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===Japanese===  | ===Japanese===  | ||
Japanese Oni uses a custom two-byte encoding that is mostly consistent with [[wp:Shift_JIS|Shift JIS]] but with some   | Japanese Oni uses a custom two-byte encoding that is mostly consistent with [[wp:Shift_JIS|Shift JIS]] but with some of the control sequences rearranged in seemingly non-standard ways. Three font sizes are available, with pixel sizes 11x11 (JP_SMALL.fnt), 12x12 (JPN_MIDDLE.fnt) and 14x14 (JPN_BIG.fnt). The 14x14 font has a bold-faced variant (JPN_BOLD.fnt). All four fonts are fixed-width, i.e. all glyphs have a square bounding box.  | ||
Unlike for the Chinese version, the TSFFTahoma contained in Japanese game data (level0_Final) is not limited to the ASCII code page. There is a total of 154 double-byte code points (Romaji, punctuation, kana and kanji) across 19 code pages ([[TSGA]]) each corresponding to a different "lead byte" (0x81, 0x82, 0x83, 0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F, 0x90, 0x91, 0x92, 0x93, 0x95, 0x96, 0x97 and 0x98).  | Unlike for the Chinese version, the TSFFTahoma contained in Japanese game data (level0_Final) is not limited to the ASCII code page. There is a total of 154 double-byte code points (Romaji, punctuation, kana and kanji) across 19 code pages ([[TSGA]]) each corresponding to a different "lead byte" (0x81, 0x82, 0x83, 0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F, 0x90, 0x91, 0x92, 0x93, 0x95, 0x96, 0x97 and 0x98).  | ||
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==Text anomalies==  | ==Text anomalies==  | ||
===Ellipsis issue===  | ===Ellipsis issue===  | ||