[PROJECT REQUEST] CPS1 Street Fighter II Trilogy – Accurate Japanese-to-English Translation Patches

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Hi everyone,

I would like to propose a project request for the CPS1 community: a set of accurate Japanese-to-English translation patches for the definitive Japanese revisions of the original Street Fighter II trilogy.

The goal is to create .ips, .bps, or simple replacement EPROM binary patches for the Japanese parent ROM sets that yield a fully English narrative experience while keeping 100% of the Japanese game states, regional mechanical balances, and sprite layouts intact.

Target Base ROM Sets:
sf2jl.zip (Street Fighter II: The World Warrior - Japan)
sf2cejc.zip (Street Fighter II': Champion Edition - Japan)
sf2hfj.zip (Street Fighter II': Hyper Fighting - Japan Turbo set)

Why not just use the Western USA/Euro ROMs?
The Western localizations completely stripped out the Japan-exclusive strategic "Continue Screen Tips" (which broke down counters against specific moves and characters). Furthermore, the Western localized scripts heavily altered character dialogue, losing the original context and nuance of the Japanese scripts. Additionally, certain characters (like Japanese Guile) possess distinct frame data or regional collision quirks unique to the Japanese versions.

Technical Specifications Required:

1. Font Palette / Asset Swap: Replace the native 8x8 and 16x16 Japanese font asset tiles in the graphic ROM banks with an English character set while strictly adhering to Capcom’s native tile alignment boundaries.

2. Continue Screen Tips Pointer Redirection: Translate and properly align the Japanese "Game Over / Continue" strategy text screens without breaking the transition timers or causing V-Blank execution overflows.

3. Japanese Context Win Quotes: Re-route the text pointers for the post-match win quotes to point to a new English translation of the original Japanese text strings, rather than copy-pasting the Western localized script.

4. Name / Sprite Consistency: Retain the original Japanese character naming configuration (Vega = Boxer, Balrog = Claw, M. Bison = Dictator) alongside the Japanese character portrait assets to avoid visual layout glitches.

I have already done some structural research on the 68000 pointer arrays and found clear padding space near the end of the lower program banks (e.g., 0x01FF00 - 0x01FFFF in sf2jl) for text string injections.

If anyone is interested in collaborating on the assembly code modifications, text pointer mapping, or scripting, please let me know. I am happy to assist with the raw text script translation formatting!

Thanks for looking!
Jonny Modlin
 
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