I started a translation-project for Monster World IV a while ago and I'm very pleased to say that it comes along nicely.
The current version patch is supposed to be used with Virtual Console version of the rom (AF050C46).
Features:
-Disabled the jap Version by re-activating and inverting the regionlock with a custom screen.
-All GFX with engl. text were changed
-Status reached RC1, everything was translated, the rest is just optimizing.
Here are some GSX savestates for convenience:
https://www.dropbox.com/s/alanag4lvejh6 ... S.zip?dl=1
I have some issues that I can't seem to be able to sort out though, so I was hoping some expert here could give me a hand or two...
1. Issue: Changing the credits:
When I change the credits all the spaces change to garbage.
-> -solved-
![Exclamation :!:](./images/smilies/icon_exclaim.gif)
2. Slower movement for the strings in the intro (spirit-voices)
-> -solved-
![Exclamation :!:](./images/smilies/icon_exclaim.gif)
There was a script-table at 0x02C760 where all the parameters for the animation could be adjusted.
3. Changing the Save Type from SRAM to E2PROM
I'm trying to find out if the cart could be easily changed to E2PROM-savetype by modifying the header.
Wonderboy V (also a Westone game) has both SRAM and E2PROM routines, which can be switched by changing these:
0x01B2: F840 -> E820
0x01BA: 0001 -> 03FF
I think this is false for the VirtualConsole rom, but might be true for the jap version.
Unfortunately I totally lack the skills to find out on my own.
4. (not important, but I'd love to know how) Enemy strength property.
While I'm also writing a strategy guide for the game, I'd love to know more about the game's hitpoint system. I'm not a crack with romhacking and I need some advice, which byte to observe in which debugger to learn how many hitpoints an enemy has and how this is affected by using different/better swords.
Right now I'm curious how much damage is taken by different enemy hits.
Any help with this is very much appreciated!
Thank you!