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July 13, 2020, 04:41:29 am


Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

Name Entry State, Multi-Language Support

Started by lirmont, March 05, 2014, 08:41:08 am


7 colors. 3 variants. 968,730 embedded images. 2.1 gigs of exported fonts from ~15MB of descriptions + base images (managed by the Font Tool). Also, support for modern Arabic. You literally have no excuse not to support other languages if you can afford or arrange for someone to translate your stuff.

Longer video (~30min): here


You are getting better at making videos, it was a good plan to do the short minute one and the longer one. Is this tech going to be transitioned to in game text in general as well? What is up with the crazy emoticons?
Current Projects:


Yes. If you look at the concept-driven lore video, the larger text goes through a simple parse process, and only the part of the text that's shown is appended at any given time. During that process of appending text, there will be a hook into the "Where is this character's data in the requested super-font?" There's already a hook into which "text property". It's just replacing that call with a call to the new "Which text property and part is the requested character in".

Those emoticons are part of the Unicode standard. Their chart is here: Emoticons (other charts). They're that size in this font because that's the only size they looked good at in the free font I found that had them. Nothing stopping anyone who actually wants people to be able to use those from providing base images that look good with the rest of the font. As you can see from the video, they still exist within the line height of the default font (which means they overlap). To make it look right, you could also just make a font that large to begin with (in which case, everything would be that size and have an appropriate line height).