--ABOUT DISASSEMBLY (TRANSLATION)--

This disassembly is designed to make translating Castle of Illusion for
the Sega Mega Drive / Sega Genesis very easy. All the text can be changed, 
along with the required graphics and fonts!

It has currently been setup to support letters that are used in Spanish,
which include: Á É Í Ó Ú Ñ Ü ¿ ¡

If you want to add characters for your language, then you will have to
modify the font graphics and font tables.

If you need help with using this for your translation, send me a PM 
on romhacking.net to: RadioTails

or send an e-mail to: radiotailspuyo@outlook.com

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--INSERTING THE ORIGINAL ROM--

1 - Download the Japanese version of "Castle of Illusion":

         Title: I Love Mickey Mouse - Fushigi no Oshiro Daibouken (Japan)
      Database: No-Intro: Genesis (v. 20210226-213851)
File/ROM SHA-1: 0679162757F375751A677FD05195C9248ABC84F0
File/ROM CRC32: CE8333C6

2 - Make 6 copies of the rom, renaming them to the following:
     	- rom_0.bin
	- rom_1.bin
	- rom_2.bin
	- rom_3.bin
	- rom_4.bin
	- rom_5.bin

3 - Place them in the following folder: rom

4 - Inside the "rom" folder are 5 IPS Patches. Use Lunar IPS
    (https://www.romhacking.net/utilities/240/) to apply the 
    patch to the required rom:
     	- rom_0.ips > rom_0.bin
	- rom_1.ips > rom_1.bin
	- rom_2.ips > rom_2.bin
	- rom_3.ips > rom_3.bin
	- rom_4.ips > rom_4.bin
	- rom_5.ips > rom_5.bin

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--COMPILE THE ROM--

Once you have made the required changes, in the root of the folder, click the "build.bat" 
to compile the rom. If there are no errors, it will produce a rom called: Castle_of_Illusion.bin

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--FOLDER DESCRIPTIONS--

    art_nem = All the graphics. The ".unc" are the uncompressed files. These will
              need to be compressed using the Nemesis format. I recommend using this
              tool: https://forums.sonicretro.org/index.php?threads/fw-kensc-windows-shell-extension.36252/

       code = 68k code to allow editing the HUD and "The End" graphics.

font_tables = Tables to convert the ASCII text to the correct byte data.

     header = Information that is stored in the rom header.

   mappings = The mappings to confirm which tiles are used for the 
              "CASTLE OF ILLUSION" and "Starring" graphics.

      notes = My messy notes.

       text = All the text that is displayed in the game. These are 
              displayed in ASCII to make it easier to edit.

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--EDITING TEXT--

Some of the text will look like this:

		INTRO_TEXT "                                    "
		INTRO_TEXT " HOWEVER, UPPER IS ONE PERSON WHO   "

It has been set up so you can add "/", "~", or ".." on top like so:

		INTRO_TEXT "    /     *         ~               "
		INTRO_TEXT " HOWEVER, UPPER IS ONE PERSON WHO   "

This will display the following: HOWÉVER, ÜPPER IS OÑE PERSON WHO


Other times, it will look like this:

		OPTIONS_TEXT_1 "PRACTICE  "

To add the accent characters, just type the required character:

		OPTIONS_TEXT_1 "PRÁCTICÉ  "


The part with "ONCE UPON A MOUSE..." is made of sprites. So you will
have to edit the sprite attributes to position them correctly.

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--EDITING TITLE SCREEN--

The original title for the game is kept the same, but there are two graphics
that can be edited and used below the main title:

- Sub_Title.nem = Translated Title (max 48 tiles)
-  Starring.nem = Starring text (max 48 tiles)

Use the "Starring.bin" in the mappings folder to tell the game what tiles
to display.

For example, the Spanish translation has gone with:

EL CASTILLO DE LA ILUSIÓN
     protagonizado por