Famicom World Boxing Japan to English Translation

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TheBoxGamePL
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Joined: Thu Aug 10, 2023 3:08 am

Famicom World Boxing Japan to English Translation

Post by TheBoxGamePL »

Hello, does anyone know Japanese? If so, could someone make me a Japanese table for the World Boxing game on Famicom to make an English version or could someone make a version translated into English? I would be happy with whoever did it.
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Dwedit
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Re: Famicom World Boxing Japan to English Translation

Post by Dwedit »

It's just katakana and hiragana mostly in order. So get out a Katakana Table and a Hiragana Table, and see what matches.
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Pokun
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Re: Famicom World Boxing Japan to English Translation

Post by Pokun »

The only kanji I see are the 左 and 右 which means "left" and "right" respectively and are used for the handedness (ききうで, kikiude).
TheBoxGamePL
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Re: Famicom World Boxing Japan to English Translation

Post by TheBoxGamePL »

If someone could translate this game using YY.CHR I would be grateful
TheBoxGamePL
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Re: Famicom World Boxing Japan to English Translation

Post by TheBoxGamePL »

Can someone make a fan translation for the game world boxing because I have never seen this game in English translation and when I tried to play it in English the game crashed
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Pokun
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Re: Famicom World Boxing Japan to English Translation

Post by Pokun »

Code: Select all

しょぞく: ABA
NAME:
ききうで: 右

しょぞくする きょうかいを えらんでください。
ABA CBA JBA


ききうでを えらんでください
右
左



Affiliation: ABA
NAME:
Handedness: Right

Please select which organization to be affiliated with.
ABA CBA JBA


Please select handedness.
Right
Left
TheBoxGamePL
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Re: Famicom World Boxing Japan to English Translation

Post by TheBoxGamePL »

Pokun Create me table japan hiragana katakana in game world boxing to translated to english
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segaloco
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Re: Famicom World Boxing Japan to English Translation

Post by segaloco »

If you take a peek at my disassembly practices thread I detail a good way to find strings in Famicom games. Basically your charmap is usually the positions of individual glyphs in the BG bank, so you can use a tool like iconv(1) that translates arbitrary byte sequences that correspond with a logical character. If you provide a source map for the CHR and a destination map that maps those to UTF-8, you can run the ROM through this to try and find strings in a UTF-8 aware editor.

If you've got access to a fancy graphical hex editor, you can see if that hex editor has charmapping features as well, that way the Japanese text will show as actual kana glyphs in the character side of the editor.

As for translating, English strings are liable to take up more space than their Japanese equivalents, so simply replacing the CHR and string content may not be enough, you'd have to see how the engine handles things like line and page breaks. This is going to expand the size of the ROM too so it may also require augmentation to the mapper situation, depending on whether you have bank space to spare and can swap to a bank for more text without breaking or slowing the game down significantly.
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