Hello CPS1/CPS1.5 Assembly Community,
I would like to submit a formal project request for a non-destructive .ips soft-patch targeting Capcom’s 1993 beat 'em up, The Punisher.
The goal of this project is to use the Japanese regional ROM set (punisherj) as a technical baseline to build a definitive version. The Japanese release features superior mechanical properties and a completely uncut attract/ending sequence compared to the Western editions. However, it leaves Western players unable to read the narrative or win screens. I am requesting an assembly patch that cleanly overlays the Western English text archives onto the un-nerfed Japanese codebase.
Key Japanese Features & Cuttings to Preserve:
The Rolling Flame Kick Mechanics: Retain the exclusive combat properties found only in the Japanese build. In punisherj, if Frank or Nick perform a rolling dodge, pressing jump followed by down + attack triggers an exclusive sliding flame kick. Furthermore, their standard special kicks (down, up + attack) ignite enemies in brilliant blue flames, whereas the Western versions censored this into generic blood splatters.
Uncut Ending Sequence Scenes: Preserve the entire Japanese epilogue sequence. The Western variations completely cut the red-tinted graphic card displaying a criminal being extracted from the crumbling Kingpin building rubble, as well as the blue-tinted post-credit card displaying a street thug left permanently out of work following the organization's collapse.
Attract Mode Layout: Retain the original intro timing and layout rules, including the Punisher skull title flashing across distinct red and green patterns.
Project Requirements & Translation Remapping:
Text Field Swap: Extract the English dialog, level introductions, and narrative text assets from the Western ROM data (punisher) and inject them cleanly into the Japanese pointer tables.
Audio Line Integrity: Retain the native voice pitch triggers and high-fidelity QSound assets exactly as they execute within the punisherj engine baseline.
MAME Soft-Patch Output: Deliver the project framework as a clean .ips layout file mapped for deployment inside MAME's soft-patch system paths (patches/punisherj/), preventing any permanent corruption to raw archived game binaries.
If any CPS1 hex editors or assembly specialists familiar with Capcom's early text table array configurations or tile injection routines are interested in tackling this project, your help would be highly appreciated!
Thank you for your time and guidance,
Jonny Modlin
I would like to submit a formal project request for a non-destructive .ips soft-patch targeting Capcom’s 1993 beat 'em up, The Punisher.
The goal of this project is to use the Japanese regional ROM set (punisherj) as a technical baseline to build a definitive version. The Japanese release features superior mechanical properties and a completely uncut attract/ending sequence compared to the Western editions. However, it leaves Western players unable to read the narrative or win screens. I am requesting an assembly patch that cleanly overlays the Western English text archives onto the un-nerfed Japanese codebase.
Key Japanese Features & Cuttings to Preserve:
The Rolling Flame Kick Mechanics: Retain the exclusive combat properties found only in the Japanese build. In punisherj, if Frank or Nick perform a rolling dodge, pressing jump followed by down + attack triggers an exclusive sliding flame kick. Furthermore, their standard special kicks (down, up + attack) ignite enemies in brilliant blue flames, whereas the Western versions censored this into generic blood splatters.
Uncut Ending Sequence Scenes: Preserve the entire Japanese epilogue sequence. The Western variations completely cut the red-tinted graphic card displaying a criminal being extracted from the crumbling Kingpin building rubble, as well as the blue-tinted post-credit card displaying a street thug left permanently out of work following the organization's collapse.
Attract Mode Layout: Retain the original intro timing and layout rules, including the Punisher skull title flashing across distinct red and green patterns.
Project Requirements & Translation Remapping:
Text Field Swap: Extract the English dialog, level introductions, and narrative text assets from the Western ROM data (punisher) and inject them cleanly into the Japanese pointer tables.
Audio Line Integrity: Retain the native voice pitch triggers and high-fidelity QSound assets exactly as they execute within the punisherj engine baseline.
MAME Soft-Patch Output: Deliver the project framework as a clean .ips layout file mapped for deployment inside MAME's soft-patch system paths (patches/punisherj/), preventing any permanent corruption to raw archived game binaries.
If any CPS1 hex editors or assembly specialists familiar with Capcom's early text table array configurations or tile injection routines are interested in tackling this project, your help would be highly appreciated!
Thank you for your time and guidance,
Jonny Modlin