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> Traduzione avventura Heart of China/Rise of the dragon, by Dynamix
Micartu
messaggio6 Jul 2017, 23:40
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Partita secondo me va pių che bene.


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TheRuler
messaggio7 Jul 2017, 00:06
Messaggio #52



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Non trovando in tutto l'internet un font editor che aprisse 'sti cavolo di file (anche togliendo l'header) mi sono rimboccato le maniche (mezze) e mi sono decodificato da solo il font del gioco ghgh.gif

Solito Header sempre di 8 byte di cui i primi 4 "FNT:" e gli altri 4 la dimensione del file a partire dal nono byte.
Segue una successione (nel caso del font 6x6) di 96 gruppi da 6 byte che identificano ognuno un carattere.

Essendo un'immagine raster ad 1 bit ogni byte, convertito in binario, disegna una serie di 1 e 0 accendendo o spegnendo i pixel che compongono il carattere.
Prendo come esempio le lettere N ed O consecutive.
CODICE
FONT 6X6 lettera "N"

0x48 -> 01001000
0x68 -> 01101000
0x58 -> 01011000
0x48 -> 01001000
0x48 -> 01001000
0x00 -> 00000000


FONT 6X6 lettera "O"

0x30 -> 00110000
0x48 -> 01001000
0x48 -> 01001000
0x48 -> 01001000
0x30 -> 00110000
0x00 -> 00000000


nell'editor esadecimale e corrispettiva rappresentazione grafica:
File Allegato  font_6x6.jpg ( 153.2k ) Numero di download: 3
File Allegato  MNOP.jpg ( 24.63k ) Numero di download: 2


Dunque una eventuale "O" accentata minuscola (ō) verrebbe cosė:

CODICE
0XC0 -> 11000000
0x30 -> 00110000
0x48 -> 01001000
0x48 -> 01001000
0x30 -> 00110000
0x00 -> 00000000

File Allegato  aeiou.jpg ( 8.11k ) Numero di download: 0

Files allegati
File Allegato  6X6.RAR ( 434byte ) Numero di download: 2
 


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The Ancient One
messaggio7 Jul 2017, 07:44
Messaggio #53



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Incredibile!


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Syxtem
messaggio7 Jul 2017, 08:04
Messaggio #54



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CITAZIONE (TheRuler @ 6 Jul 2017, 00:49) *
Qualcuno conosce un editor di font che accetti in ingresso una immagine EGA RAW?

Se ricordo bene il nome, un tool che usavo per casi come questi era Tile Layer Pro. In pratica ti apriva un file binario e, dicendogli il tipo di codifica, bit di colori etc, era in grado di rappresentarti il file in pixel (tipo quello che fanno ora anche certi editor esadecimali).


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DK
messaggio7 Jul 2017, 09:35
Messaggio #55



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Se non hai urgenza, devo cercare, avevo fatto due o tre font editor, forse sei fortunato e le spec sono uguali.
Qualcosa č in giro anche su questo forum ma non mi ricordo dove (forse westwood o lucas).
 
TheRuler
messaggio7 Jul 2017, 15:27
Messaggio #56



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Nessuna fretta, avevo pensato di farlo a mano! XD
Stasera do una occhiata al tool proposto da Syxtem, che ho trovato qui.

Grazie ragazzi.


DK a che punto sei con il tool sds? Hai provato la sequenza fissa che ho trovato? Fissa per modo di dire visto che contiene 3 variabili... :ghg:
Di meglio non sono riuscito a trovare. Devi poter passare al tuo programma un qualcosa di universale, hai trovato di meglio?
Dai raccontami che sono curioso!


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TheRuler
messaggio7 Jul 2017, 19:15
Messaggio #57



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"Tile layer pro" apre il file ma č a griglia fissa 8x8. Il font 8x8 infatti č editabile alla perfezione ma gli altri no. Li apre ma sono tutti traslati di 1,2 e 3 pixel essendo le griglie degli altri font 4x5, 6x6 e 7x8.

EDIT: fermi tutti. C'č un altro font che perō sembra compresso.
Dovrebbe, in teoria essere uguale al font 6x6.fnt (che non č compresso) dunque potremmo usare quello.

EDIT2: č diverso!!! non ci credo, tutto il gioco usa solo questo font, gli altri non servono a nulla... tutto da rifare.
Files allegati
File Allegato  DRAGON.RAR ( 816byte ) Numero di download: 7
 


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TheRuler
messaggio8 Jul 2017, 23:12
Messaggio #58



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Nei font , il nono e decimo byte identificano la griglia (6x6, 8x8 ecc.).
il font 6x6.fnt č in chiaro ed č simile ai font p6x6.fnt (font dei menų) e dragon.fnt (testo in-game) ma questi ultimi sono compressi e identici tra loro.
Ha una spaziatura di 1px in meno ed č traslato di 1px in basso. Di per sé sarebbe anche comodo visto che per creare gli accenti avrei dovuto comunque spostare tutti i caratteri in basso di 1px, ma cosė facendo non risulterebbero centrati nei pulsanti dei menų.

L'unica č non mettere le accentate nei menų. Oppure decodificare il formato di dragon.fnt


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TheRuler
messaggio9 Jul 2017, 15:06
Messaggio #59



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Ho fatto una ulteriore prova con i font. Non credo siano compressi, semplicemente non hanno lo stesso schema che ho decodificato per le versioni 8x8, 6x6 e 4x5.

Ad ogni modo ho visto che nei sorgenti di "midi_dump" non esiste alcun riferimento ai .fnt che quindi li estrae dai volumi cosė come sono.
Ho sostituito nel codice SDS con FNT per forzargli una decompressione
CODICE
        else if( strcmp( ext, "SDS" ) == 0 ) {
            if( strcmp( type, "SDS:" ) == 0 ) packed = true;
        }

Ha generato .fnt di 4KB (i 6x6 vari, illeggibili) e 6MB. ghgh.gif

Che siano criptati?

Dragon, China e Willy hanno i font interscambiabili e tutti i font di gioco hanno lo stesso schema.


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Nyerguds
messaggio10 Jul 2017, 09:45
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I added support for the basic font format in my font editor. It can both read and write them.

The full header:

CODICE
00 String    "FNT:"
04 Dword     File size
08 Byte      Width of the font
09 Byte      Height of the font
0A Byte      Start symbol (normally 0x20; the space character)
0B Byte      Number of symbols


I have no idea about the DRAGON.FNT file, though... I've never really looked into compression or encryption stuff. It seems DRAGON.FNT, HOC.FNT and CHINA.FNT are 100% identical, though.

However, the compressed/encrypted format seems to have a byte FF between the file size and the dimensions, and another unknown byte between the dimensions and the start symbol. If the system reading these files actually recognises that different format from that 0xFF byte... have you tried to just replace DRAGON.FNT with 6x6.FNT, and see if it reads it?

If that works, you can always reconstruct any compressed fonts from screenshots, and recreate them as uncompressed fonts with my font editor.


Now, on the 'compressed' format...

The header:

CODICE
00 String    "FNT:"
04 Dword     File size
08 Byte      0xFF to indicate different format
09 Byte      Width of the font
0A Byte      Height of the font
0B Byte      Unknown (0x05 in DRAGON.FNT, 0x07 in CHINESE.FNT)
0A Byte      Start symbol (CHINESE.FNT actually starts from 0)
0B Byte      Number of symbols


The unknown byte at offset 0x0B might be important for interpreting the rest of the data. And while some people have said the data doesn't look "compressed", I did notice that in both of the fonts of this format I got, the data following the header is not long enough for the amount of characters when read like the normal format. So it is definitely at least a bit compressed.

Also note that CHINESE.FNT has dimensions of 9x10, which means the width of the font can exceed 1 byte.

Another note: the data at the start of these fonts (after offset 0B) looks like some kind of table, roughly twice the size of the amount of characters. You can see it contains an unusually large amount of 00 bytes and repeating structures, compared to the more compact part following it. That may be worth looking into. Though, the repeating bytes 0x40 can also point at some kind of LZ compression, I guess...

Font editor:
http://nyerguds.arsaneus-design.com/projec...Editor/release/
Dynamix font supported from v1.8.0 blush.gif

Messaggio modificato da Nyerguds il 10 Jul 2017, 10:36


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TheRuler
messaggio10 Jul 2017, 18:14
Messaggio #61



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Your editor does work, thanks!
I already did what you suggested about using uncompressed 6x6.fnt in place of the dragon and p6x6 fonts but, although it works, it can't be used. The spacing between characters is fixed (6x6 grid) whereas in the dragon/p6x6 is not.

It seems the width of the characters is variable in the p6x6/dragon font, as you can see in the following example:
p6x6.fnt - 6x6.fnt
File Allegato  vidphone_p6x6.jpg ( 260.08k ) Numero di download: 7
File Allegato  vidphone_m6x6.jpg ( 258.72k ) Numero di download: 8

There is always a single pixel between the end of a letter and the beginning of the following.

I think all other fonts (the uncompressed ones) are there but not used by the engine. Only p6x6.fnt and dragon.font (same for specific names of China and Willy) are used. I don't know much about font formats but I suspect they compressed the file cause they put width and height info at the beginning of each character or at least a flag that identify a grid change. That would explain that 0xFF and the first picture.


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Nyerguds
messaggio11 Jul 2017, 08:32
Messaggio #62



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So that means the second format has individual character sizes. That is interesting information, because that requires either streaming reading, where each character block has a header and then its data, or a general index of all characters at the start of the file, with the dimensions and the location. Well, or some combination of the two. I've encountered a lot of odd ways in the different fonts I've reverse engineered :P

Oh, please use Ctrl+F5 to take PNG screenshots in DOSBox; then I can actually analyse the pixels in the result...

Messaggio modificato da Nyerguds il 11 Jul 2017, 08:42


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TheRuler
messaggio11 Jul 2017, 11:02
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Here you are.
Files allegati
File Allegato  dragon_005.png ( 21.28k ) Numero di download: 0
File Allegato  dragon_006.png ( 21.28k ) Numero di download: 0
 


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Nyerguds
messaggio11 Jul 2017, 13:01
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Hmmm. Did you guys see this?

https://code.google.com/archive/p/scummvm-dgds/

There seems to be something in that code about the compression. According to this code it's just LZW. I might be able to get this working.

Unfortunately, that's only the decompress method, and it's in C++, not in C#...

Messaggio modificato da Nyerguds il 11 Jul 2017, 13:28


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Nyerguds
messaggio11 Jul 2017, 14:29
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I can't seem to edit my post for some reason, so I guess I'll add one...

The header contains a compression method byte. I'm going to try experimenting if I can maybe load the file with the decompression method from the ScummVM code, and save it in the complex format, but uncompressed. With some luck, the game will accept it without compression if I put that compression method byte to 0.

Messaggio modificato da Nyerguds il 11 Jul 2017, 14:30


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TheRuler
messaggio11 Jul 2017, 15:38
Messaggio #66



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CITAZIONE (Nyerguds @ 11 Jul 2017, 15:29) *
I can't seem to edit my post for some reason, so I guess I'll add one...

Sorry about that. That's a countermeasure against some funny users we had that used to rape the threads deleting their own posts...
You can fully edit your posts only within a given time. Ten minutes iirc.

Anyway, we followed that scummvm implementation engine project til got, unfortunately, discontinued. It gave us some very useful information but the sourcecode is in very early stage and is of little use to us.
Happy if it helps you find some stuff to implement into your editor. Useless to say that this would make us happy too! ;-)
Game engine reads game files from volume.00x containers according to volume.vga, where the file table is stored.
We've used a tool found on VOGONS used to dump midis from the volume that does indeed work for the other files also. Have a look to this post.
I noticed that some files in the volume.00x are compressed, other not. I managed to force .FNT decompression into source code but no luck: the "uncompressed" result font file was about 6MB for DRAGON/p6x6.fnt and 4KB for the others (filled with 0x00, thus no real information). So I suspect that is not the same LZW compression used for the other files (.sds for example), may be a dialect or a completely different kind of compression.


We're also studying how graphic works, cause we have to translate some small "burned-in" graphic text. If you have spare time, please let us know!

Cheers.


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Nyerguds
messaggio11 Jul 2017, 22:00
Messaggio #67



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The scummvm source specifically shows which part to unpack, and how much space the result should be, though. In fact the characters index from that piece unpacked perfectly (not very useful; all addresses were just 8 bytes apart), and I recognized some characters in the unpacked font data, but a lot of it was messed up.

Thanks for the links, I'll see if these implementations help me more.


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Nyerguds
messaggio12 Jul 2017, 08:46
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The midi dump decompression method works! I can open the compressed font files! biggrin2a.gif

The ScummMV load method was also too primitive; it didn't take into account that some symbols could exceed 8 pixel width, and thus needed to be read from a two byte width. This is actually variable per symbol.

Now I just need to make the save logic. If I can't figure out the compression writing, I can still just save it as uncompressed.

Messaggio modificato da Nyerguds il 12 Jul 2017, 08:48
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File Allegato  chinese_success.png ( 28.28k ) Numero di download: 15
 


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Nyerguds
messaggio12 Jul 2017, 11:13
Messaggio #69



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Okay, the font loading and saving for v2 is implemented.

This is the full header of the new format: (I know more now, and I messed up the index bytes in my previous post)

CODE
00 String    "FNT:"
04 Dword     File size
08 Byte      0xFF to indicate new format
09 Byte      Width of the font
0A Byte      Height of the font
0B Byte      Indicated as "line height" in the ScummVM code
0C Byte      Start symbol
0D Byte      Number of symbols
0E Word      Font data size
10 Byte      Compression method
11 DWord     Uncompressed size (identical to font data size)


Some notes:
  • The "line height" seems to be the amount of pixels to go down to find the "base line" of the font. My editor has no real support for this, so the save logic just goes over all symbols and finds the most commonly used lowest pixel height for all images (ignoring empty symbols). This matches what is set in both CHINESE.FNT and DRAGON.FNT so it seems like a good method.
  • The save function in the editor currently does not support compression. I have no idea how to test edited files in this game, so you people will have to do that. It's possible it won't need the "uncompressed size" dword. So if it fails, I suggest testing with those 4 bytes cut out.
  • Strangely, the file CHINESE.FNT from Heart of China is filled with 1-pixel wide symbols, both before and behind the actual used symbols. When I removed those, the new saved file was actually smaller than the original compressed one biggrin.gif (if you do this, do make sure not to remove the space character at index 32, lol)


Anyway... here's v1.9:
http://nyerguds.arsaneus-design.com/projec...Editor/release/

Messaggio modificato da Nyerguds il 8 Nov 2017, 11:07


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Nyerguds
messaggio12 Jul 2017, 13:09
Messaggio #70



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I implemented the compression type 1; RLE. It's a pretty simple process where ranges of repeating bytes are replaced by two bytes; one saying how many times to repeat, and then the byte itself, and ranges of non-repeating bytes are copied but prefixed by a byte telling how many to copy. Both types are restricted to 127 elements since the highest bit in the count-byte indicates whether it's a repeat or a copy operation. Since at least every 127 bytes such a command byte will be added, data that doesn't have many repeating ranges of bytes may end up larger when processed with this. My code has a sanity check on that, of course; if the compression result is too large it reverts to uncompressed ;)

There don't seem to be any fonts in the game that use RLE, but since other types support it, it might be worth testing whether it actually accepts RLE-compressed fonts, since they do make it all a lot smaller than pure uncompressed.

There's no real way of choosing the compression, though, so to test uncompressed fonts, save a v2 Dynamix font with v1.9.0. To test RLE compressed, use v1.9.1.

http://nyerguds.arsaneus-design.com/projec...Editor/release/

Messaggio modificato da Nyerguds il 12 Jul 2017, 13:18


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TheRuler
messaggio12 Jul 2017, 14:26
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GREAT! I will try these later


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Nyerguds
messaggio12 Jul 2017, 17:37
Messaggio #72



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Whoops, seems I forgot to actually update the program's version number in 1.9.1. Fixed biggrin.gif

Messaggio modificato da Nyerguds il 12 Jul 2017, 17:37


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Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 
TheRuler
messaggio12 Jul 2017, 18:21
Messaggio #73



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Hi Nyerguds! I am happy to inform you that both version of your tool (1.9.0 and 1.9.1) produce a fully compatible and readable font for all three Dynamix adventure games, Dragon, China and Willy!
I tryed to add italian accented characters before the space symbol (0x20) and it works. We can actually use free space 0x00-0x1F instead of overwrite existing ones, since the engine is able to handle more than 96 symbols.

I would stick with the uncompressed save (1.9.0), to my taste. Or at least, as you already added the code, make it optional.

You did a great job! Thank you very much!


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Nyerguds
messaggio12 Jul 2017, 18:48
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I'm glad I could help you with this problem!

I'm just going to leave it in, though. I mean, I wrote code for it, and it actually makes it smaller, so why not? biggrin.gif

It's not like it really matters; you got an editor now, and it's even open source. And hey, unless I find and fix some really horrible bugs, you can always just use 1.9.0 if it bothers you. (Or remove some lines and recompile the project teach.gif)

The program architecture doesn't really allow any kind of specific settings per font type, but I might put an option in the settings to disable all optional compression, though.

Messaggio modificato da Nyerguds il 12 Jul 2017, 19:12


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Nyerguds
messaggio12 Jul 2017, 20:35
Messaggio #75



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Now I'm thinking about compression, I wonder if the game would mind if I do a silly little optimization in this that the Westwood Studios fonts have - namely, if multiple symbols are the same, to only save one of them, and make the index refer to that same location multiple times biggrin.gif

The brilliant thing about this optimization is that it probably works even if the programmers never thought of it. After all, the game just reads the offset at which the data starts; it doesn't care if it has already read from that place before.

Westwood mostly needed that to remove the 0-31 range, though. These fonts don't actually need that, since they define a start character and can just skip all that. I don't think any of these fonts have duplicates. Well, except all the dummy 1-wide characters in the Chinese font...

Anyway, I'm getting off topic, lol.

I might look into the graphics formats later - I got a tool I originally made for Nintendo '64 Command & Conquer formats that already supports an interesting range of various paletted and non-paletted game graphic formats. Now I got C# code for these decompression methods, I might be able to add some more. Feel free to give me any data you already got on these formats.

Messaggio modificato da Nyerguds il 12 Jul 2017, 20:51


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Command & Conquer Gold v1.06 - Upgrading C&C95, byte by byte...
 

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Versione Lo-Fi Oggi è il: 18th October 2019 - 17:04