All you got to do is rewire your ROM chip to match up with the one of an MMC5 Mask Rom as documented here
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Wasn't there a proper US release?Thanks i actually already found out how the NES handles Pointers exactly but definitely a helpful post.
Pointer table looks to be at offset 0x11F92 -- it's even visible in the screenshot
B4 9F 18 A0 6B A0 B9 A0 ....
are pointers for:
$9FB4 -> 0x11FC4
$A018 -> 0x12028
$A06B -> 0x1207B
$A0B9 -> 0x120C9
Flip the bytes, then add $8010 to get the offset
I found it with Ctrl+F -- but I know a bit about NES architecture so I knew what to look for.
1) You're dealing with an MMC1 game, which means that banks are $4000 bytes in size.
2) Your text is in the 0x10010 - 0x1400F bank, so it's almost certain your pointers are going to be in that range as well.
3) MMC1 [usually] puts swappable banks in the $8000-BFFF area in CPU mem. Which means offset 0x10010 would be mapped to $8000. This is how I got the "add $8010" value for calculating pointers.
4) From there, I saw that text started at 0x12028, so I knew the pointer had to be $A018, so I did a Ctrl+F search for "18 A0" starting from offset 0x10010
Someone axed me this same question a few weeks back...I actually already got pretty far with this. Everything up to World 7 is fully translated. Menus,Continue Screen, Password Screen and all Bosses.
Analyze the values at zp$21 and zp$22. They reflect the macro/micro scene changes of the opening/ending narrations. If you have a concrete storyboard planned-out already, I can advise you further on how to make it fit within the game's confines.
Not familiar with this game, I guess.
Getting the Japanese proto dumped was a big deal because it was known, from old magazine screenshots of the Japanese version, the US version (the only official release) was significantly censored.