Closed imKota closed 4 years ago
I had not modified the direction of the text, but IG's all displayments depend on scripts parsed by the engine. You may parse and modify the scripts using https://github.com/lennylxx/IG_tools. The repo doesn't directly provide a parser still it consists of the analysis of the format.
Scripts are not only text, those hex codes within the text are controllers. btw. this h scene is exhilarating:D
Yep, each 4-hex-code-group(maybe longer) is a control statement, e. g. 0822 0100 0000 0500 bgm04 and 0400 3000 [talks]. You can open several script files (in both horizontal and vertical text direction) in debug mode and compare them to find any differences. I believe the control statement of text direction switching is 04B6 0001. It appears in file as 00 B6 04 01 and appears pairly for the first time it switches the directon to vertical and the second time horizontal. I've tested my ideas on FLOWERS. You may delete those statements and the text will be horizontal.
I'm sorry, I'm busying with university application....
maybe the next April......
Theoretically just open the file with a hex editor like 010 Editor, search 00 B6 04 01, 00 B6 04 00 and remove them. However, IG used a simple encoding after CureGirl. The encoding way is to minus the original bit from 255(0xFF) for each bit, so you should remove FF 49 FB FE and FF 49 FB FF.
Well...what is the game's name? I'll try to fix it at my leisure.
Seems like your charset in the apis are correct, but you're still editing the texts in Shift-JIS charset.
The charsets of text file and dll should be the same, and since you've assigned the arguments to RUSSIAN_CHARSET, you'd better save in RUSSIAN_CHARSET(both utf8 is also ok, but it may be a little larger).
wow, congratulations :D
The direction of the rendered font is controled by the @
char before font name.
Maybe you should have a look at this: https://github.com/Inori/FuckGalEngine/blob/master/InnocentGrey/IGKit/IGPatch/IGPatch.cpp#L109
well...I remember I just changed the country name and add a @
in front of the font name, then I got correct text rendering.
Hello, @Inori