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
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
not all at once, the search continuesmadsheep 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;
}
still need to find the size of the texture and change it from 24x24 to 12x24, but the font is already used correctly and this text is written as ASCIImadsheep wrote:this is all known but the problem is the limited space also the letters have big spacing between themt
it would really helpful if he can share code so megavolt85 optimize itateam wrote:This is incredible! I briefly spoke with Geoff Embree who helped the original translation team with the font-width issue
...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.Rolly wrote: Twinkle Star Sprites|| ????????? || Fully Playable 1.0 || JP-EN
Patch : https://drive.google.com/file/d/1AvNRVv ... sp=sharing
Right. I checked carefully. The game is no different from org. the version that is in English.streeker wrote:...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.Rolly wrote: Twinkle Star Sprites|| ????????? || Fully Playable 1.0 || JP-EN
Patch : https://drive.google.com/file/d/1AvNRVv ... sp=sharing
Thank you for bringing this one to my attention. This has sat in my English-patched repo for years and I'm the one who shared it here. Honestly, I have no idea where it came from and I never did the quick investigation to figure out that it features no actual patch.streeker wrote:...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.Rolly wrote: Twinkle Star Sprites|| ????????? || Fully Playable 1.0 || JP-EN
Patch : https://drive.google.com/file/d/1AvNRVv ... sp=sharing