

Incidentally, you can convince Nemu there's a GB cart attached with a whopping two bytes *)Ībout the Easter eggs, the first is a key to getting the second. It's mostly down to making a new font writer for the GB emu, making a few more windows dynamic, making a few models for the huge freaking 3D text, swapping letters on the cups, and changing some trainer names to romanji. Anyway, since the GB emulator doesn't emulate (sends R4300 code to the RSP) I've been writing scripts to draw the window for me to test this off-console.

It only provides support for the japanese GB carts, and I'm not certain I want to change this yet. Since we're on the subject, I have most of a Pocket Monsters Stadium patch done. In particular, I'd like to do Bangaioh, and the translator will optionally have the added bonus of choosing to provide handwriting samples for a character *) Most of the untranslated japanese N64 titles use graphics as opposed to actual text, and I have a few of each already extracted. Still, the images are easy enough to extract, and since I have a handy-dandy table of everything might just be able to figure out how they know what to replace where *)īTW, I could use a translator for a few other projects. It's odd, since they write in columns instead of rows and the palettes are argb. See if you can spot them *)ĭid take a look at the T64 files. There's two things I'm not completely satisfied with, but it isn't worth fussing over since neither has a good solution. I don't have a good place to leech internet anymore, but I will try to get to you as soon as possible. If there's any glaring errors, just post them up here. Most would require some pretty radical conversion to fit any reasonably-readable english into, and illegible english defeats the purpose. None are important, and, well, they are in Japan.

I did not translate signs in the scenes set in Japan. Hopefully there aren't too many complaints *) I tried to use fonts similiar in style to the japanese fonts they replaced, always erring on the side of legibility. Could have used an IA4 font as well, but the clarity was too low for such a small font. VC just extracted the 8x8 font already embedded in the game, something I'm guilty of too. I decided against a textured font like you see in the VC version for the sake of legibility. It uses the framebuffer heavily, so that should strictly narrow down which plugins will work with it.

Emulator people can fuss over what settings are needed for which emulators. Remember it needs to use a 16kbit eeprom for save data. You get the choice between an xdelta patch and a bps patch. The patches test for this, although you can probably bypass it if you really wanted to. It's available in two places, and I'm hoping most of the world can get it from one or the other.Īpply to an unbyteswapped, unaltered ROM.
