I'm excited by these recent developments !
I really hope you could share the decompressor/compressor tool somewhere in the distant future eventually (does it work with Snoopy Concert, or the BS Marvelous/BS Famicom Tantei games?)
Just my two cents here:
The kanji font area isn't used. Mostly. Well, I have been retranslating Marvelous ATI for another language and I found out that the game makes use of three characters in the kanji area (the two points, "left" kanji, "right" kanji). And there's the thing with the naming screen / chapter title cards being possible to translate yet when not using the exact same original number of kanji they go crazy. So maybe a row or two is needed, and the rest is repurposed to store other data (hiragana/katakana could be useful for DTE/punctuation/accentuated characters).
About the intro, is there a way to do away with the 16x16 text and have the tilemap use a 8x16 font instead? The font there isn't good at all imo and spills on the overscan parts of the screen. If you're keeping it anyways, I'd recommend this really nice 16x16 English font here
if I knew where to get a complete version from.
For anyone not in the know:
The BS-X games have a menu patch, rom dumps are playable but are missing totally the intro cutscene data. Would need BS Zelda scale of restoration to restore to its former glory (it deserves to, it inspired Navi Trackers), but just translating what's there is easy.
The SFC game (Mouhitotsu no Takara Jima) has a translation patch with which you can already finish the game. It has problems though:
* Intro and graphics aren't modified at all, except menu point-n-click interface graphics. (Big font with "Ukii~!" is uncompressed too, but tashi didn't notice it
tashi did his best to summarize some of it in the text descriptions, but when there's no description it goes untranslated. With variable results ranging from minor inconvenience (not knowing what that "suka" (miss) graphic means) to major puzzle cues (the whole letter with the hint for getting the second gem)
* The translation still uses the latin character set from the original font (16x16, shows as 8x16 since this is a hi-res mode SFC title), unaltered.
One solution would be to make it VWF or at least 8x16 to allow for more text (the final balloon sequence text box wording seems awfully abridged in the translation)
Another would be just leaving things as is and picking another font (even a 8x16 font stretched horizontally), and it already makes a world of difference. Here's for example what the game with Kirby Star Stacker's JP-only SFC 16x16 font (which has a latin set) looks like. I'm playing it using this since I couldn't stand the original font
* The translation is missing a lot of strings, which are left in their moonrune glory. Some examples:
- ch1: if you talk too early to the boy scoots in the cave when lifting the water bowel
- ch3: if you talk too early to the triplets
And at specific points the translation exceeds the allowed number of allowed chars/line and causes the game to crash. Two such instances are in the review section of the current patch.