TOKORO SAN NO MAMORU MO SEMERU MO Translation by Psyklax v1.0 (20170810) CONTENTS 1. Intro 2. ROM Information 3. Background 4. Final Thoughts INTRO This is a 100% English translation of Tokoro San no Mamoru mo Semeru mo for the Famicom (NES). This translation renames the game to George Tokoro's Offense and Defense. The title screen, the ending, and the game over screen have all been translated, as well as several miscellaneous graphics. ROM INFORMATION GoodNES name: Tokoro San no Mamoru mo Semeru mo (J) [!].nes CRC32: 285DB36B BACKGROUND George Tokoro is the stage name of Takayuki Haga, famous in Japan as a comedian, TV personaity and singer-songwriter. This game sees the player take the role of Tokoro, wearing his trademark glasses. You must fight through several levels armed only with a water pistol. In the first part of the game, doors at the end of each level will take you to different places, and there is randomness involved, such that you can't be sure where each door will take you. Once you reach Nerima, the second stage begins, and the game becomes linear. When you lose a life, a game over screen appears. The words on-screen are a parody of the famous Japanese song Love Is Over, replaced here with Game Over. The other words (which have been roughly translated here) remain the same. Additionally, the song's Taiwanese singer, Ouyang Fei Fei, is listed here as "Ouyang Cafe". FINAL THOUGHTS This took WAY more effort that it should have! The devs made some design choices under the hood that made hacking it a bit tricky. It's partly because it's a small game, but some of the decisions look a bit strange to me. For example, both the game over screen and the title use a system where each block of four tiles are defined, then a "name table" of sorts is defined too. I can understand the purpose of this (if there's a lot of repetition), but given it's just for the game over and title screens, it seems to me that the bytes saved (if any) just wouldn't be worth it, especially as, with this system, they waste lots of bytes defining the black background. At one point I thought I should just replace the whole routine with one that says "here's the tiles, put them on the screen", but I didn't bother. To add to the strangeness, all that data defining those two screens is actually in the CHR-ROM, bankswitched into the PPU, then copied into the CPU's RAM. A creative way to get more code, but weird nonetheless. At least my choice of title was good: there's so much repetition that I could fit it all in the ROM with plenty of space to spare. The ending used a different system, but fortunately I was able to just put my new ending at the end of the PRG-ROM and change the pointers. All in all, it didn't take many days, but those days were filled with too many hours than I feel were necessary. And the game is really brutal, too! Still, I hope this translation encourages you to take up the challenge! Tools I used for this translation: FCEUX (best NES emulator for debugging and hacking) HxD (general hex editing) WindHex32 EX (small amount of text work) Tile Molester (graphics) Psyklax http://s346165667.websitehome.co.uk/psyktrans/