On Branmarker, I'm only trying to figure out how it works for now. Older games seem to be trickier, as is the case with Lodoss, but at least I've learned a lot with this one.
Both games have their own file system AND have multiple executables that handle parts of the game. In Lodoss' case there are 8 modules on the program disk.
file 1: Camp menu
file 10: Overworld
file 48: Intro and character creation
file 49: Dungeons
file 50: Towns
file 53: Ending
file 55: Handles transitions between overworld, towns and dungeons
file 101: Battles
And that's where I think translation will be pretty hard. Of the files I uploaded previously, many strings are just fragment of sentences. Here's an example of how they're used (you need to juggle between the text files and the disassembly to make sense)
From the town module, Scenario file 115 is loaded at segment 2040.
DrawMainString2040_si draws string number si from segment 2040 in the main window.
DrawMainString2040_si_CR does the same with a carriage return at the end.
Code:
mov si, 1
call DrawMainString2040_si ; koko wa
mov si, 12
call DrawMainString2040_si ; Taba village
mov si, 2
call DrawMainString2040_si_CR ; desu
will display ここはターバの村です, and that's one of the nicer cases. Of the various games I gave a try, this one seems to be the hardest to hack.
Anyway, I managed to extract the various images. There are some nice 8 colors artwork.
https://drive.google.com/file/d/16KpGKX ... drive_linkWell, good luck on Dragon Knight 4. Looking forward to enjoy Marlene and Bianca in English