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Tool for randomising Goldeneye (new version 1002!)
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SubDrag
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 PostPosted: Mon Jul 17, 2017 2:29 am    Post subject: Reply with quote Back to top

You can remove the Japanese text fles to make more room.
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K1lo
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 PostPosted: Mon Jul 17, 2017 3:00 am    Post subject: Reply with quote Back to top

Interesting, I didn't know they were in the NTSC version. That should free up a few bytes anyway. I need to dig into the file table.. thanks for the tip SubDrag Cool
 
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Wreck
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 PostPosted: Mon Jul 17, 2017 9:45 pm    Post subject: Reply with quote Back to top

Yeah, they're pretty much useless, after all. Perfect Dark has even more, since the PAL version gives players the option to choose from multiple languages. Only English is used in the NTSC North American version, so we also do away with them for PD mods. Surprising how much space that can open up.
 
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K1lo
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 PostPosted: Mon Jul 17, 2017 11:51 pm    Post subject: Reply with quote Back to top

I've done a fair bit of internationalised software development before, but I've never looked at Japanese. How many bytes do each character take? I am guessing probably two given the large number of kanji ?

I think there's a reduced simplified form .. I'm not sure if this is what is used in games. Either way, text can really eat up space whether or not each character is single or multiple bytes.

I didn't have a chance to look at this yet but I will come to it.
 
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zoinkity
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 PostPosted: Tue Jul 18, 2017 7:18 am    Post subject: Reply with quote Back to top

Number of bytes matters on the encoding. Encodings like Shift JIS and EUC JP use two bytes, clumping extensions into related blocks. Japanese chars will be two bytes and ASCII will be one. In U16 all chars are two bytes regardless. UTF-8 is a bit more complicated and will encode Japanese into three or more bytes; i.e.: E296BC for . The leading control char indicates the number of chars following it. Here's a primer on different Japanese encodings.

A variety of PC encodings can be found in N64 titles when they bother to follow an encoding. Oddly, Japanese exclusives will usually forgo an encoding and just use the index for the chars in the font table. They tend to be in some kind of order at least. Incidentally, the encoding for controller pak saves omits kanji and sticks all chars into one byte.

In Goldeneye, there's two different Japanese font sets. Japanese chars were added to the fonts in the order they were encountered in source. The high bit will be set in both bytes. The first, smaller font starts at 8080 and the larger at C080.

Weirdest one I've seen in an N64 title so far was a 12bit one with interlaced nibbles. {`o.0}
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K1lo
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 PostPosted: Tue Jul 18, 2017 7:54 am    Post subject: Reply with quote Back to top

Thanks zoinkity, that's useful to know.

zoinkity wrote:

Weirdest one I've seen in an N64 title so far was a 12bit one with interlaced nibbles. {`o.0}


eh? 12bit characters? I mean I guess that's a 25% saving on 2-byte characters but.. weird..
 
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zoinkity
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 PostPosted: Tue Jul 18, 2017 11:57 am    Post subject: Reply with quote Back to top

Couldn't find the doc before, but the order was:
412 563
In the end couldn't preserve backward-compatibility (reordered to 123 456), but created an escape sequence to jump into a 7bit ASCII stream with a two-bit indicator to unescape (since no whitespace lower than Space was accepted anyway).

By the way, too many programmers are lazy about finding string lengths much less string widths. Way too many titles just use bytelength / static value. Nothing like rewriting all the basic string functions just to center text.
Not just an N64 problem either. The official specs for captioning on HDMI TV streams implements it as #chars in the line divided by the width of the widest character. Yes, apparently they never heard of variable-width fonts. To make matters worse, due to the doc's vagarity that's usually the widest character in the font. Could be as "good" as W or as bad as .
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K1lo
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 PostPosted: Tue Jul 18, 2017 1:15 pm    Post subject: Reply with quote Back to top

Dear me that sounds horrendous... oh believe me I know about lazy assumptions when it comes to character length. I was involved in a project to internationalise something a while back and the number of times I had to explain ASCII != UTF-8, ANSI != ASCII, wchar_t != UTF8 etc.. etc..
 
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Wreck
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 PostPosted: Wed Jul 19, 2017 10:47 pm    Post subject: Reply with quote Back to top

Here's a simpler one: random hats. Those are type "11" objects. Guards tend to wear them in most missions. A way to change which hats they are wearing might be fun. There are berets, fur hats, officer caps, helmets, side caps, and elite headgear to choose from. Pretty sure the model IDs are all grouped together for convenience.
 
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K1lo
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 PostPosted: Wed Jul 19, 2017 11:53 pm    Post subject: Reply with quote Back to top

Wreck wrote:
Here's a simpler one: random hats. Those are type "11" objects. Guards tend to wear them in most missions. A way to change which hats they are wearing might be fun. There are berets, fur hats, officer caps, helmets, side caps, and elite headgear to choose from. Pretty sure the model IDs are all grouped together for convenience.


Way ahead of you, I've been busy refactoring and improving the tool. As part of this hats can now be randomised (although still working on adding hat entries for entities which don't have the to begin with - holding off on this until I can understand the file table properly as it will increase setup size) along with some standard objects (i.e. some crates will change between wooden, metal and oil drums randomly) and starting weapons.

All of this will be in the next version. Very Happy
 
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