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OBD:Text encoding: Difference between revisions

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:(An overview of the known language versions can be found [[OBD:Versions|HERE]], whereas localized content is detailed [[OBD:Localization|HERE]].)
:(An overview of the known language versions can be found [[OBD:Versions|HERE]], whereas localized content is detailed [[OBD:Localization|HERE]].)
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:Mac_OS_Roman|Mac OS Roman]] code page that is effectively limited to US-ASCII (96 code points used, 256 available).
*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).
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Properties of the fonts that are eventually used to render the text (via the encoding) are briefly described throughout the page.
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 [[/Fonts|HERE]].)
:(A more thorough overview of the glyphs can be found [[/Fonts|HERE]].)


==Encodings==
==Encodings==
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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 [[wp:US-ASCII|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.)
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.