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Locale emulator not properly displaying japanese text
Locale emulator not properly displaying japanese text







locale emulator not properly displaying japanese text

  • Catch calls to TextOutA() and ID2D1RenderTarget::DrawText() to correctly position characters when using a proportional font (as many visual novel engines only do monospace).
  • Catch calls to CreateFontA(), CreateFontIndirectA() and IDWriteFactory::CreateTextFormat() and make them use this custom font instead.
  • Load a custom font (.ttf/.ttc/.otf) from the game's folder.
  • Note that you need to bundle LoaderDll.dll and LocaleEmulator.dll if you intend to use this feature. This is useful for games that crash on non-Japanese systems.

    locale emulator not properly displaying japanese text

  • Detect whether the user's machine is using the Japanese locale, and if not, relaunch the game using Locale Emulator.
  • VNTextProxyĪ proxy d2d1.dll that hooks into the game and helps with making it display non-Japanese text. The proxy DLL expects the file to be in the same folder as the game. You can pass a fourth argument to insertlocal and insertgdocs to specify an alternative path (which should include the file name). This approach makes it possible to have a large number of otherwise unsupported characters - enough to, say, translate a Shift JIS game to simplified Chinese.īy default, sjis_ext.bin is created inside the output folder, next to the patched game files.

    #Locale emulator not properly displaying japanese text code#

    The proxy DLL (described in the section below) will then read this file, and whenever the game renders text on screen, replace any unused code points by their corresponding original character. When patching a translation into a game file, it'll detect unsupported characters, replace them by unused Shift JIS code points (so they'll be accepted by the game), and store the mapping from the unused code point to the original character inside a separate file called "sjis_ext.bin". VNTextPatch offers a facility for solving this problem. Even in English, though, there are words such as "café" that contain such unsupported characters. Many visual novel engines use Shift JIS (more specifically Microsoft code page 932) to encode text, meaning they can't display characters not supported by this code page. You may need to adapt the tool's source code to make it use the wrapper you want. VNTextPatch can add these line breaks automatically for both monospace fonts (MonospaceWordWrapper.cs) and proportional fonts (ProportionalWordWrapper.cs). While it's sometimes possible to change their code to add this support, it's generally easier to "precalculate" the word wrapping by adding explicit line breaks in the patched game files. Most visual novel engines do not support automatic word wrapping. If you add translations for these names inside this file and run extractlocal again, the newly extracted spreadsheet will have the translated names prefilled as a convenience. Character name translationĪfter running extractlocal, VNTextPatch will populate a file called names.xml with all the character names it encountered.

    locale emulator not properly displaying japanese text

    The Google Spreadsheet API needs to be enabled for the API key/service account. If you want to use a service account, place the account's private key in a file called "google-service-account.json" next to VNTextPatch.exe.If you want to use an API key, open and paste the key in the entry called "GoogleApiKey".Both can be created and managed on the Google Cloud Dashboard. To use insertgdocs, you need either a Google API key or a Google service account. ks files have no uniform way of indicating character names in dialogue lines, so you may need to extend KirikiriScript.cs to make the tool aware of the method your specific game uses. If it contains files of another format, VNTextPatch may not be able to determine the input format to use.ĭepending on the game, some customization in the tool's source code may be needed. The input folder should only contain the original scenario files.









    Locale emulator not properly displaying japanese text