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Non english translations #10
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Up ! Thanks for your help ! o/ |
As the creator of the french translation, i found a way to fix mine: By using the one made for CaveStory+. This one doesn't use any accents (because of the same problem), so it works perfectly. (except a bug that can occur if you forget to remove all the I made a downloadable package just for it. Just go to my translation's website cavestory.maxlefou.com to get it. To use it with Retroarch, download the "version NXengine" in my website and extract the folder into the "downloads" folder of Retroarch. Then, once you started the core, go launch the En tant que traducteur de la verison française, j'ai trouvé un moyen de faire marcher ma version: En utilisant ma traduction pour CaveStory+ qui n'utilise pas d'accents (pour le même problème). Elle marche impeccable ! (A part un bug qui peut survenir si on n'enlève pas les J'ai fait un paquet à télécharger exprès pour le NXengine (et donc pour nxengine-libretro) téléchargeable sur le site de ma traduction cavestory.maxlefou.com Pour l'utiliser avec Retroarch, télécharger cette "version NXengine" sur mon site, extrayez le dossier dans le dossier "downloads" de Retroarch, puis, une fois lancé le coeur, lancez |
Excellent work and beautiful web site @maxlefou :) |
Thanks for the compliment. I love playing with HTML/CSS ^^ That's the thing, @Darknior, I had no idea of why it's doing that. 😮 Until i checked the issue. I don't understand why nicalis hard coded almost everythign in the program if it's for modify the original files anyway -_- |
I know that original Cave Story has full support for latin accents (since it relies on the TTF file of the Courier New font). And I noticed NXEngine Libretro core seems to ignore those characters, showing a blank space as shown in the screenshot below: However, if I use a tile editor such as Tile Molester Mod to open the file "nxengine_libretro.so" (or nxengine_libretro.dll if on windows), I can see all the font characters, as shown below: It's flipped vertically by default, but if you unflip, here's the result: As you can see, most latin characters, if not all, are already there. So here is my question: isn't there a way to make the game recognize those characters that are already there? I know that there's NXEngine-evo with a better support for localizations, but I want to make the PT-BR localization work, with latin accents, on my Raspberry Pi, and NXEngine-evo doesn't work on Rpi. |
After fiddling with lr-nxengine source code, I was able to make it to recognize the latin characters and use it when requested. Here's an example, with the PT-BR translation: For more details, see this pull request. |
Thank you so much ! |
The original japanese version doesn't work, either. |
Hello! NXEngine do not print non latin chars (I'm interested in russian). All because of what used bitmap fonts. Support is planned for ttf fonts in the near future?
Sorry for my english :)
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