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Actually, I figured you hand wrote the assembly you contributed. The format of the file just made me wonder if you had dumped it from a ROM before that (or maybe after). My guess was that you dumped some routine(s) and then added to and modified them.
Thanks for weighing in, Judge_!
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Hey, ThornMartin, have you been looking at this any more? Have you made any new progress?
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I'd be really interested in this if you guys managed to produce something.
I played the SNES version, so I know what's going on at least.
Biomotor 2 would be GREAT too.
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I have started a brief translation of the intro if anyone is interested
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I tried to play a bit with this game but it's harder to figure than Nigeronpa.
In Nigeronpa, the code was mostly "call" based, so whenever you stopped emulation, it was 'easy' to track the code structure, following the call/ret structure.
In Ogre Battle, the code is mostly based on jump.
There's a main loop that is used for everyting, and jump based on memory stored values. That's a lot harder to track for me...
Btw, I also created a character table (and I saw that this thread already had one x_x ).
It seems that ingame text scroller are static, as well as text menu.
More to come in the futur... or not !
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04-06-2019, 12:58 AM
(This post was last modified: 04-06-2019, 12:59 AM by Flavor.)
I just edited the first post of this thread to include links to web.archive.org pages of the resources that are no longer available directly. I don't really know, but I think maybe the full english translation is already there (in text format not in ROM).
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A great and big project. It must be complicated to done.
Ogre battle always has been a game that I want to play and finish, but my japanese it's so poor yet. Maybe in the future, if I improve my Japanese can play it and others that I wanna play.
This or a finished translation!
Thanks for update the post Flavor!
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I have some trouble understanding the "source".
Most game "functions" are reached through "Jump" instead of call... but some of those "functions" are ended by a "call".
The called function pop the return address from the heap and then retrieve some values starting from this address...
Has anyone here seen such behavior ?