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OBD:TSGA: Difference between revisions

54 bytes removed ,  19 February 2022
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wording; linking to OBD:Text encoding
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m (wording; linking to OBD:Text encoding)
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Every TSGA file contains 256 elements of 20 bytes each, thus takes up 5120 bytes without the header. Together with the 8-byte header and 32-byte padding, each TSGA takes up 5152 bytes in a .dat (another 20 bytes are taken up in the instance descriptor array).
Every TSGA file contains 256 elements of 20 bytes each, thus taking up 5,120 bytes without the header. Together with the 8-byte header and 32-byte padding, each TSGA takes up 5,152 bytes in a .dat (another 20 bytes are taken up in the instance descriptor array).


For Western languages, a TSFT has only one TSGA which corresponds to a more or less standard ASCII encoding table:
For Western languages, a TSFT has only one TSGA which corresponds to an ASCII-style encoding table:
*the first 32 symbols (0 to 31) are non-printable control characters, so these elements are always complete zero.
*the first 32 symbols (0 to 31) are non-printable control characters, so these elements are always all-zero
*the next 96 symbols (32 to 127) correspond to standard printable ASCII; each of these elements has a glyph (including the not-quite-printable "Delete" character, 127)
*the next 96 symbols (32 to 127) correspond to standard ASCII
*the upper half of the table (128 to 255) is filled with non-standard punctuation and characters other than basic Latin:
*the upper half of the table (128 to 255) is filled with non-standard punctuation and non-Latin characters
**in Western European versions (and in some English versions), there are characters with diacritics (extended Latin)
**in Eastern European versions (e.g., Russian), Cyrillic characters are provided instead of extended Latin


"Non-Latin" refers to European characters which use diacritics or to Cyrillic characters; the exact character set varies by language version of the game. Asian localizations of Oni use their own extended encoding system and glyph data in place of Oni's. See [[OBD:Text encoding]] for details on the encoding systems and the available characters in each language version.
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[[image:tsga_a.gif]]
[[image:tsga_a.gif]]


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A glyph is basically a monochrome bitmap width * height pixels in size. Each pixel is stored in one byte in the [[OBD:TSFT|TSFT]] file (fonts are antialiased so shades of gray are needed rather than storing each pixel in one bit; although for the smallest font size there is no antialiasing and the 8-bit pixels are either fully black or fully white).
A glyph is basically a grayscale bitmap which is (width * height) pixels in size. Each pixel is stored in one byte in the [[OBD:TSFT|TSFT]] file (fonts are antialiased so shades of gray are needed rather than storing each pixel in one bit; although for the smallest font size there is no antialiasing in use and the 8-bit pixels are either fully black or fully white).


The pixels stored in TSFT (packed 4 by 4 as little-Endian unsigned int32s) are treated as a scanline, row major, top to bottom and left to right. The width of a glyph is not always a multiple of 4 pixels, so the scanline can wrap around, i.e. intermediate rows of a glyph can start in the middle of a 4-byte element. The start of a glyph, however, is always aligned on a 4-byte element of the TSFT array, i.e., the first row of a glyph is necessarily aligned on a 4-byte multiple. The end of a glyph is padded with 0xDEAD.
The pixels stored in TSFT (packed 4-by-4 as little-Endian unsigned int32s) are treated as a scanline, row major, top to bottom and left to right. The width of a glyph is not always a multiple of 4 pixels, so the scanline can wrap around, i.e. a new row of pixels can start in the middle of a 4-byte element. The start of a glyph, however, is always aligned on a 4-byte element of the TSFT array. The end of a glyph is padded with 0xDEAD.