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Some font fixes/compatibility improvements 2 #1047

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merged 3 commits into from Oct 2, 2016

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@kakurasan
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kakurasan commented Oct 2, 2016

  • Use U+FFFD(�) if glyph not found
  • U+30FC(ー): Adjust shape for better font compatibility
  • Text input: Replace U+301C(〜) with U+FF5E(~) for (font and output) compatibility

9e418df:
9e418df
e070300:
e070300

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This looks really good again! 👍
Do you plan to work on other font related things the next days? Then we can keep this open for a while.

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carstene1ns commented Oct 2, 2016

This looks really good again! 👍
Do you plan to work on other font related things the next days? Then we can keep this open for a while.

Show outdated Hide outdated src/font.cpp Outdated

kakurasan added some commits Oct 1, 2016

Font: Use replacement character (U+FFFD) if glyph not found
STARTCHAR fffd
ENCODING 65533
SWIDTH 960 0
DWIDTH 12 0
BBX 12 12 0 -2
BITMAP
.....@@.....
....@@@@....
...@@@@@@...
..@@@..@@@..
.@@@.@@.@@@.
@@@@@@@.@@@@
@@@@@@.@@@@@
.@@@@@.@@@@.
..@@@@@@@@..
...@@@.@@...
....@@@@....
.....@@.....
ENDCHAR
Window_Keyboard: Replace U+301C with U+FF5E
WAVE DASH is U+301C, but the displayed glyph in games is U+FF5E
(see #1045
 FULLWIDTH TILDE in Korean font is displayed).

 This fixes missing glyph issue.
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Do you plan to work on other font related things the next days?

No, there's nothing to do (font related things) for now.
I plan to open another pull request about RPG2000 battle messages.

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kakurasan commented Oct 2, 2016

Do you plan to work on other font related things the next days?

No, there's nothing to do (font related things) for now.
I plan to open another pull request about RPG2000 battle messages.

@carstene1ns carstene1ns merged commit 3f26cb6 into EasyRPG:master Oct 2, 2016

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(For reference: This fixed another part of #514.)

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carstene1ns commented Oct 2, 2016

(For reference: This fixed another part of #514.)

@carstene1ns carstene1ns added this to the 0.5.1 milestone Oct 2, 2016

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Is the RPG2k battle message stuff related to the English RPG2k release (version 1.61) that had substituion characters for terms? (%S & others)
I have started working on this in a branch, if you want a start: Ghabry@309f5e5

Well, the substitution handling is not really in there, only the engine detection. And regex can't be used because it's missing on Android and other platforms (there is a Tokenizer in Utils instead)

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Ghabry commented Oct 2, 2016

Is the RPG2k battle message stuff related to the English RPG2k release (version 1.61) that had substituion characters for terms? (%S & others)
I have started working on this in a branch, if you want a start: Ghabry@309f5e5

Well, the substitution handling is not really in there, only the engine detection. And regex can't be used because it's missing on Android and other platforms (there is a Tokenizer in Utils instead)

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btw we forgot to PR build test his code ;)

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Ghabry commented Oct 2, 2016

btw we forgot to PR build test his code ;)

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kakurasan Oct 3, 2016

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Is the RPG2k battle message stuff related to the English RPG2k release (version 1.61) that had substituion characters for terms? (%S & others)

No, mainly the wrong uses of Data::terms.* (e.g. Data::terms.actor_critical <--> Data::terms.enemy_critical) in game_battlealgorithm.cpp.

master...kakurasan:2k_battle_message

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kakurasan commented Oct 3, 2016

Is the RPG2k battle message stuff related to the English RPG2k release (version 1.61) that had substituion characters for terms? (%S & others)

No, mainly the wrong uses of Data::terms.* (e.g. Data::terms.actor_critical <--> Data::terms.enemy_critical) in game_battlealgorithm.cpp.

master...kakurasan:2k_battle_message

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btw thanks for these nice screenshots. Because we always prepare a blog post containing screenshots and videos of changes since the previous release they are ideal. 👍

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Ghabry commented Oct 4, 2016

btw thanks for these nice screenshots. Because we always prepare a blog post containing screenshots and videos of changes since the previous release they are ideal. 👍

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