"Set the stage with up to 4 Mamodo
in a limitless fight!"  --GameCube banner

Zatch Bell! Go! Go! Mamodo Fight!! is an action/fighting game with a more casual feel
than Eighting's previous two entries in the series. The game includes a lot of content
from the anime's season 3. Only the first four episodes of this season got dubbed in English.

The translation aims to keep the names introduced by the English dub.
Characters that don't have an official dub name use the most common translation.
It's not a direct translation, and adapts accordingly to the dub's style.

Everything is translated, but due to the massive work required, the Card Gallery mode
contains 327 cards from the The Card Battle card game, and has been left as is.
Likewise, every Story Mode scene has a copy of the game's logo.
So, the localized logo will only be used for the savefile, demo mode, and title screen.
A code (linked below) can be used to swap to the original logo. In case the original is desired.


XDELTA: https://mega.nz/file/6k9X2DQC#DC4z5KLODv6DeNkl4em88c72s_8DNgDJEU4CQjOlZ34


Original Manual:

A hi-res, 300 dpi scan of the original manual (and PR-057 card) using my own pristine copy of the game.
These are in the original Japanese language, but there is an added page that compiles the title screen codes.
The promo for Dream Tag Tournament and Club Nintendo are also included.
Fun fact... the Club Nintendo code expired in 2007, I bought the game in 2013, what a waste.
DL: https://mega.nz/file/ywE1RAxJ#VGKe08HDt0m0WNFY_yRHIL7fkTlf6M2DhL39JvNCvuA


Title Screen Codes:

(Translation of the promotional PDF that included the first three codes.)

"If you enter the commands introduced below on the title screen of the game,
items with the following effect will appear in subsequent plays.
[Invincible (2x)] as the name suggests, makes the invincibility period longer than usual.
[Recovery (2x)] greatly increases the amount of recovery of physical strength (HP).
[Faudo's Arm] is special, and appears as an assist character when you take the item.
However, keep in mind that the characters that appear are random and not always Faudo."

Silver Card
DOWN, X, UP, B, then hold L, R, Z
Victoream saying "Very Shitto!" will play.

Gold Card
RIGHT, X, UP, B, DOWN, Y, then hold L, R, Z
Victoream saying "Burrah!" will play.

Faudo's Arm (RAM location 0x812377F0)
RIGHT, LEFT, RIGHT, LEFT, X, Y, Z
Riou saying "Faudo!" will play.

Unlocks Card Gallery early. (RAM location 0x81237810)
UP, X, DOWN, B, L, Y, R, Z
Victoream saying "Kusooo!" will play.

Unlocks all characters early. (RAM location 0x81237840)
UP, DOWN, UP, DOWN, X, Y, X, Y, then hold L, R, Z
Victoream saying "Kisama!" will play.

NOTE: These codes were ripped from the main.dol, it's currently unknown if the last two
were released officially. But the Card Gallery code has appeared on Japanese sites.



Enhancement Codes: https://github.com/SuperrSonic/zbcodes/blob/main/GGMF_GABJB2.txt
These contain gecko cheats used to play through the game quickly to test the translation.
And some enhancements, such as the ability to pick a specific re-color for any player,
and a music code that allows playing a unique track for each character's ending credits.



Credits:

Code Insertion / Graphics
SuperrSonic https://www.youtube.com/user/SuperrSonic

Story Mode Translation
XZatchBellGamerX https://www.youtube.com/user/XZatchBellGamerX

GNTool was used to work with the FPK compression.
https://github.com/NicholasMoser/GNTool



TECHNICAL INFO:
As a huge fan of the show back when it was on every day on CN, I really wanted to translate
the games and aim for real hardware compatibility, this can be played on any Wii using any loader.

In order to make the game work with non-Japanese formatted memory cards
I had no choice but to change the title ID, however GABE is used by ZB Mamodo Fury, so a full change
was needed, GZBE is now the ID, and the BI2 region was changed too, this allows loaders that rely
on either title ID or BI2 to determine how to handle the game work properly as a non-JP game.

While dealing with the game's formats and structure I came across a lot of unused content.
The most curious is a fully voiced story mode for Brago and Victoream (~20 minutes of voiced lines.)
At this time it's not known what their stories are about.
There's a copy of the game's music in a test folder. Several mentions of a playable Karudio, an assist
character item for Professor D'artagnan, and a -voiced- alternate options mode featuring Zeno.

One major obstacle when working on this project, Megumi is a single kanji, in the game's story mode
all text you see are actually stored as textures. While the texture can hold the Megumi name just fine
the game will scissor out the stuff that won't be used or won't be used yet. Finding this value
wasn't a huge problem, but certain areas in the game do this while scrolling info at the bottom
of the screen. Expanded scissor values would stop scrolling at the original's length, meaning that
they would get stuck at the end of the screen, so I had to find the scrolling amount value
for a particular texture. This, by a lot of trial and error became possible by realizing that the values are frames,
so all I had to do was count each frame and hope to get a match. This process took a LOT of time.
But the result was something worth it, as it makes it feel more like professional work.

I can proudly say no text was compromised by space limitations.

In regards to the credits, I originally wasn't going to do them, but I found that the names
would easily translate well enough with tools like deepl. I did the end credits in one day,
and never had I ever written so many Japanese names in one go.
I even bothered to research some of the names, it seems a lot of the credits matched Mamodo Battles
so I also used it as reference.
