[Translation] Obocchama Kun

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MooZ
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[Translation] Obocchama Kun

Post by MooZ »

Image Image Image
Image Image

Here's another one!
I managed to partially dump the script for Obocchama Kun. You can find it here.
Thanks to this site I know where the text for the ending is located in ROM. Unfortunately I didn't find the corresponding tables. For example the 3rd line of the first ending screen is located at 3aCC2 (this includes the 512 bytes header). And the text data is : 81 a6 8c 93 00.
I'll release the script dumper source code as soon as I found those filthy tables.
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Re: [Translation] Obocchama Kun

Post by Gravis »

not sure what he's saying but that's what i look like when i wake up and look in the mirror.

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Re: [Translation] Obocchama Kun

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I'm more like this:
Image
Subtitles: "Who is this handsome man? AH! It's ME! I AM AWESSOOOMMEEE!"
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Re: [Translation] Obocchama Kun

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Holly Macaroni! I was looking at the graphics encoding and guess what.
The decompression code is 90% identical to Marchen Maze. In fact it's not that surprising as both games were published by Namcot.
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Re: [Translation] Obocchama Kun

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Here's a side by side comparaison between Marchen Maze and Obocchama Kun and the etripator configuration file.
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obocchama.cfg
(54 Bytes) Downloaded 464 times
marchen_gfx.cfg
(53 Bytes) Downloaded 396 times
compare.txt
(13.3 KiB) Downloaded 426 times
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Re: [Translation] Obocchama Kun

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It seems that World Jockey and Zipang are using the same compression method.
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zipang_gfx.cfg
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Re: [Translation] Obocchama Kun

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Here's an unfinished piece of code that'll scan the ROM and try to decompress gfx. It's been succesfully tested on Marchen Maze, Obocchama Kun and Zipang.
I'll add command line arguments for the base address, bloc count and output filename.

[edit] Here's the semi final with command line options: (source code)
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extractGfx.c
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Re: [Translation] Obocchama Kun

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Hiei- from Romhack.org pointed out that the script contains some errors. が for example was output as "Us". It was a "simple" mistake. One were a > was used instead of >=. You can find the fixed version of the script and its extractor below. An another user from this forum (Lestat) offered his help to make a translated version of the title screen. I had to remove the dust from the pcx to pce tile format encoder. Hopefully (or as expected :) ) the compressor I wrote for Marchen Maze worked like a charm. Here's the title screen data extracted from the ROM in PCX (link). Inserting the new title screen was easy. Unfortunately I'll have to work on the "tileset". I then replaced the titlescreen gfx with plain old 8x8 tiles (right image) and checked the result ingame (left image).
Image Image.
The lower half of the titlescreen ingame image is a little bit suspicious. Maybe they made a brutal edit of the NES version?
Image VS Image
After some tinkering with mednafen's debugger I found that the BAT for the titlescreen was stored uncompressed at $6CDD9 (rom offset). This means that maybe I can remove that ugly pink and use the NES title gfx...
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Obocchama Kun1.png
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[Translation] Obocchama Kun

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Hy! It's been a while.
Here's the first insertion test of the french translation.
Image

Like Marchen Maze, the line spacing should be removed. The translated script needs some heavy formatting. And I'll have to use the infamous BPE compression thingie.
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Re: [Translation] Obocchama Kun

Post by MooZ »

I wrote a simple DTE encoder. I still need to write the PCE unpacker.
Here it is: (source)
Usage: perl processScrip.pl script.fr.xml plop.bin
It will create 3 files:
  • plop.bin is the binary script (uncompressed).
  • plop.bin.dte is the DTE encoded script.
  • plop.bin.dict contains the DTE dictionnary.
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