Yes they will. Their TOCs all match up correctly.
Sweet, although a bit surprising for Dracula X since it's a translation hack.
You would have to look into how it was hacked. I don't understand all the tech shit. thesteve or NightWolve would be able to explain that. It's probably a simple explanation though. For example, the audio in the TOC has the lead in/lead out, lengths, ect. If you keep that the same, there's not an issue there. Far as the graphic changes and text insertion, I have no clue.
BurntLasagna executed my
TOCFixer app (
download link) on the ISO/WAV/CUE image file set which correctly resized all wave files to match the original Japanese file sizes, so when you burn it back to CD-R, all LBA offsets will exactly match the originals. Thus, the TOC remains unchanged or undamaged (
from say if you ran the waves through MP3 encoding, and back to wave again which is the normal reason original TOCs are changed/damaged).
Well, you might as well call it "damage" since a % of games, like Dracula X, have the LBA offsets hardcoded in the game code of the data track; they don't dynamically fetch it from the TOC, so MP3 decoding to wave will break such games with crashes and lip sync issues if you don't run TOCFixer or use OGG instead which restores the original wave file size when you decode (unlike MP3 which is sloppy).
In the translation project's case, BL took English wave files from the hidden PSP game that Konami localized, and then replaced the Japanese wave files for the PC Engine image file set. I'm sure those English waves weren't exactly the same size as the originals, not to mention synced exactly to match the cinemas they're played for, so there likely was some tinkering on his part (with Audacity) to match them up before TOCFixer was run to resize everything proper.