ewrogers/sgdk-skills

sgdk-localization

Prepare SGDK games for translated text with stable message IDs, accented or custom glyphs, font budgets, safe substitutions and translated layout checks.

Ver código fuente

Cómo usar

  1. Copia el comando y revisa el paquete antes de instalarlo en tu entorno de agente.
  2. Consulta las herramientas, credenciales y entornos necesarios en el documento original.
  3. Describe las entradas y el resultado deseado; contrasta la salida con las fuentes.
npx skills add https://github.com/ewrogers/sgdk-skills --skill sgdk-localization

Antes de empezar

  • La instalación no incluye suscripción al modelo, cuota API ni permisos sobre tus archivos.
  • Las estrellas e instalaciones reflejan actividad, no una prueba independiente de calidad o seguridad.
Documento original del Skill

Contenido del repositorio de origen con títulos, ejemplos, código, tablas, enlaces e imágenes preservados.

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.

normalization, placeholders, plurals, fallback and saved preferences.

custom mappings, font banks and SGDK's actual text behavior.

wrapping/paging, runtime names/numbers and checks at each test layer.

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.

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