ewrogers/megadev-skills

megadev-localization

Prepare Megadev Sega CD games for translated text with stable message IDs, accented glyphs, font budgets, safe substitutions and translated layout checks.

Voir la source

Mode d’emploi

  1. Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
  2. Consultez le document original pour les outils, identifiants et environnements requis.
  3. Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/ewrogers/megadev-skills --skill megadev-localization

Avant de commencer

  • L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
  • Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Document Skill original

Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.

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.

UTF-8 authoring, normalization, substitutions, plurals and fallback.

budgets and the additional Main RAM cost of resident Mega CD resources.

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.

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