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Originally created in English, Oni has been translated into the following [[seven]] languages: French, Italian, Spanish, German, Russian, Japanese and Chinese. An overview of the known language versions can be found on [[OBD:Releases]], but the details of these releases' localized content are found on [[OBD:Localization]]. | |||
Originally created in English, Oni has been translated into the following [[seven]] languages: French, Italian, Spanish, German, Russian, Japanese and Chinese. | |||
Depending on the language version, vanilla Oni uses one of the following five encodings to render text: | Depending on the language version, vanilla Oni uses one of the following five encodings to render text: | ||
*The original US version uses a trimmed-down [[wp: | *The original US version uses a trimmed-down [[wp:Mac OS Roman|Mac OS Roman]] code page that is effectively limited to [[wp:ASCII|US-ASCII]] (96 code points used, 256 available). | ||
*European localizations (UK English, French, Italian, Spanish, German) use a custom version of Mac OS Roman (192 code points used, 256 available). | *European localizations (UK English, French, Italian, Spanish, German) use a custom version of Mac OS Roman (192 code points used, 256 available). | ||
*The Russian localization uses a (nearly) full implementation of the [[wp:Windows-1251|Windows-1251]] (Cyrillic) code page (224 code points used, 256 available). | *The Russian localization uses a (nearly) full implementation of the [[wp:Windows-1251|Windows-1251]] (Cyrillic) code page (224 code points used, 256 available). | ||
*The Chinese localization uses the [[wp: | *The Chinese localization uses the [[wp:Extended Unix Code#EUC-CN|EUC-CN]] implementation of [[wp:GB 2312|GB 2312]] (7,668 code points used, 8,836 available). | ||
*The Japanese localization uses 1,357 code points mostly conforming to the [[wp: | *The Japanese localization uses 1,357 code points mostly conforming to the [[wp:Shift JIS|Shift JIS]] implementation of [[wp:JIS X 0208|JIS X 0208]]. | ||
Properties of the fonts that are eventually used to render the text (via the encoding) are briefly described throughout the page. A more thorough overview of the glyphs can be found on the [[/Fonts|Fonts subpage]] (to be created). | |||
==Encodings== | ==Encodings== | ||
===US English=== | ===US English=== | ||
Below is the code page implemented by [[TSFF]]Tahoma in the US English version of Oni. It is based on [[wp: | Below is the code page implemented by [[TSFF]]Tahoma in the US English version of Oni. It is based on [[wp:Mac OS Roman|Mac OS Roman]] ("MacRoman" for short), but with two differences: | ||
*Of the 223 printable glyphs provided by MacRoman, 42 are not implemented in TSFFTahoma (shown as grey-on-black). | *Of the 223 printable glyphs provided by MacRoman, 42 are not implemented in TSFFTahoma (shown as grey-on-black). | ||
*Control point 0x7F (a typically non-printable "delete" character) has a visible box-like glyph (◻) in this implementation. | *Control point 0x7F (a typically non-printable "delete" character) has a visible box-like glyph (◻) in this implementation. | ||
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|} | |} | ||
;Minor notes | ;Minor notes | ||
*The MacRoman layout was apparently "borrowed" before 1998, when Mac OS 8.5 came out and the [[wp:Currency sign ( | *The MacRoman layout was apparently "borrowed" before 1998, when Mac OS 8.5 came out and the [[wp:Currency sign (generic)|international currency sign]] a.k.a. scarab (¤), at 0xDB, was replaced with the euro symbol (€). | ||
*The actual font (see [[/Fonts|HERE]]) has some unusual typographical features, such as a single-stroke Yen/Yuan symbol (Ұ) and a vertical-stroke cent symbol similar to Unicode's Fullwidth Cent Sign (¢) character as seen in Windows Arial (note to Mac users: don't be confused, as this character will appear with a diagonal stroke on your system like the regular '¢' character). | *The actual font (see [[/Fonts|HERE]]) has some unusual typographical features, such as a single-stroke Yen/Yuan symbol (Ұ) and a vertical-stroke cent symbol similar to Unicode's Fullwidth Cent Sign (¢) character as seen in Windows Arial (note to Mac users: don't be confused, as this character will appear with a diagonal stroke on your system like the regular '¢' character). | ||
;Major notes | ;Major notes | ||
*Some of the removed glyphs (most importantly ß, ù and û, but also Ê, Ú and ú) occur in [[wp:Languages of the European Union#Knowledge|common European languages]]. This made the US TSFFTahoma unsuitable for [[wikt:EFIGS|EFIGS]] localizations, requiring the creation of a new version (see below). | *Some of the removed glyphs (most importantly ß, ù and û, but also Ê, Ú and ú) occur in [[wp:Languages of the European Union#Knowledge|common European languages]]. This made the US TSFFTahoma unsuitable for [[wikt:EFIGS|EFIGS]] localizations, requiring the creation of a new version (see below). | ||
*The US engine actually cannot interpret any code points beyond the US-ASCII range (first 6 rows, white background), notably failing on 0xC9's "…". This is because of a nominal but unused provision for Asian text encodings. See | *The US engine actually cannot interpret any code points beyond the US-ASCII range (first 6 rows, white background), notably failing on 0xC9's "…". This is because of a nominal but unused provision for Asian text encodings. See {{SectionLink||Ellipsis issue}} for details. | ||
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:'''N.B.''' The characters Æ and ÿ are not reinstated, despite their (very rare) occurrence in French script. | :'''N.B.''' The characters Æ and ÿ are not reinstated, despite their (very rare) occurrence in French script. | ||
*Awkwardly enough, the six characters are not restored in their original positions (grey-on-black), but take the place of math symbols.<br/>Four more "math" positions are inexplicably filled with three duplicate characters (œ, ¡ and ª) and a truly enigmatic ʖ̇ , which doesn't seem to occur in any known language and has no dedicated code point in Unicode (the character you see here was constructed from Unicode's U+0296 Latin Letter Inverted Glottal Stop (ʖ) plus U+0307 Combining Dot Above. | *Awkwardly enough, the six characters are not restored in their original positions (grey-on-black), but take the place of math symbols.<br/>Four more "math" positions are inexplicably filled with three duplicate characters (œ, ¡ and ª) and a truly enigmatic ʖ̇ , which doesn't seem to occur in any known language and has no dedicated code point in Unicode (the character you see here was constructed from Unicode's U+0296 Latin Letter Inverted Glottal Stop (ʖ) plus U+0307 Combining Dot Above. | ||
:'''N.B.''' The broken italic font variants (see [[/Fonts | :'''N.B.''' The broken italic font variants (see "Italic" section of [[/Fonts]] once it exists) do not fully implement the 10 new glyphs and use a regular question mark instead of the ʖ̇. | ||
{|border=1 cellpadding=3 cellspacing=0 | {|border=1 cellpadding=3 cellspacing=0 | ||
|-bgcolor=silver | |-bgcolor=silver | ||
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|} | |} | ||
;Italic fonts | ;Italic fonts | ||
:The Russian version only provides an implementation of Windows-1251 for regular and bold fonts. The five italic fonts (7pt, 9pt, 10pt, 12pt and 14pt) have exactly the same data (pixels and glyph descriptors) as for the European iteration of Mac OS Roman. This makes sense because italic fonts are inherently broken (see [[/Fonts | :The Russian version only provides an implementation of Windows-1251 for regular and bold fonts. The five italic fonts (7pt, 9pt, 10pt, 12pt and 14pt) have exactly the same data (pixels and glyph descriptors) as for the European iteration of Mac OS Roman. This makes sense because italic fonts are inherently broken (see "Italic" section of [[/Fonts]] once it exists) and thus not used by any text in vanilla Oni. | ||
; | ;14pt bold font | ||
:Somewhat surprisingly, the | :Somewhat surprisingly, the 14pt bold TSFT in the Russian version of TSFFTahoma does not have a complete Windows-1251 code page either. Instead it is limited to the US-ASCII character set (including the "printable delete" box at code point 0x7F), i.e., the upper section of the above table (white background). This causes no issue in vanilla Oni, but only because there is no text that uses 14pt bold. | ||
;Incomplete transparency | ;Incomplete transparency | ||
:A unique "feature" of the Russian/Cyrillic TSFFTahoma is that all the characters in the extended ASCII range (0x80-0xFF) have a slightly opaque background (about 3% opacity) in the regular (non-bold) font variant. This isn't visible ingame, but only because the engine (re)posterizes all the glyphs into 4-bit grayscale when rendering (so that only opacities above 6% are visible). | :A unique "feature" of the Russian/Cyrillic TSFFTahoma is that all the characters in the extended ASCII range (0x80-0xFF) have a slightly opaque background (about 3% opacity) in the regular (non-bold) font variant. This isn't visible ingame, but only because the engine (re)posterizes all the glyphs into 4-bit grayscale when rendering (so that only opacities above 6% are visible). | ||
;Glyph alignment and spacing | ;Glyph alignment and spacing | ||
:Last but not least, some fonts in the Russian TSFFTahoma have inconsistent vertical alignment, the most blatant example being | :Last but not least, some fonts in the Russian TSFFTahoma have inconsistent vertical alignment, the most blatant example being 12pt bold: some glyphs are one pixel shorter or taller than the full line height (ascender+descender), without a properly compensated vertical glyph offset; others simply have pixels that are not properly aligned within a glyph's rectangle. Besides, many glyphs have excessive padding to the left and/or right of a character, which affects readability.<br />'''N.B.''' There are other examples of poor alignment, e.g., for 12pt bold, the character 0x9C (њ) has its right side cut off and is thus unusable (luckily it doesn't occur in Russian script). | ||
---- | ---- | ||
===Chinese=== | ===Chinese=== | ||
The Chinese version of Oni is unique in how the main game code resides in '''Oni.dat''', a renamed copy of the original Oni.exe from the US version that is executed indirectly by a wrapper app called '''oni.exe''', alongside a custom text engine, '''xfhsm_oni.dll'''. The latter DLL intercepts any text about to be displayed by "Oni.dat", first reducing it to a set of two-byte control sequences, and then (if all goes well) to a set of custom glyphs, with pixel data coming from an external font file, '''xf_font.dat'''. | The Chinese version of Oni is unique in how the main game code resides in '''Oni.dat''', a renamed copy of the original Oni.exe from the US version that is executed indirectly by a wrapper app called '''oni.exe''', alongside a custom text engine, '''xfhsm_oni.dll'''. The latter DLL intercepts any text about to be displayed by "Oni.dat", first reducing it to a set of two-byte control sequences, and then (if all goes well) to a set of custom glyphs, with pixel data coming from an external font file, '''xf_font.dat'''. | ||
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;N.B. | ;N.B. | ||
Unlike for other versions of Oni, an invalid code point does not interrupt the interpretation/rendering of a text string by xfhsm_oni.dll and can lead to a wide range of unexpected behavior: at best, a blank or otherwise unintended glyph will be displayed; at worst the rendered text will be garbled (memory corruption most likely), or the game may simply [[Blam | Unlike for other versions of Oni, an invalid code point does not interrupt the interpretation/rendering of a text string by xfhsm_oni.dll and can lead to a wide range of unexpected behavior: at best, a blank or otherwise unintended glyph will be displayed; at worst the rendered text will be garbled (memory corruption most likely), or the game may simply crash with a [[Blam!]] message. | ||
The current understanding is that xfhsm_oni.dll simply turns any two-byte code point QQ WW into the offset [(QQ-A1)*5E + (WW-A1)]*0x20, relative either to the start of the xf_font.dat data (for the 16x16 font) or to the middle of the data (for the small 12x12 font). Depending on the values of QQ and WW, both components of the offset can fall outside the intended 0-93 range, with values as high as 94 and as low as -161. There doesn't seem to be any sanity check, and the only special handling is for QQ=00 (in this case WW is ignored and the string is terminated). | The current understanding is that xfhsm_oni.dll simply turns any two-byte code point QQ WW into the offset [(QQ-A1)*5E + (WW-A1)]*0x20, relative either to the start of the xf_font.dat data (for the 16x16 font) or to the middle of the data (for the small 12x12 font). Depending on the values of QQ and WW, both components of the offset can fall outside the intended 0-93 range, with values as high as 94 and as low as -161. There doesn't seem to be any sanity check, and the only special handling is for QQ=00 (in this case WW is ignored and the string is terminated). | ||
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A valid EUC-CN code point (with both bytes in the 0xA1-0xFE range) results in a valid offset pointing to an actual glyph for the relevant font, whereas illegal bytes or byte pairs may point to a different glyph within the same font, or to a glyph of the other font, or to a completely unrelated memory region. In the worst case scenario, pixel data will be read at 486,432 bytes (~475 kB) ahead of the actual pixel data (if displaying the code point 01,00 for the large font) or at 3008-3040 bytes (~3 kB) past the actual pixel data (if displaying the code point FF,FF for the small font). | A valid EUC-CN code point (with both bytes in the 0xA1-0xFE range) results in a valid offset pointing to an actual glyph for the relevant font, whereas illegal bytes or byte pairs may point to a different glyph within the same font, or to a glyph of the other font, or to a completely unrelated memory region. In the worst case scenario, pixel data will be read at 486,432 bytes (~475 kB) ahead of the actual pixel data (if displaying the code point 01,00 for the large font) or at 3008-3040 bytes (~3 kB) past the actual pixel data (if displaying the code point FF,FF for the small font). | ||
Reading garbage pixel data shouldn't be causing memory corruption per se (merely nonsensical/garbled text), but if similar out-of-bounds pointers occur for glyph rendering, then xfhsm_oni.dll may occasionally overwrite its own memory or even Oni's. This has not been thoroughly investigated, but it seems advisable to ensure that all text consists of valid EUC-CN code points (which is unfortunately not the case, see | Reading garbage pixel data shouldn't be causing memory corruption per se (merely nonsensical/garbled text), but if similar out-of-bounds pointers occur for glyph rendering, then xfhsm_oni.dll may occasionally overwrite its own memory or even Oni's. This has not been thoroughly investigated, but it seems advisable to ensure that all text consists of valid EUC-CN code points (which is unfortunately not the case, see {{SectionLink||Invalid EUC-CN input}}). | ||
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{{divhide|end}} | {{divhide|end}} | ||
As for the first code page of the Japanese TSFFTahoma, it implements only the 0x20-0x7F range of characters, i.e., is limited to | As for the first code page of the Japanese TSFFTahoma, it implements only the 0x20-0x7F range of characters, i.e., is limited to US-ASCII. This is consistent with the simplified logic used by the Japanese engine, where any high-bit byte (in the 0x80-0xFF range) is treated as the start of a two-byte sequence. (In actual Shift JIS some high-bit bytes are interpreted as half-width kana, a feature that isn't supported by Oni's engine.) | ||
It must be noted that, as compared to the separate .fnt files, the Japanese TSFFTahoma provides a very rudimentary implementation of JIS X 0208 (only coding for 154 double-byte glyphs, whereas the .fnt files implement 1,357) and is essentially useless/unusable except for its US-ASCII part. | It must be noted that, as compared to the separate .fnt files, the Japanese TSFFTahoma provides a very rudimentary implementation of JIS X 0208 (only coding for 154 double-byte glyphs, whereas the .fnt files implement 1,357) and is essentially useless/unusable except for its US-ASCII part. | ||
| Line 1,008: | Line 1,007: | ||
|bytes 0-1 | |bytes 0-1 | ||
|-valign=top | |-valign=top | ||
![[Quotes/Weapons# | ![[Quotes/Weapons#vdg|WPgew6_vdg]] | ||
! | ! | ||
|Hint: Shots disable one or more enemies at close range. Attack or escape while victims are disoriented.° | |Hint: Shots disable one or more enemies at close range. Attack or escape while victims are disoriented.° | ||
|bytes 6-7 | |bytes 6-7 | ||
|-valign=top | |-valign=top | ||
![[Quotes/Weapons# | ![[Quotes/Weapons#scream|WPgew9_scr]] | ||
! | ! | ||
|Hint: The cannon masks its wielder's lifeforce from the entity, but any life that ventures too near it will be drained.° | |Hint: The cannon masks its wielder's lifeforce from the entity, but any life that ventures too near it will be drained.° | ||
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|} | |} | ||
Without a proper sanity check, some illegal code points will clearly result in pixel data being loaded not from a valid glyph region, but from irrelevant memory that belongs either to xfhsm_oni.dll or to the main Oni engine, resulting in garbled text. Memory corruption or segmentation fault (access violation) may occur if similar out-of-bounds pointers are used when rendering glyph textures. Possibly invalid EUC-CN input is what is causing most Chapters of the Chinese Oni version to crash on modern Windows systems, although this has | Without a proper sanity check, some illegal code points will clearly result in pixel data being loaded not from a valid glyph region, but from irrelevant memory that belongs either to xfhsm_oni.dll or to the main Oni engine, resulting in garbled text. Memory corruption or segmentation fault (access violation) may occur if similar out-of-bounds pointers are used when rendering glyph textures. Possibly invalid EUC-CN input is what is causing most Chapters of the Chinese Oni version to crash on modern Windows systems, although this crash is different because it happens without the Blam! dialog appearing; also, it can be avoided by turning down the graphics quality to Superlow. This indicates an issue related to the amount of memory being used, but it's possible the crash is also text-related; the cause has yet to be determined. | ||
====Non-translated US-ASCII==== | ====Non-translated US-ASCII==== | ||
ASCII strings are much more harmful when handled by xfhsm_oni.dll, as compared to the two invalid code points (A3,A0) and (A3,0x89), because pairs of US-ASCII bytes, misinterpreted as EUC-CN code points, end up referencing completely strange memory regions (outside the region occupied by xf_font.dat). Unfortunately, there are a few ASCII strings that xfhsm_oni.dll can come across even during regular gameplay, and many more arise if one allows for modding. | ASCII strings are much more harmful when handled by xfhsm_oni.dll, as compared to the two invalid code points (A3,A0) and (A3,0x89), because pairs of US-ASCII bytes, misinterpreted as EUC-CN code points, end up referencing completely strange memory regions (outside the region occupied by xf_font.dat). Unfortunately, there are a few ASCII strings that xfhsm_oni.dll can come across even during regular gameplay, and many more arise if one allows for modding. | ||
=====Count on it===== | =====Count on it===== | ||
The following string in SUBTsubtitles has not been translated into Chinese: | The following string in SUBTsubtitles has not been translated into Chinese: | ||
:Barabas: Count on it. When I get through with them they're... | :Barabas: Count on it. When I get through with them they're... | ||
Being encoded as plain US-ASCII, this string is entirely illegal considering the limited implementation of EUC-CN by xfhsm_oni.dll, which does not detect US-ASCII as single-byte code points and keeps interpreting pairs of ASCII bytes as (invalid) quwei indices. Through lucky coincidence, the string has an even number of printable bytes, so that the null character is still in a suitable place for terminating the string (the EUN-CN parser will see it as a null lead-byte and will not keep reading further data). However, the string still consists of 31 invalid two-byte code points (not counting the null). As a further lucky coincidence, this string is never read by Oni's engine, because the subtitle's handle (02_05_05) is one of those that have been clobbered by the spurious double-null (see | Being encoded as plain US-ASCII, this string is entirely illegal considering the limited implementation of EUC-CN by xfhsm_oni.dll, which does not detect US-ASCII as single-byte code points and keeps interpreting pairs of ASCII bytes as (invalid) quwei indices. Through lucky coincidence, the string has an even number of printable bytes, so that the null character is still in a suitable place for terminating the string (the EUN-CN parser will see it as a null lead-byte and will not keep reading further data). However, the string still consists of 31 invalid two-byte code points (not counting the null). As a further lucky coincidence, this string is never read by Oni's engine, because the subtitle's handle (02_05_05) is one of those that have been clobbered by the spurious double-null (see {{SectionLink||Chinese SUBT issues}}). If it wasn't for the clobbering, the game would crash upon displaying this subtitle. | ||
=====Pre-beta ONLDs===== | =====Pre-beta ONLDs===== | ||
The "level definitions" ([[ONLD]]s) of [[Pre-beta_content#Cut_levels|pre-beta levels]] are never seen in vanilla Oni, but would appear in the "Load Game" dialog if a valid level#_Final.dat were to be supplied at startup (e.g. by a mod). Since xfhsm_oni.dll does not actually support US-ASCII, any untranslated ONLDs are potentially disruptive. | The "level definitions" ([[ONLD]]s) of [[Pre-beta_content#Cut_levels|pre-beta levels]] are never seen in vanilla Oni, but would appear in the "Load Game" dialog if a valid level#_Final.dat were to be supplied at startup (e.g. by a mod) and unlocked in persist.dat. Since xfhsm_oni.dll does not actually support US-ASCII, any untranslated ONLDs are potentially disruptive. | ||
The following 8 pre-beta ONLDs were fully translated: "The Airport Part Deux" (level_05), "Obsolete" (level_07), "The Arena of Pain" (level_30), "Crossing Zone" (level_31), "Pit" (level_32), "Crossing Zone Too" (level_33), "Capture" (level_34), "Territories" (level_35). | The following 8 pre-beta ONLDs were fully translated: "The Airport Part Deux" (level_05), "Obsolete" (level_07), "The Arena of Pain" (level_30), "Crossing Zone" (level_31), "Pit" (level_32), "Crossing Zone Too" (level_33), "Capture" (level_34), "Territories" (level_35). | ||
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===Over-tall text=== | ===Over-tall text=== | ||
Although not strictly speaking a font issue, some of Oni's text fails to render because it doesn't fit vertically into a fixed-size frame (such as a [[: | Although not strictly speaking a font issue, some of Oni's text fails to render because it doesn't fit vertically into a fixed-size frame (such as a [[:Image:DATA_CONSOLE.png|text console]]). This is known to happen for [[Quotes/Consoles/level_1e|These]] [[Quotes/Consoles/level_8b|Two]] consoles in the English version, and possibly for other screens in other language versions. | ||
===Over-long text=== | ===Over-long text=== | ||
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====Long UI text in Chinese Oni==== | ====Long UI text in Chinese Oni==== | ||
Oni's ingame UI is stylized as a futuristic computer screen (it is supposed to be Konoko's "Data Comlink") and has fixed-width frames reserved for text display. Large amounts of text can appear in the text console frame, or in the upper and lower sections of the Help menu (F1). It turns out that these frames have enough width to accommodate 26.5 16x16 glyphs (text console frame) or 19.5 glyphs (Help menu frame), | Oni's ingame UI is stylized as a futuristic computer screen (it is supposed to be Konoko's "Data Comlink") and has fixed-width frames reserved for text display. Large amounts of text can appear in the text console frame, or in the upper and lower sections of the Help menu (F1). It turns out that these frames have enough width to accommodate 26.5 16x16 glyphs (text console frame) or 19.5 glyphs (Help menu frame), therefore one would expect the Chinese text renderer to wrap lines around at 26 or 19 characters, respectively. Unfortunately the lines are wrapped around at 27 and 20, so the right half of the last glyph on every long line is cut off. | ||
The Japanese Oni consistently adjusts the carriage return depending on the glyph dimensions (font size), so that the last glyph in a wrapped-around line always fits into the frame and is displayed completely. (The Japanese engine also allows for variable-width US-ASCII characters, and seems to correctly handle the carriage return for any mix of JIS and ASCII.) | The Japanese Oni consistently adjusts the carriage return depending on the glyph dimensions (font size), so that the last glyph in a wrapped-around line always fits into the frame and is displayed completely. (The Japanese engine also allows for variable-width US-ASCII characters, and seems to correctly handle the carriage return for any mix of JIS and ASCII.) | ||