The document will guide you to get a proper script insertion (for a GB/GBC) from scratch, using a
GBC game as an example. However, many of the methods, procedures and knowledge involved may be and are probably used in other game console/hardware.
For this document/tutorial, you will be required to have and use the following tools.
Notepad++, https://notepad-plus-plus.org/
Windhex, https://www.romhacking.net/utilities/291/
Game’s ROM: Kikansha Thomas – Sodor-tou no Nakamatachi (J) [C][!]
Should have been edited previously with the English font inserted.
BGB emulator, https://bgb.bircd.org/
Atlas, https://www.romhacking.net/utilities/224/
Any hex calculator
Staff/Credits:
Guidance and explanations: Pluvius, Lusofonia.
Additional explanations: 343, Bootleg Porygon.
Additional explanations: 343, Bootleg Porygon.
File download:
You can probably disregard this but might still be worth asking.
I wonder if it would not be much simpler to use ARMIPS since you need to look up where the text data is stored.. Then the assembler takes care of the pointers and you could focuse good labels for the different text. I never heard of Atlas and I do not do translations.. still thanks for sharing your resources.
Yeah, if you know your assembly, ARMIPS is a very good idea, but the docs were addressed to people who come with zero knowledge. Basically with those tools the code part is taken care, and you just need to find the info in the hex and actually translating, instead of requiring you to make your own tools from scratch.