This is just a folder of useful savestates, made in bgb, so that people can test dialogue changes.Ī. Note that these files are plain text files, the extension is purely for language highlighting. The smaller asm changes are found in ROM_Buildfile.event as well, in binary format. ROM_Buildfile.event is the main file, which includes installer files such as graphics.event and dialogue.event, as well as all of the instructions on where to place the different files.
These are the files that Event Assembler reads, containing the instructions on how to assemble the patch. Since this script runs most of the others, it takes a bit longer than MAKE_HACK.cmd, but it is bearable enough that you may choose to always run this instead of MAKE_HACK.cmd if you do not want to deal with running the scripts manually.Ī collection of unorganized, unrevised hacking notes I took while working on this project. It should be executed when building the project for the first time. This script will call all the required scripts before calling MAKE_HACK.cmd. MAKE_HACK.cmd will fail if the above scripts, excluding dump_text.py, have not been executed at least once. This script will call Event Assembler for you and generate both the new ROM and its corresponding patch. png files in \compressed, then it generates compresed versions of all the. The script has not been tested with non-ascii characters, other than ♂ and ♀, which work through exceptions.
Reads font.png and generates the font installer.Ĭharacters are 16 by 10, there are a great deal of empty slots, so new characters can be added easily, however,this will require the insert_text.py script to be edited. When creating a new translation either use the existing files as a starting point or replace them with files generated by dump_text.py. Please note that the file name will determine which entry the text will replace, it is not advised to change the file names. txt files in \dialogue_eng, \names_eng and \system_eng. This is not a hard requirement, but graphics editing for this project was done with Usenti, therefore the program is recommended to use it if the graphics need to be edited further.ĭumps the game text to the folders \dialogue, which contains all of the story and tutorial text, \names, which contains all the puzzle names, and \system, which contains messages related to the Game Boy Printer.Ĭonverts and creates installers for the.
Install Python 3 so that you may be able to run the python scripts. Optionally, extract rgbasm.exe and rgblink.exe to \asm, if you wish to edit the asm. The build process will still work without this, so this step can be ignored, in which case you may choose to remove the ups invocation in MAKE_HACK.cmd.ĭownload RGBDS and extract rgbfix.exe to the project folder. SHA-1: 8204064B7149357939B57342820E7955749183B6, CRC32: CF647F4B.ĭownload Event Assembler and extract it into \Event Assembler.ĭownload ColorzCore and place it in \Event Assembler.ĭownload ups and extract it into the project directory. Obtain POKEPICROSS.gbc and place it in the project directory. I hope that, with the tools sbeing available, a new more accurate translation may be developed, as well as translations into other languages. The translation work was done through a combination of online tools and consultations and as such it might not be very accurate.
The game is easy to navigate and play even with no translation, as long as the player is already familiar with nonogram rules.
The patch is complete, the entire story, the titlescreen, the tutorials, the menus and the puzzle names are all done, even the Game Boy Printer error messages have been translated. This is a translation for the build of the unreleased Pokémon Picross for the Game Boy and Game Boy Color that surfaced on the internet on September 2020.