9eed020634
- build_cjk.py: 2048x1024 UI atlas (original ASCII at 0,0 + full GB2312 at 12px) and cjk_glyph/cjk_metric tables. - cn_strings.py + make_cn_strings.py: escape-aware GB2312 rewrite of Strings.dat (46 entries). - install_cjk.py: one-shot deploy/restore (exe patch, atlas loose+res, strings). - apply_cjk.py: fix metrics cave code byte order (was (second<<8)|first) so CJK width measures correctly and centred labels are no longer flushed right. - docs: DEVLOG + patch notes for the atlas and the fix.
4.7 KiB
4.7 KiB
DEVLOG
Working log for the The I of the Dragon localization / HD project. Newest entries on top.
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).