#What would need to be changed to add support for scripts other than Latin, Kana/Kanji, etc?

11 messages · Page 1 of 1 (latest)

lime coral
#

I've been thinking of localizing some of the game text into Kannada, but since it uses its own script, I'm certain the game won't support it. (I also highly doubt the game uses unicode, but I don't know...) So, my question is, what major subsystems in the game would need to be rewritten/patched to allow Kannada text to render correctly?

#

What would need to be changed to add support for scripts other than Latin, Kana/Kanji, etc?

still plaza
#

(I don't think there's a good way to use an entirely separate/new encoding, which is why I'm suggesting to just modify the Latin/EFIGS one.)

#

I can go into more detail as needed, but basically: you need to mod the FNT file to include the glyphs for the script you want, and then when it comes to editing text, you need to modify the encodings for the various community tools to match the modified font (so your text edits will compile correctly).

lime coral
#

tysm!

#

approx. how many characters do i have to work with?

still plaza
#

I don't remember the exact number, but there are few thousand glyphs total -- and if you don't want to overwrite the Latin characters, that's still a couple thousand Kanji you can overwrite that won't affect anything major in the English version of the game. So, should be plenty.

outer rootBOT
#

The full set looks like this:

To see what I mean, here's a version I've created with my own tools, where dummy slots are left transparent instead of black. Your changes are in the middle of the transparent block.

Jump

[Go to message!](#1275893664257802422 message)

still plaza
#

You could probably overwrite the kana, Greek, and Cyrillic glyphs, too.