Map the French, German, Italian and Spanish releases' addresses (#84)
PRET builds none of these releases, so scripts/map-revision.mjs derives where each keeps the profile's labels from the 1.1 build: a bank-by-bank alignment, then the exact references RGBDS recorded while linking 1.1, read at the matching place in the release, each result checked against its bytes. All but 1-3 labels per release are found; the rest, in code the release changed, are -1 so reading them refuses. check:reference verifies the generated file when the ROMs are present. CrystalAssets now points the profile at the cartridge's addresses, and the releases' characters (from their own fonts) and two European text codes decode. The introduction and Mom's scene play in each language and every map sweeps as in English, but the releases stay refused until the logic they localize (units, word order, layouts) is ported. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,4 +1,5 @@
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import { PokemonData } from "../rom/pokemon";
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import { NAME_LETTERS } from "../rom/charset";
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import type { Mail } from "./mail";
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/** A party Pokémon with the fields of the original party_struct. */
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@@ -75,8 +76,9 @@ export function partyMonDetails(mon: PartyMon): string {
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export const PK = "ᴾᴷ",
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MN = "ᴹᴺ";
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/** One character of a name: the naming screen's letters and symbols, plus
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* the digits and apostrophes of default species names. */
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const NAME_CHARACTER = `(?:[A-Za-z0-9 ()":;[\\]?!♂♀/.,×'é-]|${PK}|${MN})`;
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* the digits and apostrophes of default species names and the European
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* releases' letters. */
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const NAME_CHARACTER = `(?:[A-Za-z0-9 ()":;[\\]?!♂♀/.,×'é${NAME_LETTERS}-]|${PK}|${MN})`;
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/** Characters a nickname can hold (up to ten). */
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export const NICKNAME_PATTERN = new RegExp(`^${NAME_CHARACTER}{1,10}$`, "u");
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/** The same characters, for box names (up to eight). */
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