[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]
Re: [bos-dev] implement Chinese?
On Sat, Nov 22, 2008 at 12:37:59PM +0800, Olaf wrote:
> >> The program crashes when I do that. I tried to set Y to 500 for a start...
> >
> > ... Do you really need 16,000 characters? I mean, sure, I understand
> > Chinese uses more than, say, English, but that many?
> >
> Actually, they use even more. Or at least pretend to...
Let me rephrase:
You intend to use more than 16000 characters in the course of the game?
I can understand the language as a whole having more than that, but it's
not like the game uses extensive vocabulary...
I'd expect a simplified list; whether that's doable or not is outside my
experience, since my knowledge of Chinese is limited to ordering from
the takeaway menu... *grin*
> But I went down to Y 100 and tried again, and it was the same result
> as with kochi, just with a larger image: lots of squares. It seems
> that the program is grabbing character images byte by byte, which does
> not work on CJK languages, as you need at least two bytes to address a
> character. I also checked for bitmap fonts in the Ubuntu repositories,
> and the smallest one comes in 16x16, most other fonts were 40x40.
The "larger image" is all I was trying to address; Y100*X32 gives you
twice as much space as 40x40, after all.
The squares issue is back in the coder's hands. *grin* Sorry I can't be
of more assistance with that one, but I think you've probably nailed it.
Assuming that the code is working as you think, of course.
> Looks like this is not easily solved...
Yah. I'm not suggesting that it is, nor am I involved in the coding end.
I was merely providing a response, since, er, the response seemed
obvious to me, and it wasn't like anyone else was saying much at the
time ;-]
I tend to lurk more at the scripting interface, with the lua coding, or
at the playing interface, tho, so I can't say I know enough about the
code of that particular app to figure out what it's doing. :-/