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Old February 24, 2018, 11:12   #11
tangar
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Guys, lets continue brainstorm!

For now we need to understand how to fix 0, 16-31 glyphs! As 1-15 works for remapping (but actually they are 'system' commands), it has to be possible to make 16-31 work too!

Currently they got this values:

0 linked to 35 (#)

16 ┼ 253C 197
17 ◄ 25C4 17
18 ↕ 2195 18
19 ‼ 203C 19
20 ¶ 00B6 20
21 ┴ 2534 193
22 ┬ 252C 194
23 ┤ 2524 180
24 ↑ 2191 24
25 ├ 251C 195
26 → 2192 26
27 ? 2190 27
28 NULL
29 NULL
30 NULL
31 linked to 35 (#)

Symbols took from https://en.wikipedia.org/wiki/Code_page_437 (but they are in wrong places)

GOGOGO! We can do it!

===
!!! We got an important update:

'Fony' (http://hukka.ncn.fi/?fony) developer Hukka noted that:

Quote:
Anyway, this seems to be a bug in the game and not Fony. I've seen at least two people say that it's because "Fony relies on Unicode", but that makes no sense when it comes to bitmap fonts, and Fony only really uses Unicode to display various language translations in the user interface. Previous versions of Fony didn't even support Unicode in any way at all! Bitmap fonts have no concept of Unicode, nor does Fony when it's handling them. It's just 256 glyphs, one after another, bitmaps in a file.
Does it looks like it's not the problem of the font, but actually the problem in the TomeNET code? TomeNET source could be found: https://www.tomenet.eu/downloads.php

p.s.
Also Hukka said that soon he would create crossplatform opensource version of Fony! Great news
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Last edited by tangar; February 28, 2018 at 12:23. Reason: As 1-16 works for remapping -> As 1-15 works for remapping
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Old February 26, 2018, 10:25   #12
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As I said, there's nothing special in TomeNET code that handles symbols differently, except the fact it doesn't use Unicode standard. To be able to use all symbols, the char -> wchar change is mandatory. This means rewritting a huge portion of the code, like it was done in Angband a couple years ago.
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Old February 28, 2018, 12:04   #13
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PowerWyrm, thanks for a suggestion, but please could you explain then - why 1-15 glyphs works and 16-31 are not working? It's all system symbols but some of them work and some - not.

Also recent TomeNET test client had a funny bug which 'turned off' second symbol and it become not a monster, but a door: https://youtu.be/cDLueostm_Q?t=1h26m56s It's another proof that actually TomeNET code could interfere with font and maybe we could find the way to fix 16-31 glyphs (cause they actually SHOW something!)
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Last edited by tangar; February 28, 2018 at 12:23.
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Old February 28, 2018, 13:35   #14
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Quote:
Originally Posted by tangar View Post
Also recent TomeNET test client had a funny bug which 'turned off' second symbol and it become not a monster, but a door: https://youtu.be/cDLueostm_Q?t=1h26m56s
ROFL... the Witch-Door of Angmar

Is that door symbol actually part of your tileset? This means the code would remap character "2" to something else, like it does for 16-31.

But as the developer of Fony says, "Bitmap fonts have no concept of Unicode". So clearly I cannot see how you can fix anything without porting the code to Unicode.
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Old February 28, 2018, 15:05   #15
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PowerWyrm, yep, it's part of my font:


But it's not the case. I just showed you an example, that it's actually could be _code_ problem, not font. Again:

1) in current (stable) version of TomeNET client glyph #2 works perfectly

2) in test version of client - it become a 'door' (test client could be found at the bottom of this page: https://tomenet.eu/downloads.php ).
Detailed video explanation of the bug: https://www.youtube.com/watch?v=5AH61dV3JtQ
// it's temporary hidden video, accessible only by link, would be deleted soon

3) in the past (like ~6 months ago) #2 glyph didn't work either (that's why initially I marked it with 'X', when I just created 1st version of my font). So devs managed to fix #2 in current version, but then they did something wrong in test version of client (which I use right now while playing because of new music features).

This logic gives us an understanding that actually it's very like to be _possible_ fix 16-31 glyphs - cause #2 was recently fixed (and then broken again in test client).

Quote:
Originally Posted by PowerWyrm View Post
This means the code would remap character "2" to something else, like it does for 16-31Unicode.
It does not! If you would check my tileset, you would note that 1-15 symbols works perfectly although they has to be _dead_ (it's system symbols, the same as 16-31). But they works. They show not a system symbols, but glyphs which _works_. I've wrote symbols which are showed at the place of 16-31 there - https://tomenet.eu/phpBB3/viewtopic....start=10#p5176 (at oook forum they couldn't be pasted). The are not remapped! It's just a symbols.

It leaves the main quesion very actual:

Why 1-15 glyphs works and 16-31 are not working? I believe that if we would be able to find an answer at this question, we would be able to fix the bug.
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Last edited by tangar; February 28, 2018 at 15:16.
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Old November 10, 2018, 23:19   #16
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Back to this problem. This is super actual thing to solve.

What if.... we would take this characters in Windows OS system:

Quote:
16 ┼ 253C 197
17 ◄ 25C4 17
18 ↕ 2195 18
19 ‼ 203C 19
20 ¶ 00B6 20
21 ┴ 2534 193
22 ┬ 252C 194
23 ┤ 2524 180
24 ↑ 2191 24
25 ├ 251C 195
26 → 2192 26
27 ? 2190 27
..and hardcode-replace them with our symbols? Anyone knows where this symbols hardcoded (EX: at Windows 7) and how to replace them?
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