After finishing the Madara 2 text hook thanks to Tomato's help, who got the full list of kanji and saved me hours of work, I made another one for "SD Gundam Ooinaru Isan" (this one was a lot easier, as it uses kana only).
Now I moved on to "Shin Momotarou Densetsu", which is again a complicated one (lots of kanji, perhaps more than Madara 2 but luckily a few of them have furigana, it also uses table switching, etc). I'd like to ask how I could extract the kanji list for this game in a similar way that Tomato did for Madara 2, as seen on this file: http://tomato.fobby.net/junk/madara2-kanji-list.txt
The kanji order in that list matched with its internal charcode, so creating a table file was really straightforward. It'd be neat if this same thing could be repeated for other snes games.
I've looked at some articles regarding table file creation and such, in the "documents" section here, but so far I haven't found what I need. I've managed to get around 85 kanji so far, manually copying both the kanji and its charcode as I play. But this is a slow and painful method and I don't know how many kanji this game has, could have 400 or more.
If someone could give me a hint of where to look in a snes rom to find and extract the kanji list in a more direct way, or can name a tool for that end (so far I've tried using bsnes-plus tile viewer, which has been useful for finding the Jungle Wars 2 and SD Gundam full set of kana), it would help me a lot.
After Shin Momotarou, the next games I'll try to make text hooks for will probably be Verne World and Kabuki Rocks.
June 18, 2021, 11:05:45 am - (Auto Merged - Double Posts are not allowed before 7 days.)
An update to include what I have so far about Shin Momotarou kanji list. If all the slots are used (which I'm not sure), there should be around 763 of them (update: there seems to have 932 kanji, actually. Holy mother...
). The full list in LUA array format with the kanji I've identified (around 120~130) can be seen in this link:https://www.dropbox.com/s/qw6alhgvlv2kv3r/shin_momo_kanji.docx?dl=0
If someone knows of a faster and less excruciating way to fill that array than going through the game and writting manually every new kanji that keeps appearing, I'd be grateful for life
The only thing that has come to my mind is modifying via hex editor some long text sequence in the game script and replace it with the remaining kanji in order, in groups of 10 or 20. That'd also be quite a work, though, but perhaps would be a little faster.