Translation G-MODE 37 English Patch

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blashy101

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Hi gang, I've been a little enamored with G-MODE Archives lately and fortunately, the emulator/GUI front-end was done in Unity so it's trivial to take these games apart, but of course the games core data isn't quite that simple but I found this game easy enough to figure out where everything is and serves as a proof of concept for other G-MODE games for translating into English (plus I just like slots lol).

https://github.com/blashy101/G-MODE-37-English-Patch

Patch is available here but I also included all my notes for this if anyone decides they want to try and translate a G-MODE Archives game, it may or may not help serve as a point of reference.

Enjoy, thanks.
 
I would like to know how you were able to do something like this? I would like to see if this is possible for the Gregory Horror Show game
 
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I would like to know how you were able to do something like this? I would like to see if this is possible for the Gregory Horror Show game
Consult the G-MODE 37 github repo for my notes, but they may not necessarily apply to that game. What number is that one? I'll have a look at it.

Nevermind it's actually quite simple:

You'll need UABEA, Hexinator and MetaDataStringEditor (github), two main files you wanna concern yourself with are in Data\StreamingAssets: file and scratchpad, extract the contents of those with UABEA, and Data\Managed\Metadata\global-metadata.dat

chip.dat -> first two bytes are size of image, followed by gif image, so just adjust file size when putting the modified image back.
gregory_img.dat -> same thing
scen.jah -> same thing (use hexinator to copy GIF raw bytes to a separate file and save them as .gif, so you can edit in photoshop/gimp/whatever)
map.jah -> open with hexinator, set encoding to Shift-JIS, that's one text file you'll have to translate, seems like there is a 4 byte separator between lines (81 E6 0D 0A) but nothing appears to be indicating length so you should be safe to replace with whatever length (respectful to size limitation in game for text boxes)
str.bin -> open with hexinator, encoding Shift-JIS, your other text file, lines are separated by 0D 0A but can be safely replaced with whatever length works best in game
global-metadata.dat -> open with MetaDataStringEditor, check for text that appears in game but isn't covered by your two text files, sometimes there will be in-game text that appears in this file and can be edited with minimal hassle (consult my G-MODE 37 github notes for English translation of the software)

Good luck!
 
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Thank you so much!!!!! Do you think it's possible to extract the rom from these releases?
Unfortunately no, these are sort of Unity recreations, so they are structurally similar to JM2 ROMs but aren't compatible with one another D:
 
Unfortunately no, these are sort of Unity recreations, so they are structurally similar to JM2 ROMs but aren't compatible with one another D:
I had that feeling from the notes actually, but it struck me as odd that they'd go through so much effort for each game rather than simply packaging a ROM with an emulator, I love it tho!!!

Thank you again, I will definitely play all your releases, very interesting!!
 
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I had that feeling from the notes actually, but it struck me as odd that they'd go through so much effort for each game rather than simply packaging a ROM with an emulator, I love it tho!!!

Thank you again, I will definitely play all your releases, very interesting!!
there are some games that strike me as odd for not doing the ROM/emulator combo but there are quite a few of these that the ROMs are seemingly lost, like Persona 3 First Mission had to be re-created in Unity because the original ROM is lost etc etc.
 

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