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Hello. Long time no see. I have a question that might seem dumb at first, but I can't find the answer anywhere, so here I go :
I would like to use the French version dialogues of the original Red/Blue for a few family members who doesn't speak English (no worries, I will NOT upload them here unless the hacks are made by me and/or get permission from the original authors) for the Red/Blue Vanilla Hack as well as the original Yellow as well as G/S/C. But it seems simply replacing the original dialogues files with the French ones aren't enough for Cygwin to compile...
List of GBC Hacks that I wanna turn into French:
- Pokemon Red/Blue Vanilla Hack
- MY Pokemon Tri-Color Green version graphics hack
List of GBC games that I want to make in French
- Pokemon Yellow Play as Girl (I can do some translations myself where events that do not occur in RB occurs in Yellow)
- Pokemon Gold/Silver Play as Girl (dunno if there's a french repository for these, I will check it out)
Thanks for your help.
Sorry, what is the question?
Ok, sorry if I was not clear.
I wanted to know how to make a French repository/version for some hacks, like mine or your Vanilla Red/Blue (as well as editing some palettes for a Vanilla Green, like changing the PokeDex border's and title screen's "RED VERSION" crimson color for a Green colored one) but when I copy/paste the French dialogue over the English one, Cygwin give me an error due to the French dialogue having symbols like "Ã©" instead of "É"... Must I fix these by myself to make the French dialogue work? Or is there any other solution? Just wanted to translate for a pal of mine who does not speak English...
EDIT : Managed to successfully edit the PokeDex border's and title screen's "RED VERSION" crimson color for a Green colored one. Now only battle trainer palettes editing + French dialogue remains. I want to edit the Rival to have REDMON palette instead of MEWMON and make GREENMON for the hero.
Last edited by NitroHedgehog (2018-05-15 10:51:25)
Okay. What you can do is add the special characters you need to charmap.asm and then you also have to add the character graphic to the corresponding position in gfx/font.png
What I mean is adding a line like:
charmap "É", $C0
Then in gfx/font.png add the graphic for 'É' in the first spot in the blank line below 'q'
Then you can freely use 'É' in text strings in the source code.
As for the rival pal, you need to modify how the PAL_MEWMON palette is used. This will take some custom code since the only two instances where the rival pic is loaded are the Oak intro and in battles.
In the case of the Oak intro, the PalPacket_Generic SGB palette packet is loaded, which as the name suggests is a generic palette packet that is used all the time to cover the whole screen in PAL_MEWMON.
In the case of battles, all trainer pics are forced to use the first entry in the palette ID table MonsterPalettes: in data/mon_palettes.asm
To fix both of these cases, you need some custom code to handle the rival separately from the rest of the Oak intro and separately from the rest of the trainer pics.
You can look at https://github.com/dannye/pokered-gen-II to see how I accomplished both of these tasks.