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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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|-bgcolor=orange | |-bgcolor=orange | ||
!bgcolor=silver|0xF... | !bgcolor=silver|0xF... | ||
!bgcolor=black|[[ | !bgcolor=black|[[Image:Platform-Mac.png|12px]] | ||
!Ò | !Ò | ||
!bgcolor=black|<span style="color:darkslategray">Ú</span> | !bgcolor=black|<span style="color:darkslategray">Ú</span> | ||
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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 (¢). | *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 "…" | *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. | ||
---- | ---- | ||
===European=== | ===European=== | ||
The code page used by the five Western European versions (UK English, French, German, Spanish and Italian) is slightly different from the trimmed-down Mac OS Roman. | The code page used by the five Western European versions (UK English, French, German, Spanish and Italian) is slightly different from the trimmed-down Mac OS Roman. | ||
*It tends to the needs of European localizations by adding back the following characters:<br>German ß; French Ê and û; French/Italian ù; Spanish/Italian Ú and ú (relatively rare). | *It tends to the needs of European localizations by adding back the following characters:<br>German ß; French Ê and û; French/Italian ù; Spanish/Italian Ú and ú (relatively rare). | ||
:'''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. | *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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---- | ---- | ||
===Cyrillic=== | ===Cyrillic=== | ||
In the Russian version of Oni, TSFFTahoma implements the [[wp:Windows-1251|Windows-1251]] (Cyrillic) code page, with some deviations. | In the Russian version of Oni, TSFFTahoma implements the [[wp:Windows-1251|Windows-1251]] (Cyrillic) code page, with some deviations. | ||
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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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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|crash]]. | 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|crash]]. | ||
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). | 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). | ||
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 | 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. | 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. | ||
*The Japanese engine requires all four .fnt files to be present (bails out if any of them are missing) and uses them for | *The Japanese engine requires all four .fnt files to be present (bails out if any of them are missing) and uses them for any double-byte code points, resorting to TSFFTahoma only for the rare occurrences of US-ASCII (resolution strings, the "On" labels in the Options menu, etc). | ||
*If the US engine is used on the Japanese game data, then the .fnt files are ignored (obviously), and the incomplete TSFFTahoma is used to render | *If the US engine is used on the Japanese game data, then the .fnt files are ignored (obviously), and the incomplete TSFFTahoma is used to render both US-ASCII and Japanese glyphs. Due to the limited character set (154 glyphs instead of 1,357), many strings end up broken in this situation. | ||
It appears that the Japanese localization team initially tried to put Oni's code page system to use, and to fill in all the required JIS glyphs into TSFT and TSGA. As the number of kanji increased, supposedly, the TSFT grew prohibitively large due to the use of 8-bit grayscale storage for the pixel data, and the size taken up by the sparsely populated TSGA also increased out of proportion with the rest of the game data. At some point the engine switched to separate .fnt files, and somehow no one bothered to clean up the incomplete code pages in TSFFTahoma. | It appears that the Japanese localization team initially tried to put Oni's code page system to use, and to fill in all the required JIS glyphs into TSFT and TSGA. As the number of kanji increased, supposedly, the TSFT grew prohibitively large due to the use of 8-bit grayscale storage for the pixel data, and the size taken up by the sparsely populated TSGA also increased out of proportion with the rest of the game data. At some point the engine switched to separate .fnt files, and somehow no one bothered to clean up the incomplete code pages in TSFFTahoma. | ||
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==Text anomalies== | ==Text anomalies== | ||
===Ellipsis issue=== | ===Ellipsis issue=== | ||
Unlike other Western versions (UK English, French, German, Italian, Spanish, Russian), the US engine treats | Unlike other Western versions (UK English, French, German, Italian, Spanish, Russian), the US engine treats characters above 0x7F as part of a two-byte control sequence (an unused provision for Asian encodings), and therefore fails to render any character from the extended ASCII range. This happens twice in English Oni because the ellipsis character (…), encoded as 0xC9, was accidentally used in <u>[[Quotes/Consoles/level_19d|these]]</u> <u>[[Quotes/Consoles/level_19e|two]]</u> text consoles instead of three consecutive periods (probably auto-substituted by a text editor). The result is that the two lines using a "…" are cut off at the offending character. | ||
===Invalid EUC-CN input=== | ===Invalid EUC-CN input=== | ||
Unlike the Japanese version, where non-standard Shift JIS sequences are explicitly allowed in the .fnt files, the Chinese version does not have a code table and relies on a standard EUC-CN encoding, with exactly 8,836 code points (94x94). A proper EUC-CN control sequence consists of two bytes that are both in the range 0xA1-0xFE and anything else is technically illegal (single US-ASCII characters could occur in theory, but are not handled properly by the custom text engine, xfhsm_oni.dll). | Unlike the Japanese version, where non-standard Shift JIS sequences are explicitly allowed in the .fnt files, the Chinese version does not have a code table and relies on a standard EUC-CN encoding, with exactly 8,836 code points (94x94). A proper EUC-CN control sequence consists of two bytes that are both in the range 0xA1-0xFE and anything else is technically illegal (single US-ASCII characters could occur in theory, but are not handled properly by the custom text engine, xfhsm_oni.dll). | ||
The text strings in the Chinese version mostly conform to the EUC-CN scheme, but there are two recurrent invalid characters, as well as | The text strings in the Chinese version mostly conform to the EUC-CN scheme, but there are two recurrent invalid characters, as well as some instances of non-translated US-ASCII (!!!). | ||
====(A3,89)==== | ====(A3,89)==== | ||
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====(A3,A0)==== | ====(A3,A0)==== | ||
The illegal sequence (A3,A0) is much more common than (A3,0x89). It occurs in SUBT entries (both in actual subtitles and in "messages"), as well as in the [[OBD:IGSt|IGSt]] resources of multiple [[OBD:TxtC|TxtC]] (text consoles) and one [[OBD:OPge|OPge]] (objective page). Lists of occurrences are provided below. | The illegal sequence (A3,A0) is much more common than (A3,0x89). It occurs in SUBT entries (both in actual subtitles and in "messages"), as well as in the [[OBD:IGSt|IGSt]] resources of multiple [[OBD:TxtC|TxtC]] (text consoles), two [[OBD:WPge|WPge]] (weapon pages) and one [[OBD:OPge|OPge]] (objective page). Lists of occurrences are provided below. | ||
Like for (A3,0x89), the pixel data addressed by the invalid code point remains within the same font, in this case at the (A2,FE) slot, which happens to be blank (and thus indistinguishable from an intentional space glyph). | Like for (A3,0x89), the pixel data addressed by the invalid code point remains within the same font, in this case at the (A2,FE) slot, which happens to be blank (and thus indistinguishable from an intentional space glyph). | ||
Line 1,099: | Line 1,007: | ||
| There's no one left to trust.° | | There's no one left to trust.° | ||
|bytes 0-1 | |bytes 0-1 | ||
|-valign=top | |||
![[Quotes/Weapons#vdg|WPgew6_vdg]] | |||
! | |||
|Hint: Shots disable one or more enemies at close range. Attack or escape while victims are disoriented.° | |||
|bytes 6-7 | |||
|-valign=top | |||
![[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.° | |||
|bytes 6-7 | |||
|- | |- | ||
|colspan=4 bgcolor=silver| | |colspan=4 bgcolor=silver| | ||
Line 1,264: | Line 1,182: | ||
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 not been investigated thoroughly. | 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 not been investigated thoroughly. | ||
====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. | |||
=====Count on it===== | |||
The following string in SUBTsubtitles has not been translated into Chinese: | |||
: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 {{SectionLink||Chinese SUBT issues}}). If it wasn't for the clobbering, the game would crash upon displaying this subtitle. | |||
=====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) 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 remained as US-ASCII: "Test_Stuff" (level_36), "AlexTestSite" (level_55), "Experimental_II" (level_66), "MARTY'S SOUND CORRIDOR" (level_68), "FiringRange" (level_71), "One Room" (level_77), "One Room 2" (level_88) and "Test Barn II" (level_99). | |||
The most awkward case is that of the string "BGI HQ" (ONLDlevel_16), which was translated only partly: "HQ" was replaced with a pair of GB 2312 glyphs, but the first four characters "BGI " remained as plain ASCII (i.e., as two illegal EUC-CN code points). | |||
=====Cheat messages===== | |||
None of the 38 cheat messages was translated into Chinese (!!!), so that means 38 more strings entirely made of illegal EUC-CN code points. Any time a cheat is entered, xfhsm_oni.dll attempts to display one of the following strings, which almost always causes a crash on modern Windows systems. Note how the null byte does not interrupt the input if it occurs in a trail-byte position. | |||
{| | |||
| | |||
{{divhide| List of invalid EUC-CN strings triggered by cheats|align=left}} | |||
{|border=1 cellspacing=0 cellpadding=3 | |||
!Cheat | |||
!Invalid double-byte arrays (ASCII) | |||
|-valign=top | |||
!shapeshifter | |||
|<tt>Ch<u>an</u>ge<u> C</u>ha<u>ra</u>ct<u>er</u>s <u>En</u>ab<u>le</u>d°<br /><u>Ch</u>an<u>ge</u> C<u>ha</u>ra<u>ct</u>er<u>s </u>Di<u>sa</u>bl<u>ed</u></tt> | |||
|-valign=top | |||
!liveforever | |||
|<tt>In<u>vi</u>nc<u>ib</u>il<u>it</u>y <u>En</u>ab<u>le</u>d°<br /><u>In</u>vi<u>nc</u>ib<u>il</u>it<u>y </u>Di<u>sa</u>bl<u>ed</u></tt> | |||
|-valign=top | |||
!touchofdeath | |||
|<tt>Om<u>ni</u>po<u>te</u>nc<u>e </u>En<u>ab</u>le<u>d°</u>to<u>uc</u>ho<u>fd</u>ea<u>th</u><br /><u>Om</u>ni<u>po</u>te<u>nc</u>e <u>Di</u>sa<u>bl</u>ed</tt> | |||
|-valign=top | |||
!canttouchthis | |||
|<tt>Un<u>st</u>op<u>pa</u>bl<u>e </u>En<u>ab</u>le<u>d°</u>ca<u>nt</u>to<u>uc</u>ht<u>hi</u>s°<br /><u>Un</u>st<u>op</u>pa<u>bl</u>e <u>Di</u>sa<u>bl</u>ed</tt> | |||
|-valign=top | |||
!fatloot | |||
|<tt>Fa<u>t </u>Lo<u>ot</u> R<u>ec</u>ei<u>ve</u>d°</tt> | |||
|-valign=top | |||
!glassworld | |||
|<tt>Gl<u>as</u>s <u>Fu</u>rn<u>it</u>ur<u>e </u>En<u>ab</u>le<u>d°</u>gl<u>as</u>sw<u>or</u>ld<br /><u>Gl</u>as<u>s </u>Fu<u>rn</u>it<u>ur</u>e <u>Di</u>sa<u>bl</u>ed</tt> | |||
|-valign=top | |||
!winlevel | |||
|<tt>In<u>st</u>an<u>tl</u>y <u>Wi</u>n <u>Le</u>ve<u>l°</u>wi<u>nl</u>ev<u>el</u></tt> | |||
|-valign=top | |||
!loselevel | |||
|<tt>In<u>st</u>an<u>tl</u>y <u>Lo</u>se<u> L</u>ev<u>el</u></tt> | |||
|-valign=top | |||
!bighead | |||
|<tt>Bi<u>g </u>He<u>ad</u> E<u>na</u>bl<u>ed</u><br /><u>Bi</u>g <u>He</u>ad<u> D</u>is<u>ab</u>le<u>d°</u></tt> | |||
|-valign=top | |||
!minime | |||
|<tt>Mi<u>ni</u> M<u>od</u>e <u>En</u>ab<u>le</u>d°<br /><u>Mi</u>ni<u> M</u>od<u>e </u>Di<u>sa</u>bl<u>ed</u></tt> | |||
|-valign=top | |||
!superammo | |||
|<tt>Su<u>pe</u>r <u>Am</u>mo<u> M</u>od<u>e </u>En<u>ab</u>le<u>d°</u>su<u>pe</u>ra<u>mm</u>o°<br /><u>Su</u>pe<u>r </u>Am<u>mo</u> M<u>od</u>e <u>Di</u>sa<u>bl</u>ed</tt> | |||
|-valign=top | |||
!reservoirdogs | |||
|<tt>La<u>st</u> M<u>an</u> S<u>ta</u>nd<u>in</u>g <u>En</u>ab<u>le</u>d°<br /><u>La</u>st<u> M</u>an<u> S</u>ta<u>nd</u>in<u>g </u>Di<u>sa</u>bl<u>ed</u></tt> | |||
|-valign=top | |||
!roughjustice | |||
|<tt>Ga<u>tl</u>in<u>g </u>Gu<u>ns</u> E<u>na</u>bl<u>ed</u><br /><u>Ga</u>tl<u>in</u>g <u>Gu</u>ns<u> D</u>is<u>ab</u>le<u>d°</u></tt> | |||
|-valign=top | |||
!chenille | |||
|<tt>Da<u>od</u>an<u> P</u>ow<u>er</u> E<u>na</u>bl<u>ed</u><br /><u>Da</u>od<u>an</u> P<u>ow</u>er<u> D</u>is<u>ab</u>le<u>d°</u></tt> | |||
|-valign=top | |||
!behemoth | |||
|<tt>Go<u>dz</u>il<u>la</u> M<u>od</u>e <u>En</u>ab<u>le</u>d°<br /><u>Go</u>dz<u>il</u>la<u> M</u>od<u>e </u>Di<u>sa</u>bl<u>ed</u></tt> | |||
|-valign=top | |||
!elderrune | |||
|<tt>Re<u>ge</u>ne<u>ra</u>ti<u>on</u> E<u>na</u>bl<u>ed</u><br /><u>Re</u>ge<u>ne</u>ra<u>ti</u>on<u> D</u>is<u>ab</u>le<u>d°</u></tt> | |||
|-valign=top | |||
!moonshadow | |||
|<tt>Ph<u>as</u>e <u>Cl</u>oa<u>k </u>En<u>ab</u>le<u>d°</u>mo<u>on</u>sh<u>ad</u>ow<br /><u>Ph</u>as<u>e </u>Cl<u>oa</u>k <u>Di</u>sa<u>bl</u>ed</tt> | |||
|-valign=top | |||
!munitionfrenzy | |||
|<tt>We<u>ap</u>on<u>s </u>Lo<u>ck</u>er<u> C</u>re<u>at</u>ed</tt> | |||
|-valign=top | |||
!fistsoflegend | |||
|<tt>Fi<u>st</u>s <u>Of</u> L<u>eg</u>en<u>d </u>En<u>ab</u>le<u>d°</u>fi<u>st</u>so<u>fl</u>eg<u>en</u>d°<br /><u>Fi</u>st<u>s </u>Of<u> L</u>eg<u>en</u>d <u>Di</u>sa<u>bl</u>ed</tt> | |||
|-valign=top | |||
!killmequick | |||
|<tt>Ul<u>tr</u>a <u>Mo</u>de<u> E</u>na<u>bl</u>ed<br /><u>Ul</u>tr<u>a </u>Mo<u>de</u> D<u>is</u>ab<u>le</u>d°<u>Ul</u>tr<u>a </u>Mo<u>de</u> E<u>na</u>bl<u>ed</u></tt> | |||
|-valign=top | |||
!carousel | |||
|<tt>Sl<u>ow</u> M<u>ot</u>io<u>n </u>En<u>ab</u>le<u>d°</u>ca<u>ro</u>us<u>el</u><br /><u>Sl</u>ow<u> M</u>ot<u>io</u>n <u>Di</u>sa<u>bl</u>ed</tt> | |||
|} | |||
{{divhide|end}} | |||
|} | |||
=====Debug printout and console===== | |||
Oni has a well-hidden [[Developer Mode]] in which it can print informational output directly to the screen instead of writing to a text file. There are fully automatic warnings from the engine (e.g. about too many visible polygons or too many particles), or more or less regular printout (e.g., about a character's current animation status) that can be toggled through [[BSL:Variables|script variables]], or custom "dprint" messages that the developers used for visual feedback while testing [[BSL|scripts]]. Dev mode also has a togglable command line ("CMD: ") for entering script commands in real time. Both the debug printout and the command line use the main glyph-rendering pipeline (intercepted by xfhsm_oni.dll), with a small font size. This makes Dev mode essentially unusable in Chinese Oni, as most if not all of the debug printout or console output will be plain ASCII. | |||
Interestingly, Oni ''does'' have some primitive debug printout that is not intercepted by xfhsm_oni.dll and thus is displayed normally using the smallest-sized TSFT from level0_Final's TSFFTahoma. All (most?) of the primitive printout is available without Dev mode. There is the Ctrl+Shift+Y hotkey (FPS display), some HUD-like overlays toggled by [[BSL:Variables|script variables]] (e.g., chr_debug_characters), and finally some 3D sprites added to the game (e.g., health indicators or name labels displayed above a character's head). | |||
===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=== | ||
Line 1,272: | Line 1,286: | ||
Although Chinese text strings typically have a much smaller number of glyphs than English originals, this is not always the case. The Chinese glyphs are also much wider on average, with each glyph taking up 16x16 pixels, and so there are situations where the rendered Chinese line is much wider than the English original, no longer fitting on one line as intended by the context. | Although Chinese text strings typically have a much smaller number of glyphs than English originals, this is not always the case. The Chinese glyphs are also much wider on average, with each glyph taking up 16x16 pixels, and so there are situations where the rendered Chinese line is much wider than the English original, no longer fitting on one line as intended by the context. | ||
This is | This is known to cause a problem for the "resolution" item in the Options menu (a WMM_ generated at runtime). The actual dropdown list is wide enough to accommodate even the longest resolution strings, but the currently selected resolution appears in a small window that is only 150 pixels wide, too narrow even for the shortest resolution string "640×480×16位" (which needs 176 pixels). As a result the active resolution is always displayed on two lines, no longer fitting into the frame vertically and thus unreadable. | ||
The Japanese version displays screen resolutions as US-ASCII using TSFFTahoma (variable-width). | |||
====Long subtitles in Chinese Oni==== | |||
Some of Oni's subtitles are tirades that are too long to fit on the screen horizontally. In such situations the Chinese engine will displays the subtitle on multiple lines, placing line breaks at arbitrary positions instead of at ideographic spaces or after punctuation (if any). For not-so-clear reasons, automatic line breaks will often appear near the ''start'' of a long subtitle string, right in the middle of a speaker's name, which looks particularly awkward since there is usually a space nearby (after the colon). | |||
The Japanese Oni displays long subtitles with arbitrary breaks as well, but consistently aligns the beginning of the string to the left of the screen, achieving an ordinary/intuitive paragraph-like look. (Since the Japanese engine has support for US-ASCII, an ASCII space could theoretically be inserted into Japanese text, allowing for line breaks at specific positions, e.g., after punctuation or between semantic groups.) | |||
====Long | ====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), 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.) | |||
===Chinese SUBT issues=== | ===Chinese SUBT issues=== |