COOLY SKUNK Translation by Psyklax Title Graphics by 4lorn v1.1 (20200201) CONTENTS 1. Intro 2. Version 1.1 Changes 3. ROM Information 4. Final Thoughts INTRO This is a 100% English translation of Cooly Skunk, a platform game from 1996 by Visit. The game was assumed lost, until game preservationists found a BS-X Satellaview cartridge in a shop in Japan. All Japanese text in the game has been translated into English, with the exception of text on the status bar, which was removed as it was deemed unnecessary for understanding. VERSION 1.1 CHANGES The status bar tilemap has been discovered, so the text on the status bar has been translated. This makes the translation 100% complete. ROM INFORMATION As the game was only just discovered and dumped shortly before this translation began, it is not in the GoodSNES list as of present time. There are several files available, both ROMs and raw BS-X memory card dumps, and patches are included which will patch any of them to a regular ROM file that will work in any emulator. Here is a list of the files which were released, along with the CRC32 of each. Make a copy of the file you have, change the extension to .sfc or .smc, and patch it with the correct patch. coolyskunk_full.sfc 90FD3134 coolyskunk_full.bs 5C561F85 mempack.dat 9B9D68B6 FINAL THOUGHTS Hoo boy, this was an interesting week! I heard about the existence of this game when I heard it on the CU Podcast, and when someone suggested translating it on the RHDN forum, I had to take a look. When I realised there was a great deal of interest in the game and several people had already made some progress in hacking the game for translation, I doubled down and really got to work - I wanted to be the first, naturally. All in all it took just over a week to complete, in the small amount of free time I had. The dialogue text is uncompressed, and there's not much of it, so that was the easy part for me. One thing that tripped some people up was the compression on the title screen (and the ending), but this wasn't my first rodeo when it came to compression, so it was pretty straightforward to crack, and I was quite pleased that I was able to write an assembly routine in the game to compress the new graphics. Speaking of new graphics, hats off to 4lorn for a gorgeous title screen! I could just about get by making title screens on my NES translations, but I prefer to leave 16-bit games to people who actually know how to draw (since I don't). 4lorn is very modest about their contribution, but I was very pleased with it. It took many hours of hard work to not only figure out how to decompress and compress the graphics, but especially how the tilemap works and how to extend it - 4lorn's title is a bit bigger than the original. I won't go into too much detail about the technical aspects of the hacking, but I can mention some interesting things inside the ROM. There are both compressed and uncompressed graphics in the game, and the ending has both. The uncompressed ending has a credit of "1993, 1994 BPS". I understand Bullet Proof Software were originally making the game but it passed on to Visit, who are credited in the final game, in the compressed graphics ("1996 Visit"). Perhaps it was Visit who implemented the compression, but it's interesting to see how (relatively) long this game spent in development. A big thing to mention is the password system. On the map screen you can display a simple password, but the title screen has no option. Why? Well, in the ROM, I found the tilemap for that screen layer, both with the "continue" option and without. There is an instruction that loads the one without it, but a quick search didn't yield the other. Apparently the game was released as a trial version on the Satellaview for people to download, so obviously the option to continue was removed. I wonder if there's a way to reinstate the password option, but for now I've left it as it is. I should mention the status bar. There are three bits of text: the first says "tairyoku", or strength (to indicate the extra hit you have); the next is a counter for how many stars (it's a Japanese grammar thing, so we don't need it); and the third says "mochimono", or the item you're holding (there's a picture of it, so I figured it was obvious). The main reason I blanked them out was because I couldn't understand which layer the graphics were on, so I couldn't mess with "mochimono", which reused a tile. Besides, it's really obvious. One more thing, regarding the translation. In the Japanese game, Nash is the girl and Kelly is the boy. When the game was reinvented as Punky Skunk in the US, they switched the names, which I think makes a lot more sense. Therefore, I decided to stick with that change. I kept the name of the Chews (so named because mice in Japanese make the sound "chuu chuu"). I was a little unsure about a line in the ending, but I might fix it in a version 1.1 release if it turns out I got it very wrong. Anyway, I think that's all I can say - or should say, as this is getting long! Enjoy the game, but be warned: it's really, really hard. I had to cheat my way through it. Happy playing! Tools I used for this translation: bsnes-plus (excellent SNES debug emulator) HxD (general hex editing) Tile Molester (graphics) WindHex32 EX (checking/touching up text) Pointer Tables (dumping/inserting text) GIMP (dealing with the title screen) Thanks once again to 4lorn for the lovely title screen Psyklax http://s346165667.websitehome.co.uk/psyktrans/