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Character set encoding #11

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Eiyeron opened this issue Jan 28, 2016 · 5 comments
Open

Character set encoding #11

Eiyeron opened this issue Jan 28, 2016 · 5 comments

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@Eiyeron
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Eiyeron commented Jan 28, 2016

No infomation is given yet to know what kind of character encoding set must be supported in the execution set.

I'm thinking of classic ASCII (like here) where there are enough characters to support most of the roman based languages but the drawing characters (like the frames or the half-tones ones) are pretty much useless in things like a textbox.

I'm planning to work on a variable-width font drawing routine (for textboxes) and was trying to figure how one could set a font, with an array containing a continuous list of parameters or a map (slower, much) for parts of an encoding set. That's the origin of the thought.

Edit : I'm also thinking of good old CP-1252. But let's face it : UTF-8 is overkill, and even if the font I'm planning to use (Haeccity) support a good part of it, it's too wide to be used whole.

@9ary
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9ary commented Feb 2, 2016

ASCII should be good I think.

@Eiyeron
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Eiyeron commented Feb 2, 2016

I agree with you, the lack of accented characters just made me a bit annoyed with this encoding set.

@9ary
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9ary commented Feb 2, 2016

Ah yeah, CP-1252 should be better in this case. Or Latin-1.

@Eiyeron
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Eiyeron commented Feb 2, 2016

I suppose we'll get ASCII as a standard and if the game needs to be ported, work will be done on the font/text side. Do you agree?

@9ary
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9ary commented Feb 2, 2016

Yeah. I think we could use our own custom encoding otherwise.

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