this is all known but the problem is the limited space also the letters have big spacing between them also i have a tool attached for easy conversions
Convert Normal text > Full Width SJIS (HEX)
Hex > SJIS
also another test
Moderators: pcwzrd13, deluxux, VasiliyRS
madsheep wrote:this is all known but the problem is the limited space also the letters have big spacing between
Code: Select all
typedef struct
{
uint8_t weight;
uint8_t height;
} WH_t;
void FUN_8c0238c2(int param_1,ushort *param_2)
{
undefined *font_ptr;
ushort uVar1;
ushort uVar2;
int i;
uint uVar3;
char *pcVar4;
int n;
uint uVar5;
WH_t *tex_size;
(*(code *)PTR_get_texture_WH_8c02392c)
(*(undefined4 *)(param_1 + 4),(int)(short)*param_2,&tex_size);
font_ptr = PTR_font_8c023928;
pcVar4 = PTR_DAT_8c023938;
if (((uint)*param_2 != DAT_8c023930) &&
(pcVar4 = PTR_DAT_8c02393c, (uint)*param_2 != DAT_8c023934)) {
i = (*(code *)PTR_FUN_8c023940)(*(undefined4 *)(param_1 + 4),(int)(short)*param_2);
pcVar4 = font_ptr + i;
}
FUN_8c0239b4((undefined2 *)PTR_DAT_8c023944);
uVar3 = SEXT24(DAT_8c023920);
i = 0;
while (i < tex_size.weight * tex_size.height) {
uVar5 = SEXT14(*pcVar4);
pcVar4 = pcVar4 + 1;
n = 0;
do {
if ((uVar5 & 0xff & uVar3) != 0) {
uVar1 = (*(code *)PTR_FUN_8c023a28)();
uVar2 = (*(code *)PTR_FUN_8c023a2c)();
FUN_8c023822((int)PTR_DAT_8c023a30,uVar2,uVar1);
}
i++;
n++;
uVar5 = uVar5 << 1;
} while (i < (tex_size.weight * tex_size.height) && n < 8);
}
}
void get_texture_WH_8c16b548(int ch_type,ushort param_2,WH_t *tex_size)
{
int iVar1;
tex_size->weight = 0;
tex_size->height = 0;
iVar1 = get_char_type_8c16b5ce(param_2);
if ((ch_type != 0) && (ch_type != 1)) {
if ((ch_type != 2) && ((ch_type != 3 && (ch_type != 4)))) {
if (ch_type == 8) {
return;
}
if (ch_type == 9) {
return;
}
if (ch_type == 5) {
tex_size->weight = 0x18;
}
else {
if (ch_type != 6) {
return;
}
weight = 0x20;
tex_size->weight = 0x20;
}
goto LAB_8c16b5c2;
}
if ((iVar1 != 0) && (iVar1 != -1)) {
tex_size->weight = 0x18;
goto LAB_8c16b5c2;
}
}
tex_size->weight = 0xc;
LAB_8c16b5c2:
tex_size->height = 0x18;
}
int get_char_type_8c16b5ce(ushort ch)
{
byte bVar1;
uint uVar2;
uint uVar3;
uint uVar4;
uVar4 = SEXT24((short)ch);
if ((uVar4 & DAT_8c16b67c) == 0) {
if (((uVar4 & 0x60) != 0) && (uVar4 != 0x7f)) {
return 0;
}
return -1;
}
uVar3 = (uint)ch;
if (((int)uVar3 < DAT_8c16b680) || (DAT_8c16b684 < (int)uVar3)) {
bVar1 = 0;
}
else {
bVar1 = 1;
}
uVar2 = uVar4 & 0xff;
if (!(bool)(bVar1 | uVar2 == 0x7f | (int)DAT_8c16b672 <= (int)uVar2 | uVar2 < 0x40 |
(DAT_8c16b674 & ch) == DAT_8c16b676 | (DAT_8c16b674 & ch) == DAT_8c16b678 |
(DAT_8c16b67c & uVar4) == DAT_8c16b688 | (DAT_8c16b688 & uVar4) == 0)) {
if ((int)uVar3 <= DAT_8c16b68c) {
return 1;
}
if ((int)uVar3 <= DAT_8c16b690) {
return 2;
}
if ((int)uVar3 <= DAT_8c16b694) {
return 3;
}
}
return -2;
}
madsheep wrote:this is all known but the problem is the limited space also the letters have big spacing between themt
ateam wrote:This is incredible! I briefly spoke with Geoff Embree who helped the original translation team with the font-width issue
Rolly wrote:Twinkle Star Sprites|| ????????? || Fully Playable 1.0 || JP-EN
Patch : https://drive.google.com/file/d/1AvNRVv ... sp=sharing
streeker wrote:Rolly wrote:Twinkle Star Sprites|| ????????? || Fully Playable 1.0 || JP-EN
Patch : https://drive.google.com/file/d/1AvNRVv ... sp=sharing
...shouldn't be on the list. I've downloaded and tried this specific file and honestly nothing is changed compared to the original japanese GD - which for the most part is already completely in English. When you boot the game there is only one screen with japanese writings on it. And this particular screen hasn't been altered for the CDI release above.
streeker wrote:Rolly wrote:Twinkle Star Sprites|| ????????? || Fully Playable 1.0 || JP-EN
Patch : https://drive.google.com/file/d/1AvNRVv ... sp=sharing
...shouldn't be on the list. I've downloaded and tried this specific file and honestly nothing is changed compared to the original japanese GD - which for the most part is already completely in English. When you boot the game there is only one screen with japanese writings on it. And this particular screen hasn't been altered for the CDI release above.
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