The King of Fighters' 97 English Patch

The King of Fighters' 97 English Patch 2.0

Ardiloso

Established Member
*NEW*
Updated in all versions:
- Added presentation screens for all four Orochi stages. The code was already on the disc but disabled, with only partial assets. I created the missing images and enabled them, so they now play in both Single Player and Vs modes.
- Fixed missing graphical elements on the Orochi stages in Vs mode (they previously worked only in Single Player).
- Fixed the Orochi transformation sprites. SNK shipped the game with a corrupted transformation animation, which is now repaired.
- Fixed a black screen that would randomly occur due to incorrect memory allocation.
- The four Orochi stages can now be selected in Options, under the names Temple-1, Temple-2, Temple-3 and Temple-4.

Updated 4 MB version:
- Music now resumes between rounds instead of restarting, as long as the next character doesn’t have their own theme.
- Optimized the loading routines, so load times between rounds are very short. The initial loading before the match is also slightly shorter.

New experimental 6 MB version!
- Uses the Heart of Darkness 6 MB dev cart. Playable on Saroo and the Ymir emulator. 6 MB is still not enough to hold all six characters and the stage at once, but almost all of the data fits. As a result, there are almost no load times between rounds, since the game loads the remaining data on the black screen after a win.
- Removed almost all of the loading screens. As soon as you select your character, the game starts loading it on the character select screen and keeps loading through the order select and stage presentation screens. If any data is left, the last frame freezes with a new “Now Loading” message at the bottom of the screen.
- Demo Cut was removed because it’s no longer necessary and would break the new loading routines if enabled.

The patch format will be xdelta from now.

Original -> Fixed
s4gcugNf_o.gif
I8L2QlZR_o.gif


uzmwN8MJ_o.jpg



*Original post*

I got tired of waiting for others to translate the games I wanted to play, so guess what? I did it myself. I’m very interested in translating arcade games that are already available in English on other platforms, and KoF97 is one of my all-time favs, so the choice was obvious.

My knowledge in coding and ROM hacking is quite limited, but the advent of AI has come to help us improve.
The hacking was done with the help of Claude AI, but the inserted texts are the original ones from SNK.
The translation is a port of the official Neo Geo script, specifically from the Neo Geo CD, so nothing was grammatically corrected and the texts are in all their Engrish glory.
I also added subtitles for Yuki’s line at the end of the Sacred Treasures Team ending, which got Japanese voice acting on the consoles but had no subtitles.

Besides porting the translation, I made some QoL changes to fix things that have bothered me for years:
- The game’s texts originally run at the speed of light. The writing speed was reduced by 2x and the on-screen time was increased by 2x. Credits screen texts were not changed.
- The story texts for edited teams, which appear before the credits, also had their scrolling speed reduced by 2x.
- You can now skip the credits by pressing Start.
- All the secret characters are enabled by default, no codes needed.
- Demo Select is enabled by default in Options, along with all endings, no need to finish the game to get them.
- Removed the timers from the character select and fighting order select screens.
- The voices on the Saturn port have a higher pitch, resulting in thinner voices than it's Arcade original. I fixed the pitch of all voices in the game, and they now match or come close to the Neo Geo CD ones.
- A programming error by SNK left the Monaco stage out of the Vs fights. This stage was added to the roulette and can now be fought on normally.
- The Japan stage had an algorithm that made it rarely appear in Vs. That was fixed, and it now has the same % as the other stages.
- Added the stages of the 4 bosses (variations of the Orochi New Faces Team and Orochi) to the Vs stage select roulette. These stages are no longer exclusive to the Single Player modes.

4MB Patch: I’ve made a 4MB-compatible version, and I highly recommend playing it. This is not the YZB hack; it’s a new one I made myself. It’s impossible to get rid of loading entirely, because the console’s RAM plus the cartridge’s RAM can’t hold all the data for the six characters plus the fixed elements. I prioritized shorter load times between character changes, so the cart preloads half of the fighters’ data before the match and loads the rest between rounds. If you use a Saroo, load times are even faster.

It includes everything above, plus:

-Much faster load times. The first load before the match will be a bit longer than usual because it’s caching half of the characters’ data. Subsequent rounds load significantly faster.
-No more long loading before the character select screen, so there’s no longer any reason to enable Demo Cut.
-CD files sorted for faster loading when using burned CDR.
-Since the game finishes loading before most of the loading bars fill up, I disabled some of them.

I used the .ips format for the patch. Use Lunar IPS to apply it to “King of Fighters ’97, The (Japan) (Track 01).bin” (redump).

I tested this extensively on real hardware using a CD-R, a Saroo, an original 4MB cart, and an Action Replay 4MB cart, as well as on the Ymir emulator. I found no issues, but let me know if you run into any.

qhcg0ZC2_o.jpg

rEdZgreG_o.png
 
Last edited:
Wow, awesome! I couldn't use YZB's hacks because I use the Saroo; now it's time to kick some butt, lol. Thanks a lot!
Question: Is it possible to modify the slowdown in games like *Waku Waku 7*? I’m not referring to loading screens, but rather the game itself, which suffers from significant slowdown in certain stages and/or with specific characters. I’ve always wondered if the extra RAM could be used to eliminate this is it possible?
 
Wow, awesome! I couldn't use YZB's hacks because I use the Saroo; now it's time to kick some butt, lol. Thanks a lot!
Question: Is it possible to modify the slowdown in games like *Waku Waku 7*? I’m not referring to loading screens, but rather the game itself, which suffers from significant slowdown in certain stages and/or with specific characters. I’ve always wondered if the extra RAM could be used to eliminate this is it possible?
I don't think adding more ram would solve WW7's slodowns. The game is bad optimized and don't use the system resources in a smart way. It would need a complete re-write maybe, far from my knowledge atm.
 
Amazing work! This is the best version of KOF 97 in the 32-bit category; it holds its own against the Neo Geo version.
 
There are more one games that deserved a fix...Marvel Super Heroes...suffer from significant performance drops (slowdowns). What do you thing, @Ardiloso ? Could it be possible?
I'm afraid MSH is another WW7 story, more ram won't guarantee more performance.
I'm focused in making a 6 MB version of KoF 97 RN (and learned something cool from this, will backport it to the normal and 4 MB versions) and the next game is already decided, maybe one day but there's one more game easy to fix in the pipeline.
 
I'm afraid MSH is another WW7 story, more ram won't guarantee more performance.
I'm focused in making a 6 MB version of KoF 97 RN (and learned something cool from this, will backport it to the normal and 4 MB versions) and the next game is already decided, maybe one day but there's one more game easy to fix in the pipeline.
The mention of "someday" gives hope to those of us who aren't very well-versed in the world of hacking. My interest in seeing the performance of WW7 improved stems from the fact that it’s the only version with high-fidelity music, neither the NeoGeo CD had a version. That said, any game you might decide to improve at some point would be more than welcome; like said Kamugin MSH would also be a real gem to
 
Ardiloso updated The King of Fighters' 97 English Patch with a new update entry:

New features and bug fixes

Updated in all versions:
- Added presentation screens for all four Orochi stages. The code was already on the disc but disabled, with only partial assets. I created the missing images and enabled them, so they now play in both Single Player and Vs modes.
- Fixed missing graphical elements on the Orochi stages in Vs mode (they previously worked only in Single Player).
- Fixed the Orochi transformation sprites. SNK shipped the game with a corrupted transformation animation, which is now...

Read the rest of this update entry...
 
*NEW*
Updated in all versions:
- Added presentation screens for all four Orochi stages. The code was already on the disc but disabled, with only partial assets. I created the missing images and enabled them, so they now play in both Single Player and Vs modes.
- Fixed missing graphical elements on the Orochi stages in Vs mode (they previously worked only in Single Player).
- Fixed the Orochi transformation sprites. SNK shipped the game with a corrupted transformation animation, which is now repaired.
- Fixed a black screen that would randomly occur due to incorrect memory allocation.
- The four Orochi stages can now be selected in Options, under the names Temple-1, Temple-2, Temple-3 and Temple-4.

Updated 4 MB version:
- Music now resumes between rounds instead of restarting, as long as the next character doesn’t have their own theme.
- Optimized the loading routines, so load times between rounds are very short. The initial loading before the match is also slightly shorter.

New experimental 6 MB version!
- Uses the Heart of Darkness 6 MB dev cart. Playable on Saroo and the Ymir emulator. 6 MB is still not enough to hold all six characters and the stage at once, but almost all of the data fits. As a result, there are almost no load times between rounds, since the game loads the remaining data on the black screen after a win.
- Removed almost all of the loading screens. As soon as you select your character, the game starts loading it on the character select screen and keeps loading through the order select and stage presentation screens. If any data is left, the last frame freezes with a new “Now Loading” message at the bottom of the screen.
- Demo Cut was removed because it’s no longer necessary and would break the new loading routines if enabled.

The patch format will be xdelta from now.

Original -> Fixed
s4gcugNf_o.gif
I8L2QlZR_o.gif


uzmwN8MJ_o.jpg



*Original post*

I got tired of waiting for others to translate the games I wanted to play, so guess what? I did it myself. I’m very interested in translating arcade games that are already available in English on other platforms, and KoF97 is one of my all-time favs, so the choice was obvious.

My knowledge in coding and ROM hacking is quite limited, but the advent of AI has come to help us improve.
The hacking was done with the help of Claude AI, but the inserted texts are the original ones from SNK.
The translation is a port of the official Neo Geo script, specifically from the Neo Geo CD, so nothing was grammatically corrected and the texts are in all their Engrish glory.
I also added subtitles for Yuki’s line at the end of the Sacred Treasures Team ending, which got Japanese voice acting on the consoles but had no subtitles.

Besides porting the translation, I made some QoL changes to fix things that have bothered me for years:
- The game’s texts originally run at the speed of light. The writing speed was reduced by 2x and the on-screen time was increased by 2x. Credits screen texts were not changed.
- The story texts for edited teams, which appear before the credits, also had their scrolling speed reduced by 2x.
- You can now skip the credits by pressing Start.
- All the secret characters are enabled by default, no codes needed.
- Demo Select is enabled by default in Options, along with all endings, no need to finish the game to get them.
- Removed the timers from the character select and fighting order select screens.
- The voices on the Saturn port have a higher pitch, resulting in thinner voices than it's Arcade original. I fixed the pitch of all voices in the game, and they now match or come close to the Neo Geo CD ones.
- A programming error by SNK left the Monaco stage out of the Vs fights. This stage was added to the roulette and can now be fought on normally.
- The Japan stage had an algorithm that made it rarely appear in Vs. That was fixed, and it now has the same % as the other stages.
- Added the stages of the 4 bosses (variations of the Orochi New Faces Team and Orochi) to the Vs stage select roulette. These stages are no longer exclusive to the Single Player modes.

4MB Patch: I’ve made a 4MB-compatible version, and I highly recommend playing it. This is not the YZB hack; it’s a new one I made myself. It’s impossible to get rid of loading entirely, because the console’s RAM plus the cartridge’s RAM can’t hold all the data for the six characters plus the fixed elements. I prioritized shorter load times between character changes, so the cart preloads half of the fighters’ data before the match and loads the rest between rounds. If you use a Saroo, load times are even faster.

It includes everything above, plus:

-Much faster load times. The first load before the match will be a bit longer than usual because it’s caching half of the characters’ data. Subsequent rounds load significantly faster.
-No more long loading before the character select screen, so there’s no longer any reason to enable Demo Cut.
-CD files sorted for faster loading when using burned CDR.
-Since the game finishes loading before most of the loading bars fill up, I disabled some of them.

I used the .ips format for the patch. Use Lunar IPS to apply it to “King of Fighters ’97, The (Japan) (Track 01).bin” (redump).

I tested this extensively on real hardware using a CD-R, a Saroo, an original 4MB cart, and an Action Replay 4MB cart, as well as on the Ymir emulator. I found no issues, but let me know if you run into any.

qhcg0ZC2_o.jpg

rEdZgreG_o.png

*NEW*
Updated in all versions:
- Added presentation screens for all four Orochi stages. The code was already on the disc but disabled, with only partial assets. I created the missing images and enabled them, so they now play in both Single Player and Vs modes.
- Fixed missing graphical elements on the Orochi stages in Vs mode (they previously worked only in Single Player).
- Fixed the Orochi transformation sprites. SNK shipped the game with a corrupted transformation animation, which is now repaired.
- Fixed a black screen that would randomly occur due to incorrect memory allocation.
- The four Orochi stages can now be selected in Options, under the names Temple-1, Temple-2, Temple-3 and Temple-4.

Updated 4 MB version:
- Music now resumes between rounds instead of restarting, as long as the next character doesn’t have their own theme.
- Optimized the loading routines, so load times between rounds are very short. The initial loading before the match is also slightly shorter.

New experimental 6 MB version!
- Uses the Heart of Darkness 6 MB dev cart. Playable on Saroo and the Ymir emulator. 6 MB is still not enough to hold all six characters and the stage at once, but almost all of the data fits. As a result, there are almost no load times between rounds, since the game loads the remaining data on the black screen after a win.
- Removed almost all of the loading screens. As soon as you select your character, the game starts loading it on the character select screen and keeps loading through the order select and stage presentation screens. If any data is left, the last frame freezes with a new “Now Loading” message at the bottom of the screen.
- Demo Cut was removed because it’s no longer necessary and would break the new loading routines if enabled.

The patch format will be xdelta from now.

Original -> Fixed
s4gcugNf_o.gif
I8L2QlZR_o.gif


uzmwN8MJ_o.jpg



*Original post*

I got tired of waiting for others to translate the games I wanted to play, so guess what? I did it myself. I’m very interested in translating arcade games that are already available in English on other platforms, and KoF97 is one of my all-time favs, so the choice was obvious.

My knowledge in coding and ROM hacking is quite limited, but the advent of AI has come to help us improve.
The hacking was done with the help of Claude AI, but the inserted texts are the original ones from SNK.
The translation is a port of the official Neo Geo script, specifically from the Neo Geo CD, so nothing was grammatically corrected and the texts are in all their Engrish glory.
I also added subtitles for Yuki’s line at the end of the Sacred Treasures Team ending, which got Japanese voice acting on the consoles but had no subtitles.

Besides porting the translation, I made some QoL changes to fix things that have bothered me for years:
- The game’s texts originally run at the speed of light. The writing speed was reduced by 2x and the on-screen time was increased by 2x. Credits screen texts were not changed.
- The story texts for edited teams, which appear before the credits, also had their scrolling speed reduced by 2x.
- You can now skip the credits by pressing Start.
- All the secret characters are enabled by default, no codes needed.
- Demo Select is enabled by default in Options, along with all endings, no need to finish the game to get them.
- Removed the timers from the character select and fighting order select screens.
- The voices on the Saturn port have a higher pitch, resulting in thinner voices than it's Arcade original. I fixed the pitch of all voices in the game, and they now match or come close to the Neo Geo CD ones.
- A programming error by SNK left the Monaco stage out of the Vs fights. This stage was added to the roulette and can now be fought on normally.
- The Japan stage had an algorithm that made it rarely appear in Vs. That was fixed, and it now has the same % as the other stages.
- Added the stages of the 4 bosses (variations of the Orochi New Faces Team and Orochi) to the Vs stage select roulette. These stages are no longer exclusive to the Single Player modes.

4MB Patch: I’ve made a 4MB-compatible version, and I highly recommend playing it. This is not the YZB hack; it’s a new one I made myself. It’s impossible to get rid of loading entirely, because the console’s RAM plus the cartridge’s RAM can’t hold all the data for the six characters plus the fixed elements. I prioritized shorter load times between character changes, so the cart preloads half of the fighters’ data before the match and loads the rest between rounds. If you use a Saroo, load times are even faster.

It includes everything above, plus:

-Much faster load times. The first load before the match will be a bit longer than usual because it’s caching half of the characters’ data. Subsequent rounds load significantly faster.
-No more long loading before the character select screen, so there’s no longer any reason to enable Demo Cut.
-CD files sorted for faster loading when using burned CDR.
-Since the game finishes loading before most of the loading bars fill up, I disabled some of them.

I used the .ips format for the patch. Use Lunar IPS to apply it to “King of Fighters ’97, The (Japan) (Track 01).bin” (redump).

I tested this extensively on real hardware using a CD-R, a Saroo, an original 4MB cart, and an Action Replay 4MB cart, as well as on the Ymir emulator. I found no issues, but let me know if you run into any.

qhcg0ZC2_o.jpg

rEdZgreG_o.png
Thank you very much for this work; it solved the biggest issue with this version—the high-pitched voices—and even added other improvements. I tested it on the Saroo, and it worked very well. The game did reset to the CD player screen on its own once, but otherwise, I was able to finish the game without any further issues.
 
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