In order to render japanese characters, we need to have a font which has japanese characters and make sure they
are added to the .font64 file with mkfont during compilation.
I wrote a small program before to figure out which Japanese characters are actually used in the Japanese gameboy
cartridges.
I only added those unicode ranges to the fonts to keep them small.
There was no easy way to have a font that has both latin and Japanese characters, especially not free. So I
used FontForge to merge the japanese glyphs from Osaka Regular-Mono into Arial.ttf
- Add "Pikachu Bed" and "Tentacool Doll" decoration unlock options for
gen 2
- bugfix for unsafe behaviour
- attempt to make the RESET button work for cartridge switching. It
failed though. (not reliable). Therefore I just added a warning
message instead.
- Work on new ScrollWidget for Credits/About screen (Work In Progress)
This implements functionality to teach Pikachu Surf and/or Fly and
extends existing widgets to help provide this functionality.
When a gen1 game is inserted, the user gets the choice to teach Pikachu
these moves.
This commit also restructures some of the Data and Style structs.
It doesn't look like much, but it's functional ;-)
It can inject distribution pokémon into gen 1 and gen 2 original
cartridges and inject the GS ball in Pokémon Crystal.
That's it. But that was the minimal feature set I had in mind for the
project. In the Readme.md you can find the ideas I have for expanding
the project.
But the first priority is the UI, because it really looks bad right now.
(as I was mostly focused on building blocks and transfer pak
functionality. Not on making it looks good)