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/sgdk-skills --skill sgdk-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.
SGDK Localization
Keep translations readable in the source project, then validate their glyphs, substitutions and screen layouts before building the ROM. SGDK provides tile and text drawing, not a Unicode decoder, translation catalog or plural engine. Preserve the game's chosen UI, fonts, languages and creative direction.
Start with the languages and screens
Find existing catalogs, fonts, save settings and text drawing before adding another system. Establish the required languages, character repertoire, user-entered names, maximum substitutions and actual text boxes. A small Latin repertoire, Japanese subset and shaped right-to-left script need different rendering work; do not promise them all from a byte-to-glyph conversion.
- Catalogs and wording: stable IDs, UTF-8 authoring,
normalization, placeholders, plurals, fallback and saved preferences.
- Fonts and rendering: native glyphs, tile budgets,
custom mappings, font banks and SGDK's actual text behavior.
- Layout and validation: translated expansion,
wrapping/paging, runtime names/numbers and checks at each test layer.
- Language Lab: a standalone translated menu,
conversation, inventory and name grid, plus an offline catalog compiler.
Keep the contracts explicit
Use stable message/language IDs and keep translated prose separate from game logic. Name substitutions instead of constructing sentences by concatenating English word fragments. Check placeholder agreement and bound runtime values. Do not use a translation as a sprintf format string.
Count rendered glyphs or measured advances, not source UTF-8 bytes. Normalize authoring text consistently; reject missing glyphs and unexpected controls. An unsupported character must produce a useful build error or a deliberately chosen fallback, not a random VRAM tile.
Budget font pattern bytes separately from text bytes in ROM, RAM scratch, tilemaps, palettes and transfers. Show actual glyph/atlas counts and the reservation they use. The Lab's byte codec and 192-tile font reservation are example choices, not hardware limits or required game architecture.
Prove the longest cases
Check every locale with the longest allowed names/numbers, all plural variants, explicit line breaks, narrow boxes and maximum pages. Exercise language changes inside menus/dialogue, stale-text clearing and unsupported saved language IDs. Keep missing translations visible in validation; report intentional fallback.
Use ewrogers/sgdk:latest, pulled before validation, and verify unfamiliar APIs against its headers/source. The references were checked with SGDK 2.11 and GCC 16.2.0. Compile the actual resources/adapters and test both optimized and debug behavior. Host or M68000 checks cannot judge translation quality, reading comfort or physical-console video. Ask for native-speaker review where needed.
Other installed skills are optional: sgdk-ui for general menus/fonts, sgdk-dialogue for conversation flow, sgdk-save for campaign storage and sgdk-testing for regression automation. This skill works independently.




