MAHJONG (NES) Translation by Psyklax v1.0 (20170705) CONTENTS 1. Intro 2. ROM Information 3. Background 4. Gameplay 5. Final Thoughts INTRO This is a 100% English translation of Mahjong for the Famicom (NES). All Japanese text has been either translated or transliterated, therefore some knowledge of mahjong terminology is required. ROM INFORMATION This patch will work with either revision identified in the GoodNES set: the only difference between the two revisions is that someone at Nintendo clearly didn't like the number 8, and its design was modified. Literally nothing else is different between the two, and since the numbers weren't touched in this patch, it doesn't matter which you use. Furthermore, I have included two patches: one (mahjong-arabic.ips) adds Arabic numerals to the Wan tiles (those which normally have just Chinese numerals) as they're the only tiles that might cause people problems with forming Chii (a sequence of tiles). However, if you are familiar with mahjong and want to keep the tiles as they were, I have included a second patch (mahjong-original.ips) which doesn't change them. GoodNES name: Mahjong (J) (REVA) [!].nes CRC32: CB99AFE8 GoodNES name: Mahjong (J) (REVB) [!].nes CRC32: 41C49409 BACKGROUND Released on 27 August 1983, Mahjong is the joint fourth game ever released on the Famicom, along with Gomoku Narabe Renju (also translated by this author). It portrays a slightly different version of Japanese mahjong, the key difference being that it uses two players, rather than the traditional four. Other than that it plays very much like regular mahjong, and fitting it all in just 24KB is quite impressive. Nevertheless, this lack of space meant that explaining the mahjong terminology in this translation was impossible, so prior knowledge is essential. GAMEPLAY Unlike most 8-bit games, Mahjong cannot be played without some prior knowledge. There are many excellent resources available should you need to know more. I recommend the FAQ by Adamant on GameFAQs, and Barticle's Japanese Mahjong Guide (links at the end of the document). Here I will limit explanations to the game screen, given that it may not be so obvious. If you want to know what Honba, Yaku and all the other terminology means, please refer to those other documents, or just do a web search. When you begin a game, you will see a black rectangle with information inside. On the left is the Wind of the round, or who is the dealer in this hand (East or South in this game). Next is the number of the Honba. Below them is how many Reaches have been called. Next is the Dora tile for that round. In the centre is the hand being dealt (again, only East and South are used). Finally, you can see the scores for this match (beginning at 30,000 each). There are two East hands and two South hands before the match ends, but certain criteria must be met for the second hands to end (refer to the links at the bottom). Next, the tiles are dealt, and in the centre the CPU level is written (1, 2 or 3) along with a green box saying "Agari". This is an action to declare a winning hand, and by pressing up or down you can cycle through the other actions: Kan, Chii, Pon and Reach. Each action can be done with the B button. If you perform Agari on Level 2 or 3 without having a Yaku, you will be penalised. The box at bottom-right can say six things: discard (to choose a tile to discard); Tsumo, Pon, Chii, Kan (to declare one of these actions with the B button before drawing a new tile); No Win (if neither player gets a Yaku); Ryansi (after 5 Honba, a winning hand now needs at least 2 Han, not 1); Choose (if you can make multiple melds and you must choose which to make); or Can't (if you declare Agari in Level 1). Upon winning a hand, a score table will appear. First you have the Yaku along with the Han value of each, then the detail of whether it was Dealer or Non-dealer (D or N). The total Han and Fu are shown, followed by the calculated final points for that hand. These are deducted from the opponent's score. In the centre you can also see the Ura Dora, if Reach was called. The person with the most points after 2 rounds (4 hands) wins the match, and the first to win three matches wins the series. FINAL THOUGHTS This translation was an interesting challenge. Most translations involve a lot of preparation work extracting the script and translating it all in one go, but due to the nature of this game (a board game, relatively little text, only 24KB ROM size) I had to work through every little bit of text, byte by byte. A bit of ASM hacking was required to get things working right, though nothing really major (there wasn't a single spare byte to put any new routines or whatever). The biggest problem (maybe) is that very little is actually translated: mostly I just wrote the Japanese names of things in Roman letters, but it seemed appropriate given that these names are recognised by English-speaking mahjong players, and as previously mentioned there are an abundance of resources to learn what it all means. I must confess I never understood mahjong itself much before translating, but now I see that it's even more hideously complicated that I imagined, and I was still learning new things and modifying the translation after I thought it was finished. the 4x8 font used for most of the names of things is obviously not ideal, but in the circumstances there was little else I could do. The low resolution of the Famicom combined with such long names of Yaku and other things meant I had to resort to this. On a modern emulator on an HD display it won't cause much of a problem, but I'd like to see how it looks on a real NES through a CRT, though I don't have a cart that can do that (yet). The one thing that looks a little untidy is the winning hand table where the headers aren't perfectly lined up, but this is because every character is a sprite, and the NES has a limit of 8 sprites per line, so putting them all on the same line was impossible. Other than that, everything looks pretty good. The title was surprisingly easy to make, and although some of the notation isn't so obvious at first glance, there wasn't much more I could do on this. Overall, I'm happy with the result, and it's certainly nice to complement Gomoku Narabe Renju since they were the joint fourth games released on Famicom (that board game is much easier to understand, by the way). Internally the games are quite similar - they were clearly developed by the same team - so I wouldn't say I learnt a great deal, but any experience is helpful. So, if you like mahjong, or are willing to learn, give this game a try and see why it proved so popular in Japan. Enjoy! Tools I used for this translation: FCEUX (best NES emulator for debugging and hacking) HxD (general hex editing) WindHex32 EX (checking text) Thingy32 (typing in the yaku) Tile Molester (graphics) Other games I used for this translation: Tennis (Nintendo logo) Useful links: Mahjong (Famicom) FAQ by Adamant https://www.gamefaqs.com/nes/578219-mahjong/faqs/45452 Barticle's Japanese Mahjong Guide http://www.uspml.com/japanese_mahjong_guide_v103.pdf Psyklax http://s346165667.websitehome.co.uk/psyktrans/