Might and Magic: Book One NEC PC-Engine CD Translation

Started by TiCo.KH, July 20, 2010, 01:12:50 PM

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I try restart/restore this project.
Translation rewiever wanted!

I know it look like I abandoned this project long time ago, but few weeks ago i found this:


It is a great SysCard patch to support 8x16 and 8x12 ASCII font.

When I successfuly patched 3.0 SysCard image (it should be a headerless version), now is much easier work on PC-Engine CD translation.
Maybe some extra graphic char will be missed because just basic ASCII suported.
I already translated the intro texts, and work on full reverese enginering the first town.

Only stepback I should rework texts again on all dungeons, but now thanks to reverse egineering maybe I can get more spaces to bigger dungeons (mostly towns).

But as you see, I'm still not on native level english, and I use translations from online translator tools. Thankfully, these tools is developed lot in the past 10 years  ;D, but if anybody like to help, review the english text, would be great.
Repointering is not as easy like most of NES and SNES games, mostly small asm code load every pointer, maybe just 20-30% came from pointer tables.

If my english will be crappy, is a bit hard rework all asm part to fix texts.  :-\

Thank you Guys!



I Begin Might and Magic: Book One PC-E translation and I discover lots things.
First time I try reverse enginering font and text system, and look like success. In a last few day I can hack the fonts from 12x12 to 8x12, but kanji font isn't on CD, is in the system card. I need well modded syscard3.pce with good looking 8x12 ASCII chars font.
Anyone have them? (I made one, but it's not look too pretty, I think)

And text string looks well mixed with code, not the easy modify strings lenght. PC-E  8k memory address space is to small, and not easy modify like a SNES segment addressing. Memory banks relocation is looks too difficulty to me, and looks more hard with CD system. Is someone can help, please inform me.

How i said here is the in progress pack of translation:


This areas translated: B1, C1-3, D1, E1, Cave North Barrier, Dusk, Erliquin and Cave, Sorigal and Cave, in progress Portsmith.

All translated text is in the torrent in .jce file format, can use with JWPce (JWPce is a freeware japanese word processor). I use these format because easy to rip texts from the game to the ShiftJIS coded file.



Nice!  Always nice to see more pc engine translations!


I try solve a text space problem and I hope succeed!

I had a idea: if glued in a first byte from shift-jis coding I can doubled the 8x12 text length in original place. I need more hack the syscard.pce and I hope 255 ( minus some controll bytes) chars enough the english text.

Hmm, maybe work... If I change the input TBL...

looks better...


I missed something on the new TBL or syscard hack but if I correct them, maybe the 8k ram not problem anymore.
And need increase the 20 chars line length to 30 chars.


If you need more help on this, you can try looking at:


Hope that helps in some way...



I works a lot on this translation in a past days. Found a new problem: When a 8x8 text string is 14+ char long a system put automatic line drop. Some monsters and items names in original game is 14 chars long. The string loader  put line drop after names in some menus, and this doubled the line drop in 14 chars long names.
Like this:

I cut one char from every 14 chars long names, and it looks like this:

If I found the routine which put the automatic line drop and I can expand whith 1 char (to 15 chars long) I can chance the names back.


If your trying to look for a routine like that, search in a trace log for a loop that outputs characters to the screen via a write port. The code will probably read the item data from a buffer(when item data gets loaded from the program rom, sometimes it gets written to a buffer). Most likely, indexed addressing will be used and the loop counter will be incremented by one and used as the index bit for the instruction that loads the byte. If the item length is 14 look for a compare and branch instruction that terminates the loop at 14.
Completed projects are Bloody Warriors and Shinsenden.



I found one, which is works, but is sad :( this solution ruin the menu window frame. Annoying a bit, but I don't have better idea this time. Anyone have?



Are you using Mednafen for debugging? If not you should, it's excellent.

Games sometimes write the block of text to RAM first where it's formatted and then just transfer a whole block to VRAM at once. Usually all you have to do is set a breakpoint on the address of the first letter being written to RAM, then follow the loop. One of the registers will be the counter (usually), so when finishes and returns you can see where it's being loaded from.

Hopefully it's as simple as changing an $0E to an $0F-- I'm stoked about your translation. I tried playing the game once and it was pretty sick.


Yes I'm use the mednafen, this is the great app for this. Some months ago I try the begin translate this game, and I try the use the ootake for debuging. Ootake is great PC-E emulator but not too usabel for debuging. I almost give up... and some weeks ago I found Mednafen... At now, the full translation to dependent on the free time which I can spending for this.


Ooh, this looks spiffy.  I played through the Apple and PC versions back in the day, so I'll be all over this one probably.

One of these days I keep meaning to give the NES port a shot for fun, but I invariably get frustrated with the slowness of the combat in it (not to mention the balance being weird compared to the computer versions)...


Haven't played this game in any form, but I am glad to see someone gave some love the PC-Engine CD  :thumbsup:.
I will most likely play this when it gets released.
Also, thank god for mednafen XD.


I will play this RELIGIOUSLY when released.

I play all PC Engine/TurboGrafx translations to the ultimate end.


After obtaining the NES version of this, I was a bit curious to see what else was out there.  This looks like a really spiffy version of the game.
For what shall it profit a man, if he shall gain the whole world, and lose his own soul?  -- Mark 8:36



I found one hardest thing  this project. If I want correct english battle text, with right word order, I need swap two words (someone "on" someone action -> someone action "on" someone), but buffer loaded in serial. I found two subroutine which loads the words. I swap it. first looks like works,  but if monster die in this turn, the name is a next monster in the list. Gash! Help anybody???


Just wondering if there are any updates on this translation or if it is yet another pce translation that is dead...


Sorry, but I need a lot to learn and need work if I want paid my studies. I hope in exsams session and in the Xmass holyday have some time work on translation. The porject didn't dead, just I have very little time to work on it.


The English you've used in your screenshots thus far has been fine, but your posts are just a little rough around the edges. If you need a native English speaker to edit your translation, I'm sure there are a number of people here who would be more than happy to help.
I brake for signatures.


Huh! I found lots of texts in the tavern tips (with japanese voiceover) wich is not founded every other releases (not in the PC and NES version). I try translate with google translate but I need anybody how can help me, this translation is how good.
Good news: I found not too hard method convert all 12x12 text too ShiftJIS text.


Hope this is ongoing.  I am anxious to play it.  :)