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Author Topic: [WIP] Wrecking Crew '98 (Super Famicom) Translation  (Read 17384 times)

ShadowOne333

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[WIP] Wrecking Crew '98 (Super Famicom) Translation
« on: April 28, 2016, 03:53:11 pm »
Good day.

This project is focused on translating the hidden gem of Wrecking Crew '98 for the Super Famicom, released only in Japan through gamings kiosks of the time.

Spoiler:





As for the Tutorial text, here are the findings to far:

TBL file for the tutorial text:
https://www.dropbox.com/s/2uexklcu4mpsak5/WreckingCrew98.tbl?dl=0

Pointers and data for each text of the tutorial section block:
http://www.romhacking.net/forum/index.php/topic,21799.msg329975.html#msg329975

And the pointers and data for the Main Story text is here:
https://www.sendspace.com/file/b47nm0

And its TBL file for translating it:
https://www.dropbox.com/s/yg3kfvgddpsedog/StoryMenuText.tbl?dl=0

Right now the only thing remaining is for people who know Japanese to lend a hand on the translation of the text found in menus and in-game. You can find the text dump for both Story and Tutorial text dumped using Cartographer by DarkSamus993:
http://www.mediafire.com/file/1btzxy62fy87cft/WC98_Text+Dump.zip


If you want to contribute to the project, all that's needed now is just the translation from Japanese to English, we already have the pointers and text dump ready to go for new data insertion.

Download the latest translation patch here!
https://www.romhacking.net/translations/3214/

Right now the only remaining thing to do would be changing the names of the characters in the credits to match those of the original Wrecking Crew for the NES for characters that come back from that game, and also find suitable localization names (puns maybe?) of the new characters.


Here's the list of tentative names for the credits:
Quote
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.

Feel free to post any suggestions regarding names for some chacters, bugs or glitches that you might found on the beta patch, please let us know by posting a comment on this thread!

Translation demo:


Story text translation demo:
https://www.youtube.com/watch?v=yTFSU8aD6Oo
« Last Edit: October 03, 2017, 10:06:32 am by ShadowOne333 »

FAST6191

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Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
« Reply #1 on: April 28, 2016, 04:42:20 pm »
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.

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.

ShadowOne333

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Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
« Reply #2 on: April 28, 2016, 04:57:13 pm »
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.

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.
I didn't get the last part.
What do you mean by plugging different values?
You mean changing the actual sprite through YY-CHR? Or what exactly?

John Enigma

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Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
« Reply #3 on: April 28, 2016, 05:18:48 pm »
I didn't even know there was a wrecking crew for the SNES.

FAST6191

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Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
« Reply #4 on: April 29, 2016, 03:27:36 am »
I meant if you are editing the font then you will presumably know (or can easily find) some text data in the game. Change that to other values in an attempt to find the encodings you want.

Or if you prefer up until now none of the posts I have made have the character q. However you could look at the values the text comes out as (I will assume it is not relative and you don't have such an easy method to use) to get a rough idea of the range it would be in (still works for Japanese -- in shiftJIS things still tend to start with 8 or 9). This means you can try values in that range to eventually figure out q.
Such a method is how I usually find all the various bits of punctuation a game has but it is also good for this sort of thing.

You can sit there and figure out the game's font lookup/fetch/decode routines and limits but a bit of brute force checking like this is far quicker and still gets you the values in all but the weirdest cases (stuff like font switch commands).

ShadowOne333

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Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
« Reply #5 on: April 29, 2016, 01:41:15 pm »
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

Meanwhile, I'll post everything I've found about the Japanese text just to have everything in just one place:

Main story text:
Quote from: Intro
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。」

Quote from: First level
「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〜。」

Quote from: End first level
「ま、またしてもマリオに負けたナス。」

Quote from: Second level
「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。」

Quote from: End second level
「クッパ様、負けた。悪かった。」

Quote from: Third level
「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)」

Quote from: End third level
「ガ…ガウ?…」

Quote from: Fourth level
「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。」

Quote from: End fourth level
「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…。」

Quote from: Final level
「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!!」

Quote from: End final level
「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〜。」

Quote from: Bad Ending
「これで終わったと思うなよ!はっはっはっ…」

That leaves only the Menus pending, but that should be easy to get.
« Last Edit: June 20, 2016, 03:16:40 pm by ShadowOne333 »

ShadowOne333

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Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
« Reply #6 on: June 17, 2016, 12:20:07 pm »
I have to bump this because I made some more progress into the Japanese text and even attempted to translate a portion of it.

The menus have been translated mostly, and I even got into the first tutorial section, but I just saw that the rest are a pain and very extensive, so I might need some help with that.

Only the Help section remains and each of its tutorials starting from the third one.

Quote from: Main Menu
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
-----------------------------
Quote from: Versus Mode Menu
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
-----------------------------
Quote from: After a Versus game
0勝0敗
0 Wins 0 Loses

(After winning-losing)
勝敗
OUTCOME (?)
-----------------------------
Quote from: Help Menu
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
???
-----------------------------
Quote from: Data Management Menu
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
« Last Edit: June 17, 2016, 05:49:04 pm by ShadowOne333 »

Jorpho

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Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
« Reply #7 on: June 17, 2016, 11:40:33 pm »
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:
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.
This depresses me. I feel like a goldfish right now...

ShadowOne333

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Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
« Reply #8 on: June 17, 2016, 11:46:22 pm »
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?
To be honest, i haven't even played the game until the end, but if you could provide me with some screenshots for those particular instances it would be REALLY helpful!
I will write down all the text and hopefully give a somewhat barebones translation to kick it off. :)

Jorpho

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« Last Edit: June 20, 2016, 12:34:33 am by Jorpho »
This depresses me. I feel like a goldfish right now...

ShadowOne333

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Oh thanks!

Here is the text for those special stages and the good ending:

Quote from: Map text
ひみつのタヅトちず

Quote from: Stage A - Onigiri Intro
「.......。」

Quote from: Stage A - Onigiri Ending
「.......。」

Quote from: Stage B - Onnanoko Intro
「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?」

Quote from: Stage B - Onnanoko Ending
「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。」

Quote from: Stage C - Oyazi Intro
「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?」

Quote from: Stage C - Oyazi Ending
「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。」

Quote from: Stage D - Dogu Intro
「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!!」

Quote from: Stage D - Dogu Ending
「ワタシヲ フルサト二
カエシテ...。」

Quote from: Bowser Rematch Intro
「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!」

Quote from: Bowser Rematch Ending
「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...」

Quote from: Good Ending
「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〜〜〜〜
« Last Edit: June 24, 2016, 11:15:43 am by ShadowOne333 »

NES Boy

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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).

ShadowOne333

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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).

Thanks for the heads up.
I will try and see if I can find any videos with those alternate dialogues.
If you do have the links, much better so that I can transcribe them faster!

Anyway, continuing with the Help menu options:

Quote from: Remaining Help menu options
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 BOMBS

Quote 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 PANELS

Quote 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

Jorpho

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...Are you transcribing all this stuff directly?

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.
This depresses me. I feel like a goldfish right now...

ShadowOne333

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...Are you transcribing all this stuff directly?

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.
Yes I'm transcribing all the text from the game FIRST.
I did attempt to find the text before, but I was doing it wrong, I was looking for values for 16x16 tiles instead of the 8x16 font tiles which are used for the tutorials.

Once I'm done transcribing all the text, I'll hunt down the tutorial text to make a quick PoC.

GHANMI

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Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
« Reply #15 on: June 21, 2016, 07:33:43 am »
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

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.



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)
« Last Edit: June 21, 2016, 09:26:15 am by GHANMI »

Jorpho

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Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
« Reply #16 on: June 21, 2016, 09:20:51 am »
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).
This depresses me. I feel like a goldfish right now...

GHANMI

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You're right. See my edit above.

Still, no signs of the big 16x16 font or any text using it (story text, that is).

ShadowOne333

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Re: [HELP] Finding the HEX/Tile ID values of the font for a translation?
« Reply #18 on: June 21, 2016, 10:29:58 am »
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.



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)

Awesome!

And yep, that's what I meant.
The main story font (and the one apparently used for Menus too) is in 16x16 and that doesn't appear anywhere in the ROM's data, so it seems that the 16x16 font is compressed.
However, the 8x16 font which is used in certain sub-menus and the tutorials is clearly visible and editable.

Sadly, uncompression is something beyond my capabilities, so I will go as far as I can with the current possibilities, unless someone manages to get the decompression routine working to get the remaining fonts. :P

It would be worth giving the ROM a try with exhal/inhal to see if we can manage to dump the 16x16 font though, I'll see what I can gather:
https://github.com/devinacker/exhal

It's worth the shot. :P
« Last Edit: June 21, 2016, 10:36:42 am by ShadowOne333 »

GHANMI

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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.