malenko
Established Member
Been chipping away at this for a while mostly sorting out the documentation of the data and translating all the text. I don't know why I keep picking games that are so text heavy (something I didn't expect in the racing genre) but I am a HUGE fan of the Genki games, and you can tell they build off of this to make their later games like Tokyo Xtreme Racer and Import Tuner Challenge.
This project would have come to a dead stop if it weren't for Nanish1. He coded tools to split the compressed files, extract the data, recompress the data AND remerge the files AND update the tables. Huge thanks to him, and here are the tools he made:
GitHub - nanash1/dk_tools: Tools to translate Drift King '97
Files changed:
Pickup.BCH (font tiles)
Select.BIN (texture location table and in game text)
PIC.CHR (compressed tiles and textures)
Tools used:
Nanash1's custom LZ toolset GitHub - nanash1/dk_tools: Tools to translate Drift King '97
Derek's Byte Finder GitHub - DerekPascarella/ByteSearch: A utility to recursively scan a folder of files for a known byte string.
wxMEdit Hex editor
Crystal Tile 2
Knight0fDragon's SPP
Cafe-Alpha's Save Data Manager
Sonicbot's save game
CRAM2PAL
Notepad++
ePSXe emulator and PSX version of Tokyo Highway Battle
Yaba San Shiro Saturn emulator
Discord?
Thanks to Nanash1, TrekkiesUnite118, Knight0fDragon, privateeye, Sonicbot, Cafe-Alpha, Shadowmask, and you!
Added a quick translation quip on the title screen. I plan to "English-ify" the logo after I find it.
All of the save menus are done
WHile the tile work isnt done on this screen, the text below makes it 100% usable
About 2/3rds of the racing parts tiles have been translated, recompressed and injected into the game
most of the descriptions as well
Just not all of them, merp. SO.MUCH.TEXT.
After the Garage area is done, I'll move on the pre and post race dialog for the rivals. The garage is without a doubt the biggest pain in the ass part to do, so I want to get it over with. The Walrus will of course be in the game, I'm trying to make Pandamonium's running a joke a reality when I can.
I plan to release a public beta when the garage portion is complete.
This project would have come to a dead stop if it weren't for Nanish1. He coded tools to split the compressed files, extract the data, recompress the data AND remerge the files AND update the tables. Huge thanks to him, and here are the tools he made:
GitHub - nanash1/dk_tools: Tools to translate Drift King '97
Files changed:
Pickup.BCH (font tiles)
Select.BIN (texture location table and in game text)
PIC.CHR (compressed tiles and textures)
Tools used:
Nanash1's custom LZ toolset GitHub - nanash1/dk_tools: Tools to translate Drift King '97
Derek's Byte Finder GitHub - DerekPascarella/ByteSearch: A utility to recursively scan a folder of files for a known byte string.
wxMEdit Hex editor
Crystal Tile 2
Knight0fDragon's SPP
Cafe-Alpha's Save Data Manager
Sonicbot's save game
CRAM2PAL
Notepad++
ePSXe emulator and PSX version of Tokyo Highway Battle
Yaba San Shiro Saturn emulator
Discord?
Thanks to Nanash1, TrekkiesUnite118, Knight0fDragon, privateeye, Sonicbot, Cafe-Alpha, Shadowmask, and you!
Added a quick translation quip on the title screen. I plan to "English-ify" the logo after I find it.
All of the save menus are done
WHile the tile work isnt done on this screen, the text below makes it 100% usable
About 2/3rds of the racing parts tiles have been translated, recompressed and injected into the game
most of the descriptions as well
Just not all of them, merp. SO.MUCH.TEXT.
After the Garage area is done, I'll move on the pre and post race dialog for the rivals. The garage is without a doubt the biggest pain in the ass part to do, so I want to get it over with. The Walrus will of course be in the game, I'm trying to make Pandamonium's running a joke a reality when I can.
I plan to release a public beta when the garage portion is complete.
Last edited: