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Author Topic: Atlas treating control characters as text  (Read 963 times)

FakeGamerGuy

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Atlas treating control characters as text
« on: May 20, 2020, 11:21:02 pm »
This morning I got up early to put in some time in Cartographer and Atlas before going to work. In reality, what I was doing was writing a forum post here carefully detailing the steps I've gone through, the current progress, and making sure I provided very exacting, comprehensive information including files and scripts. During that process I ended up doing a lot of things over again from the very beginning in an attempt to provide clean files that didn't have any hacky stuff that I may have forgot to remove or whatever. In the process I ended up making a lot of progress and solving almost every issue I was going to ask about, so yay! There's really only one part that I can't quite figure out, and I'm sure it's down to me not really comprehending the documentation for Atlas as well as I should.

The text scripts in the game I'm working on have pretty simple control characters at the end of each string, but a few of the strings also start with control code $06 followed by two more hex bytes to display images above the text box. For example, the first image that's displayed is $06 $08 $00, followed by $06 $08 $01 a little later.

The control codes in my table used in Cartographer look like this:
Code: [Select]
/00=<EXIT>\n\n
01=<LINE>\r
/02=<END>\n\n
03=<UNKNOWN>
$06=<IMG>,2

This gets me:
Code: [Select]
//POINTER #1 @ $8303 - STRING #1 @ $833F

<IMG><$08><$00>そのくにのなは オニオガルド。<LINE>
//かずおおくのてきに おそわれながらも<LINE>
//そのすべてを ことごとく うちやぶってきた<LINE>
//きょうだいなる おうこく。<END>

Ideally the three bytes would be reinserted back into the game untouched but Atlas fails when it hits <IMG> because it's looking for '<' in the character table and I'm at a loss as to how to get around this. The table I'm using for importing the text back into the game is the same as the export table with the new-line and return escape characters removed. Aside from that, it seems to be going quite well.


Pluvius

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Re: Atlas treating control characters as text
« Reply #1 on: May 21, 2020, 08:00:36 pm »
Just putting "06=<IMG>" into the insertion table should work.  I think Atlas ignores linked table entries.

Risae

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Re: Atlas treating control characters as text
« Reply #2 on: May 22, 2020, 05:25:02 am »
I have a similar case in the PS2 game that i am translating.
I decided to do the following:

- Write down every single HEX combination that is possible and create a correspoding control code for it






It works like a charm:



If you have a pattern, for example

060800
060801
060802...

You could do the same with your game.

FakeGamerGuy

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Re: Atlas treating control characters as text
« Reply #3 on: May 23, 2020, 11:58:36 am »
Just putting "06=<IMG>" into the insertion table should work.  I think Atlas ignores linked table entries.

Thank you so much for the responses! I tried the first option of changing the 06 byte to be 06=<IMG> and that worked perfectly.