Parameters are put inside parentheses with commas between the parameters. Some tags are "complex" and take more than one parameter. Parameter is omitted, the default value from the line's style is used. Override tags always follow the same form: They start with a backslash \Ĭharacter, then a name, and after the name the parameter to the tag. Line or until the property is re-overridden by another tag. Tags in the second category modify all text after the tag until the end of the Mutally exclusive tags will vary between renderers and is not recommended. The result of inluding multiple instances of these tags or Some of them are mutally exclusive: \pos and \move \clip and \iclip Once in a line, and where in the line they appear is unimportant. Tags in the first category should appear at most \clip, \iclip, \org, \fade and \fad are those in the first category Īll others are in the second. Itself, and those which modifiy only the text following them. Tags fall into two general categories: those which set a property of the line Right before or after a hard space, and hard spaces are not folded when theyĪppear at the start or end of a displayed line. We posted a more extensive proof of concept video of this translation on Twitter. As mentioned in my previous post, their graphics are stored as 1bpp image data that we should be able to edit. With this, the only remaining VMU concern for this game are the minigames. The message can be scrolled faster with the A button, which may make the message unreadable due to motion blur depending on the quality of the screen. I had to carefully select the font here to ensure that the message is legible as it scrolls on the VMU screen, which has a long response time and no backlight. I settled on using a different proportional font that scales well as a pixel font to conserve font tiles. I experimented with our current in-game English font for consistency, but I was unable to make the font look presentable without antialiasing. For this proof of concept, I used Helvetica Neue Medium with no antialiasing with extra character spacing. The font and content is subject to change. This video is the hardware test for Kinematron message translation proof of concept. We already use this technique for map labels. Knowing that the characters for these messages can be changed like any other line in the script, I decided to change the line to unused font tiles and redefine those tiles to form an English message. In the script, this fallback message is stored immediately after the message for the LCD screen and is given extra formatting for the text box. Incidentally, if no VMU with a screen is connected in port A-1, a fallback copy of the same message is displayed on the TV screen. The text is read and rendered instantaneously, so the typical method of using Cheat Engine to search for a character width byte was not viable here. This function is separate from the other text functions for the main script and ignores all control codes, so using codes to manually set character width was not an option either. I traced the function that generates the image for the LCD screen, but was unable to change the character width to accommodate English text. The screen data is formed in memory using the normal in-game font, which is converted to 1-bit pixel data and stored in a buffer that is scrolled across the screen until the player dismisses it. I discovered this week that these messages are stored in the game's script as normal strings. The other major concern we had with VMU functionality throughout the game are the Mobile Kinematron messages that scroll across the screen.
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