I went to the first line in dialog and ran through all the values, so its likely its just using a different table. At a glace it looks like our glyphs are in the same order for the ones that are there. I might look at the name entry screen to square this away a little more for whomever decides to translate this game.If I remember well, I deduced those values as follows. I went to player name entry screen. I did memory dumps after adding each character. I analyzed differences. I found those values and replacing them by hand in memory was indeed updating the text with what I wanted.
nice progress !Another shout out to @Knight0fDragon ; he showed me that some files are "uncompressed" and have padded 2 byte values, like the start game screen. The menus are in NAME.BIN
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Someone should reaaaalllly pick up this game (not it!)
Ideally, we would want to default to English, just need to find the variable that determines the state for the characters.I changed the Hiragana for English to EN and also changed accept to OK.
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I think it makes it more obvious where the English letters are
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"YES" has 2 spaces and "NO" has 3, so lets translate them backwards...
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and then flip the pointer tables around:
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Excuse my absolute ignorance..... what do you mean by set breaks in the debugger? I was able to find the yes/no area in the name.bin (finally got byte search to run) but not the table to change them around to allow for the word yes as opposed to using OK since it is only two letters.The Yes/No is in name.bin set breaks in the debugger if you want to try and avoid using something like ghidra.
Good luck!
Ended up following your Ghidra tutorial.......... absolute game changer!!The Yes/No is in name.bin set breaks in the debugger if you want to try and avoid using something like ghidra.
Good luck!