ソ
68=ノ
77=リ
79=レ
7B=ワ
7D=ン
7E=ァ
7F=ィ
80=ゥ
81=ェ
82=ォ
83=ッ
84=ャ
85=ュ
86=ョ
87=ガ
88=ギ
89=グ
8A=ゲ
8B=ゴ
8C=ザ
8D=ジ
8E=ズ
8F=ゼ
90=ゾ
91=ダ
92=ヂ
93=ヅ
94=デ
95=ド
96=バ
97=ビ
98=ブ
99=ベ
9A=ボ
9B=パ
9C=ピ
9D=プ
9E=ペ
9F=ポ
「クッパさま。ないしょの
アジトが ばれたッス。
わるかったッス。」
「クッパさま、まけたッス。
わるかったッス。」
「ガ...ガウ...
(ひみつのみちが...)」
「ガ...ガウ?...」
「ふっ...。ひさしぶりに
おもしろかったぜ。ひみつの
アジトをおしえてやるよ。」
「ふっ...。ひさしぶりに
おもしろがったぜ。だがな、
これですんだとおもうな。」
安全第一
Like I said, once someone figures out how some of the story text is stored, it should be easy to extract all of the rest of the story text.
And without knowing how the story text is stored, how can you expect to proceed from here..?
Hello! I tried translating this game myself, but I lacked the technical know-how. Seeing how you're working on the hacking, would you like me to translate the text for you? That way, you won't have to worry about mistranslating something.Hi!
操作のしかた
How to Play
ハンドルの俥いかた
How to turn Handles
ブ口ツクの壊しかた
How to break Blocks
バクダンの使いかた
How to use Bombs
パネルの使いかた
How to use Panels
パネルの効果
Panel Effects
パネルの連鎖
Panel Chains
ゲームのルール
Game Rules
スぺシャル
Special
ここでは,
ハント"ルのつかいかたを
せつめいします。
Here,
I will explain how
to use Handles.
ハンドルをつかうには,
ココで, たたくボタンを。
To use a Handle, hit
the button right here.
(Mario uses the Handle)
すると...
このように,
ボタンをおしたぶんだけ,
And then...
Just by pressing
the button like this,
このぎょうにある
ブロックやパネルを
あいてほうこうへ
ずらすことができます。
you can slide
this line of
Blocks and Panels
in this direction.
ずらしたことで,
がめんのそとにでたものは,
はんたいがわから
もどってきます。
While sliding,
whatever leaves the screen
will come back around
the opposite end.
ハンドルを じょうずに
つかえるようになれば,
たいへんゆうりです。
Handles are very
useful once you can
use them skillfully.
たくさんれんしゅうして,
じょうずにつかいましょう。
So be sure to practice,
and hone your skills.
おしまい
The End
ここでは、
ブロックのこわしかたを
せつめいします。
Here,
I will explain how
to break Blocks.
ブロツクは、
1かいたたくと...
If you hit this
Block one time...
このような
パネルにかわります。
It will turn
into a Panel.
パネルをたたくと...
If you hit the Panel...
こわれて、
なくなってしまいます。
It will break,
and then disappear.
さらに、
おなじいろのパネルを
3コくっつけると...
Furthermore,
if you line up 3 Panels
of the same color...
このように、
きえてなくなります。
They will flash,
and will all disappear.
パネルは、
たて、よこほうこうでしか
くっつけることが
できません。
Panels can
only line up in
a vertical or
horizontal direction.
つまり...
このようなかたちでは
けすことができませんが、
In other words...
A shape like this
won't be erased, but,
このようなかたちであれば、
パネルをけすことが
できるわけです。
in a shape like this,
all the Panels will
certainly be erased.
このブロツクこわし、パネル
こわしは、ゲームのきほん
です。しっかり、
れんしゆうしましょう。
This breaking of Blocks
and Panels make up the
game's foundation. Let's
practice it carefully.
おしまい
The End
Alright, well, let's start with the menus. You nailed the main menu, so I'll focus on the Help menu:
Now let's focus on the actual tutorials (I'm skipping How to Play though):
Sorry to cut this short, but chores are eating me alive. I'll translate more later.
I'm not using no Babelfish or whatever. Here, let me break down this bit:I believe so, but I'm a bad translator too, so there's no need to be ashamed about that.
ブロックのこわしかたを
Burokku no kowa shikata wo
Kowa=Frightening, terrifying. Sure, it can mean to break or destroy, but at the end, the word is used again, and later followed by this sentence:
しっかり、 れんしゆうしましょう。
This sentence essentially means "let's try it out" but in a reassuring tone, much like "don't be scared, you can do it," implying that the intended meaning for kowa is "frightening."
Shikata: Way, method, means.
Now do you believe I'm a bad translator?
ここでは、こわしかた looks like 壊仕方 to me.
ブロックのこわしかたを
せつめいします。
Here,
I will explain the frightening
method of Blocks.
このブロツクこわし、パネルI guess れんしゆう is a badly written 練習, so I'd say those sentences mean "This breaking of blocks and panels make up the game's foundation. Let's practice it carefully."
こわしは、ゲームのきほん
です。しっかり、
れんしゆうしましょう。
These scary Blocks and Panels
make up the game's
foundation. Come on,
let's try it out.
I believe so, but I'm a bad translator too, so there's no need to be ashamed about that.
This is how I interpret those lines:こわしかた looks like 壊仕方 to me.
So, "I'll explain how to break the blocks."
I guess れんしゆう is a badly written 練習, so I'd say those sentences mean "This breaking of blocks and panels make up the game's foundation. Let's practice it carefully."
Yeah, I had simply used the transcription on the first page of this thread, and while I did notice a couple typos, I clearly didn't catch this one.Don't be so harsh on yourself. You're not wasting my time. :P
At this point, if I can't notice stuff like this, why am I trying to translate anything? I can't believe I've been wasting ShadowOne's time for nothing. :banghead:
Well, in light of the typos, I've done a different approach in presenting the game's text: with cropped and stitched in-game screenshots.
Here's the story intro:Spoiler:Unlike ShadowOne333, I didn't include the text on the billboard that appears during the scene where Mario comes across the building.(https://s28.postimg.org/alrmnx7od/wc98_intro.png)
If anyone wants, I could do the same with the rest of the game's text. I could even get the text ShadowOne333 is missing.
Don't be so harsh on yourself. You're not wasting my time. :PThanks. I really needed that. I'll continue translating the tutorials either later on today or tomorrow. It's hard to say for sure 'cuz my uncle's dying and Mom wants to say goodbye today. 'Til then, I can only suggest enjoying this cookie. :cookie:
Translations are never exact, I know for a fact since I know three languages, and damn are they confusing with words haha.
Besides, that's why we are a community, to help each other out, be it in errors or slight mistakes we might end up doing. :D
Thanks. I really needed that. I'll continue translating the tutorials either later on today or tomorrow. It's hard to say for sure 'cuz my uncle's dying and Mom wants to say goodbye today. 'Til then, I can only suggest enjoying this cookie. :cookie:My condolences to your family.
Title Screen Text (Static) Palette
Pointer location: 0×3F692
Data in clean rom: [A9 7C AE 85 0E A9 E1 00 85 10]
Refers to location: 0xE1AE7C (0×21B07C)
1) ハンドルの俥いかた : How to turn handles
0x038A83-0x38BDC
[22 83 8A] - At PC address 0x038041
2) ブ口ツクの壊しかた : How to break blocks
0x388DD-0x038CE7
[22 DD 8B] - At PC address 0x0380CB
3) バクダンの使いかた : How to use bombs
0x038CE8-0x038EB3
[22 E8 8C] - At PC address 0x03810B
4) パネルの使いかた : How to use panels
0x038EB4-0x039340
[22 B4 8E] - At PC address 0x0381BF
5) パネルの効果 : Panel Effects
0x039341-0x03970F
[22 41 93] - At PC address 0x03834F
6) パネルの連鎖 : Panel Chains
0x039710-0x039920
[22 10 97] - At PC address 0x0384BA
7) ゲームのルール : Game Rules
0x039921-0x039CB8
[22 21 99] - At PC address 0x038550
8) スぺシャル : Special
0x039CB9-0x039E8F
[22 B9 9C] - At PC address 0x0386BB
I'll try fishing around for some story text later today/tomorrow, to see how they're stored. You bring up an alternate interesting idea - use the same built-in 8x16 font for both tutorial and story modes.Well not the same built-in 8x16 font for everything, but I am assuming that both 8x16 and 16x16 fonts use the same kind of tile ID (Hex values) since almost 90% of both fonts are shared and even arranged in the same way.
Sample: d4:5398 ptr1 ==> d4:2b7d text1What ROM address is D42B7D? Is it 0x142B7D? Is that where the text is stored?
code d4:5bd3 = tile maps
Menu text are stored as compressed 4-bpp sprite tiles.Ah I see, that explains why I didn't find it.
At least you're making good progress! Didn't realize how long you had this project "active".Thank you so much, rainponcho!
I can probably make a compressor tool for the sprite tiles - have an idea how to do this easily.
Repeating 62 03... sounds like a way to "line feed" via padding? I'm sure you'll figure out how it works. ;)
sprite dumpWow amazing! :D
https://www.sendspace.com/file/sycjm6
Sample list of story text locations. Replaying some battles seems to hit different text paths.Thank you!
https://www.sendspace.com/file/b47nm0
Where is that Bowser sign located in-game?
The Bowser image I believe appears when you defeat an enemy really fast:You have to clear nine pink tiles in a +-shape. Generally, this is quite tricky as it means you have to arrange eight pink tiles with a grey tile in the center, and hope that it turns pink when you break it; the principle is demonstrated near the end of one of the tutorials.
https://www.youtube.com/watch?v=cK6DFIw_7Pw
At 0:30, right when he defeats the first enemy of the game, the image falls down and ends the match.
Personally I like them so far. They're more hand-stylish (not vending machine generated).There's no rush, take your time :)
Which reminds me.. I have to get that sprite compression tool written.
Here's sprite inserter tool.
https://www.sendspace.com/file/zn0j5m
edit: Instructions.
) Check files match ones in sprite.txt
) Rename rom file to one in encode.bat
) Run batch file. It will insert graphics back into rom.
) Check log.txt. If a sprite is too big, it will generate an external file which you will need to manually insert back into rom. And modify the ptrs.
I think Bowser sign is highly readable. And I'm not sure who's going to really stare and micro-squint at it. You're able to do a lot with small spaces. :thumb:
Finally! Some proper english. And the tool works. This should go fast. :mrgreen:Oh yeah you are right.
sprite_52384 looks like this. Kanji looks okay.
http://picpaste.com/untitled-ukHmnPJW.png
Funny how a Mario game went untranslated all this time (~19 years?)
ストーリーモード
STORY MODE
対戦モード
"VERSUS" MODE
へルプ
HELP
データ管理
DATA MANAGEMENT
EXIT
対戦MODE
VERSUS MODE
対戦木目手
AGAINST (?)
キヤラクター選択
CHARACTER SELECTION
1人目 - 2人目
1P - 2P
ゲームLEVEL
GAME LEVEL
PLAY
I have yet to translate the Tournament Menu since I don't have it unlocked yet, if someone has a save file with everything unlocked for the game, please share it here since it would be of great help to debug certain graphics and text.Good $deity, I haven't touched this in fifteen years. :o
Good $deity, I haven't touched this in fifteen years. :oAh thank you so much!
http://www.filedropper.com/wrecki1
I'll look for the asm code and see if they can be swapped around.Hope it's not too much of a hassle.
Already found the location and have an idea what to do. But need to read the code carefully - little oddball.Damn that was really fast :P
It's a fun distraction while the other projects are getting pushed out. No biggie. :)
edit: round # patch
https://www.sendspace.com/file/d60s2l
At 0x0054E7:
[9F CA] - Your code had 8F C8
And at 0x0054F5
[9F 0A] - Your code had 8F 08
Yep. That's right. Here's part2 also.
https://www.sendspace.com/file/rupjvs
edit:
If you use 9F CA + 9F 0A --- it will mess up after you play 10+ tournaments (incorrect printing).
The ips patch above correctly handles 10+ tournament plays.
ハンドルの俥いかた
??? (Handles maybe?)
ブ口ツクの壊しかた
???
バクダンの使いかた
HOW TO USE BOMBS
パネルの使いかた
USING THE PANELS
パネルの効果
EFFECT OF THE PANEL
パネルの連鎖
CHAINING PANELS
ゲームのルール
GAME RULES
スぺシャル
???
ひみつのアジトちず
Secret Hideout Map
As in criminal's hideout. If you can find something shorter go ahead, or else you might be forced to shorten the text (no "map") or use a smaller font like the one in Link's Awakening's VWF patch or Fire Emblem 7.
And please change the English font for "Match 1" so that either the text or the number match the height of each other.
I'll get the other later.
スぺシャル means "SPECIAL" obviously, and I'd like to check how the others appear in-game.
If you're keeping the original font, best go with all-caps.
ここでは、
バクダンのつかいかたを
せつめいします。
Here,
I will explain how
to use Bombs.
バクダンとは、
このパネルのことを
いいます。
This Panel
here is called
a Bomb.
バクダンパネル、
つうしょうバクダンを
たたくと...
If you hit this
Bomb, also known
as a Bomb Panel...
このように、
ばくはつします。
It will
then explode.
このとき、
ブロツクは
パネルにかわり、
This time,
the Blocks were
replaced by Panels,
[Mario blows up another Bomb]
パネルは
こわれてなくなり、
the Panels
broke and disappeared,
[Mario breaks the remaining Panel]
このくろいバネル、
つうしょうてっぱんも、
こわれてなくなります。
and even these black
Panels called Iron Plates
will break and disappear.
[Mario blows up another Bomb, destroying the Iron Plates.]
てっぱんは、バクダンを
つかわないかぎり、
こわすことができません。
Unless you use
Bombs, Iron
Plates can't be broken.
なお、バクダンどうしが
ばくはつしたばあいは、
こうなります。
Furthermore, if Bombs
are exploded in short range
like so, this will happen.
それから...
バクダンは、パネルついか
ボタンをおさないと
でてきません。
After that...
Bombs, as in Panels
with buttons on them,
will no longer appear.
バクダンは、パネルを
2ぎょうついかするごとに
1コでてきます。
When 2 or more lines of
Panels appear, so will
1 more Bomb.
ブロツクやパネルが
つみあがっているときなどは
とてもだしこくいもの
ですが...
ひじょうにやっかいな
てっぱんをけすには、
バクダンをつかうしか
ありません。
また、バクダンは
すごくつかいにくい
マイテムですが、なれれば
たいへんべんりです。
がんばって
れんしゆうしましょう。
おしまい
Handles.
-------------
HERE, WE'LL
LEARN HOW TO
USE HANDLES.
-------------
TO USE A
HANDLE, HIT
THAT BUTTON.
-------------
THEN... JUST
BY PRESSING
THIS BUTTON,
YOU CAN...
-------------
SLIDE A LINE
OF BLOCKS AND
PANELS THIS
WAY.
-------------
WHAT GOES OFF
SCREEN COMES
BACK FROM THE
OTHER SIDE.
-------------
IF YOU MASTER
USING THEM,
HANDLES ARE
VERY USEFUL.
-------------
SO MAKE SURE
TO PRACTICE!
-------------
THE END
-------------
Blocks.
-------------
HERE, WE'LL
LEARN HOW TO
BREAK BLOCKS.
-------------
IF WE HIT
THIS BLOCK
ONCE...
-------------
IT WILL TURN
INTO A PANEL.
-------------
AND IF WE HIT
THAT PANEL...
-------------
IT BREAKS AND
VANISHES.
-------------
BESIDES, IF
WE LINE UP 3
PANELS OF THE
SAME COLOR...
-------------
THEY WILL ALL
SPARKLE AND
VANISH.
-------------
PANEL GROUPS
MAY BE EITHER
HORIZONTAL OR
VERTICAL.
-------------
MEANING THIS
ARRANGEMENT
WON'T BE
CLEARED...
-------------
BUT THIS ONE
WOULD BE FOR
SURE.
-------------
CLEARING
PANELS AND
BLOCKS IS THE
GAME'S CORE.
-------------
SO PRACTICE
IT WELL!
THE END
-------------
Bombs
-------------
HERE, WE'LL
LEARN HOW TO
USE BOMBS.
-------------
SEE THIS
PANEL? THAT'S
A BOMB.
-------------
IF YOU HIT
THIS BOMB
PANEL...
-------------
IT EXPLODES.
-------------
THIS TIME,
BLOCKS WERE
REPLACED BY
PANELS.
-------------
THE PANELS
GOT BLOWN UP.
-------------
EVEN BLACK
ONES, "IRON
PLATES", ARE
DESTROYED.
-------------
NOTHING BUT
BOMBS CAN
CLEAR IRON
PLATES.
-------------
(todo)
-------------
AFTER THAT NO
MORE BOMB
PANELS WILL
APPEAR.
-------------
(...)
This is asm hack to change tutorial window size. Requires some edits on your side. Note that making box too overly large probably eats other sprite tiles so beware.Oh wow!
https://www.sendspace.com/file/acnsgz
Haven't looked at tile arrangement yet.
I like patch bug fixing better since it's less involved and there's no "deadline" since I can ninja work stuff in secret. If a real asm hacker got involved with this translation (looking at recent snes translation releases), it'd be so much easier since I don't know much what I'm doing.Useless?
Feel so useless right now b/c I don't know what to do. I hope someone else reading this actually contributes some code or a hack. Sorry. :(
ED50 -
FA 04 00 04 00 04 FB 04 00 04 FC 04 FD 04 FE 04
to
FA 04 EA 04 50 04 FB 04 4F 04 FC 04 FD 04 FE 04
ED60 - FF 04 00 04 00 04 FE 04 FF 04
to
FF 04 00 04 00 04 00 04 00 04
EDA0 - 09 05 0A 05 0B 05 08 05 09 05
to
09 05 0A 05 0B 05 00 04 00 04
EC60 - BC 04 BD 04 BE 04 00 04
to
BC 04 BD 04 BE 04 EC 04
ECA0 - C8 04 C9 04 CA 04 00 04
to
C8 04 C9 04 CA 04 AF 04
$C0/547A F4 C5 00 PEA $00C5
$C0/547D F4 4E C8 PEA $C84E
$C0/5480 F4 00 3C PEA $3C00
$C0/5483 22 15 0E C0 JSL $C00E15[$C0:0E15]
Nametable tool
https://m.sendspace.com/upload/7lb4oc
Decode gives you data from crew2. Encode crunches that data back into rom.
Game uses some PEA instructions as ptrs.Code: [Select]$C0/547A F4 C5 00 PEA $00C5
$C0/547D F4 4E C8 PEA $C84E
$C0/5480 F4 00 3C PEA $3C00
$C0/5483 22 15 0E C0 JSL $C00E15[$C0:0E15]
ストーリーモ一ドの MAPコースデータと
SAVEされた キャラクターを 消します
(No data)
SAVEされているデータは ぁりません
(With data)
データを初具月化しますか?
(Answer is No)
初具月化されませんでした
(Answer is Yes)
OK! 初具月化しました
E846 (SAVED DATA Upper portion) -
01 04 02 04 00 04 03 04 04 04 05 04 06 04 07 04 08 04 09 04
to
01 04 02 04 03 04 04 04 05 04 00 04 06 04 07 04 08 04 09 04
@rainponcho, sorry to bother you again, I know I'm a nuisance, but could you help me out with that last tilemap?
I checked each one I got from the nametable tool, but no match sadly.
alternate nametable decoder
$C0/6383 F4 C7 00 PEA $00C7 A:4C01 X:00FF Y:0019 P:eNvMXdIzc
$C0/6386 F4 42 B1 PEA $B142 A:4C01 X:00FF Y:0019 P:eNvMXdIzc
$C0/6389 F4 00 36 PEA $3600 A:4C01 X:00FF Y:0019 P:eNvMXdIzc
$C0/638C 22 15 0E C0 JSL $C00E15[$C0:0E15] A:4C01 X:00FF Y:0019 P:eNvMXdIzc
1. Copy intro text 142b7d ==> 1f0000
(say 1000h bytes worth)
2. Remap ptr 145398 = 0000
3. Change bank ptr (df = 1f0000)
asm edits:
145bd6 = df
145be0 = df
145be9 = df
145c0c = df
145c15 = df
145c51 = df
145c69 = df
145c7f = df
4. Test. Okay.
F6 B1 C8 D5 C8 E4 F6 DA C8 E8 CF CF F7 CF C8 C4 D5 D1 F6 CB D2 DA F6 D7 D2 F7 D8 D6 C8 F6 F1 CB C4 D1 C7 CF C8 D6 F0 F6 F9 FF F6 F0 BD D2 F6 D8 D6 C8 F6 C4 F7 CB C4 D1 C7 CF C8 E4 F6 CB CC D7 F7 F1 D7 CB C4 D7 F6 F0 C5 D8 D7 D7 D2 D1 E3 F9 FF F6 F0 BD CB C8 D1 E3 E3 E3 F6 B3 D8 D6 D7 F7 C5 DC F6 D3 D5 C8 D6 D6 CC D1 CA F7 D7 CB CC D6 F6 C5 D8 D7 D7 D2 D1 E4 F7 DC D2 D8 F6 C6 C4 D1 E3 E3 E3 F9 FF F6 F0 BC CF CC C7 C8 F6 C4 F6 CF CC D1 C8 F7 D2 C9 F6 F8 C5 CF D2 C6 CE D6 F0 F6 E0 F7 F8 D3 C4 D1 C8 CF D6 F0 F6 D7 CB CC D6 F7 DA C4 DC E3 F9 FF F6 F0 C0 CB C4 D7 F6 CA D2 C8 D6 F6 D2 D2 C9 F7 D6 C6 D5 C8 C8 D1 F6 C6 D2 D0 C8 D6 F7 C5 C4 C6 CE F6 C9 D5 D2 D0 F6 D7 CB C8 F7 D2 D7 CB C8 D5 F6 D6 CC C7 C8 E3 F9 FF F6 F0 B2 C9 F6 DC D2 D8 F6 D0 C4 D6 D7 C8 D5 F7 D8 D6 CC D1 CA F6 D7 CB C8 D0 E4 F7 F8 CB C4 D1 C7 CF C8 D6 F6 F0 C4 D5 C8 F7 D9 C8 D5 DC F6 D8 D6 C8 C9 D8 CF E3 F9 FF F6 F0 BC D2 F6 D0 C4 CE C8 F6 D6 D8 D5 C8 F7 D7 D2 F6 D3 D5 C4 C6 D7 CC C6 C8 DE F9 FF 36 02 E5 F9 FF
Does it use pointers for each text box or something?
ハンドルの俥いかた : Breaking blocks
0x038A83-0x38BDC
[22 83 8A] - $038041
[22 A2 8A] - $038046
[22 B8 8A] - $038052
[22 CC 8A] - $038058
[22 DB 8A] - $038064
[22 EE 8A] - $03806E
[22 0F 8B] - $03807F
[22 22 8B] - $038089
[22 4C 8B] - $03808D
[22 6E 8B] - $03809D
[22 96 8B] - $0380AC
[22 CB 8B] - $0380B0
ブ口ツクの壊しかた : Using handles
0x38BDD-0x038CE7
[22 DD 8B] - $0380CB
[22 FC 8B] - $0380D0
[22 20 8C] - $0380D9
[22 3C 8C] - $0380DD
[22 69 8C] - $0380E1
[22 93 8C] - $0380E9
[22 BA 8C] - $0380ED
[22 D6 8C] - $0380F1
バクダンの使いかた : Using panels
0x038CE8-0x038EB3
[22 E8 8C] - $03810B
[22 06 8D] - $038111
[22 3A 8D] - $03814E
[22 60 8D] - $03815D
[22 7A 8D] - $03816A
[22 8E 8D] - $03817B
[22 BE 8D] - $038188
[22 E5 8D] - $03818C
[22 ED 8D] - $038195
[22 1E 8E] - $038199
[22 41 8E] - $03819D
[22 6E 8E] - $0381A1
[22 A2 8E] - $0381A5
パネルの使いかた : Panel Effects
0x038EB4-0x039340
[22 B4 8E] - $0381BF
[22 D0 8E] - $0381C3
[22 EF 8E] - $0381C7
[22 1A 8F] - $0381CB
[22 30 8F] - $0381CF
[22 3C 8F] - $0381DB
[22 51 8F] - $0381F0
[22 6B 8F] - $0381F4
[22 8F 8F] - $0381F9
[22 BF 8F] - $0381FD
[22 CF 8F] - $038207
[22 E5 8F] - $03821C
[22 0C 90] - $038220
[22 1F 90] - $038227
[22 47 90] - $03822B
[22 6F 90] - $03822F
[22 8C 90] - $038233
[22 B0 90] - $038237
[22 D3 90] - $038252
[22 F7 90] - $038256
[22 21 91] - $038277
[22 37 91] - $038281
[22 4D 91] - $038285
[22 62 91] - $038297
[22 93 91] - $03829D
[22 B6 91] - $0382B9
[22 DE 91] - $0382C0
[22 F2 91] - $0382D5
[22 02 92] - $0382E2
[22 27 92] - $0382E6
[22 48 92] - $0382F0
[22 60 92] - $0382F4
[22 7D 92] - $0382F9
[22 A9 92] - $038317
[22 C6 92] - $038323
[22 DF 92] - $038329
[22 F6 92] - $03832D
[22 10 93] - $038331
[22 2F 93] - $038335
パネルの効果 : Panel Chains
0x039341-0x03970F
[22 41 93] - $03834F
[22 98 93] - $038357
[22 C8 93] - $03835B
[22 DC 93] - $038361
[22 E5 93] - $038370
[22 FE 93] - $03837A
[22 2E 94] - $03837E
[22 52 94] - $038382
[22 7F 94] - $038386
[22 A4 94] - $03838A
[22 C3 94] - $038390
[22 CC 94] - $0383A5
[22 FD 94] - $0383AA
[22 0A 95] - $0383B6
[22 3C 95] - $0383C3
[22 5F 95] - $0383DB
[22 91 95] - $0383DF
[22 A6 95] - $0383E3
[22 C7 95] - $0383F2
[22 E5 95] - $03842D
[22 FF 95] - $038455
[22 2C 96] - $038488
[22 58 96] - $03848C
[22 7A 96] - $038490
[22 8D 96] - $038494
[22 A4 96] - $038498
[22 D5 96] - $03849C
[22 FE 96] - $0384A0
パネルの連鎖 : Using bombs
0x039710-0x039920
[22 10 97] - $0384BA
[22 2F 97] - $0384BE
[22 4C 97] - $0384C6
[22 6D 97] - $0384D0
[22 80 97] - $0384D4
[22 9A 97] - $0384E5
[22 AC 97] - $0384F0
[22 D3 97] - $0384F8
[22 FB 97] - $0384FC
[22 20 98] - $03850E
[22 4A 98] - $038519
[22 72 98] - $038526
[22 A1 98] - $03852A
[22 CE 98] - $03852E
[22 FC 98] - $038532
[22 0F 99] - $038536
ゲームのルール : Game Rules
0x039921-0x039CB8
[22 21 99] - $038550
[22 3B 99] - $038554
[22 65 99[ - $038558
[22 83 99] - $03855C
[22 9F 99] - $03856E
[22 C3 99] - $038572
[22 E0 99] - $0385D3
[22 FA 99] - $0385D9
[22 26 9A] - $0385DD
[22 63 9A] - $0385E1
[22 8D 9A] - $038646
[22 8D 9A] - $03864C
[22 BB 9A] - $03864E
[22 EB 9A] - $03865A
[22 0B 9B] - $03865E
[22 2F 9B] - $038662
[22 43 9B] - $038666
[22 6D 9B] - $03866A
[22 8D 9B] - $03866E
[22 B0 9B] - $038672
[22 E7 9B] - $038677
[22 17 9C] - $03867E
[22 2D 9C] - $038689
[22 4E 9C] - $03868F
[22 75 9C] - $038699
[22 8D 9C] - $03869D
[22 A7 9C] - $0386A1
スぺシャル : Special
0x039CB9-0x039E8F
[22 B9 9C] - $0386BB
[22 DA 9C] - $0386BF
[22 0B 9D] - $0386FE
[22 16 9D] - $038712
[22 36 9D] - $038719
[22 57 9D] - $038738
[22 79 9D] - $03873C
[22 86 9D] - $038749
[22 94 9D] - $03875B
[22 A3 9D] - $03875F
[22 C4 9D] - $038763
[22 FA 9D] - $038767
[22 1C 9E] - $03876B
[22 3B 9E] - $03876F
[22 49 9E] - $038773
[22 5E 9E] - $038777
[22 7E 9E] - $03877B
===================
= Story text ptrs =
===================
$D4:5398 = [2B7D] intro
$D4:5E6B = [3111] lvl 1 - start
$D4:5F44 = [3261] lvl 1 - rematch
$D4:5FFC = [33B1] lvl 1 - win
$D4:607E = [3405] lvl 1 - lose
$D4:60DC = [3459] lvl 2 - start
$D4:6192 = [3651] lvl 2 - rematch
$D4:6224 = [37A1] lvl 2 - win (< 4:00)
$D4:6294 = [37F5] lvl 2 - win (> 4:00)
$D4:6316 = [3849] lvl 2 - lose
$D4:636E = [389D] lvl 3 - start
$D4:6414 = [3999] lvl 3 - rematch
$D4:64A5 = [3A95] lvl 3 - win (< 3:00)
$D4:6512 = [3AE9] lvl 3 - win (> 3:00)
$D4:658B = [3B3D] lvl 3 - lose
$D4:65EF = [3B91] lvl 4 - start
$D4:66AA = [3CE1] lvl 4 - rematch
$D4:673E = [3DDD] lvl 4 - win (< 2:00)
$D4:67AE = [3E85] lvl 4 - win (> 2:00)
$D4:6824 = [3ED9] lvl 4 - lose
$D4:6888 = [3F2D] lvl 5 - start 1
$D4:6949 = [40D1] lvl 5 - start 2
$D4:6A0A = [4275] lvl 5 - rematch
$D4:6AAA = [4419] lvl 5 - win 1
$D4:6B11 = [44C1] lvl 5 - win 2
$D4:6B99 = [4515] lvl 5 - lose
$D4:6BF1 = [4569] lvl A - start
$D4:6C7C = [45BD] lvl A - win
$D4:6D0A = [4611] lvl A - lose
$D4:6D51 = [4665] lvl B - start
$D4:6DFD = [47B5] lvl B - rematch
$D4:6EB4 = [4905] lvl B - win
$D4:6F3C = [49AD] lvl B - lose
$D4:6F94 = [4A01] lvl C - start
$D4:7034 = [4BA5] lvl C - rematch
$D4:70BF = [4D49] lvl C - win
$D4:7129 = [4E45] lvl C - lose
$D4:719E = [4E99] lvl D - start
$D4:72FC = [4F95] lvl D - rematch
$D4:7451 = [5091] lvl D - win
$D4:75C5 = [50E5] lvl D - lose
$D4:79CD = [5139] ending 1
$D4:7A91 = [518D] ending 2
Story text is not that extensive, and the tutorial text could be reworked in one way or another. Thankfully, both of them are stored as raw data inside the ROM, this means, bare Hex values for tiles/letters.Cartographer/Atlas is definitely the way to go because it can re-calculate the pointers during insertion and makes editing the text so much easier. I know how to use both of these utilities and would be happy to work with you to dump/insert the text. And since all the text pointers should be located now, I'll get started on that. :thumbsup:
With that said, does anyone know of an easy way to do this?
I know the offsets for each text block and some of the pointers (or jump routines to them), but doing all of the Hex editing by brute force would be somewhat tiring, so if any of you know an easier way to accomplish this, please let me know.
I read earlier in the thread about Cartographer/Atlas but have zero clue about how to use them.
I have already backed up your info about the Story text pointers, DarkSamus, thank you for that!Yes, 2-byte pointers.
Those are two byte pointers, right?
Summed up with the data rainponcho posted about moving the Story text around to $1F0000, and then changing those two bytes together to match where I will put the correct text should be it if I were to do the text insertion manually, right?I haven't tested it myself, but that should work.
======================
= Tutorial text ptrs =
======================
$7E:0932 = ptr
Databank = $83
Breaking blocks:
$83:8041 = [8A83]
$83:8047 = [8AA2]
$83:8053 = [8AB8]
$83:8059 = [8ACC]
$83:8065 = [8ADB]
$83:806F = [8AEE]
$83:8080 = [8B0F]
$83:808A = [8B22]
$83:808E = [8B4C]
$83:809E = [8B6E]
$83:80AD = [8B96]
$83:80B1 = [8BCB]
Using handles:
$83:80CB = [8BDD]
$83:80D1 = [8BFC]
$83:80DA = [8C20]
$83:80DE = [8C3C]
$83:80E2 = [8C69]
$83:80EA = [8C93]
$83:80EE = [8CBA]
$83:80F2 = [8CD6]
Using panels:
$83:810C = [8CE8]
$83:8112 = [8D06]
$83:814F = [8D3A]
$83:815E = [8D60]
$83:816B = [8D7A]
$83:817C = [8D8E]
$83:8189 = [8DBE]
$83:818D = [8DE5]
$83:8196 = [8DED]
$83:819A = [8E1E]
$83:819E = [8E41]
$83:81A2 = [8E6E]
$83:81A6 = [8EA2]
Panel Effects:
$83:81C0 = [8EB4]
$83:81C4 = [8ED0]
$83:81C8 = [8EEF]
$83:81CC = [8F1A]
$83:81D0 = [8F30]
$83:81DC = [8F3C]
$83:81F1 = [8F51]
$83:81F5 = [8F6B]
$83:81FA = [8F8F]
$83:81FE = [8FBF]
$83:8208 = [8FCF]
$83:821D = [8FE5]
$83:8221 = [900C]
$83:8228 = [901F]
$83:822C = [9047]
$83:8230 = [906F]
$83:8234 = [908C]
$83:8238 = [90B0]
$83:8253 = [90D3]
$83:8257 = [90F7]
$83:8278 = [9121]
$83:8282 = [9137]
$83:8286 = [914D]
$83:8298 = [9162]
$83:829E = [9193]
$83:82BA = [91B6]
$83:82C1 = [91DE]
$83:82D6 = [91F2]
$83:82E3 = [9202]
$83:82E7 = [9227]
$83:82F1 = [9248]
$83:82F5 = [9260]
$83:82FA = [927D]
$83:8318 = [92A9]
$83:8324 = [92C6]
$83:832A = [92DF]
$83:832E = [92F6]
$83:8332 = [9310]
$83:8336 = [932F]
Panel Chains:
$83:8350 = [9341]
$83:8354 = [9360]
$83:8358 = [9398]
$83:835C = [93C8]
$83:8362 = [93DC]
$83:8371 = [93E5]
$83:837B = [93FE]
$83:837F = [942E]
$83:8383 = [9452]
$83:8387 = [947F]
$83:838B = [94A4]
$83:8391 = [94C3]
$83:83A6 = [94CC]
$83:83AB = [94FD]
$83:83B7 = [950A]
$83:83C4 = [953C]
$83:83DC = [955F]
$83:83E0 = [9591]
$83:83E4 = [95A6]
$83:83F3 = [95C7]
$83:842E = [95E5]
$83:8456 = [95FF]
$83:8489 = [962C]
$83:848D = [9658]
$83:8491 = [967A]
$83:8495 = [968D]
$83:8499 = [96A4]
$83:849D = [96D5]
$83:84A1 = [96FE]
Using bombs:
$83:84BB = [9710]
$83:84BF = [972F]
$83:84C7 = [974C]
$83:84D1 = [976D]
$83:84D5 = [9780]
$83:84E6 = [979A]
$83:84F1 = [97AC]
$83:84F9 = [97D3]
$83:84FD = [97FB]
$83:850F = [9820]
$83:851A = [984A]
$83:8527 = [9872]
$83:852B = [98A1]
$83:852F = [98CE]
$83:8533 = [98FC]
$83:8537 = [990F]
Game Rules:
$83:8551 = [9921]
$83:8555 = [993B]
$83:8559 = [9965]
$83:855D = [9983]
$83:856F = [999F]
$83:8573 = [99C3]
$83:85D4 = [99E0]
$83:85DA = [99FA]
$83:85DE = [9A26]
$83:85E2 = [9A63]
$83:8647 = [9A8D]
$83:864B = [9AA5]
$83:864F = [9ABB]
$83:865B = [9AEB]
$83:865F = [9B0B]
$83:8663 = [9B2F]
$83:8667 = [9B43]
$83:866B = [9B6D]
$83:866F = [9B8D]
$83:8673 = [9BB0]
$83:8678 = [9BE7]
$83:867F = [9C17]
$83:868A = [9C2D]
$83:8690 = [9C4E]
$83:869A = [9C75]
$83:869E = [9C8D]
$83:86A2 = [9CA7]
Special:
$83:86BC = [9CB9]
$83:86C0 = [9CDA]
$83:86FF = [9D0B]
$83:8713 = [9D16]
$83:871A = [9D36]
$83:8739 = [9D57]
$83:873D = [9D79]
$83:874A = [9D86]
$83:875C = [9D94]
$83:8760 = [9DA3]
$83:8764 = [9DC4]
$83:8768 = [9DFA]
$83:876C = [9E1C]
$83:8770 = [9E3B]
$83:8774 = [9E49]
$83:8778 = [9E5E]
$83:877C = [9E7E]
There were a couple of errors and one was missing altogether (Panel Chains: $83:8354 = [9360]).What were the other errors you found?
I already added the missing pointer to my documentation.What were the other errors you found?Some of the addresses were off by a byte (I changed everything to point right at the ptrs) and one or more had incorrect pointers listed. I didn't keep track of the errors, I just fixed them when I made my notes.
Some of the addresses were off by a byte (I changed everything to point right at the ptrs) and one or more had incorrect pointers listed. I didn't keep track of the errors, I just fixed them when I made my notes.Found them :)
「おれさまを ダシにつかって
マリオを やっつけるつもり
だったな~!!」
「は···.ははは···
まあまあ···」
ひええええ~~~~
Also, here's another update:I think "Also" would make much more sense in there rather than "Besides".
(http://i63.tinypic.com/29xx6pc.png)
$C2/0361 20 15 35 JSR $3515 [$C2:3515] A:06FF X:0020 Y:0000 P:envMXdIzc
$C2/03B0 20 15 35 JSR $3515 [$C2:3515] A:2892 X:0006 Y:0000 P:eNvMXdIzC
ひみつのアジト
けんせつちゅう
一クッパだいまおうー
げんばちず
@DarkSamus993:Ah, so that's where it's played - not sure how I missed that. XD
I believe that bit of text you mention might be the one used during one of the endings of the game.
Check this out around 2:30: https://www.youtube.com/watch?v=KJC0lgvItEQ
You can see the text there when Bowser appears, that's the bit you are interested in.
Also, thanks for posting the full script dump!Yep, I just need to do a test insertion to make sure everything got dumped properly (the bytes should be identical). Once everything is working properly I'll post the final text dump along with the table files & dump/insert batch files.
I see something related to Pointers in each txt, does that mean that those files are ready for use with Atlas to insert the new text into the game?
As for the tutorial box thing, I would dare to say that maybe keeping the width of it should be okay, but changing the height could be the best option so that we can fit 5 or 6 lines per box.If that doesn't work out, I'd be willing to try and add a VWF. I've never done one before, but there are some nice examples in the documents section as well as some threads with good information. The tutorial text already stores the text dynamically to VRAM, so that gives me something to work with. The story text is just statically loaded however, so that would need more work. I've already taken some initial notes, but I'll wait to see if it's even necessary.
ひみつ の アヅト
けんせつちゅう
一 クッパ だい まおうー
げんば ちず
SECRET HIDEOUT
UNDER CONSTRUCTION
Dark Lord Koopa
Location Map
Ah, so that's where it's played - not sure how I missed that. XD
Yep, I just need to do a test insertion to make sure everything got dumped properly (the bytes should be identical). Once everything is working properly I'll post the final text dump along with the table files & dump/insert batch files.
If that doesn't work out, I'd be willing to try and add a VWF. I've never done one before, but there are some nice examples in the documents section as well as some threads with good information. The tutorial text already stores the text dynamically to VRAM, so that gives me something to work with. The story text is just statically loaded however, so that would need more work. I've already taken some initial notes, but I'll wait to see if it's even necessary.
"Dark Lord Koopa" is as you might have guessed, Bowser.That was incredibly fast, I just did a second edit to the text when I saw your response.
SMRPG where they kept lots of the original terminology for Mario lore, referred to him as "King Bowser".
As for the last line, I don't get whether it means "Map of the construction site owned by Bowser" or "Bowser is here, in this specific spot/point".
arch snes.cpu; hirom
//$C3/0223 A0 0A 00 LDY #$000A A:0100 X:0100 Y:0025 P:envmxdIzc
org $c30223
//ldy #$000a
//ldy #$000c
ldy #$000e
//$C3/0253 A0 08 00 LDY #$0008 A:0150 X:0150 Y:0000 P:envmxdIzc
org $c30253
//ldy #$0008
//ldy #$000a
ldy #$000c
//$C3/05CC 69 27 7D ADC #$7D27 A:0090 X:0012 Y:0003 P:envmXdIzc
org $c305cc
// cursor
//adc #$7d27
//adc #$7d67
adc #$7da7
//$C3/0294 F4 80 02 PEA $0280 A:5FE0 X:0350 Y:0000 P:envmxdIzc
org $c30294
//pea $280
//pea $300
pea $380
Those are some i teresting fonts.
I was about to do some changes to the 8x16 font the game uses for the tutorial, but had to put in on hiatus due to eye surgery yesterday, so it'll take some days for me to go back to take a try on the font to take the suggestions made by GHANMI into action and see how well it goes.
I'll also check those two fonts out to see how they end up in game.
The only problem I had was when I tried to dump the ROM I've been working on with bare Hex editing.The data bank needs to be changed for those command files (cmd\tutorial). It's currently dumping from the default location (data bank $C3).
For some reason, the three tutorial section I translated manually (Bombs, panels and handles) get a dumped file of 1+MB of text, and it all seems like some sort of garbled thing japanese text. Might be due to the pointers being modified manually or something.
#BASE POINTER: $30000
Also, two more questions:1) Copy all the text files to /translate/ and then modify what you want there.
1. To start translating one section in particular, do I simply copy the TXT file from /dump/ to /translate/ and then modify it inside /translate/ to the english text?
2. I saw something related to ASM and the text block modification in the ReadMe, does this mean that when I choose the Inject.bat file I will be asked if I want to use 4 or 6 lines for the tutorial text?
The data bank needs to be changed for those command files (cmd\tutorial). It's currently dumping from the default location (data bank $C3).I managed to get the dump working properly by changing the $30000 in Handles and Panels to $1E0000 :)Code: [Select]#BASE POINTER: $30000
1) Copy all the text files to /translate/ and then modify what you want there.
2) insert_text.bat will ask if you want to use 4,5, or 6 lines for the tutorial text.
I tried to make the process as simple as possible for the end user, but let me know if you can't figure something out. If I have time I might make a quick video to showcase everything.
EDIT:
Here's the video - https://www.youtube.com/watch?v=TSaN_aCSY1U
Hey I have one final question, how does the text insertion tool handle pointers?
For example, if I go over the limit of a certain text block, does it automatically repoint the data to another location?
So far I haven't had any issues with the tool, but just wanted to know beforehand :P
#W16($38112)
{red}パネル{white}には、{pause}{pink}あか{white}、{line}
{pause}{blue}あお{white}、{pause}{green}みどり{white}、{pause}{yellow}きいろ{pause}{white}の{line}
{red}4しょく{white}があります。{input}
I stumbled upon a little issue with the second text block in Using panels.
For some reason, the text has FF as the {pause} command in the Hex code, but when the Insertion tool re-inserts this command, it completely ignores everything past the first {pause} and goes straight to the next text block.
Using Panels:
$83:811B = [8D10]
$83:8129 = [8D17]
$83:8137 = [8D1D]
$83:8143 = [8D24]
$83:814B = [8D29]
Game Rules:
$83:8696 = [9C52]
Hey, I took a look a the file and seemed short enough, so I took care of the story translation. It's still a bit rough around the edges and needs polishing like puns or a bit more personality for the characters, but it should be accurate.
https://www.dropbox.com/s/fqmedmfgn4jkedj/Wrecking%20Crew%20%2798.zip?dl=0
Feel free to edit it as you see fit.
Eh, I doubt I've done enough to warrant a thanks, but I'll leave it up to you.
--------------
On a fair day,
with just a
gentle breeze,
--------------
Mario returned
from vacation,
fairly elated.
--------------
As he skipped
around, he was
almost home.
--------------
His humble
abode was just
in sight.
--------------
Huh...?
A huge shadow
covered him.
--------------
Looking up, he
saw an odd new
huge building!
--------------
What happened
during his
holiday?!!
--------------
Oh? There's a
sign there.
--------------
Mamma mia!!!
In his absence
Bowser was
raising one
secret base
after another.
--------------
Barely any sun
rays could get
through there.
--------------
Mario went in
to fetch his
magic hammer.
--------------
Back when he
fought with
the Wrecking
Crew, he used
it. He kept it
in his room.
--------------
For sunlight
to reach this
land again...
--------------
Mario is ready
to charge the
secret bases.
--------------
Heheheh...
Perfect, just
as planned!
--------------
You're missing the text from the special stages and the "Good" ending you get from finishing the special stages, aren't you? The special stages are accessed by finishing some of the regular stages with exceptionally fast times. One of them is an onigiri that says nothing, so that's easy, at least.
Isn't all everything on Youtube these days?
https://www.youtube.com/watch?v=X7MGIbtZkbU
https://www.youtube.com/watch?v=Qhs6shTL1_k
https://www.youtube.com/watch?v=ckd62wSSIg4
etc
Z:\root\Downloads\ROMs\Wrecking Crew '98\TextTools\Tools>insert_text.bat
==============================================
SNES - Wrecking Crew '98 (Japan) Text Inserter
==============================================
(
fixme:ntdll:server_ioctl_file Unsupported ioctl 24000 (device=2 access=1 func=0 method=0)
fixme:ntdll:server_ioctl_file Unsupported ioctl 24000 (device=2 access=1 func=0 method=0)
Syntax error
Can't recognize 'X' as an internal or external command, or batch script.
Can't recognize 'Y' as an internal or external command, or batch script.
Can't recognize 'end /* Harmless hybrid line that begins a JScript comment' as an internal or external command, or batch script.
Target to GOTO not found
Syntax error
Can't recognize 'X' as an internal or external command, or batch script.
Can't recognize 'Y' as an internal or external command, or batch script.
Can't recognize 'end /* Harmless hybrid line that begins a JScript comment' as an internal or external command, or batch script.
Target to GOTO not found
Syntax error
Can't recognize 'X' as an internal or external command, or batch script.
Can't recognize 'Y' as an internal or external command, or batch script.
Can't recognize 'end /* Harmless hybrid line that begins a JScript comment' as an internal or external command, or batch script.
Target to GOTO not found
Syntax error
Can't recognize 'X' as an internal or external command, or batch script.
Can't recognize 'Y' as an internal or external command, or batch script.
Can't recognize 'end /* Harmless hybrid line that begins a JScript comment' as an internal or external command, or batch script.
Target to GOTO not found
/
Can't recognize 'end)' as an internal or external command, or batch script.
Can't recognize '' as an internal or external command, or batch script.
Inserting the tutorial text . . .
----------------------------------------------
#SMA("HIROM")
(#VAR(tutorial, TABLE)
(#ADDTBL("output\insert\WC98_Tutorial.tbl", tutorial)
(#ACTIVETBL(tutorial)
(#JMP($1C0000, $1FFFFF)
(
Can't recognize '' as an internal or external command, or batch script.
File already exists.
fixme:findstr:wmain stub: L"FINDSTR" L"/c:Unable to open target file" L"output\\insert.temp"
fixme:findstr:wmain stub: L"FINDSTR" L"/c:Unable to open script" L"output\\insert.temp"
fixme:findstr:wmain stub: L"FINDSTR" L"/c:Error: The table file" L"output\\insert.temp"
fixme:findstr:wmain stub: L"FINDSTR" L"/c:Error: Character" L"output\\insert.temp"
fixme:findstr:wmain stub: L"FINDSTR" L"/c:Script Overflowed" L"output\\insert.temp"
fixme:findstr:wmain stub: L"FINDSTR" L"/c:Bytes Inserted" L"output\\insert.temp"
----------------------------------------------
Insertion failed, please check the log for details.
Echo is OFF
Echo is OFF
fixme:findstr:wmain stub: L"findstr" L"/c:File Position" L"output\\insert.log"
#SMA("HIROM")
(#VAR(tutorial, TABLE)
(#ADDTBL("output\insert\WC98_Tutorial.tbl", tutorial)
(#ACTIVETBL(tutorial)
(#JMP($1C0000, $1FFFFF)
Mhmmmm... I seem to be having problems trying to run the .bat files for dump and text insertion with Wine 2.0 on Linux.That's actually a little outdated now, my Wineskin winery has 2.6.
Are you going to translate the cast names from the ending credits? "Blackey" and "Supanagon" ought to be changed to "Foreman Spike" and "Gotchawrench" to be consistent with the US original. And it may be appropriate to change the enemy names to something slightly less Japanesey, but maybe that would be taking too many liberties.If I'm not being clear, I'm talking about the end credits that starts around 5:32 minutes into this TAS.
Wrecking Crew '98 (Super Famicom)
Instant Win (Press A)
C21F2780
C21F280D
C21F3CC9
C21F3D00
Some of the names are clearly Japanese wordplay and I'm not sure what the most appropriate change would be, if any. "Dumpty" is perfectly fine, but "Forkun" – Mr. Fork? The Forkster? Forky? "Buruccho" and "Guruccho" clearly require more Japanese vocabulary than I've got.
@Chronosplit, yours is 2.5?Strange. According to the HQ, latest is 2.0.1 in maintenance, 2.6 in development.
That's odd, I have a Gentoo distro up to date and it says the latest Wine available is 2.3, with only 2.0 being the stable one, while the rest (2.1, 2.2 and 2.3) being in beta/unstable.
I'll see if I can get the batch file running, if not then I'll screw around with making the shell script manually.
Strange. According to the HQ, latest is 2.0.1 in maintenance, 2.6 in development.Maybe the number versions are handled differently between distros, who knows? ::)
Wrecking Crew '98 (Super Famicom)
Instant Win (Press A)
C21F2780
C21F280D
C21F3CC9
C21F3D00
Underdump. Fixed file.Thank you! :D
https://www.sendspace.com/file/o0r32n
encode 183ebd 1848ca font16-4.bin
edit: Great news! Can't wait to actually try this patch also. :)
edit2: Okay. Okay! That was exciting to play! Read the uncut script afterward - amazing here too. The cut down version got all the important bits I thought; trimmed out the fat.
I suppose that the future "final" polished version will be even better, once everything is somehow put back and touched up. But I enjoyed it alot as-is!
I apologize for the delay, as I've had family visiting for an extended period of time. I will try and get the text tools update finalized for tomorrow. :thumbsup:Don't worry!
Partial solution - 14 chars boxLOL I was just about to tell you that it looked good without moving it, but you beat me to it with your edit :D
303ac = 9d fc 5e
3024a = 9d fe 5e
30280 = 9d fe 5e
30265 = 9d fe 5e
Have to figure out how to move box when it's on left side of screen.
Also partly located the scripting code data for the intro. Studying if timing can be muddied up.
edit:
Move box left
38004 = 00
The edge of the box is outside the safe area for CRTs.Oh it does? I didn't even take that into consideration.
(http://i.imgur.com/Ejyqxc5.png)
* In the intro, Mario is mentioned to have fought as part of the Wrecking Crew "for peace". Since your rewrite freed up an extra line, you could add that detail.
* Girl (onna no ko) dialogue when defeated does mention her going back "to where the others are". MajinZenki missed that part in his translation.
I always forget the fact that CRT screens do eat up some horizontal space.
$D4/2263 A4 3C LDY $3C [$00:0F3C] A:1945 X:1942 Y:0000 P:envmxdIZc
$D4/2265 B7 0E LDA [$0E],y[$D4:5333] A:1945 X:1942 Y:5333 P:envmxdIzc
$D4/2267 85 38 STA $38 [$00:0F38] A:6E1E X:1942 Y:5333 P:envmxdIzc
$D4/2269 C8 INY A:6E1E X:1942 Y:5333 P:envmxdIzc
$D4/226A 84 3C STY $3C [$00:0F3C] A:6E1E X:1942 Y:5334 P:envmxdIzc
$D4/226C 64 3A STZ $3A [$00:0F3A] A:6E1E X:1942 Y:5334 P:envmxdIzc
$D4/226E 4C C5 21 JMP $21C5 [$D4:21C5] A:6E1E X:1942 Y:5334 P:envmxdIzc
If you're talking about this line:
マリオは、へやのおくから
ひでんのハンマーを
とりだしました。
I just want to note that "へや" (heya) means "room"; "peace" would be the similar-sounding へいわ (heiwa).
I admit that I didn't mention that detail, mostly because in English it felt a bit awkward to say "Now I can go to where the others are." I settled for "It's time to go" since the game shows the girl ascending to Heaven and I thought it was good enough. Anything from "Now I can join my family" to "Wait for me everyone, I'm coming" could work in alternative. I guess I should have added a translation note mentioning that.
$D4/2265 B7 0E LDA [$0E],y[$D4:53B0] A:1945 X:1942 Y:53B0 P:envmxdIzc
example:
d4:5333 = intro start
..
d4:53b0 = 44 - 80 00 (pause 80h frames)
d4:53b3 = 1e - 5b 5b (jsr 5b5b = print 3 lines of text ~ On a fair day with a gentle wind)
d4:53b6 = 4c - 02 - 01 00 - 04 - 08 01 - 88 00 - 55 7d - d4 (???)
d4:53c2 = 44 - 80 00
..
scroll somewhere here
..
d4:53e0 = 1e - 5b 5b (Mario returned from vacation really joyful)
..
..
D4:569B = 44 80 00
D4:569E = 1e 5b 5b (What happened during his holiday!!?)
D4:56A1 = 44 80 00
D4:56A4 = 1e 5b 5b (oh? there is a sign there)
D4:56A7 = 44 80 00
..
..
??
If you're talking about this line:
マリオは、へやのおくから
ひでんのハンマーを
とりだしました。
I just want to note that "へや" (heya) means "room"; "peace" would be the similar-sounding へいわ (heiwa).
30800 = 0f
30802 = 0f
30804 = 01
303ac = 9d fc 5e
3024a = 9d fe 5e
30280 = 9d fe 5e
30265 = 9d fe 5e
38004 = 00
However it seems like I still have the box right at the outline of the screen instead of an 8px offset.I couldn't see any messed graphics
Dogu's text
I did the following changes to the ROM:
Also, I was about to ask what you were referring to when you said scripting, but by the looks of it it seems like you debugged a bit of how the script sequence works for the Story text to hopefully add more lines, is that right?
but I have to ask for your permission first
decode 1a2f66 credits_font.bin
decode 1b9d30 credits_name1a.bin
decode 1a49bd credits_name1b.bin
decode 1a3a96 credits_name1c.bin
decode 1a920f credits_name1d.bin
decode 1a2273 credits_name1e.bin
decode 1a2b1d credits_name1f.bin
decode 1b9fcd credits_name2a.bin
decode 1ba2af credits_name3a.bin
decode 1bb58c credits_name4a.bin
decode 1bb92f credits_name5a.bin
decode 1ba523 credits_name6a.bin
decode 1ba7e3 credits_name7a.bin
decode 1bac26 credits_name8a.bin
decode 1bad68 credits_name9a.bin
decode 1baff8 credits_name10a.bin
decode 1bb434 credits_name11a.bin
decode 1bbbbb credits_name12a.bin
decode 1bbe60 credits_name13a.bin
decode 1a49bd credits_name13b.bin
decode 1a3a96 credits_name13c.bin
decode 1a920f credits_name13d.bin
decode 1a2273 credits_name13e.bin
decode 1a2d87 credits_name13f.bin
decode 1a4faf credits_name14a.bin
decode 1a54c1 credits_name15a.bin
decode 1a5b0d credits_name16a.bin
decode 1a615a credits_name17a.bin
decode 1a68ca credits_name18a.bin
decode 1a6ecc credits_name19a.bin
decode 1a74d7 credits_name20a.bin
decode 1a7a4d credits_name21a.bin
decode 1a7f83 credits_name22a.bin
decode 1a85c4 credits_name23a.bin
On the off-chance it will help, here's the names as they appear:QuoteNASUBI KAMEN
NOKO NOKO
SPANNER GON
PEACH
LUIGI
BLACKEY
KOOPA
ONIGIRI
ONNANOKO
OYAZI
DOGU
MARIO
FORKUN
BLONYA
BURUCCHO
BURNYA
DUMPTY
JENYA
KANBANK
GURUCCHO
GATA GATA
POLES
U DOKUN
edit2:You make it seem so easy. To be clear, there's no easy way to view those in any standard tile editor, is there? But they're nonetheless in a standard format?
Credit characters are bitmap sprites. Staff names are bg3 tiles.
Version 1.10 April 29, 2017
- Added missing tutorial text pointers.
- Updated the panels/rules tutorial text dumping command files.
- Updated the control codes in the tutorial table file.
- Updated filenames.txt with new file names.
- Updated bankswap.asm to create freespace by removing both the old tutorial/story text.
- Added new ASM file boxexpandh.asm (changes xPos & max character length per line).
- Added user input for modifying the char length of tutorial text lines during insertion & tweaked
the error checking of the dump script.
- Scripts no longer reqire ROM to be named a certain way, it only needs to have a sfc/smc extension.
- Added more decriptive information to this readme, including a video link of the scripts in action.
@rainponcho and @DarkSamus993, would you guys mind if I were to set up your tools into one nice package and upload it to Romhacking as Utility for translating Wrecking Crew 98?Sounds good to me.
It might help if someone else attempts to translate the game to another language as well.
I will take care of getting everything in a more neat way than what I currently have and with some instructions to do so, but I have to ask for your permission first :P
=======================
= Compressed GFX Ptrs =
=======================
1A01F2 = [DA2F66] Staff credits font
1A0200 = [DB9D30] Nasubi Kamen
1A0247 = [DB9FCD] Noko Noko
1A028B = [DBA2AF] Spanner Gon
1A02CF = [DBB58C] Peach
1A0313 = [DBB92F] Luigi
1A0357 = [DBA523] Blackey
1A039B = [DBA7E3] Koopa
1A03DF = [DBAC26] Onigiri
1A0423 = [DBAD68] Onnanoko
1A0467 = [DBAFF8] Oyazi
1A04AB = [DBB434] Dogu
1A04EF = [DBBBBB] Mario
1A054B = [DBBE60] Enemies
===================
= Sprite OAM Ptrs =
===================
Format: 2-bytes
-------------------
1A0B36 = [1027] Nasubi Kamen
1A0B63 = [109E] Noko Noko
1A0B90 = [1106] Spanner Gon
1A0BBD = [1178] Blackey
1A0BEA = [11DB] Koopa
1A0C17 = [1249] Onigiri
1A0C4A = [1291] Onnanoko
1A0C77 = [130E] Oyazi
1A0CA4 = [1391] Dogu
1A0CCB = [13D0] Peach
1A0CF8 = [1429] Luigi
1A0D25 = [1482] Mario
1A0D52 = [179E] Forkun
1A0D85 = [1ABD] Blonya
1A0DB2 = [17BD] Buruccho
1A0DEB = [1D5C] Burnya
1A0E45 = [17E6] Dumpty
1A0E78 = [1ADC] Jenya
1A0F2C = [1805] Kanbank
1A0F50 = [21D3] Guruccho
1A0F89 = [21FC] Gata Gata
1A0FBC = [2225] Poles
1A1001 = [223F] U Dokun
==============
= Sprite OAM =
==============
Format:
# of tiles
Tile 01:
byte-1 = xPos
byte-2 = yPos
byte-3 = tile index
byte-4 = v/h flip, palette, tile size
byte-5 = ???
Tile 02
Tile 03
etc...
--------------
1A1027 = Nasubi Kamen
[0B]
[28 FC 4A 22 00] = N
[20 FC 49 22 00] = E
[18 FC 48 22 00] = M
[10 FC 47 22 00] = A
[08 FC 46 22 00] = K
[FC FC 45 22 00] = I
[F4 FC 44 22 00] = B
[EC FC 43 22 00] = U
[E4 FC 42 22 00] = S
[DC FC 41 22 00] = A
[D4 FC 40 22 00] = N
1A109E = Noko Noko
1A1106 = Spanner Gon
1A1178 = Blackey
1A11DB = Koopa
1A1249 = Onigiri
1A1291 = Onnanoko
1A130E = Oyazi
1A1391 = Dogu
1A13D0 = Peach
1A1429 = Luigi
1A1482 = Mario
1A179E = Forkun
1A17BD = Buruccho
1A17E6 = Dumpty
1A1805 = Kanbank
1A1ABD = Blonya
1A1ADC = Jenya
1A1D5C = Burnya
1A21D3 = Guruccho
1A21FC = Gata Gata
1A2225 = Poles
1A223F = U Dokun
$D4/1787 B7 E8 LDA [$E8],y[$DA:0B36] A:000F X:1475 Y:000D D:0F00 DB:00 S:1FFC P:envmxdIzc
$D4/1789 9D 28 00 STA $0028,x[$00:149D] A:1027 X:1475 Y:000D D:0F00 DB:00 S:1FFC P:envmxdIzc
...
$D4/1D0B BD 20 00 LDA $0020,x[$00:1495] A:0140 X:1475 Y:0000 D:0F00 DB:00 S:1FFC P:envmxdIzc
$D4/1D0E 85 EA STA $EA [$00:0FEA] A:00DA X:1475 Y:0000 D:0F00 DB:00 S:1FFC P:envmxdIzc
$D4/1D10 BD 28 00 LDA $0028,x[$00:149D] A:00DA X:1475 Y:0000 D:0F00 DB:00 S:1FFC P:envmxdIzc
$D4/1D13 85 E8 STA $E8 [$00:0FE8] A:1027 X:1475 Y:0000 D:0F00 DB:00 S:1FFC P:envmxdIzc
$D4/1D15 A7 E8 LDA [$E8] [$DA:1027] A:1027 X:1475 Y:0000 D:0F00 DB:00 S:1FFC P:envmxdIzc
I had a minute, so I thought I'd try doing a relative search for some of those cast names and the credits. Alas, nothing obvious is appearing. I don't suppose any of the extraction tools might have dredged them up, i.e. as graphics?
On the off-chance it will help, here's the names as they appear:Spoiler:NASUBI KAMEN
NOKO NOKO
SPANNER GON
PEACH
LUIGI
BLACKEY
KOOPA
ONIGIRI
ONNANOKO
OYAZI
DOGU
MARIO
FORKUN
BLONYA
BURUCCHO
BURNYA
DUMPTY
JENYA
KANBANK
GURUCCHO
GATA GATA
POLES
U DOKUN
Oh those. Many of these are either Japanese names or puns, and would need to be translated. Right off my head there's the following:
ONNANOKO: which is just onna no ko 女の子, or "girl".
OYAZI: from oyaji 親父 ("dad"/"grampa"/"middle-aged man"/"boss"), but as for why the "ji" became a "zi"... maybe because of a drunkard's lispy prononcuation, since this character is an alcoholic?
KANBANK: includes kanban 看板 ("poster"/"billboard", like in "poster girl" for bars), but why the bank part? This part of the pun eludes me. It's just a giant Bowser billboard causing instant wins as far as I know.
BURUCCHO: Same. I get just the first part of the pun, buru which is short for bulldozer in Japanese. But what about the rest? "Block"?
GURUCCHO: Same. I get just the first part of the pun, guru guru which is supposed to be the sound for stuff turning in a circle, just like this ...thing... does in this game.
FORKUN: Forklift-kun?
BURNYA: Self-explanatory, it burns ya. Could be an affectionate cutesy nickname with that nya suffix for something that... burns stuff? Has absolutely no idea what BLONYA or JENYA are supposed to be.
DUMPTY: Related only in name to Humpty Dumpty. Here it's supposed to be a machine that dumps stuff away.
GATA GATA: Literally the sound effect for "rattle, rattle".
POLES: ... Engrish aside, they look in-game like sentient joysticks.
U DOKUN: Has no idea what this name is supposed to mean. Appears in-game as a billboard with a construction worker.
NASUBI KAMEN: is a Japanese word. "Masked Eggplant", fittingly.
ONIGIRI: that one is clear enough("hamburger"). There's a literal rice ball in the game.
There's the stuff that already has official English names like KOOPA (good old Bowser) and NOKO NOKO (Koopa Troopa).
Could anyone fluent in Japanese save the day for those puns?
1a1027 = nasubi kamen [00 flag]
1a105f = ?? [02 flag]
1a1074 = ?? [02 flag]
1a1089 = ?? [02 flag]
1a109e = noko noko [00 flag]
1a10c7 = ?? [02 flag]
1a10dd = ?? [02 flag]
1a10f1 = ?? [02 flag]
1a1106 = spanner gon [00 flag]
..
1a1abd
1a1adc
..
1a1d5c
..
1a2225 = poles
1a223f = u dokun
24-bit ptrs
$D4/26CC B7 0E LDA [$0E],y[$DA:0223] A:FFF0 X:004C Y:0223 P:envmxdIzc
==> DA0B29 .. DA0B36 = [1027] Nasubi Kamen
$D4/26CC B7 0E LDA [$0E],y[$DA:022F] A:0048 X:004C Y:022F P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:026A] A:FFF0 X:004C Y:026A P:envmxdIzc
==> DA0B56 .. DA0B63 = [109E] Noko Noko
$D4/26CC B7 0E LDA [$0E],y[$DA:0276] A:0050 X:004C Y:0276 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:02AE] A:FFF0 X:004C Y:02AE P:envmxdIzc
==> DA0B83 .. DA0B90 = [1106] Spanner Gon
$D4/26CC B7 0E LDA [$0E],y[$DA:02BA] A:0038 X:004C Y:02BA P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:02F2] A:FFF0 X:004C Y:02F2 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:02FE] A:0038 X:004C Y:02FE P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0336] A:FFF0 X:004C Y:0336 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0342] A:0050 X:004C Y:0342 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:037A] A:FFF0 X:004C Y:037A P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0386] A:0048 X:004C Y:0386 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:03BE] A:FFF0 X:004C Y:03BE P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:03CA] A:0020 X:004C Y:03CA P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0402] A:FFF0 X:004C Y:0402 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:040E] A:0044 X:004C Y:040E P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0446] A:FFF0 X:004C Y:0446 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0452] A:0050 X:004C Y:0452 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:048A] A:FFF0 X:004C Y:048A P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0496] A:0040 X:004C Y:0496 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:04CE] A:FFF0 X:004C Y:04CE P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:04DA] A:0039 X:004C Y:04DA P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0512] A:FFF0 X:004C Y:0512 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:051E] A:0050 X:004C Y:051E P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:053B] A:0000 X:004C Y:053B P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0547] A:0000 X:004C Y:0547 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0586] A:FFF0 X:004C Y:0586 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0592] A:004D X:004C Y:0592 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:05C3] A:FFF0 X:004C Y:05C3 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:05CF] A:0055 X:004C Y:05CF P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0600] A:FFF0 X:004C Y:0600 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:060C] A:003D X:004C Y:060C P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:063D] A:FFF0 X:004C Y:063D P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0649] A:003D X:004C Y:0649 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0655] A:003D X:004C Y:0655 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0686] A:FFF0 X:004C Y:0686 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0692] A:0052 X:004C Y:0692 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:069E] A:0000 X:004C Y:069E P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:06AA] A:0000 X:004C Y:06AA P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:06DB] A:FFF0 X:004C Y:06DB P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:06E7] A:003D X:004C Y:06E7 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:06F3] A:003D X:004C Y:06F3 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:06FF] A:003D X:004C Y:06FF P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0737] A:FFF0 X:004C Y:0737 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0743] A:0000 X:004C Y:0743 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:074F] A:0000 X:004C Y:074F P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:075B] A:0000 X:004C Y:075B P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:0793] A:FFF0 X:004C Y:0793 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:079F] A:0048 X:004C Y:079F P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:07D0] A:FFF0 X:004C Y:07D0 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:07DC] A:0050 X:004C Y:07DC P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:080D] A:FFF0 X:004C Y:080D P:envmxdIzc
==> DA0FAF .. 1A0FBC = [2225] Poles
$D4/26CC B7 0E LDA [$0E],y[$DA:0819] A:0047 X:004C Y:0819 P:envmxdIzc
$D4/26CC B7 0E LDA [$0E],y[$DA:084A] A:FFF0 X:004C Y:084A P:envmxdIzc
==> DA0FF4 .. DA1001 = [223F] U Dokun
$D4/26CC B7 0E LDA [$0E],y[$DA:0856] A:0036 X:004C Y:0856 P:envmxdIzc
==> DA1006
NASUBI KAMEN = EGGPLANT MAN
NOKO NOKO = KOOPA TROOPA
SPANNER GON = GOTCHAWRENCH
PEACH = PEACH
LUIGI = LUIGI
BLACKEY = SPIKE
KOOPA = BOWSER
ONIGIRI = RICE BALL
ONNANOKO = LITTLE GIRL
OYAZI = BOSS POPS
DOGU = DOGU DOLL
MARIO = MARIO
FORKUN = FORKER
BLONYA = BLOCKY
BURUCCHO = DOZER
BURNYA = BURNY
DUMPTY = DUMPER
JENYA = JETTY
KANBANK = BILLBOARDSER
GURUCCHO = SPINNER
GATA GATA = WOBBLESTACLE
POLES = POLES
U DOKUN = MR. GUY D.
14f660 = print 2 text blocks
14f670 = print 3 text blocks
14f680 = print 4 text blocks
intro
1453b3 = fair day, gentle breeze
1453e0 = mario returned from vacation
1454b6 = walked around, almost home
1454f6 = home just in sight
1455de = huge shadow covered him
145698 = odd new huge building
14569e = happened during holiday
1456a4 = sign there
14572a = mamma mia
145730 = raising secret bases
1457c4 = sunlight barely got through
14587d = picked hammer from chest
14588a = same hammer used
145897 = part of wrecking crew
1458ea = to bring back sunlight
14593a = ready to take on bases
145989 = just as planned
stage 1
145e9a = intro
145eac
145ec1
145ef4
145f73 = rematch
145f85
145f9a
145fcd
146013 = win
14608f = lose
stage 2
1460fc = intro
146102
146114
146126
146138
146145
1461C1 = rematch
1461D3
1461E5
1461F2
146244 = normal win
1462B4 = fast win
146327 = lose
stage 3
14638E = intro
1463AF
1463C1
146434 = rematch
146455
146467
1464C5 = win
146532 = fast win
14659C = lose
stage 4
146603 = intro
146624
146636
146648
1466D9 = rematch
1466EB
1466FD
14675E = win
146770
1467CE = fast win
146835 = lose
stage 5
1468AB = intro
1468BD
1468C3
1468D5
1468DB
14696C = final rematch
14697E
146984
146996
14699C
146A2D = rematch
146A3F
146A45
146A57
146A5D
146ABE = win
146AD0
146B25 = final win
146BAA = lose
stage a
146C11 = intro
146C9C = win
146D1B = lose
stage b
146D79 = intro
146D9A
146DAC
146DBE
146E25 = rematch
146E46
146E58
146E6A
146ED4 = win
146EE6
146F4D = lose
stage c
146FA8 = intro
146FBA
146FCC
146FDE
146FF0
147048 = rematch
14705A
14706C
14707E
147090
1470D3 = win
1470D9
1470DF
14713A = lose
stage d
1471BE = intro
1471D7
14728C
14731C = rematch
147335
1473EA
1474AA = win
1475D6 = lose
1479CF = ending 1
147A9A = ending 2
147AA0
147AD9
147B15
Couldn't figure how to merge with Atlas data so requires manual hex editing for now.I'll take a look once I finish up with the character names, see if something can be done about that.
KANBANK: this comes from 看板, which as GHANMI said means sign or billboard. The japanese text on the sign reads "safety first". Not sure about the "k" at the end, but I'd take a guess and say it's just to make the name unique and a k flows nicely after an n. I'd go for something silly like "Billboardser", but I'm not a great punster.Propagander?
Good news - I managed to hijack the sprite OAM loading routine like I had theorized, meaning shuffling and repointing data will not be necessary. It uses an index ptr table (16-bit) which is then used for lookup in a sprite OAM ptr table (24-bit). The 24-bit ptr is then written to WRAM and the sprite OAM is accessed using that value.
THAT DAY, THE{line}
WEATHER WAS{line}
GREAT...{wait}
ON A FAIR DAY,{line}
WITH JUST A{line}
GENTLE BREEZE,{stop}
MARIO RETURNED{line}
FROM VACATION,{wait}
REALLY JOYFUL.{stop}
AS HE WALKED{line}
AROUND, HE WAS{wait}
ALMOST HOME.{stop}
- Character names are now being loaded from bank $DB.
- Only enemy names were edited (since they already contained almost the whole alphabet in the font gfx).
- Some enemy names have a glitched letter due to missing letters in the compressed gfx (I, Q, V, W, X, Z).
edit: Have new idea. Maybe can add custom <line>, <wait> commands to scripting engine. Checking.Nice! I'll have to try and incorporate that into my dump/insert scripts.
edit2: Done. Works. Yes!!
But @DarkSamus993, if the whole alphabet is already loaded in the VRAM (as part of the staff credits font) why not use those tiles instead of the ones compressed within the gfx blocks for the enemy sprites?
I think EGGPLANT, TROOPA, and SPIKE would be preferable if those are the constraints. But if it's all just graphics, why not just switch to an 8x4 font?
(http://image.ibb.co/iZQfy5/wc98_cast_2.png)
...Or maybe that's a terrible idea.
Excuse the out of topic tangential question, but do you have that full 4x8 font? It's nice looking.I'm flattered. It seems to me that with 8x4 one does not have too many options, so I figured I'd just throw something together in Paint rather than hunt down someone else's reference implementation. ELT are thicker in a vague attempt to reflect the original, and I brazenly cheated with the M.
Maybe keep the different replacement fonts for addendums or alternate patches.Yep that's exactly what I was thinking.
//BLOCK #004 NAME: Level 5 - Win 2
//POINTER #0 @ $146B11 - STRING #0 @ $1444C1
#W16($146B11)
IMPOSSIBLE!__{line}
THIS BUILDING_{line}
IS INVINCIBLE!{line}
THAT、S WHAT HE{line}
TOLD ME!______{end}
#W16($146B11)
IMPOSSIBLE!{line}
THIS BUILDING{line}
IS INVINCIBLE!{wait}
THAT、S WHAT HE{line}
TOLD ME!{stop}
Huh. Gave some more testing. No asm changes.Awesome!
https://www.sendspace.com/file/1bl8jm
00- clean rom
01- use translationbeta.ips (april 29 2017 wip)
02- use text_wait.ips
03- run crew98-atlas file (these are quick, dirty test files)
04- play bowser rematch stage
05- watch building crumble (new text works okay here)
Should mention that the test files have not been tested with official tools - maybe that's why it fails.
edit:
Try copying the edited WC98_Story.tbl file to
WC98-Text-Tools/cmd/WC98_Story.tbl
Then running your new text through the official editor package.
So I specified #JMP commands to each Story text file, and then went to the pointer's offset for each one of them in the ROM's Hex data, changed them to the ones I specified, and now they work!
Yeah, that sounds weird about Atlas issue. But {stop} = {end} so no biggie there. Only did it for visual sake, for knowing when the cutscene ended.Yep, nothing to worry about the stop/end issue with Atlas so far :P
"____" ==> I made that same mistake also during testing.
Tested the game over screens and no worries there. Game is playable here!
Guys!Thank you!
I am dying to play this fantastic game "enhanced" by you!
Fantastic energy put here.
Thanks so much!
Cospefogo.
FF07={stop}
FF07={end}
And yes, there are no downsides visible from interchanging {end} with {stop} in the script since both use the same Hex codeThen they're not "2 commands using the same hex code", they're one and the same command. The nouns used in the tbl file (end/stop) are arbitrary and up to your preference when choosing a name for this command in the TBL file. @rainponcho said as much.
Gave it a spin, I have two things:
Nitpick, but shouldn't Vacations be singular?
Also, I got a black screen after hitting start on this part. For the sake of ruling problems out, is the patch for headered or non-headered?
Ah, I see!Phew...
Yep, my base is unheadered. It is however in sfc format so I'll track down another and see if the problem persists.
EDIT: Issue's been fixed! Looks like I found the correct base. :D
Thanks for the feedback!
Now to your questions:
1) I am really unsure about this.
I know in spanish (my native language) it is always plural, no one says it in singular, so I might be confusing it in some form, I need to investigate that.
Edit: I believe it is singular in English, I will do some research and change it accordingly if that's the case.
2) The patch (TranslationGamma) is for an unheadered ROM.
I believe the base ROM is "Mario Wrecking Crew 98.smc" from a lovely ROM site.
Try removing the header from the original base ROM, then patch it again and see if that does it.
I will be releasing patches for both headered and unheadered ROMs once we get to the end. :)
Yes, in English if you are talking about a specific vacation, it is singular.Yep, noted and fixed already :)
Thanks for the feedback!
Now to your questions:
1) I am really unsure about this.
I know in spanish (my native language) it is always plural, no one says it in singular, so I might be confusing it in some form, I need to investigate that.
Edit: I believe it is singular in English, I will do some research and change it accordingly if that's the case.
Maybe it's just the British in me, but I would have said "As he was returning from his holiday." If I'm going abroad, I always say "I'm going on holiday", or "I have returned from my holiday". Don't really use the term "vacation", but that could be a American term.Interesting point you bring up there.
In English, you usually add 's' if there is more than one thing going on. If Mario went on vacation to more than one country, then you could say say "he returned from his vacations". Since we don't where Mario has had his vacation, it would make more sense to say "he returned from his vacation".
Maybe it's just the British in me, but I would have said "As he was returning from his holiday." If I'm going abroad, I always say "I'm going on holiday", or "I have returned from my holiday". Don't really use the term "vacation", but that could be a American term.
I found something else.Spoiler:Koopa Troopa's dialogue when first meeting him has a word just before a line-break control code that's repeated on the second line.
I understand why most people would miss that, it's a common optical illusion technique (like with that monochrome picture of the dalmatian dog) and it's a really fascinating example of how our brains work, going for the general picture instead of the finer details. I almost wish we wouldn't fix it and see how many people would catch it. :laugh:
(I bear the responsibility for that, by the way. Trying to fit everything under 14 characters was fun with lots of stuff moved around to find the optimal word placement, yet in the end I ended up wasting space in this case. It's really funny that two rewrites later, it wasn't caught yet ;D)
Yeah I didn't exactly check for grammar or typos very throughoutly, did I? :PI started to play this yesterday. Superb work.
I just went by the "doesn't crash and linebreaks fine, it works" logic :D
Still, weird that no one else caught it up before.
Anyway, here's an updated patch:
https://www.dropbox.com/s/an3xjgp10sed98w/TranslationGamma.ips?dl=0
Should take care of the latest points brought up by you, GHANMI, and by Jorpho.
I started to play this yesterday. Superb work.Thank you!
NASUBI KAMEN = EGGPLANT MAN
NOKO NOKO = KOOPA TROOPA
SPANNER GON = GOTCHAWRENCH
PEACH = PEACH
LUIGI = LUIGI
BLACKEY = SPIKE
KOOPA = BOWSER
ONIGIRI = RICE BALL
CHIISANA ONNA NO KO = LITTLE GIRL
OYAZI = BOSS POPS
DOGU = DOGU DOLL
MARIO = MARIO
FORKUN = FORKER
BLONYA = BLOCKY
BURUCCHO = DOZER
BURNYA = BURNY
DUMPTY = DUMPER
JENYA = JETTY
KANBANK = BILLBOARDSER
GURUCCHO = SPINNER
GATA GATA = WOBBLESTACLE
POLES = POLES
U DOKUN = MR. GUY D.
You think maybe it's high time to actually complete this patch?Rest assured we are almost at the finishing line.
Rest assured we are almost at the finishing line.That's good. I was getting worried the project might have died or something.
Thinks are being worked on and spoken of in the background, so it's just a matter of having a little bit more patience and it will be done. :)
That's good. I was getting worried the project might have died or something.Nah it won't :P
"Invalid .RAR"It's working here for me, I don't know why there are some people that can't open it.
What am I doing wrong?
The 'rar' is actually a zip. Or at least that was what i had to rename it to open it on linux. WinRar just opens the zip, so someone brainwaved naming it rar.Oops...
I have noticed a typo. On the help section, at one point the text says "though" when it was supposed to be "tough". Other than that this is very well made, I still hadn't tried it! Congrats.Ah damnit hahah.
Wow it took me a while to find it again. I went through all options twice! Here it is:Thanks!
PANNEL EFFECTS
Iron Plates
can't be
broken with
the hammer,
so they're
quite though.
The text is fixed! But the menus are all buggy now.
Now it's all good, except it seems you've mixed up which is header and which is headerless? I used the headerless patch on the rom and it works, but the header patch on the rom makes everything more buggy than before.It does? :/
Wow it took me a while to find it again. I went through all options twice! Here it is:
PANNEL EFFECTS
Iron Plates
can't be
broken with
the hammer,
so they're
quite though.