Not a mockup
So, the general plan is
- Get to know the structure of the ROM and document it
- Build a script extractor
- Translate to English
- Build a script injector
- Perform necessary hacks
- Playtest
We are still at step one, and the following questions are still up:
- Where does the game store the list of conversations and their corresponding character sets
- Where are the dialog options. and do they use the same schema as the dialog text
- Where is the intro and title screen text
- User interface and in-game messages
To recap everything so far:
- 0x013ea0 – English text for the intro, encoded in ASCII
- 0x01457d – English text for the End Credits, encoded in ASCII
- 0x1095fe – Characters to be loaded for the First Intanya Dialog, represented as (little endian) offsets from 0x110100 (the font table)
- A value of 0360 here points to address 0x110460 (Uppercase A)
- 0x110100 – Font table. 24 bits pointer table, pointing to sprites over 0x120000
- 0x110424 – Numbers
- 0x110460 – Uppercase
- 0x1104c3 – Lowercase
- 0x120000 – Font Sprites in 2bpp mode, roman, hiragana, katakana and kanji, with symbols mixed in-between.
- 0x160d4d – First Intanya dialog code, sequence of character loading commands (05) followed with an offset of the tile in VRAM. (01) displays a clear line