libpokemegb/include/gen1/Gen1Localization.h
Philippe Symons aedb58832c
V0.3 (#7)
* Feature/add support for localized versions (#3)

* Add support for gen I localizations

There currently is no way to automatically detect the localization yet though.

* Add gen1_determineGameLanguage() and use it automatically in Gen1GameReader if not specified in the constructor

* Add support for the gen II localizations

Note: for Korean games, specifically, I did not implement the Korean character set
(nor do I plan to)

The reason is that it is entirely different and more complex to implement than the other
character sets. I'm not personally invested nor interested enough to go through the hassle.

This affects the pokémon names that will be displayed when using libpokemegb. Instead as
a fallback, it will return "poke-<number>" for these roms.

Feel free to contribute proper Korean character set (and pokémon names) support!

* Streamline the Gen I localization code to be structured similarly to the gen II's

* Fix bug

When Gen1GameReader is triggering the language detection automatically, the
Gen1IconDecoder instance is not updated with the detected language

* Update README.md

* Fix markdown special char escape problem in README.md

* Fix name decoding for localizations

* Fix detection of German Pokémon Yellow

* Fix bug: Japanese saves were not detected correctly for gen I

* Convert every character map entry into UTF-8.

libdragon requires every string to be in UTF-8 encoding

* Fix bug with Japanese saves. Wrong offset was used for the party storage in several functions

* Fix OT names and nicknames for Japanese cartridges

* Fix another issue with Gen I nicknames. Gen II is also still entirely broken in this regard

* Also fix Japanese pokemon name retrieval in gen I

* Fix OT and nicknames for Japanese gen I games

* Add support for Japanese and Korean Gen II save offsets

Japenese and Korean Gen II saves have a different save structure (data at different offsets)

* Disable save corruption check for Japanese/Korean games.

I don't have the right save offsets nor can find them. (I'm not adept at decompilation myself and pokegold/pokecrystal don't have the japanese offsets. Nor does PkHex)

* Refactor the gen1 related code to store the different SRAM offsets for gen 1 saves similarly as we do for gen 2

* Remove unnecessary casts

* Avoid trying to decode Korean trainername and rival name.

We don't support the character set, neither in libpokemegb and PokeMe64.

The Korean character set is a lot more complex than the other ones. But it would also require the inclusion of a lot of additional character glyphs in PokeMe64
in order to show the characters. Right now I don't feel like doing that for a localization that won't be used by many in combination with PokeMe64.

So instead of showing the trainer name and rival name, I will just replace it with "player" and "rival". It's not an amazing solution, but it's the best I'm willing to do for now.

* Add support for the Korean character sets.

This was needed after all, because we don't want injected pokémon on a Korean cartridge to end up having a nickname like "poke-<indexnumber>".
So that implies the need for being able to decode and encode pokémon names in Korean.

So yeah, I bit the bullet and added support for it. This was really annoying to do, but it has been done!

* Feature/add japanese distribution pokemon (#4)

* Add Gen I Japanese Distribution Event Pokémon

* Remove external definitions of each individual distribution pokémon from the headers and make them static in the source file

* Add isJapanese field to Gen2DistributionPokemon struct and adapt every existing definition

* Fix mistake in last commit

* Make sure the OT name is replaced when dealing with Japanese distribution pokémon on a different language cart and vice versa

* Add Japanese Mystery Egg #3 gen II  event distribution Pokémon

* Add remaining Japanese Event Distribution Pokémon

* Fix another issue with Gen I nicknames. Gen II is also still entirely broken in this regard

* Fix OT and nicknames for Japanese gen I games

* Refactor the gen1 related code to store the different SRAM offsets for gen 1 saves similarly as we do for gen 2

* Bugfix/fix distribution event pokemon inconsistencies (#5)

* Add Gen I Japanese Distribution Event Pokémon

* Remove external definitions of each individual distribution pokémon from the headers and make them static in the source file

* Add isJapanese field to Gen2DistributionPokemon struct and adapt every existing definition

* Fix mistake in last commit

* Make sure the OT name is replaced when dealing with Japanese distribution pokémon on a different language cart and vice versa

* Add Japanese Mystery Egg #3 gen II  event distribution Pokémon

* Add remaining Japanese Event Distribution Pokémon

* Fix another issue with Gen I nicknames. Gen II is also still entirely broken in this regard

* Fix OT and nicknames for Japanese gen I games

* Refactor the gen1 related code to store the different SRAM offsets for gen 1 saves similarly as we do for gen 2

* Fix some inconsistencies with Gen II distribution event pokémon.

* Make use of the Move enum instead of magic numbers for the pokémon moves (#6)

* Add Gen1GameReader::getCurrentMap() function to retrieve the current map the player is on.

I may be able to use this when adding a move deleter for gen1 games later, to make sure the player is in the pokemon center.
(to make sure the player doesn't get trapped because he/she would delete an HM move)

* Fix broken Japanese PC Box support + add support for Pokémon Green (JPN) + fix currentMap retrieval on japanese saves

So, turns out that PC Box support was entirely broken for the Japanese games with PokeMe64.

Apparently, the japanese games only have 8 boxes instead of 12, but each of them has a capacity of 30 pokémon instead
of 20!

So that changes things for the save offsets.

Also: the currentMap offset was wrong for Japanese games. So I had to fix that too!

* Updated README.md

* Fix the same issue with PC Boxes for Japanese Gen II games.

The international releases have 14 pc boxes with 20 pokemon each. But the japanese gen II games have 9 pc boxes with 30 entries each.

* Rework rom offsets for pokémon blue to avoid duplicate rom offset definitions.

The only one different from the red/green offsets is the japanese one anyway.

* Replace "PokeMe64" OT with "PM64" when injecting japanese mons into international games.

Turns out the official character limit was 7

* Fill the unused bytes of a nickname with the terminator byte.

This is needed because according to Bulbapedia, a nickname is only considered not a nickname if it matches with the
uppercase species name with all unused bytes set to the 0x50 terminator.

* Add gen1_isAPokeCenter() function
2025-02-17 12:38:21 +01:00

90 lines
2.9 KiB
C

#ifndef _GEN1LOCALIZATION_H
#define _GEN1LOCALIZATION_H
#include "gen1/Gen1Common.h"
/**
* @brief This enum defines the supported localization languages for gen 1.
* MAX is invalid. It is defined to be used in a for loop if needed.
* It can also be used as an invalid value to force Gen1GameReader to identify
* the localization language
*/
enum class Gen1LocalizationLanguage
{
ENGLISH,
FRENCH,
SPANISH,
GERMAN,
ITALIAN,
JAPANESE,
MAX
};
/**
* @brief Different pokémon localizations unfortunately also store data at different locations in the rom.
* This is because stuff shifts around because of the different text.
*
* So to deal with different localizations of the same game, we need to keep track of the various rom offsets we need
* for each of them.
*
*/
typedef struct Gen1LocalizationRomOffsets
{
/**
* @brief The rom offset at which the species structs can be found containing the base stats
* of the various pokémon. https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_species_data_structure_(Generation_I)
*/
uint32_t stats;
/**
* @brief For some reason, in the Pokémon Blue and Red versions, the mew species(stats) struct is stored separately.
* This does not apply to Pokémon Yellow
*/
uint32_t statsMew;
/**
* @brief This is the rom offset at which the pokedex numbers of pokémon are stored in pokemon index order
*/
uint32_t numbers;
/**
* @brief This is the rom offset at which we can find the encoded pokémon names.
* These can be decoded with gen1_decodePokeText()
*/
uint32_t names;
/**
* @brief This is the rom offset at which we can find the party menu icon type for each pokémon in pokedex number order.
*/
uint32_t iconTypes;
/**
* @brief This is the rom offset at which we can find the MonPartySpritePointers pointer table
* This defines where the icon sprites are stored in the rom (and the number of tiles)
*
* see https://github.com/pret/pokered/blob/master/data/icon_pointers.asm
*/
uint32_t icons;
/**
* @brief This is the rom offset at which a palette index is stored for each pokémon in pokedex number order.
*/
uint32_t paletteIndices;
/**
* @brief This is the rom offset at which each pokémon sprite color palette is stored in palette index order
*/
uint32_t palettes;
} Gen1LocalizationRomOffsets;
typedef struct Gen1LocalizationSRAMOffsets
{
uint32_t trainerID;
uint32_t currentMap;
uint32_t dexSeen;
uint32_t dexOwned;
uint32_t rivalName;
uint32_t party;
uint32_t currentBoxIndex;
uint32_t checksum;
} Gen1LocalizationSRAMOffsets;
const Gen1LocalizationRomOffsets& gen1_getRomOffsets(Gen1GameType gameType, Gen1LocalizationLanguage language);
const Gen1LocalizationSRAMOffsets& gen1_getSRAMOffsets(Gen1LocalizationLanguage language);
#endif