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Extends the PC Engine/Turbografx System Card's font routine to assist translations

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PC Engine System Card Translation Font Extension (ver 1.0)
----------------------------------------------------------

This is an extension to the PC Engine System Card (specifically, the
Super System Card version 3.0), which implements narrow fonts of ASCII
characters, in support of translations of CD-ROM-based games.

One portion of a translation project includes making adjustments to the
print function; most games use either 12x12 or 16x16 Japanese fonts, and
print to tile-based graphics after obtaining the graphic representation of
the character from the EX_GETFNT function at $E060 in the System Card.

Simply riding on top of this function for English translation (as an example)
is both impractical and hideous.  The 12x12 and 16x16 fonts in the Super
System Card are inconsistent (for example, upper and lower-case characters
have different baselines), and these widths take up too much screen space for
printing an English version of text.

Furthermore, re-implementing a print function and associated 8-pixel-wide font
takes up more memory space than is often available, making such translations
problematic.

This modification acts as an extension to the exsiting EX_GETFNT function, to
dramatically streamline such a print function modification.


HOW TO APPLY
------------
This patch is supplied as an IPS file; IPS patches are supplied for both
American and Japanese System 3.0 cards, for images without headers. Please
use an appropriate IPS file patcher to apply the patch.

The IPS patches have been constructed in a way that they can also be layered
on top of the "TED 2" patches created by elmer (John Brandwood), so that the
Turbo Everdrive card enables additional RAM, and ensures that bus conflicts
between Duo RAM and Turbo Everdrive RAM do not occur (as they won't both be
enabled simultaneously).

The expectation of course, is that you have the appropriate target hardware to
use a modified system card:
- emulator
- Turbo Everdrive (or similar flash cart)
- or a CD emulator which implements cartridge emulation as well


HOW IT WORKS
------------
The calling convention for EX_GETFNT is as follows:
1) Place the output pixel-buffer address into locations $FA/$FB in zero-page  
2) Place the 2-byte SJIS character value in ZP @ $F8/F9 (LSB first)
3) Set $FF in ZP to one of:
   0 = 16x16 font
   1 = 12x12 font

The calling program would need to manage how the pixel-buffer maps to either
character-tiles (native 8-pix wide) or sprites (native 16-pix wide).
Generally, character-tiles are used, and the print function manages the
half-tile adjustment in the case of 12x12 charcaters. 
 
 
In this modification, the goal was to implement an extension which would cause
the least amount of disruption to the calling function, and yet satisify the
translator's other requirements:
- use of ASCII for 1-byte character text
- font is included in the system card, not the game
- as little as possible adjustment to the print function

To this end, the adjusted calling parameters for EX_GETFNT are:
1) Place the output pixel-buffer address into locations $FA/$FB in zero-page
   (**SAME AS BEFORE**)
  
2) Place the 2-byte SJIS character value in ZP @ $F8/F9 (LSB first)
   Or, the ASCII character is passed in ZP $F9  (**NEW**)
   (Note: Even in an SJIS script, this value would be loaded first; now, a
    simple ASCII range check can determine which font set to use)

3) Set $FF in ZP to one of:
   0 = 16x16 font (SJIS only)
   1 = 12x12 font (SJIS only)
   2 =  8x16 font (ASCII only)  (**NEW**)
   3 =  8x12 font (ASCII only)  (**NEW**)


ADDITIONAL
----------
Of course, using these functions on an unmodified Ssytem Card won't work.
So, I have also provided an easy way for programs to check whether these font
functions are implemented:  A string 'NUFONT' is now stored at $FFAA in
bank 0 (virtually always mapped from $E000 to $FFFF).  It should be
sufficient to check that $FFAA and $FFAB contain 'N' and 'U' respectively,
and this check can conveniently be added to Super System Cards where the
game verifies that the appropriate version card is being used.
 
Note: I have left the EV_GETVER (version check) function unmodified, in case
any software checks for too speicifc a value.



ABOUT THE FONTS
---------------
John Brandwood (elmer) contributed the fonts included here, which cover 8x12
and 8x16 for the ASCII characters from 0x20 (space) to 0x7F (DEL).

(Suggested additions for future versions may include accented European
characters, and/or a non-fixed-width charcater set).

Included are representations in:
- .bin - binary (required for the generation of the code)
- .fon - font definition files for use with fony
         ( http://hukka.ncn.fi/index.php?fony )
- .bmp - graphic representation (convert between BMP and bin by using feidian
         by Derrick Sobodash) 



2019/01/19
Dave Shadoff

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Extends the PC Engine/Turbografx System Card's font routine to assist translations

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