I’m Santiago Zapata, better known online as slashie, a Software Engineer and Independent Game Developer and from Medellín, Colombia.

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Barako

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Not a mockup

Screen Shot 2013-08-01 at 8.56.30 PM

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

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