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[Translation] Obocchama Kun

Posted: Mon Apr 23, 2012 2:18 pm
by MooZ
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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.

Re: [Translation] Obocchama Kun

Posted: Tue Apr 24, 2012 12:43 am
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

Posted: Tue Apr 24, 2012 8:23 am
by MooZ
I'm more like this:
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Subtitles: "Who is this handsome man? AH! It's ME! I AM AWESSOOOMMEEE!"

Re: [Translation] Obocchama Kun

Posted: Tue May 08, 2012 8:02 pm
by MooZ
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.

Re: [Translation] Obocchama Kun

Posted: Thu May 10, 2012 3:43 pm
by MooZ
Here's a side by side comparaison between Marchen Maze and Obocchama Kun and the etripator configuration file.

Re: [Translation] Obocchama Kun

Posted: Thu May 10, 2012 5:00 pm
by MooZ
It seems that World Jockey and Zipang are using the same compression method.

Re: [Translation] Obocchama Kun

Posted: Sun May 13, 2012 7:06 pm
by MooZ
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)

Re: [Translation] Obocchama Kun

Posted: Mon Jun 11, 2012 10:43 am
by MooZ
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...

[Translation] Obocchama Kun

Posted: Sat Sep 15, 2012 11:51 am
by MooZ
Hy! It's been a while.
Here's the first insertion test of the french translation.
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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.

Re: [Translation] Obocchama Kun

Posted: Sun Sep 23, 2012 8:06 pm
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.