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metal max nes translation

so yea i've been working on this for a couple days worth of time. i found the text writing routine and some? of the text tables. i'm not sure if it's all in the same bank or what. i wanted to see how different nes stuff is from snes stuff and it really works almost the same. the ppu is a lil tricky but w/e. i also just want to practice japanese. i'll prolly be comparing my translation to the aeon genesis release of metal max returns which is the snes remake of this game.

i've been really busy with school so progress is way slow. i've also never even played this game or the remake or any other entries in the series.


messing with the characters to see how the game uses the extra line for the " above certain characters. i may recode it to not use that extra line so i can have more text displayed at once.


translation of the first sentence in the game. i will definitely use lower case eventually.

my main problem is dumping the japanese text. the emulator i use has a way cool .tbl feature but doesn't allow for .tbls with japanese characters. i'll figure it out eventually.
here is just a lil progress thread.

This looks really cool. Is it me, or is there a glitched tile in the first image? Anyway, I can read the character's name (Touchyan if I'm right). Keep it up with this!
I wouldn't recommend using .TBLs anyway- a great combination is using FCEUX's .THT format along with the text hooker provided with the emulator. It will make your translation process a lot faster.

Give Mario some love?~
Originally posted by zkip
I wouldn't recommend using .TBLs anyway- a great combination is using FCEUX's .THT format along with the text hooker provided with the emulator. It will make your translation process a lot faster.


the text hooker is pretty neat but not exactly what i'm looking to do. right now i've been taking chunks of data and making snes roms to display the characters. there's got to be a better way?

Of course there's better ways. Why are you using a SNES rom to assist? There's certainly easier ways.. anyway I don't see how anyone could have that much trouble with just getting a table together.. are you sure the values aren't compressed? I do know that several japanese NES titles store tile values in a compressed format.

Give Mario some love?~
Nice work so far. Hope you have better luck getting those issues ironed out. =)
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