18 KiB
DEVLOG
Working log for the The I of the Dragon localization / HD project. Newest entries on top.
2026-09-20 — Accepted fixes and next-step plan
- User confirmed the tutorial prompt and option-title follow-up in game.
- Pushed fix commit
253cc47tocodex/fix-cjk-tooltip-layouton Gitea. - Added a prioritized implementation plan: tutorial display-text translation, an eight-texture 2x pilot, then validated 20–50 texture batches and chapter-by- chapter mission translation. The next-stage work is planned, not implemented.
- Plan:
docs/superpowers/plans/2026-09-20-high-impact-simple-first.md.
2026-09-20 — Center option titles and shorten tutorial exit prompt
- User confirmed the HUD tooltip fix in game.
- Original tutorial text was
\aOK - quit, Cancel - continue tutorial.; replaced the verbose literal Chinese translation with\a退出教程?. - Audio, game, video and controls titles all used fixed left x=620 before resolution scaling. Their panel/button center is reference x=640. At 1280px, the 24px Chinese controls title was consequently 20px left of the Bind button center. Title-only draw wrappers now measure actual text width and subtract half from the transformed x=640 anchor, after screen scaling.
test_cjk_titles.pyexecutes all four original title call sites with three text widths plus 1280/1920 screen-width cases. Both title tests and all 14 tooltip/layout tests pass. Game source patcher and translated Strings.dat are deployed locally; the user confirmed both fixes in game.
2026-09-20 — Fix Chinese HUD tooltip overlap
- Reproduced the reported world-map/minimap tooltip bug in the game's actual
x86 wrapped-text routine (
0x4ED380) using Unicorn. It builds a one-byte temporary string before measuring each character, so the existing DBCS metrics hook measured isolated GB2312 bytes as width/height zero. This miscentered Chinese lines and advanced the next line by only the 5px line distance, overlapping the 12px Chinese artwork. - Added pair-aware read, append, and fit caves to
tools/apply_cjk.py. GB2312 pairs now reach the measurer together, are appended/consumed together, and become complete-character wrap checkpoints. Initialized empty-line checkpoints correctly so mixed ASCII/CJK wraps retain the prior line height. A glyph wider than the available box is emitted intact rather than losing its lead byte; existing caller clipping remains responsible for box bounds. - Added
tools/test_cjk_layout.py: executes the real layout/measurement instructions and captures only the Direct3D draw boundary. Fourteen tests cover screenshot tooltip strings, shortcuts, centering, control codes, measure-only height, mixed text, whitespace, narrow boxes, and oversize glyphs. The original overlap case changes from(Chinese x=24,y=0; S x=20,y=5)to(Chinese x=12,y=0; S x=20,y=17)in a 48px box. - No atlas, translation, font-size, or mission-script changes are needed.
Original exe and patcher snapshots:
backup_game/font-layout-20260920/. Local deployed program:F:\steam\steamapps\common\The I of the Dragon\TheIOfTheDragon.exe.
Validation (requires unicorn):
python tools/test_cjk_layout.py --exe build/cjk-layout-fixed.exe -v
Progress audit: local HEAD matched Gitea ca57488 before this fix; 1884 texture
entries / 1882 preprocessed PNGs, 1397 geometry entries, and 479/496 translated
Strings.dat IDs. Mission scripts, description tables, baked text, and HD
upscaling remain separate unfinished work. Other-font CJK coverage is also
still limited as documented in patch-notes.md.
2026-09-20 — Full Strings.dat translation
- Translated the
Englishcolumn for 479 / 496 entries (the rest are pure-format strings, empty/whitespace values, the tutorial texture path, and a few odd key labels). tools/check_translations.pyverifies the printf specifier sequence (%s/%d/%i/%%) matches the English source exactly (0 mismatches) and that every value GB2312-encodes.tools/dump_all_strings.pydumps the source table tobuild/strings_en.json.
Known layout caveats (engine UI is tuned for the small Latin pixel font)
- Some engine UI positions tab/button labels against a box sized for English, so short Chinese labels can look left/right-aligned; a couple of centred dialogs jitter while a teletype reveal is running.
- In-game HUD button labels wrap and can overlap the shortcut hint because the boxes are small; to revisit via a smaller CJK cell/advance if needed.
2026-09-20 — Chinese in the main menu (first playable)
- Built
tools/build_cjk.py: renders the full GB2312 set (7445 double-byte codes) as 12x12 glyphs with simsun (crisp/binary, matching the game's pixel font) into a 2048x1024 TGA. The original 256x128 ASCII artwork is copied to (0,0), so all existingFonts.datrects keep working unchanged (verified byte-identical). Also emitscjk_glyph.bin/cjk_metric.bin. Advance/height = 12 (the UI font cap height is ~11-12px), drawn 1px up to fit the cell. tools/cn_strings.py+tools/make_cn_strings.py: translate theEnglishcolumn ofStrings.datto GB2312 (46 entries; escape-aware so\"%s\"formats survive).tools/install_cjk.py: one-shot deploy/restore (backs up exe/res/strings; rebuildsTextures.reswith the new atlas, drops the loose atlas, patches the exe and the strings).- Result: the main menu renders Chinese — 开始新游戏 / 载入游戏 / 选项 / 教程 / 制作人员 / 退出 / 载入上次存档:"…" — confirmed by the user on screen.
Fixed a byte-order bug in the metrics cave
The draw cave decoded the code as (first<<8)|second, but the metrics cave used
movzx eax,al; mov ah,[ebx+1] which produced (second<<8)|first. Every CJK width measured as 0,
so centred labels (the "Start New Game" button) were flushed right. Fixed to
movzx eax,al; shl eax,8; mov al,[ebx+1]. Centring is now correct.
Notes / next
- The menu button labels are dynamic (
Strings.dat) — the earlier suspicion of baked button images was wrong; the layer confusion came from the animated particle background. - Remaining UI text that is baked into textures (credits, tutorial pics) still needs redrawing.
- Next: translate the rest of
Strings.dat, scripts and*Description.dat; then HD textures.
2026-09-20 — Double-byte font patch proven
- Reverse-engineered the whole text pipeline (see
patch-notes.md). - Built
tools/add_section.py(PE section injection) and verified the patched exe still runs. - Built
tools/apply_cjk.py: assembles two code caves with keystone, adds a.cjksection, hooks the draw loop (0x4EACB0) and the metrics loop (0x4E8026). - Verified on screen: a GB2312-coded string
0xC1FA(龙) in a menu label rendered a 16x16 glyph at the mapped atlas position (green control test). Double-byte decode + render works. - Game files restored afterwards (exe SHA1
9EDB9B99...,Textures.resbyte-identical).
Next
- Big atlas (2048x2048): ASCII glyphs (copied) + CJK glyphs; re-point
Fonts.datTexture+ ASCII rects. - Generator for
cjk_glyph/cjk_metrictables from a chosen charset. - Convert
Strings.dat, scripts, and*Description.datdisplay text to GB2312. - Redraw baked-in text textures (menu buttons, credits, tutorial).
- Package: patched exe + atlas + data files.
2026-09-20 — HD texture preprocessing
- Cracked the
.resarchive format and builtres_unpack.py/res_repack.py(byte-identical round-trip once 16-byte alignment was found). - Extracted
Textures.res(1884) andGeometry.res(1397). - Built
preprocess.py(TGA/DDS→PNG, classification) andmake_plan.py. - Result: 63.6 Mpix, 1882 PNG, 0 failures. Plan: 1195 upscale / 499 tiling / 182 review / 8 skip (6 font atlases + 2 non-textures).
2026-09-20 — Cracking the .dat obfuscation
Fonts.dat/UnitDescription.dat/AIDescription.datdecoded:b"==" + XOR(plaintext, "GBDFYTNE"); key at0x620D18, decoder at0x4AE1D0.Fonts.datparsed: 4 font blocks, per-char atlas rects; parser keeps only the first byte ofCode(0x4EC168), so the stock engine is single-byte.
2026-09-20 — Initial findings
- Engine has a data-driven multi-language system: per-language folders for scripts/speech/video/UI
textures and language columns in
Strings.dat. - Text is externalized:
Strings.dat(499 entries, plain) and plain-text scripts. - First font test: replaced the
eglyph inShrift_gb_Germany.TGAand confirmed the atlas override works in game (rendered 龙 whereewas). - Investigated the "pirate build": PROPHET 2009 Topware release, languages EN/DE/PL/CZ/HU, no Chinese; its exe is identical to the Steam exe (no engine patch), so the Chinese build the user remembers was a different repack (not recoverable from it).
Decisions
- Do the localization ourselves (route B): patch the engine for double-byte text, build our own font atlas, translate only display text (never Ids / event names / unit types) to avoid trigger bugs.
- Keep the repository text-only; regenerate binaries from scripts (see
.gitignore).
2026-09-20 — Tutorial Chinese trial, batch 1
- Branch:
codex/tutorial-step1. Translate only introduction, camera rotation, camera centering and zoom: 9 mappings replace 12 of 55 direct display literals. Flight and later stages remain unchanged. - Added
tools/script_text.py, a byte-span scanner restricted to directDisplayMessage/SetMissionDescriptionstring arguments; preserves controls, printf parameters and all non-display bytes. JSON contains decoded strings; translated output uses GB2312. - Added 14 scanner tests and
tools/verify_tutorial_step1.pyfor the pinned source, changed-span coverage and full-byte baseline/rollback checks. All 14 scanner + 16 existing font regression tests pass. - Original SHA256:
bd959758223b976ffac35b4ef7d94661f62060c1134316eddb559772d544e02c. Translated SHA256:c0e9d1d0fe2e8f3eb656907e5c2e1c44222614b8ecdb6e2ef148ccf897ed40e0. - Original backup:
E:/DragonHD/backup_game/tutorial-step1-20260920/Tutorial.dsc; build:E:/DragonHD/build/tutorial-step1/Tutorial.dsc. Deployed to the Steam English script directory after checking the game was stopped and the original hash still matched. Re-read deployed file and passed the same byte-span verification. - Git Bash rollback script was executed on a separate translated copy; restored bytes/hash match the original exactly. The deployed tutorial and deliverable remain translated.
- In-game acceptance PENDING: start a fresh tutorial, read intro, rotate camera, press numpad 5, zoom with wheel, and check each next-step trigger. Then translate flight in the next small batch. No claim yet about native script loading or rendered layout.
2026-09-20 — Intro paragraph layout correction
- User confirmed the subsequent tutorial pages work; opening screenshot showed orphan comma and inconsistent alignment. Engine replay at width 400 reproduced the first-line 15px indent from
\f, unindented wrapped continuation, and centered final paragraph from\a. - Replaced only intro message/mission paragraphs (literal indexes 1 and 2 relative to the previous trial) with concise text and
\bleft alignment. Added explicit--allow-alignment-changesbuild opt-in; default control validation remains strict, opt-in still preserves control order/count and newlines. - New regression failed on original mapping (x=15, expected 0), then passed at widths 360/400/480. All 32 tests pass. All other script bytes unchanged relative to previous Chinese trial.
- Built and deployed after process and source-hash checks. SHA256:
15a7a24a236d01af4f5f3bcc89901dac5ab0211ed51357dfda5ef78d0026c423. Backup of previous trial:E:/DragonHD/backup_game/tutorial-intro-layout-20260920/Tutorial.dsc. Rollback executed on separate copy and restored previous hash. - Rebuild:
python tools/script_text.py --source E:/DragonHD/backup_game/tutorial-step1-20260920/Tutorial.dsc --mapping tools/tutorial_cn.json --out E:/DragonHD/build/tutorial-intro-layout/Tutorial.dsc --allow-alignment-changes. - Opening page visual recheck pending. Later pages retained exactly as user-tested.
2026-09-20 — Correct opening page to centered alignment
- User rejected left alignment. The prior fix interpreted the visual preference incorrectly. Changed all four intro paragraphs to centered alignment, preserving the concise text and all later pages.
- Exactly eight escape bytes changed (
\bto\a) across the intro message and repeated mission description. - Center-coordinate test first failed on prior left-aligned mapping (0 != 66). New mapping passes at widths 360/400/480 using engine font metrics including 5px spaces. All 32 tests pass; rollback restores the previous copy exactly.
- User exited game; deployed centered file and reread/verified it. SHA256:
941fb4899d37304a304a985743c18cfd4b7dfed7613d831f8359c4d6b6972d6d. Visual acceptance pending.
2026-09-20 — Chinese full-stop baseline correction
- Inspected live 12px SimSun atlas: U+3002 ink bounding box
(2,5,6,9)in a 12x12 cell leaves three empty rows below, reproducing the user's raised punctuation. - Anchored only U+3002 to the cell bottom: bbox
(2,8,6,12), same eight pixels and shape. All other atlas pixels and bytes remain identical. Updated builder to retain this placement on future generation;fix_full_stop.pypatches existing TGA without rebuilding other glyphs. - Prepared matching loose atlas and in-place same-size
Textures.resentry; bytes before and after that entry remain identical. No executable, metrics, UV table, script, or other punctuation changes. - 34 tests pass. Checked original/fixed glyph bounds and exact shape preservation; rollback of both files tested against backups in an isolated directory. Comparison PNG uses actual atlas pixels enlarged 8x.
- Backup:
E:/DragonHD/backup_game/full-stop-20260920. User explicitly authorized terminating the running game for installation. Real in-game appearance pending.
2026-09-20 — Flight tutorial trial
- User accepted full-stop correction. Continued with flight only: title, message and mission description (literal indexes 12–14). Two concise centered paragraphs retain mouse destination, altitude globe and keyboard movement instructions.
- All other text and non-display bytes preserved; the original movement threshold (>15 units along either horizontal axis within the timed loop) and next-button gating remain unchanged. Flight height/attack are next batches.
- 35 tests pass, including engine layout at widths 360/400/480; original/modified byte verification and rollback passed. Backup:
E:/DragonHD/backup_game/tutorial-flight-20260920/Tutorial.dsc. - Game stopped using user's prior termination authorization; deployed file reread and matched output. SHA256:
a41caad224f748222489f8d062526ae663bb04201c593f59d6af02d69a74f604. - In-game acceptance pending: enter Flight after Zoom, use left click or arrow keys to move some distance, then check Continue Tutorial becomes available and Flight height starts.
2026-09-20 — Complete tutorial translation
- User accepted flight and requested all remaining tutorial stages. All 57 display literals are now translated through 42 unique mappings, including flight height, attack, charge/retry prompts, breath, eating, spell charging/casting, inactive spells, speed/pause and completion. Earlier 15 accepted literals remain byte-identical.
- Stock casting instructions contain two unescaped
"F"segments. Added tightly scoped recognition of these specific display arguments; generic expressions remain excluded. Numeric prose0% isno longer falsely matches printf% i; actual placeholders remain protected by regression tests. - Verified all translated glyphs exist in the GB2312 font metadata. New pages use centered paragraphs. Engine replay at widths 360/400/480 checks line positions, punctuation, height (<=140px). Fixed three punctuation wrap cases while wording.
- All 39 tests pass. Byte-span verification confirms every non-display byte is unchanged from the original; controls and printf parameters validated. Original event names, key bindings, thresholds, paths and waits are preserved.
- Backup:
E:/DragonHD/backup_game/tutorial-complete-20260920/Tutorial.dsc. Rollback to the accepted five-group version tested on an isolated copy. Deployed after stopping the game under existing authorization; installed bytes reread and match output. SHA256:720b7fce23b80405d6c8af2a1302ed95c085a072d8c8ecbae49b9db2cb32b8e3. - Rebuild:
python tools/script_text.py --source E:/DragonHD/backup_game/tutorial-step1-20260920/Tutorial.dsc --mapping tools/tutorial_cn.json --out E:/DragonHD/build/tutorial-complete/Tutorial.dsc --allow-alignment-changes. - Remaining acceptance: native playthrough from height through completion. Automated layout and byte checks do not prove the full gameplay chain; user has verified the earlier five groups and punctuation fix.
2026-09-20 — Final acceptance and Gitea handoff
- User confirmed the complete tutorial has no issues and requested repository organization/push. This supersedes pending acceptance notes in the historical trial entries above.
- Re-ran all 39 targeted tests: pass. Re-verified the installed tutorial: all 57 display literals translated and all other bytes unchanged.
- Added
docs/tutorial-localization.mdwith final scope, hashes, build/test instructions, restoration procedure and font-update caveats. README now links the accepted deliverable and tools. - Complete tutorial, font punctuation and prior layout fixes are on
codex/tutorial-step1; no generated game binaries/assets are included. Subsequent main-mission translation and HD batches have not started.