How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/ewrogers/megadev-skills --skill megadev-localizationBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
Megadev localization
Start with the game's existing catalogs, languages, fonts and renderer. Preserve its creative direction. Language Lab's harbor desk, portrait, colors, font, controls and wording illustrate techniques; they are not defaults for a game.
- Read Catalogs and encoding for message/language IDs,
UTF-8 authoring, normalization, substitutions, plurals and fallback.
- Read Fonts and memory for native accents, atlas/glyph
budgets and the additional Main RAM cost of resident Mega CD resources.
- Read Layout and validation for translated expansion,
paging, name/number limits, atomic language changes and evidence boundaries.
Megadev exposes VDP and BIOS facilities, not a Unicode decoder or localization framework. Inspect the selected ewrogers/megadev:latest source before using an API. Do not copy SGDK text/resource functions or assume BIOS printing performs UTF-8 decoding, shaping, glyph fallback or wrapping.
Essential contracts:
- Separate stable message keys from translated prose and game logic. Make locale
identifiers explicit; validate unknown preferences before indexing catalogs.
- Validate the required character repertoire before export. Normalize authoring
consistently, count glyphs/advances rather than UTF-8 bytes and reject missing glyphs. Never silently strip accents or turn unsupported text into random tiles.
- Substitute bounded named values into whole translated messages. Check that
locales agree on placeholders; never use translated text as a printf format. Use explicit language-appropriate plural rules, not English word fragments.
- Budget source/catalog bytes, Main RAM residency, temporary layout storage,
font patterns, tilemaps, palettes and transfers separately. Disc capacity does not make fonts free in Main RAM or VRAM.
- Validate every real text box with the longest supported names, quantities and
variants. Include choices, tooltips, name-entry keys and error messages. A renderer that clips silently is not a translated-layout validator.
- Reuse the existing renderer/input/clock owners. Keep old fonts/text alive until
their page or bank is retired; publish a language change only when its complete layout and matching glyph resources are ready. Clear stale longer text.
Language Lab is a standalone four-locale Latin example. Its offline compiler, native glyph patterns, portable model and safe page publisher work after installation without another skill. The lc_* and ui_* helpers are application code, not SDK APIs or a universal Unicode engine.
Use megadev-ui for general presentation/navigation, megadev-dialogue for conversation progression, megadev-assets for asset preparation, megadev-streaming/megadev-memory for bank lifetimes and megadev-save for versioned preferences. Localization supplies text/repertoire/layout contracts without creating rival drive, input, DMA, save or audio services.




