SHERLOCK HOLMES - HAKUSHAKU REIJOU YUUKAI JIKEN Translation by Filler & Psyklax v1.1 (20181209) CONTENTS 1. Intro 2. Version 1.1 Changes 3. ROM Information 4. Background 5. Gameplay 6. Final Thoughts INTRO This is a 100% English translation of Sherlock Holmes - Hakushaku Reijou Yuukai Jiken for the Famicom (NES). All Japanese text has been translated into English, including passwords. As such, passwords found in walkthroughs will not work on this translation. VERSION 1.1 CHANGES The clue given when inputting the correct password in Edinburgh had been mistranslated, missing a vital '0'. Without this correct clue, the final password is almost impossible to figure out without the spoiler at the bottom of this file. Therefore, the line was replaced by the correct one. ROM INFORMATION GoodNES name: Sherlock Holmes - Hakushaku Reijou Yuukai Jiken (J) [!].nes CRC32: 18BF73CC BACKGROUND Released on 11 December 1986, Sherlock Holmes is an arcade- style action game with puzzle elements. It was Towa Chiki's first Famicom game, but they would go on to release two more Sherlock Holmes-based games on the Famicom. Unlike those, which play more like adventure games, this is more like a platform game. It is not very highly regarded amongst Japanese players, known as a 'kusoge'. GAMEPLAY The game doesn't play like one would assume a Sherlock Holmes game would play. The object of the game is to defeat seven bosses in different cities, and input a final password to access the last level. You also need to get your rating to 100% before you can complete the game. To find the bosses, you need to get information from NPCs by attacking them. The way to get the final password is by finding clues for your notebook and interpreting them based on information you receive: the sixteen clues are found by using your magnifying glass on certain objects. The magnifying glass and notebook also much be found, along with other items that are necessary to complete the game. To travel around the eight cities, Holmes uses the train, which requires money. Buying medicine, weapon ammunition and information from the informant also requires money, and the only way to earn money is by attacking people on the main map screen. Attacking people in the other sections (park, sewer, house) adds to your rating, which affects two things: the information you receive from the informant (every 10% you increase changes the information), and whether you can access the final boss. In order to reach Brandy Castle - the final level - three conditions must be met: the password must be entered in a particular city; you must have defeated all seven bosses (using the passwords they give you is not required to complete the game); and you must have found all sixteen clues for your notebook. If all three conditions are met, and you get the password right, you are sent to Brandy Castle for the final showdown. Your rating must be at 100% before you can face the final boss. FINAL THOUGHTS Filler Sometime around early summer of 2017, Spinner 8 expressed an interest in working on an English language translation patch for Sherlock Holmes: Hakushaku Reijou Yuukai Jiken for the Famicom. The game happens to be one that falls under Psyklax's list of early Famicom games in need of translation, more on that later. Sherlock Holmes: Hakushaku Reijou Yuukai Jiken, hereafter referred to as "Sherlock Holmes: the Kidnapped Countess", is notorious for being a "bad" game due to its unforgiving difficulty. It ranks as the 4th hardest game, out of the 1560 games on the NES according to GameFAQs rankings. The script is completely in katakana, which I asked to be dumped as hiragana. Spinner 8 provided me the all hiragana script, which I finished on July 20th of 2017, calling it at the time a "silly project" and mentioned that it was "done on a whim". I of course approached the script as seriously as any other project, and relied on a little translation assistance from DarknessSavior and Eien ni Hen on RHDN's message board to complete the script. Spinner 8 contacted me on February 8th of 2018 graciously admitting that he probably wouldn't finish the project as things stood and offering to share his work on it. We released his notes, and the translated script on February 26th in hopes that they would be used by another hacker to make a translation patch. I decided to post a help wanted ad on RHDN's forum. Psyklax noticed the ad and offered to take a look at the game, and the rest is history. :) I'm happy to say we are able to offer an English language translation patch for this frustrating early Famicom title for the first time. Perhaps with this patch, and maybe a cheat or two, more people will find a bit of enjoyment in this title which was never localized in the west. Many thanks to Spinner 8 for his initial work on this, DarknessSavior and Eien ni Hen for translation assistance, and Psyklax for completing the project. Psyklax It's my first ever translation where I didn't do the actual translating! That certainly saved me a lot of time. It took me just over a week to get Filler's text into the game, as well as playtesting to make sure all was well. I did get into the way the game worked, so that I could write that section above. It's very reminiscent of Aighina's Prophecy, which I already translated, because they both involve doing particular actions in particular places to progress, while getting information from people about what to do. However, that game has very helpful clues which tell you exactly what to do on all but the last level (and it's a fun game), whereas this is ridiculously vague (and isn't much fun, either). Getting inside the code, it's clearly rather poorly programmed. The speed of the game is dictated entirely by what NPCs are on-screen, and when you beat a boss, Sherlock flies along since there's no code to calculate where the NPCs are. I even found - and fixed - a bug with the informant: when you pay them, they'll give you some information depending on your level. You're supposed to have ten levels, as there are ten sets of dialogues and the pointer table has ten items - so 0% is level 1, 10% is level 2 and so on. But if you reach 100%, obviously you go to level 11, so when the game looks for dialogue, it goes past the end of the pointer table, loading a random bit of text from somewhere else in the game (in the middle of the sentence). Naturally I couldn't leave this, so I added a routine to use the level 10 dialogues if your level is too high. Of course, if you've reached 100%, you probably won't be talking to the informant, but whatever, it was an easy fix. Despite the game being a bit notorious, I always take positive things from every hack. In this case, it was the first time I expanded an NES ROM from 128KB to 256KB, which on this mapper was amazingly easy. I'd tried to squeeze Filler's script into the original space with some DTE compression, but it just was too big, so expansion game me a lot of freedom. It's certainly something I might consider in future, if necessary. All in all, a fun little thing to try, and another early Famicom title ticked off the list! Happy sleuthing! Tools I used for this translation: FCEUX (best NES emulator for debugging and hacking) HxD (general hex editing) Tile Molester (graphics) WindHex32 EX (checking/touching up text) Pointer Tables (dumping/inserting text) Filler http://projects.mattsmessyroom.com/ Psyklax http://s346165667.websitehome.co.uk/psyktrans/ ***** SPOILER ***** Boss Passwords (reversed) piluT tnuoM spsaW tsurC mrotS sratS enotS Final Password (initials) Don't Miss Dancing Little Ducks