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Messages - cclh12

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1
Programming / Re: Getting Started on a VWF?
« on: September 10, 2015, 07:32:38 pm »
Got it fully working.  :beer:
Now I just need to fix this "18 characters per line" rule the game has. Which will be simple.
Thanks for the advice Gemini.


2
Programming / Re: Getting Started on a VWF?
« on: September 08, 2015, 12:20:10 am »
Thanks for the help Gemini. I found the code I need to modify.

Right now I kinda have a Fixed Width Font effect going on.
It's still pretty ugly, but better is better.

Original


Modified


I should easily be able to adapt this into a Variable Width Font now. If I don't jinx myself, that is.  ;)
Right now, I see this being the only way I can think of coding it.

Code: [Select]
if((CurrentPrintedLetter == 'A') & (NextLetterToBePrinted == 'B'))
{

// Customize the 'B' coordinates to make it squeeze in close next to 'A'

}

Needless to say, this will get long very fast. I would have to make the game change how it will print each letter (and number) depending on which letter or number follows it.
Is this how most people code it? It feels kinda inefficient, but it is also the only way I can think of how to code it.

3
Programming / Re: Getting Started on a VWF?
« on: September 06, 2015, 04:51:50 pm »
A similar case appears when the game caches text glyphs on demand and renders as individual sprites

Yes, this is my case exactly.



On screen, this is what is displayed.
Code: [Select]
ABCDEFGHIJKLMNO
abcdefghijklmno
Except this massive spacing between the letters.

EDIT: Can anyone tell me if this font is the PSX's internal BIOS font? It sure does look like it to me...



you need to change the incremental spacing to be proportional and possibly hack in a static font rather than cache on demand.
It's the part of finding the code responsible for the spacing that is making this difficult for me.
I don't know where to start to find it. It could be either hardcoded or have data in a file controlling each characters spacing. (which I doubt for this case, since they all use the same spacing.)
Is there a place I should put a breakpoint that (in most cases) should take me to the code responsible for it? If so, where?

As of right now, I can't see why having the full font loaded into VRAM would be beneficial to this. Maybe I will find out as I investigate more. Could you explain the benefit of having it always in VRAM as oppose to having just what is currently needed?


EDIT: So, I have made some slight progress.
Unmodified


Modified


Pretty sure I just nailed it...
Granted, it could be adjusted better. I just need to replicate it for every character...

4
Programming / Re: Getting Started on a VWF?
« on: September 06, 2015, 02:33:13 pm »
Hello,

I figured asking for advise here instead of making a new thread would be the better option.

I am trying to write the hack that is the bane of all translations projects.  A variable width font. I cannot seem to find information on how it's done on PSX. The information I have read on the forum seems to strongly lean towards SNES and GBA. However, correct me if I'm wrong, isn't the process different since PSX deals with pixels instead of tiles? Could someone kind of 'break down' the process of how you go about doing it? For instance, on the game I'm working with, all characters are printed with the same width apart. Where in the world do I put a breakpoint to find the code responsible for that?

I have already managed to rewrite some of the routines in this game.
For some reason, it counts the Japanese text before its printed to screen but couldn't count ASCII characters. Although I'm not sure why... I rewrote that.
I also made the game accept 1-byte ASCII instead of 2-byte characters. But this variable width font is driving me nuts.  :banghead:


Hopefully I can follow justin3009 and be successful.

5
ROM Hacking Discussion / Inserting ASM [MIPS]
« on: June 28, 2012, 06:57:52 am »
Sorry if this is basic or has been asked a ton.

I was wondering if there is a much better way of inserting ASM into PSX ELF files? I have been coding my ASM hacks in PS2dis and inserting it into free space in the ELF with hex workshop. Although this method works fine, it is annoying and I would assume people here would have a much better way of doing this. Can anyone point me in the right direction?

6
News Submissions / Re: ROM Hacks: GoldenEye Gets a Little Darker
« on: March 28, 2010, 10:21:33 pm »
THIS is awesome to the max.  ;)
I use to always think something like this would be a awesome idea.
Never thought someone would actually do it.
I love this game, great job.

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