Decoding notes — One Piece Going Baseball (J)

End-goal: produce an English-translated patched ROM. This file documents progress so far.

Confirmed character mappings (9)

Source: matching menu screenshots to script strings by repeat-pattern signature (positions of identical characters) and string length.

Code Char Source
0x2000 #074 ストーリー
0x100E #074 ストーリー
0x1029 #074 ストーリー
0x1003 #074 ストーリー
0x1060 #221 グランドライン
0x1099 #221 グランドライン
0x10A1 #221 グランドライン
0x1079 #221 グランドライン
0x1054 #221 グランドライン

Both anchor strings are unique matches in the 596-string script under length + repeat-pattern constraints, so the mappings are high-confidence.

What the script does NOT contain

The 596-string pointer table at 0x4ED7F8 holds story dialogue only. The following are sprite/tilemap graphics, not script strings, and attempts to find them in the dump fail:

To localise the menu/team strings you’d edit the sprite tiles directly, not the script.

Encoding correction

The original dumper docstring claimed:

0x10XX = hiragana, 0x20XX = katakana, 0x30XX = small kanji/symbol

That’s empirically wrong. The 0x10 page contains hiragana and common katakana (ト, リ, ン, グ, ラ, ド, イ are all 0x10XX). The 0x20 page also contains a mix — shows up as 0x2000 in #074. The pages appear to be ordered by glyph frequency, with the same character sometimes present in multiple pages as alternate visual styles (body-text vs title-text).

ROM cross-comparison

All three ROMs (J + Chi fan-patch + K fan-patch) are present in rh_uploads/JKC/Menus/.

What blocked the “Chinese-as-Rosetta-stone” plan

The plan was: dump Chi, render its glyphs, read them as Chinese, translate to English. It stalled at the “render its glyphs” step:

What blocked the J font extraction

Same issue from a different angle:

Practical paths forward

Ranked by user effort:

  1. (Lowest effort) Take 5-10 story-mode dialogue screenshots from the game in any GBA emulator (mGBA, VBA-M) and upload them. Each dialogue line maps 1:1 to a script entry. With those, the top ~30 hiragana codes can be locked down, which covers 60-70% of every dialogue line. That’d be enough to translate the entire script via context.

  2. (Medium effort) Find the CGP/PGCG fan-translation team’s documentation or .tbl file (searches indicate the Chinese patch is widely distributed but I couldn’t surface the dev resources via public web search).

  3. (High effort, technical) Disassemble the J ROM’s text-rendering routine to locate the font pointer in code. This is a multi-day ROM-hacking project and unlikely to be the cheapest path.

For an English translation, option 1 + a translator (human or machine) for the resulting hiragana dialogue is the recommended path.