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Author Topic: PCE Translation  (Read 475 times)


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PCE Translation
« on: January 12, 2022, 06:23:52 am »
Trying to figure out how to go about doing a translation. So far, I've got the bin/cue and Cue/Wav/Iso figured out back and forth. So voice translation wouldn't be an issue. Where I'm stuck is the ISO images. I've done some searching, but not really found the info to get to the next step.

The ISOs aren't standard mount and view files. My questions are:
- Is there a way to mount and view files within the ISOs? Or are they a unique format?
- Are there tools to manipulate the ISO's with? String search, replace, etc.
- Basically, how do I get to the Japanese text and replace?

Don't mind reading, so links would be great as well.  Thanks!

Currently I'm using VSCode with SHIFT-JIS to read the ISO files, and just trying to make sense of it.
« Last Edit: January 12, 2022, 06:44:21 am by Trentr0n »


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Re: PCE Translation
« Reply #1 on: January 13, 2022, 03:50:56 pm »
The PC Engine CD uses tracks to store the data and music. The first step would be to extract the track with the game data. Use CDMage or something alike to extract the first track. You can then view the binary with any hex editor that supports SHIFT-JIS or even a text editor. Some games, however, will use custom formats for special characters, many games use custom line breaks and text ending codes. It's also recommended you learn about PC Engine assembly.


PC Engine Hardware Notes:

PC Engine Assembly:


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Re: PCE Translation
« Reply #2 on: January 13, 2022, 09:13:27 pm »
PC Engine CD data tracks are MODE1/2048 bytes, and the console uses them basically in the same way as a ROM which can be loaded in chunks.

No file system.

If you are using downloaded images, chances are you will find the data tracks ripped as MODE1/2352, which means the ECC data would be part of the extract; this needs to be separated.  If you try to make a direct adjustment to the actual program portion, the ECC will become invalid (unless it is recomputed).

So, step 1 is to get the data track into 2048 byte per sector format first.

Most games have 2 data tracks - one as track 2 (primary), and one at the end of the disc (duplicate).  If you are looking at a game which has several data tracks, I would recommend avoiding that as an initial project.