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46 OKUMEN

Just some dudes translating some games

 * Home
 * About
 * Projects
   * Complete
     * CRW Metal Jacket (CRW メタルジャケット)
     * E.V.O.: The Theory of Evolution (46億年物語THE進化論)
     * Rusty (ラスティ)
   * In Progress
     * Appareden -The Sacrosanct Dragon- (あっぱれ伝-伏龍の章-)
     * Different Realm: The Eternal Sage (ディファレント・レルム 久遠の賢者)
   * Tools
     * Pachy98 – A Patching Tool for the PC-98
 * PC-98 Emulation
 * Contact Us




LATEST POSTS


MODIFYING TEXT DISPLAY ASM IN RUSTY (FOLKULORE, PART 4)

March 5, 2019 hollowaytape FolkuLore

When a game’s developer writes code, they usually* do it in a reasonably
high-level language like C++. They have access to all sorts of nice things like
variable names, function labels, comments, and so forth. When it comes time to
run the code, it is compiled through something like Borland Turbo C++, and it is
translated into assembly language (ASM) for the target platform, in this case
the PC-98’s x86 processor. The compilation process strips away all of the useful
names of things, determines exactly how all of the data needs to move between
registers and memory, and does what it can to optimize the program. This much
more difficult-to-understand code is what remains in the final .EXE that ships
on the game disk. Since we don’t have the source code, we need to look to the
ASM in order to understand and modify the game.

I had a lot of unsuccessful interactions with assembly language, across several
projects, before I was finally able to successfully modify it, which I needed to
for Rusty.

Read more


COMPRESSION IN RUSTY (FOLKULORE, PART 3)

November 20, 2018 hollowaytape FolkuLore

While we were finishing up the E.V.O. translation, we weren’t sure whether we
wanted to work on more translations together. Our group didn’t even have a name
yet. But we were starting to test the waters a little bit. Kuoushi was looking
at Libros de Chilam Balam, and I was hearing about some other games in the PC-98
Discord server. I came across a tweet from another PC-98 romhacker, Nana, who
had this to say about Rusty:



> Rusty is the primary reason this little collage got out two days later than I
> had intended, haha. Game's code is a nightmare.
> 
> — Nana (@Nana_VS_Nana) September 1, 2016



I had at least heard of the game before from its HG101 article, and for some
reason I wanted a challenge.

Rusty was kind of a weird project in retrospect – it’s in a genre we usually
ignore (hard action platformer), it looks an awful lot like it’d be a hentai
game (which we just claimed we wouldn’t work on), and it doesn’t even have that
much text. But it was where I started to develop some proper romhacking skills,
like assembly modification and handling data compression

Read more


.GDT IMAGES IN E.V.O. (FOLKULORE, PART 2)

October 2, 2018 hollowaytape FolkuLore

Last time, we looked at a problem that turned out to be far easier for hacking a
PC game than a console one. Today, we’re looking at a problem that is really
only an issue for PC games.

These older game consoles tend to have specialized graphical hardware that works
in terms of sprites and tiles, so their graphics are stored in a similar way
from game to game. The PC-98 is a business computer that’s really good at
displaying high-resolution text, but graphics-wise, programmers had to roll
their own solutions for everything. As a result, pretty much every developer
created and used their own proprietary format for storing graphics. E.V.O.’s
developer, Almanic, used a format called .GDT.

Read more


TEXT ENCODING IN E.V.O. (FOLKULORE, PART 1)

September 25, 2018 hollowaytape FolkuLore

Hi! This is hollowaytape, the hacker/developer for 46 OkuMen. Today marks three
years since we formed this group. We’re hard at work on some non-technical parts
of our current and future projects, so I thought I would take this chance to
write a little series about my prouder moments from our first handful of
translation hacks.

First, I will describe the process of random flailing, blind luck, and help from
others that led to the key breakthroughs of our first few projects. Then, I’ll
step through a few of the more impressive technical things I could accomplish
once I had a firmer grounding in x86 assembly. Finally, I’ll talk about some of
the absurd technical hurdles I’ve found in games we haven’t picked up as
projects, which I haven’t been able to solve.

They aren’t tutorials or rigorous technical documents. Instead, I’m hoping just
to give you a taste of what PC-98 romhacking is like, give some advice if you’re
tackling a similar problem, and share some amusing and dumb things I thought
along the way.

Read more


YEP, WE’RE STILL AROUND!

January 30, 2018 hollowaytape News

Things have been quiet around here, but I assure you we’re still at it.


OUR STUFF

Appareden‘s translation draft is currently sitting at 79%, and all of that has
been reinserted into the game. The worst of the bugs and crashes have been
fixed, and the main assembly hacks have all been implemented, seemingly without
breaking anything else.

We’ve begun work on translating and editing the images, too, after a painstaking
process of ripping and unscrambling them all.

With that much of the game reinserted, we’ve been able to start an actual
playthrough. Now the non-Japanese-speaking members of the team can see what the
game is actually like! hollowaytape estimates he’s about 1/3 of the way through
the game at this point. Here are a few things he’s seen along the way:


Geezer Hut






Read more


46 OKUMEN IS NOW TWO YEARS OLDER!

September 25, 2017 kuoushi News

This actually happened yesterday, but between focus on real life and working on
Appareden, we didn’t get this post out on the exact anniversary date. We’ll hit
that date next year with something cool maybe. Or just another one of these
posts, which should also totally count as something cool. Also, we didn’t post a
one year anniversary post because we hadn’t exactly released any translation
patches yet. Hell, we didn’t even have a group name until a month after that,
and a website a month after that. That should give you an idea about how young
the group really is.

In any case, let’s get to the meat of today’s post!

Read more


OUR EXPECTATIONS ON THE RESPONSE TO CRW METAL JACKET WERE EXCEEDED! (+PACHY98
STUFF)

July 19, 2017 kuoushi News

So it’s been over 2 weeks since we released our English translation patch for
CRW Metal Jacket, and let me tell you, the response has been well beyond what we
were expecting. As the project page states, we were expecting the game to be a
“weekend project” (which turned into about a month of real work after Rusty was
completed) and just something that we did to kind of improve our general
abilities with games on the PC-98 platform. The game itself is relatively
obscure, not too long, and has a lot of little bugs and other things that feel
unfinished or cut out. That doesn’t detract too much from it being a fun game
with some solid gameplay, but it forced us to kind of moderate our expectations
with how it’d be received when we released the translation patch.

Before we get too much into the response to CRW Metal Jacket, we thought it’d be
fun and slightly topical to mention that Pachy98 has just been used to release
an updated patch for Die Bahnwelt, a game developed by Glodia and released on
Sharp x68000 computers! It’s a really great looking top-down action game set in
a pretty neat science fiction world. Also, you’ll notice that I said Glodia
developed the game, which is why I called this a sort of topical announcement as
we just recently announced we were going to begin work on translating Different
Realm: The Eternal Sage, also developed by Glodia. This is the first patch to
use Pachy98 that wasn’t released by us here at 46 OkuMen, so it’s a neat thing
for us to see. Find out more about it over at RadicalR and Non-Directional
Translations’ site!

Read more


ANNOUNCING A NEW PROJECT… DIFFERENT REALM: THE ETERNAL SAGE!

July 10, 2017 kuoushi Project Announcement

For those of you who follow our group with any amount of frequency, this
particular announcement will feel like it was a long time coming. When we
started to explore our options for other games to work on when we were nearing
the end of work on our first project, E.V.O.: The Theory of Evolution, we came
across a developer whose projects all seemed consistently well-made and
well-received in Japan, but only one of their games (Emerald Dragon) had ever
been ported to consoles and seen any kind of release outside of Japanese PC
systems. So despite their obvious enthusiasm and love for their work, none of
their games received any kind of attention from Western audiences aside from the
aforementioned Emerald Dragon for the SNES receiving a fan translation in 2014.

If you haven’t figured it out by now, that company’s name is Glodia. One of
their games in particular caught our eye as a super interesting RPG with a huge
amount of lore surrounding the world itself, and we’re here to officially
announce that we’re working on bringing that game to Western audiences with a
proper English translation.

Different Realm: The Eternal Sage (ディファレント・レルム 久遠の賢者)

Read more


NOW THAT CRW’S OUT, IT’S TIME TO INTRODUCE OUR NEW PATCHER – PACHY98!

July 5, 2017 kuoushi News

So if you downloaded our recent release of CRW Metal Jacket, you’ll notice that
the patching process is a little different from what you may be used to. It
doesn’t even resemble the patching process we ended up making for E.V.O.: The
Theory of Evolution or Rusty either. Well, that’s because we decided to strip it
down and make it as lean as possible to pass the savings onto you. But mostly
just to make it compatible with as many computers as we could. The other thing
we did was make the executable itself generic and take a configuration file as
an input so that we wouldn’t have to build a new patcher for every single
release.

Since this tool is helping us with our releases, we figured it might help others
interested in the PC-98 to release their patches as well, so we cleaned it up
and slapped a name on it, written some documentation for it, and now it’s
available for you guys as an early beta version.

Oh, and we’re calling it Pachy98.


Read more


TIME TO VISIT NEO JAPAN AND QUELL THOSE INSURRECTIONS. CRW’S ENGLISH TRANSLATION
PATCH IS NOW RELEASED!

July 1, 2017 kuoushi Releases

Happy Canada 150 to all those Canadians out there. What better way to spend the
150th anniversary of a nice friendly mom and pop country than killing insurgents
and terrorists in future Japan? Our translation patch for CRW Metal Jacket is
now available!

CRW Metal Jacket Complete (incl. Translation Patch & Manual) v1.0.3 – zip –
21689 download(s) – 21 MB
CRW Metal Jacket Lite (Patcher Only) v1.0.3 – zip – 2278 download(s) – 5 MB
CRW Metal Jacket Mac/Linux Patches v1.0.2 – zip – 1868 download(s) – 626 KB
CRW Metal Jacket Manual v1.0.0 – zip – 1972 download(s) – 15 MB

Head on over to the Project page if you want to read more.

Read more


POSTS NAVIGATION

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CATEGORIES

Categories Select Category FolkuLore  (4) News  (11) Project Announcement  (4)
Releases  (4) Social  (2)


FEATURED DOWNLOADS

 * CRW Metal Jacket Complete v1.0.3 – 21689 download(s) – 21 MB
 * Rusty Complete v1.0.3 – 11788 download(s) – 14 MB
 * E.V.O.: The Theory of Evolution Complete v1.1.2 – 18330 download(s) – 24 MB


LINKS

 * 46 Okumen Discord
 * PC-9800 Series Central Discord Community
 * PC-98 Central Forums
 * Heroes of Legend (Romhacking Community)
 * Retro-Type (Our Hosts)
 * Nebulous Translations (PC-98/Retro PC Group)
 * Nana’s PC98 Translations


ARCHIVES

Archives Select Month March 2019  (1) November 2018  (1) October 2018  (1)
September 2018  (1) January 2018  (1) September 2017  (1) July 2017  (4) June
2017  (1) May 2017  (2) April 2017  (3) February 2017  (1) January 2017  (1)
December 2016  (6) November 2016  (1)


TWEETS FROM 46 OKUMEN MEMBERS


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CONTACT US

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