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duckbill

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  • Favorite Fire Emblem Game
    Shadow Dragon

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  1. US and EU versions has the same set of symbols in the font. Max symbol width is 0x10 and I think that height is also 0x10. It uses 2bpp compressed image for each glyph. For example glyph of symbol ` is compressed to "29 4C 5E CD FF F9 D9 5F FF FF FF FF FF FF F8" I can't get what type of RLE is used, but I am sure that it is a RLE compression. UPDATE: It is not a 2bpp! It uses at least 5 different colors, so it is 3 or 4 bpp.
  2. I was wrong: it is not a vector format but some type of RLE compressed raster font. What you call short or long codes actually two different symbols: 0x42 is ASCII code (but the same meaning in ShiftJIS codepage) for Capital English letter B and 0x8261 is ShiftJIS code for Full Width Capital English B. In most fonts those Full width letters uses the same glyph as usual letters buth its width is set to max value allowed for this font. I did not find in the font any signs of height. Looks like its predefined constant. I think I managed to understand font format except actual glyph storing algorithm. When I get this I'll write full specification for this format if anyone interested in it. I am working with US version of the game. If my help will be useful for FE12 English translation project - I am ready to help, but right now I find out very little info. Only message file format. I just do not spend time at anything else until I get how to modify font to add cyrillic letters.
  3. Yes, I unpacked ROM. There are at least 2 files with the same structure in the data/fonts folder: alpha and talk. First one responsible for system messages and menu and second one for dialogs between characters. As far as I understand file structure: [Header Section] [Data Section] Header section: 4 bytes: Total file length 4 bytes: Offset in Data section of some table (Table1) 4 bytes: length of Table1 20 bytes: Unknown (padding?) Table1 contains two sets of pointers (4 bytes each). First half of table: offset in the data section of pointer to glyph attributes record Second half of table - unknown pointers. Glyph record is: 2 bytes: Code of symbol (I do not determine code page, but probably ShiftJIS) 2 bytes: width of symbol 4 bytes: unknown (seems to to be a pointer in data section for glyph image) 4 bytes: unknown (always 0, padding?) That's all so far that I found. Update: bytes from 4 to 7 in glyph record is definetly a pointer in data section to Glyph image. And image seems to be not raster, but some vector format.
  4. Hi All, First of all, sorry for my bad english. Right now I am wanna start translation project for Fire Emblem: Shadow Dragon. English -> Russian. This game will never get a russian localization so I decided to do it myself for my wife and all russian fans of FE. The only problem right now is the font. Did someone managed to hack font file structure? I have a lot of experience in software developing so it's no problem to me to create any pack/unpack tools. I only need an information about file structure. Can anyone help me?
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