
Soul Blazer Restored 
 
Script translator and editor/Graphics hacking--SteppoBlazer
Graphics hacking/ Assembly hacker--Kincryos/SteppoBlazer

As many of you might already know, having played the official localization, althought pretty good at times, quite often did not made much sense, mostly because omitted all the small but juicy details that made the fairly dry dialogues a bit better. Many graphics were also heavily altered. Anyhow graphically wise and gameplay wise all the things that were changed/altered have been fully restored to their original form. As of now all menus text, location names, Npcs names, choices windows, items/weapons/armors/spells names, descriptions have been translated and inserted, getting rid once and for all of all abbreviations that were present in the official localization. Also all dialogues up till the beginning of the second chapter namely the Greenwood Forest part have been translated and inserted. I do indeed need an helping hand getting all dialogues translated as accurate and natural as possible (I'm not a native english speaker) hence why there might be some awkward phrasing here and there. Any sort of help will be much appreciated.

Get an hold of me at:

My discord channel unrelated to this project, but I'm most active there 

https://discord.gg/KUHuFtn

My youtube channel

https://www.youtube.com/channel/UCj-hJ5E2rbNvatAvWtGbZHw?view_as=subscriber

Or shoot me an email whenever

gainzgamezn@gmail.com


What this patch contains:

Restored all sprites
Including Medusa. Completely. I copied the sprite’s composition data rather than redrawing from scratch
Katakana on title screen (only needed to change one byte)
All of Lisa in the ending
Restored all tilesets
Restored palettes
Restored sprite programming
Medusa’s was slightly altered because Poseidon holds the spear a little further from his body and needed new offsets for spawning projectiles, effects, and the tip of the spear when stabbing
The spread of Deathtoll’s fireball attack was increased outside of Japan. Apparently, the spread was determined within the sprite composition data called when entering Deathtoll’s Palace
Completely Restored the HUD
Not just changing LEV back to LV, but everything. The US/Europe versions shifted everything from the displayed level to the GEMS label one space to the right
Restored Boss rooms
Solid Arm
Found, decoded, and restored Conveyor belt data. Turns out NPC 2C, which is present in all of Grass Valley’s action stages, handles it.
Medusa (undocumented on TCRF, but it was possible for the player to flank on the sides at greater risk of getting hit by projectiles)
Deathtoll (graphical detail on platform restored)

What was changed and moved around in the ROM:

x66108 - was World of Evil (BG) - had to be shifted to x6610B, since Magridd Tower (BG) at x64424 needed 3 additional bytes of data to fit the JP version of the tileset
x67D9E - was Fire Shrine F1 BG1 arrangement - had to be shifted to x67DA1
x67FF9 - was 7 bytes of free space at the end of a 32KB block, now 4 bytes free space at x67FFC

xB8000 - was Poseidon sprite composition data - JP ver was 46 bytes larger, was ultimately moved to xDBEC1
xCB2DC - Lisa's hands/eyes spritesheet - replaced data took a lot less space, since I technically compressed half the data (2nd half was blank and unused) the freed space (starting at xCBC12) is now used for Final Battle and Solid Arm BG1 arrangements, which fit with 11 bytes free space left over.
xDBEC1 - was Snow Mountain tilesets - moved to unused space at xF7967 (32 bytes free space left over from xF7FE0 - xF7FFF)
xDC53A - was Leo's Town Models sprite comp data - moved to xB8000
xDCBAA - was Leo's Lab Basement sprite comp data - moved to xB8670
xB8CD4 - xB91B7 is now unused space
xF66DE - was Solid Arm room BG1 arrangement - now at xCBB60 (xF66DE - xF6789 is unused)
xF68AC - was Final Battle BG1 arrangement - now at xCBC12 (xF68AC - xF693C is unused)


xB8CD4 - xB91B7 is now unused space
xDD0A7 - xDD20D is now unused space
xF66DE - xF6789 is unused (I didn't blank out the data)
xF68AC - xF693C is unused (I didn't blank out the data)

that's just the things that had to change location. 

To apply the patch:
Use any patching utility like Lunar IPS, get an hold of the following ROM


No-Intro Name: Soul Blazer (USA)
(No-Intro version  20130701-030720)
ROM/File SHA-1: F2832EB02547C39CAE3BDAAB5C2A53E4F8B31810
Platform           Super NES                               
ROM format         SNES rom image                          
External Header    No                                      
File Size          1048576 (100000)                        
ROM Size           1048576 (100000)                        
ROM CRC32          31B965DB                                
ROM SHA-1          F2832EB02547C39CAE3BDAAB5C2A53E4F8B31810
No-Intro entry     Soul Blazer (USA)                       
Checksum valid     Yes                                     

Then apply the patch Soul Blazer Restored.ips to the rom with your 
patcher utility of choice. Should work on any emulator and real hardware.
Unknown if works with MSU-1 patch have not tested.

