Two more projects, and an overlap¶
6 October 2026
Two projects that were already on my disk are on the site now.
Brave Fencer Musashi is my first PlayStation translation. So far it's mostly tooling: the archive codec, rebuilding the disc, and a text engine that won't take a line longer than the original.
Chikuma isn't a translation at all. It's the iPod Classic firmware, rebuilt as code I can recompile and checked against the original in an emulator.
The overlap¶
a816 now refuses to build when two pieces of a patch write to the same bytes. Turning that on in Dragon Quest VI found three overlaps that had been there for a while:
- The relocated menu tables started at
$F7:6000, but the dialogue font's width table ran to$F7:600F. Menu text had been overwriting the last few glyph widths in every build. - The battle-message group table was rebuilt with 90 entries when the game has 76. The extra 14 landed on the first dialogue pointers, and the build only worked because the pointer table happened to be written later. The same mistake had kept twelve battle messages in Japanese.
- The battle-message block was pinned at
$5B:0000, and everything packed in front of it had grown past that address.
None of these showed up on screen. That's the uncomfortable part: the build was green and the game looked fine. Now the assembler says no.
Bahamut Lagoon¶
The load screen is in French now: chapter titles, the play time, and the "which game?" prompt, drawn with the variable-width font. The battle dialogue went in today.