Oh my, so many translations for the same game lol.
The romhacker from Discord gave up after knowing there's at least four attempts to get the same thing translated, lol. But in order not to let things go to waste, here are a few things to share from that attempt:
A quick script dump (no pointers included) for translators:https://cdn.discordapp.com/attachments/431269689918750733/669607888435806218/CoolySkunk_JP.txt
Encoding / Table file
FE and 00 are END characters
Line breaks use FA (first) and F9 (second)
Dakuten symbols use 06 and 07 before the character.
F1 changes where the cursor appears (if the window is displayed in the top of the screen)
New sections in the same message box use a wait timer, FD followed by a 1-byte long parameter for how many frames to wait (stored to 7E051C, which can be incidentally useful in case you want faster text speed with asm)
use F8 (clear whole window) then FB (reset cursor position to the beginning)
New message boxes (close the first box, and display a new one) are the same but use FF instead of FD.
The way the text is stored:
1C571-1C5E8 Pointers (Main script)
1C5E9-1D4D9 Text (Main script)
1D4DA-1D4F9 Pointers (Isle Names)
1D4FA-1D55F Text (Isle Names)
1D560-1FFFF Empty Space (Repoint text here to your heart's content)
Pointers: low endian, 2b, +10000
E9C5 > 1C5E9
32C6 > 1C632
B2D4 > 1D4B2
Cheats to test the game quickly:
If you press up, down, left, right, B, A, L, R, Y, then X, you can switch between all the inventions by pressing L and R during gameplay.
Useful RAM addresses:
7E051C Frames until next character.
Used in wait control code FD and FF too (values used normally are 78 and 3C frames, hex)
Used for regular text speed (normally 04, set a write breakpoint to change that to 01 for faster text)
Another question, since the graphical compression was obviously figured out here (from the disassembly talk, or the title screen attempts here) that would be highly interesting in order to figure out that of Skyblazer and Hook, by the same developer. Does anyone studying this game care to share more about that compression scheme?