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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 | 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. |