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Messages - Torchickens

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1
Updated with Yellow pointers:

(Set a breakpoint to 10:4405 and check de)

00: 9288
BF: 8492
C0: 8384
C2: 9604
C6: 8492
C7: 8384
CD: 8492
CE: 8384
D0: A207/FREEZE
D4: 888B
D5: 8099
D6: 8391
D8: BE00
DC: 8B85
DD: 8C80
E1: 8417
E3: 8550
E4: 808B
E5: 848C
E7: D007
EB: 8893
EC: 988D
ED: 9493
EE: 9391
EF: 848B
F1: C808
F5: 9493
F6: 9391
F7: 848B
F9: F403 (!!)
FD: 8792
FE: 8B84
FF: 858B

F403 is Echo RAM for D403, which can be manipulated by changing item 116+ in the expanded items pack, although you don't have that much space because items 129-256 represent items 1-128 again.
2
Good luck and have fun with your research! :)

I don't know much about these glitch Pokémon either, though I remember this website had a list of glitch Pokémon names and I have a vague memory of someone documenting アネ゛デパミ (hex:FF)'s moves.
3
I know there are glitch Pokemon with movesets and evolutions read from writable memory, but what do all the other ones do?

Is there a Pokemon that takes its stats or TM moves from writable memory? That could be fun to tinker with...

Technically, Fossil and Ghost MissingNo. can be manipulated to have different base stats and/or a different TM/HM learnset but it has to be taken from an existing Pokémon or glitch Pokémon.

https://www.youtube.com/watch?v=JnwN-uIVliA

Otherwise I don't think so as all data (except for pointers within the data) for Pokédex numbers (where the TM/HM data is stored) end up in ROM, and the TM/HM data is just a series of eight bytes wherever in the ROM the game ends up (TM/HM flags).

However, there is the possibility of a glitch Pokémon with a sprite from RAM. If so there is a slim chance we might even be able to assign a custom sprite without OAM hacking, but it would also have to have the dimensions data (not manipulable and from the ROM) assigned to that glitch Pokémon. In other words it seems there could be a size limit for that sprite, and for glitch Pokémon with a x0 dimension their sprites could still freeze the game.
4
The data for glitch Pokémon Pokédex is retrieved from a specific location in the Game Boy address BUS. In Pokémon Red, this address should be the value of register de when a breakpoint is set to 10:436D and the Pokémon's Pokédex entry is loaded.

A good number of glitch Pokémon take their data from writable memory, including:

BF: 9183
C0: 8B88
C6: 8F50
C7: 9180
C8: 8D84
CE: 8F50
CF: 888E
D0: 8E92
D2: 888F
D6: B417*
D8: 8550
D9: 8880
DA: 9891
DC: AA00*
E0: 8893
E1: 988D
E2: 817F
E3: 9188
E9: 8150
EA: 8B80
EE: CB17*
EF: 8350
F1: 8891
F2: 8B8B
F8: 8487
F9: 8C91
FA: 9388
FB: 9182
FC: 8180
FE: C203*

(You must have not set the glitch Pokémon's capture flag to see its Pokédex entry)

Thanks to the Pokémon Red disassembly, we know the data is formatted like this.

*(Species string terminated by 50).
*Four bytes apparently affecting height and weight.
*Text code.
*0x50

While the text code (usually?) begins with 17, which is apparently the "text far" command we could replace it with 08, which allows us to execute arbitrary code following the 08.

The addresses marked with an asterisk probably have the most potential to be abused. In particular D6 (B417) and DC (AA00), which is somewhere in the Hall of Fame data for SRAM bank 0.

When I caught a glitch Pokémon it appears that the SRAM was left open, so hopefully we may be able to add a bootstrap code here to items or a different location to execute arbitrary code, provided that we catch a 0xD6 or 0xDC with the LOL glitch.

Chances are if you are able to catch these glitch Pokémon using the LOL glitch you already have access to the expanded items pack, which sadly makes this glitch unnecessary as you could modify the map script in the expanded items pack or bring up an 8F for arbitrary code execution but it's still a nice glitch.
5
I am going to invest some more time into the GlitchDex to add Pokédex entries, experience groups and catch rates in addition to the remaining "move" categories.

Does anybody know if there is a way to view GlitchDex/Y:208's Pokédex entry? Whenever I try it via capture at the beginning of the game or the code 01D01DD1 the screen turns white and the music fades out.

However, apparently rsrdaman was able to get the Pokédex data.



http://bulbapedia.bulbagarden.net/wiki/File:YGlitchDexD0.png

I won't be adding this one though unless there is a way to get it to work and the screen happens to be the same. I have noticed some entries differ to the ones on Bulbapedia likely due to there being data from writable memory.

Next time I get on the computer, I'll see if I can get it to work in Debug Yellow, or try wrestling with normal Yellow if that doesn't count.
By the way, the list of TMs the Pokemon can learn is VERY hard to read without line breaks. If that's not on your list of improvements, I'd appreciate if it was. :)

Thanks! I think (but may be wrong) that line breaks should be there but the custom formatting apparently ignores it. This could possibly be worked around by using bullet points, so will add that to the list of tasks to do.
6
Generation I Glitch Discussion / Re: R/G Glitch Pokemon Cries
« on: Yesterday at 02:14:01 pm »
This is wonderful. Thanks for sharing this with us Caveat! :)
7
I am going to invest some more time into the GlitchDex to add Pokédex entries, experience groups and catch rates in addition to the remaining "move" categories.

Does anybody know if there is a way to view GlitchDex/Y:208's Pokédex entry? Whenever I try it via capture at the beginning of the game or the code 01D01DD1 the screen turns white and the music fades out.

However, apparently rsrdaman was able to get the Pokédex data.



http://bulbapedia.bulbagarden.net/wiki/File:YGlitchDexD0.png

I won't be adding this one though unless there is a way to get it to work and the screen happens to be the same. I have noticed some entries differ to the ones on Bulbapedia likely due to there being data from writable memory.
8
In yellow, morph second item gives adds 1 to the quantity of item 2. If you have 255 and you use it, you get 0. Is there a way to convert that from ws[glitch]m to 8F?

Yes. The following code which is a modified version of TheZZAZZGlitch's change second item code (see this thread's first post) should work for changing the item quantity. It should on both Yellow (when using ws m redirected to item 3) and Red/Blue (when using 8F redirected to item 3) because no absolute memory addresses are specified.

* 8F
* Item with quantity you want to morph
Burn Heal            x43
Full Heal            x201

ASM:
Code: [Select]
WRA1:D322 0C               inc  c
WRA1:D323 2B               dec  hl
WRA1:D32A 34               inc  (hl)
WRA1:D32B C9               ret
9
After a related question I decided to look up the equivalent of 3831 (JoyPadLowSensitivity) in non-English European versions.

This is the code you have to place at DA80 for each version with the equivalent address in brackets to get the memory editor to work in those versions.

English Red:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 31 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9


(Joypad function address: 3138)

French Red:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 4E 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9

(Joypad function address: 4E38)

German Red:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 4B 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9

(Joypad function address: 4B38)

Spanish Red:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 50 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9


(Joypad function address: 5038)

Italian Red:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 49 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9

(Joypad function address: 4938)

English Yellow:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 1E 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9

(Joypad function address: 1E38)

French Yellow:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 21 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9

(Joypad function address: 2138)

German Yellow:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 23 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9

(Joypad function address: 2338)

Spanish Yellow:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 23 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9

(Joypad function address: 2338)

Italian Yellow:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 1C 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9

(Joypad function address: 1C38)
10
Now confirmed :)

You just need two(?) newly started English Gold/Japanese Crystal or Gold games, with the English Gold having just the starter Pokémon and the Japanese version having six Pokémon.

https://www.youtube.com/watch?v=-fvurV8KPEo
11
Thanks for sharing this translation jaybug_jimmies!

Yeah, 'map chip' is probably referring to a sub-tile.

In the Japanese versions, there is a simpler glitch than LOL glitch where 0x50 sub-tiles are relevant which allows you to summon a Pokémon battle without having to partially escape from battle.

In the English versions the glitch isn't that useful because the tile controlling D059 in the English versions is a menu tile; which would always result in a battle with Metapod.
12
This is really interesting! If you can get it to trade back and forth, I believe it would be a lot easier to get it than cloning repeatedly and the like, and save lots of time! I hope you make progress with this discovery!!

Thanks bacon! I agree :), it would be a great alternative even though you'd need a Link Cable and a Japanese Generation II game.
13
The GlitchDex now has all TM/HM and Time Capsule exploit data! :)

(but work still needs to be done on the G/S/C glitch Pokémon)

Work on categorizing may start tomorrow, then it's on to ItemDex.
14
As is known, the Japanese and English versions of Pokémon games cause communication errors when linked together.

However, something that got me wondering is it possible that we could abuse this to obtain a ?????, hence making the bad clone glitch easier for people who don't have Stadium 2 or don't want to use Coin Case/glitch TM/glitch Pokédex mode arbitrary code execution?

While I was linking up a Japanese Gold with an English Gold one of the versions interpreted some of the Pokémon as ?????. Sadly I couldn't trade it as it was deemed to be abnormal.

Thanks to the work of Háčky however, we know that if a Pokémon is not a hybrid, is not over level 100 and has matching types it can be traded without being interpreted as abnormal. I don't know for sure if this applies to ?????, but I seem to remember it does apply so we could potentially trade over the ?????.
15
General Discussion / Re: Any text dumps of Japanese Gen I games?
« on: April 12, 2017, 11:32:52 am »
I really need to find a full text dump of any Japanese Gen I Pokemon game (don't ask why ;))

Any attempts of Googling it failed miserably, even when I entered the keywords in Japanese.
I also recall seeing such a text dump at least once in my life, so I'm sure it exists.

Normally I'd just attempt to make my own dump, but my knowledge of Japanese is really limited and I wouldn't really be able to separate the real ingame text from false-positives. If someone already made it, this would save me a lot of work.

The question is: are there any text dumps of Japanese Gen I Pokemon games? And where can I find them?

I'm afraid I don't know, sorry.

I remember creating a Japanese Red/Green text dump which I posted on Skeetendo, but as I remember it wasn't organized and likely had a lot of garbage text in it. The file unfortunately may no longer exist as the link to it became unavailable and I'm not sure if I have a backup, though it's possible somebody else may have downloaded it.

Some of the text can be found on the Japanese Pokémon Red disassembly, and this useful thread but the text added on to the Japanese Pokémon Red disassembly project likely isn't exhaustive, nor is the text on the thread.

There may be a chance a Japanese fan has created a Red/Green text dump, but I'm unsure what term is used in the Japanese community to describe a text dump. Hopefully with a bit of research one like this could be found.

Alternatively I suggest contacting MeseInsanity. He knows Japanese, may be a native speaker and may be able to help you out with a joint text dump project.
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