Looking to make a Madou Monogatari Saturn translation patch.

Maybe something got fixed with my current version, there is a 6-day difference. Try this one.
That one works!

6 out of 112 .SEQ files do not re-compress back into identical files. these are:
TITLE.SEQ
WORLD00.SEQ
MP1001.SEQ
MG_HIDE.SEQ
DG9901.SEQ
DG9902.SEQ

But maybe these aren't actually using CNX atall, and are actual sequence music or something else?

Just to be sure, i tried compressing the files (once decompressed) using the other compression algorithms that puyotools supports, but none of those resulted in identical files for these 6 outliers.
 
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Aside from Princess Crown, this would be my most desired translation. Madou Monogatari is such an awesome RPG. I’ve had it since the late 90’s, and it’s actually not too bad to play through the game in Japanese. But man, having this one in english would be epic! Good luck with your efforts!
 
Are there any experienced Jap to Eng translators who are interested in this game?
How about Supper, he was initially the hacker for Madou Monogatari 1 (PCE CD, Game Gear), 2 (Game Gear) And 3, But recently he has also began translating A sFC title Named The Blue crystal Rod, and i think he can help you out
 
Are there any experienced Jap to Eng translators who are interested in this game?
The game script was already translated (the link was dropped earlier in the thread), perhaps you could contact the people who made that translation for any more details? My memory is foggy but I think it was complete, except for things like option screen dialog which you can crack with just JWPCE and its dictionary (you don't need heavy language skills to translate things like "attack strength" or "defense strength", just use standard video game colloquialisms like ATK or DEF).
 
What the current state on the translation I been trying for a while now getting Puyo Puyo tools to work and it has but I don't know what I'm doing this is the only madou game I'm interested cause I seen playable Schezo
 
font_full.png


This is a visual presentation of the font map, for those who are unfamiliar with it. It's all 8x8px blocks in various formations.
The font map is just a pure pixel stream. Each nibble being a pixel.
 
A tiny follow-up. I decided I would map all the offsets for Japanese and match them to characters. And maybe my mapping can be of some help to people who would like to attempt a translation of this game. I also ran a script on the decompressed SEQ files to extract the game's text, not the most neat looking files, but including them too if anyone is curious and want to have a look.

The cell index is simply the font offset divided by 32.
So for example シ is at font offset 0x064C0 in font.cel. Divide by 32: 0x064C0 / 0x20 = 0x0326.
In the game file, the character シ is stored as the two bytes 03 26.
 

Attachments

Attached a more through map, with proper comments, offsets, char sizes, and the non-font graphics also listed (the window graphics, the "1 char" and "3 char" icons for attacks, and all others). I also tried figuring out the text commands (like "pause and continue when pressing A/C") but those are not so comprehensive because they were not so clear and/or had duplicates. Since there's a ready made 8x8 font, translating the game is a matter of punching the already translated text in, figuring out the pointers if need be, and trying to fit it all into memory (in case the english script is longer).

The text commands may be wrong since I wrote this up almost two decades ago. I remember the reason I gave up on it was that there was no CNX compressor so I could only edit things in memory which was a chore.

Also note that the Title.bin has scripts for a rather comprehensive debug menu inside which also gives titles for each scenario and such (such as PT0601 being Catalina/Draggy Ruins or PT0801 being Tower of Exhaustion). I asked Bo of Rings of Saturn about the debug menu, but unfortunately he couldn't find a way to trigger the debug menu either. All we have is this mockup of how it may have looked (created by editing the main menu to load an alternate string) - but neither he nor I could find a way to have the game load it natively. The debug entries were not referenced in game code in any way we could find. Oh well.
 

Attachments

  • madou_font.zip
    madou_font.zip
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  • mm_debug.png
    mm_debug.png
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