rmco2003
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« Reply #45 on: December 14, 2006, 07:46:49 am » |
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I've started working on a font now, I've tried using tools to convert fonts but they don't work too well so I'll just use TLP and the bitmap importing.
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rmco2003
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« Reply #47 on: December 14, 2006, 08:07:38 pm » |
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Spikeman you're my hero! Here's a link to the font and width table I've made, the width table is directly after the last font tile (I think), I just noted down the widths of the letters in pixels (+1 for spacing) and converted those numbers to hex so I'm not sure if they're right, but it's easy to put right at least http://rapidshare.com/files/7533254/font.zip.html
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Spikeman
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« Reply #48 on: December 14, 2006, 08:38:50 pm » |
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Alright I inserted the font and it looks like it's working. Here's a link to the IPS patch on my site (you'll need to copy and paste the link): http://mmbno.com/hax/ccs.rarEdit: Just a recommendation on the font, you should align it to the bottom of the 16x16 space it occupies so it doesn't touch the top of the box like it does in that pic.
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rmco2003
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« Reply #49 on: December 14, 2006, 08:43:13 pm » |
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I had to align it there in order to have certain characters like p and q with their tails intact.
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Spikeman
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« Reply #50 on: December 14, 2006, 08:45:57 pm » |
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Ahh, well in that case you could probably find the initial Y value and increment it.
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rmco2003
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« Reply #51 on: December 14, 2006, 10:44:16 pm » |
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I've got my final font ready, this suits the original font quite well.. In the linked zip below I've got a text file with the sizes for all of the letters in hex, and bmps for uppercase and lowercase letters that can be imported into Tile Layer Pro. http://rapidshare.com/files/7552543/font2.zip.html
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« Last Edit: December 15, 2006, 01:13:06 am by Rhys »
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Ryusui
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« Reply #52 on: December 14, 2006, 10:49:00 pm » |
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I've almost got the VWF working, it works for only one line of text but I need to fix it for multiple lines. Here are some screenshots so you can see what I mean. PM me if you want a patch. Also the font I made in the following screenshots is just for testing purposes:
Yeah, the problem is that the shift counter isn't being reset on newlines. My VWF for SF1 had this problem for weeks.
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rmco2003
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« Reply #53 on: December 14, 2006, 11:05:36 pm » |
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Wow, such a simple mistake can cause such a nasty bug
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Ryusui
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« Reply #54 on: December 14, 2006, 11:22:28 pm » |
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It's not a mistake.
You need to implement one of two things:
1. A hook that runs during newline code that resets the shift counter.
2. A kludge that detects when a newline has probably occurred, and resets the shift counter.
I used method #2 for a while until I discovered that the game kept its line counter variables in different places depending on what exactly was being printed. -_-;
A third method is to implement a control code that resets the counter manually, something I've done in SF4 (in effect, it's actually a VWF toggle; I hate dealing with cavespeak), but I have no idea how doable that might be in this case.
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rmco2003
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« Reply #55 on: December 16, 2006, 05:45:02 pm » |
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Any news Spikeman?
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Spikeman
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« Reply #56 on: December 17, 2006, 11:17:48 pm » |
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I was in the process of implementing number one, but my power is out at my house right now. It should be back in about a week they say. Right now I'm at my friends house so I can't work on it, but I think I sent Normmatt all my progress so far.
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rmco2003
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« Reply #57 on: December 18, 2006, 04:38:06 am » |
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No problem
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rmco2003
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« Reply #58 on: December 20, 2006, 06:52:28 pm » |
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I've submitted a translator request on the site, hopefully I'll get a reply, otherwise it looks like I'll be learning Japanese!
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Spikeman
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« Reply #59 on: December 21, 2006, 07:36:52 am » |
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I'm making some progress on the VWF (I think), but newlines still aren't quite working right and I have several things I still need to fix. I'll probably go to sleep soon, but I'll fix it eventually.
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