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gc-font-tool: use original glyph widths #8874

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Tilka
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@Tilka Tilka commented Jun 15, 2020

This solves alignment issues with multiple GameCube games that print things like "Press (A) to continue" where "(A)" is a separately rendered button texture.

Font files regenerated from Droid Sans Fallback (without dithering).

Font files regenerated without dithering from Droid Sans Fallback.
@JosJuice
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Could you post a screenshot of what this looks like in-game?

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Tilka commented Jun 15, 2020

It's still not pretty.

old:
RB4E08_2020-06-15_10-13-58

new:
RB4E08_2020-06-15_10-11-16

IPL ROM:
RB4E08_2020-06-15_09-57-07

static_assert(std::size(windows_1252_font_table) == 224);

// List of horizontal glyph widths
const uint8_t windows_1252_widths_table[] =
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Just curious, how did you get these arrays?

Should you use a std::array instead?

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It's not clear to me whether something as trivial as glyph widths falls under copyright, but I'd rather be safe than sorry, so I've closed this PR.

@Tilka Tilka closed this Aug 9, 2020
@Tilka Tilka deleted the metric_compat branch August 9, 2020 06:41
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