by PlayerLin » Sat May 06, 2017 9:09 am
Kinsie wrote:A while back, two of the JPCP devs (Tooooasty and Nanka Kurashiki) made
an experimental WAD that abused a custom-made smallfont and a custom LANGUAGE definition to implement what I think is a chunk of Katakana into ZDoom. The pixel-art Japanese symbols made for this could possibly be used as the start of a JP language smallfont, should the authors allow it (Go through TerminusEst13, he can handle the language barrier).
I check the wad and wow, that's
serious hacky thing I even see.
I can read its readme file...just too lazy to translate it...
Also, only Katakana characters, no hiragana(
Okurigana, the way Japanese using their language), not even Kanji(based on Chinese, also huge amount of characters too) at all, the language just too complicated for DooM engine's bitmaps-based menu/system.
I don't think any developer(s) would bother with that kind of implements...even with proper unicode chatacters > its own pixel-arts would be better, but the problem is the pixel-arts itself I guess... unless the engine can render characters with system's own font(s) or something...

[quote="Kinsie"]A while back, two of the JPCP devs (Tooooasty and Nanka Kurashiki) made [url=https://twitter.com/Toooooasty/status/797796301844856833]an experimental WAD[/url] that abused a custom-made smallfont and a custom LANGUAGE definition to implement what I think is a chunk of Katakana into ZDoom. The pixel-art Japanese symbols made for this could possibly be used as the start of a JP language smallfont, should the authors allow it (Go through TerminusEst13, he can handle the language barrier).[/quote]
I check the wad and wow, that's [i]serious[/i] hacky thing I even see. :p
[size=85]I can read its readme file...just too lazy to translate it...[/size]
Also, only Katakana characters, no hiragana([url=https://en.wikipedia.org/wiki/Okurigana]Okurigana[/url], the way Japanese using their language), not even Kanji(based on Chinese, also huge amount of characters too) at all, the language just too complicated for DooM engine's bitmaps-based menu/system.
I don't think any developer(s) would bother with that kind of implements...even with proper unicode chatacters > its own pixel-arts would be better, but the problem is the pixel-arts itself I guess... unless the engine can render characters with system's own font(s) or something... :3: