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To enable localization and modding, we need a system that allows user-generated JSON files containing translated or modified strings to replace the corresponding in-game text. This ensures flexibility in localization and supports custom modding efforts while preserving the vanilla game functionality.
Proposed Implementation Steps
JSON Loading System
Parse user-provided JSON files at startup or runtime.
Define a file structure for the JSON files (e.g., language-specific directories):
localization/
en.json
fr.json
de.json
Example JSON format:
{
"ID_001": "Welcome to the game!",
"ID_002": "Press Start to Begin",
"ID_003": "Game Over"
}
Key-Based String Mapping
Assign unique IDs to all in-game strings during the string extraction phase.
Use these IDs to map JSON keys to in-game text.
Runtime String Substitution
At runtime, check for the availability of user-provided JSON strings:
If the string ID exists in the loaded JSON, substitute the corresponding text.
If the string ID is missing, fall back to the vanilla text extracted from the ROM.
Fallback Mechanism
Implement a fallback system to ensure missing translations default to a base language (e.g., English).
Overview
To enable localization and modding, we need a system that allows user-generated JSON files containing translated or modified strings to replace the corresponding in-game text. This ensures flexibility in localization and supports custom modding efforts while preserving the vanilla game functionality.
Proposed Implementation Steps
JSON Loading System
Key-Based String Mapping
Runtime String Substitution
Fallback Mechanism
Dynamic Reloading (Optional)
Integration with In-Game Systems
Acceptance Criteria
Future Considerations
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