To all users who care about 'special' characters
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- ZSNES Shake Shake Prinny
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To all users who care about 'special' characters
Namely, these extended ascii characters:
161 (0xA1) í - acute accent i (appears as 'I' in zsnes)
162 (0xA2) ó - acute accent o (appears as 'O' in zsnes)
163 (0xA3) ú - acute accent u (appears as 'U' in zsnes)
164 (0xA4) ñ - tilde n (appears as 'N' in zsnes)
165 (0xA5) Ñ - tilde N (appears as 'N' in zsnes)
166 (0xA6) ª - feminine ordinal indicator (appears as 'A' in zsnes)
167 (0xA7) º - masculine ordinal indicator (appears as 'O' in zsnes)
The changes *only* apply to these particular extended ASCII chars (well, they also apply to the next 60, but these aren't letters and zsnes displayed ' ' whenever it met one anyway).
These chars aren't gonna be understood by zsnes the same way anymore.
Basically, if you have a file named 'reñom.txt', then while browsing for your ROMs you'd not see 'RENOM.TXT' anymore, but something like 'RE,OM.TXT'.
And, if you're chatting over netplay and write an 'í' it won't be written 'I' but more like '.'
In short, it won't be anything usable as letter.
For those who use these extended characters: Do you mind this ?
161 (0xA1) í - acute accent i (appears as 'I' in zsnes)
162 (0xA2) ó - acute accent o (appears as 'O' in zsnes)
163 (0xA3) ú - acute accent u (appears as 'U' in zsnes)
164 (0xA4) ñ - tilde n (appears as 'N' in zsnes)
165 (0xA5) Ñ - tilde N (appears as 'N' in zsnes)
166 (0xA6) ª - feminine ordinal indicator (appears as 'A' in zsnes)
167 (0xA7) º - masculine ordinal indicator (appears as 'O' in zsnes)
The changes *only* apply to these particular extended ASCII chars (well, they also apply to the next 60, but these aren't letters and zsnes displayed ' ' whenever it met one anyway).
These chars aren't gonna be understood by zsnes the same way anymore.
Basically, if you have a file named 'reñom.txt', then while browsing for your ROMs you'd not see 'RENOM.TXT' anymore, but something like 'RE,OM.TXT'.
And, if you're chatting over netplay and write an 'í' it won't be written 'I' but more like '.'
In short, it won't be anything usable as letter.
For those who use these extended characters: Do you mind this ?
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When 99.999999999999999999999999999999999999999999999999999999999999999% of your time in zsnes is spent playing games and not looking at filenames I don't think being picky about letters will get you far.
Unless you goose-step around your house.
Unless you goose-step around your house.
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Re: To all users who care about 'special' characters
If things will stay like that, it should be mentioned in the documentation.
But I've never used them (yet), so that's all I have to say.
But I've never used them (yet), so that's all I have to say.
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I could see some problems for spanish speaking people while on netplay, but if it's for the best, I don't really mind, like Soul said, the time spent on the menu is pretty small compared to the time spent on games.
I can't think of a rom that has any of those characters in the name, anyway.
I can't think of a rom that has any of those characters in the name, anyway.
*Sometimes I edit my posts just to correct mistakes.
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- ZSNES Shake Shake Prinny
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That's the point - I do.Joe Camacho wrote:I can't think of a rom that has any of those characters in the name, anyway.
See, ASCII extended 161 to 223 are occupied by half-width katakanas when following sjis encoding - which is what the snes headers are in.
So now, booya:
http://grinvader.free.fr/pics/zsnes-jis1.png
http://grinvader.free.fr/pics/zsnes-jis2.png
http://grinvader.free.fr/pics/zsnes-jis3.png
http://grinvader.free.fr/pics/zsnes-jis4.png
http://grinvader.free.fr/pics/zsnes-jis5.png
http://grinvader.free.fr/pics/zsnes-jis6.png
http://grinvader.free.fr/pics/zsnes-jis7.png
http://grinvader.free.fr/pics/zsnes-jis8.png
http://grinvader.free.fr/pics/zsnes-jis9.png
http://grinvader.free.fr/pics/zsnes-jisA.png
http://grinvader.free.fr/pics/zsnes-jisB.png
http://grinvader.free.fr/pics/zsnes-jisC.png
http://grinvader.free.fr/pics/zsnes-jisD.png
http://grinvader.free.fr/pics/zsnes-jisE.png
http://grinvader.free.fr/pics/zsnes-jisF.png
http://grinvader.free.fr/pics/zsnes-jisG.png
http://grinvader.free.fr/pics/zsnes-jisH.png
Let me tell you one thing - it's loads of fun to make a 5x5 katakana font.
I'd need some help in that regard - how to make ソ not look like リ or ン on a 5x5 space ?
Also, small ョ is really hard - since ヨ takes 5 pixels, i have to make it 4 or smaller, and that pretty much sucks (just have a look).
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Why are we losing characters here?
To get >255 characters working, or getting correct characters to display when sharing a code space, make them remapable and selectable.
Iff game is region zero, then use SJIS, iff game is region 6, map French into upper character table, etc...
To get >255 characters working, or getting correct characters to display when sharing a code space, make them remapable and selectable.
Iff game is region zero, then use SJIS, iff game is region 6, map French into upper character table, etc...
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- ZSNES Shake Shake Prinny
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No, you don't get it.Nach wrote:Why are we losing characters here?
To get >255 characters working, or getting correct characters to display when sharing a code space, make them remapable and selectable.
Iff game is region zero, then use SJIS, iff game is region 6, map French into upper character table, etc...
ALL games are in sjis. Simple as that.
But zsnes uses the same font for everything - and typing these 7 chars in zsnes won't make it spit the previous result anymore.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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You sure? I'm pretty sure I recall someone saying certain european games had european characters in the header.grinvader wrote: ALL games are in sjis. Simple as that.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Sorry, but I'll wait for proof.Nach wrote:You sure? I'm pretty sure I recall someone saying certain european games had european characters in the header.grinvader wrote: ALL games are in sjis. Simple as that.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
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As the pics show, some ROMs have sjis katakana internal header names. To properly display these, i have to decode them correctly, which means ASCII chars 161 to 223 now 'mean' something to ZSNES.Metatron wrote:I'm curious.. But is there a reason this is being changed?
But when I started adding them, i saw that ZSNES was using some Latin-1 extensions on characters 161-167 (see first post tosee what zsnes did with those).
Since allowing to decode several extended ASCII encodings would require extra work, I asked if anyone minded these to go.
The result being mainly negative, the changes are now in CVS - zsnes won't choke on japanese headers anymore.
If this brings a consistent wave of whiny users here, I'll have to rework it all so that the headers use another table (and code it so i won't have to do it again for any kind of encoding), or something - in short, a lot more work just for 7 crappy characters.
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That will not work. I think some games have some capital English letters mixed with the Japanese. Take a look at Wozz. I believe that is an example.rlbond wrote:couldn't you just make 2 fontsets, and if the header had A-Z or a-z in it, it would use the european, and if it didn't it would use japanese.
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Unicode lololol.
How about a way of detecting and decoding SJIS where applicable, otherwise warning on high ASCII? Now the real fun is implementing Unicode chatting. You can receive input in local codepage on win9x systems, or Unicode on NT, but probably display on both depending on the completeness of your fontset.
UTF-8 makes a nice transport encoding, and contrary to what some spoony people think, it does not require Windows NT or special API calls, as translating UTF-16 to and from UTF-8 is quite simple.
From there, there are relevant functions for iconv or whatever on loonix, or MultiByteToWideChar / WideCharToMultiByte on Winders, for translating between UTF-16 and the local codepage if you're using ANSI input, as is necessary on Win9x systems.
As if this custom GUI were not already complicated enough, now it needs a full Unicode bitmap font. All hope is lost.
How about a way of detecting and decoding SJIS where applicable, otherwise warning on high ASCII? Now the real fun is implementing Unicode chatting. You can receive input in local codepage on win9x systems, or Unicode on NT, but probably display on both depending on the completeness of your fontset.
UTF-8 makes a nice transport encoding, and contrary to what some spoony people think, it does not require Windows NT or special API calls, as translating UTF-16 to and from UTF-8 is quite simple.
From there, there are relevant functions for iconv or whatever on loonix, or MultiByteToWideChar / WideCharToMultiByte on Winders, for translating between UTF-16 and the local codepage if you're using ANSI input, as is necessary on Win9x systems.
As if this custom GUI were not already complicated enough, now it needs a full Unicode bitmap font. All hope is lost.

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This reminds me...
http://www.joelonsoftware.com/articles/Unicode.html
http://www.joelonsoftware.com/articles/Unicode.html
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That might be resolvable by rendering all the required glyphs out of an existing truetype/postscript font. There are, of course, certain prerequisites for such a process to work. You'd need support for large enough characters to legibly print the glyphs in the first place. Additionally, I can't name any software off-hand that does batch/mass conversion of scalable fonts to output bitmaps.kode54 wrote:As if this custom GUI were not already complicated enough, now it needs a full Unicode bitmap font. All hope is lost.