Multi-byte characters support!

Started by QuadMan, Tue 19/06/2007 10:43:33

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QuadMan

Dear developers!!!!

Your engine is very great and powerfull. I'm going to make japanese-language learning game, but without multibytecharacters support it wouldn't be able. :(

Maybe in future release, you will add support for unicode characters? I think it will be great improvement for your engine.

Thank you.
Semenov Alexander.

Rui 'Trovatore' Pires

Does it help that you can use TTF fonts? You can, you know.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Gilbert


Rui 'Trovatore' Pires

Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

QuadMan

Yes, may be, it will help me for first time, but as far as I know, there are restrinction in 100 characters for one font. So, it's not very comfortable... besause in Japanese there are Hiragana and Katakana (all about 100 characters) and some primitive kanji (about 100-200)... so, it's very uncomfortable. I will try to think about it, but, if you have ability to add support for unicode characters it will be the 100% solution in all cases.

Thanks.

Rui 'Trovatore' Pires

Ah, right.

...hmm, you could try SSH's "sprite fonts" module. Not very comfortable either, I know, but it's a possible workaround.

Unless I'm missing something again...
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Gilbert

If you don't need Kanji for Japanese, you may try my crappy programme though, make sure you read the documents, it's not very friendly anyway.

QuadMan

Unfortunatelly, main purpose in learning program is to learn kanji. :(

Pumaman

How was Japanese represented before Unicode was invented? Presumably there must be some sort of 256-character font that can display something reasonable?

Gilbert

If you need Kanjis in Japanese doublebyte (multibyte) is needed.
CJK (Chinese-Japanese-Korean) characters cannot be displayed within the 256 limit. Double byte fonts existed LONG before unicode was invented.
It's just because there weren't a unified and consistent format to display all these characters so later we have unicode.

Traveler

Working with doublebyte characters is a PITA. Unicode would be a lot better, since then it can represent all known characters.

Just out of curiosity: why would it be a big trouble adding Unicode support? (I assume it would, so correct me if I'm wrong. :) )

Monsieur OUXX

Quote from: Traveler on Wed 20/06/2007 06:29:22
Just out of curiosity: why would it be a big trouble adding Unicode support? (I assume it would, so correct me if I'm wrong. :) )

I suppose Chris chose to handle strings in a very simple way, to have a simplier code. So their representation in memory must be very simple. Extending the size of one character in memory would force him to change everycode used to handle strings : allocating strings, iterating through strings, comparing strings, etc. Not to mention the way fonts are mapped to strings!
 

Pumaman

Well, AGS 2 was originally written in 1999, and in those days unicode wasn't so prevelant. Plus, back then I didn't really appreciate the international considerations that would be involved ;)

But the new 2.8 editor will make it easy to support unicode in the editor, however it would then take a fair bit of work to upgrade the engine accordingly.

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