ca5748821c
- cn_strings.py: full GB2312 translation table; make_cn_strings.py is now escape-aware so values containing escaped-quote formats survive. - dump_all_strings.py + check_translations.py: dump the English table and verify the printf specifier sequence matches the source (0 mismatches). - Skipped: pure-format/empty strings, the tutorial texture path, ambiguous key labels. - DEVLOG notes the remaining engine-layout caveats.
99 lines
5.6 KiB
Markdown
99 lines
5.6 KiB
Markdown
# DEVLOG
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Working log for the *The I of the Dragon* localization / HD project.
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Newest entries on top.
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## 2026-09-20 — Full `Strings.dat` translation
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- Translated the `English` column for **479 / 496** entries (the rest are pure-format
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strings, empty/whitespace values, the tutorial texture *path*, and a few odd key labels).
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- `tools/check_translations.py` verifies the printf specifier sequence (`%s`/`%d`/`%i`/`%%`)
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matches the English source exactly (0 mismatches) and that every value GB2312-encodes.
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- `tools/dump_all_strings.py` dumps the source table to `build/strings_en.json`.
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### Known layout caveats (engine UI is tuned for the small Latin pixel font)
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- Some engine UI positions tab/button labels against a box sized for English, so short
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Chinese labels can look left/right-aligned; a couple of centred dialogs jitter while a
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teletype reveal is running.
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- In-game HUD button labels wrap and can overlap the shortcut hint because the boxes are
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small; to revisit via a smaller CJK cell/advance if needed.
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## 2026-09-20 — Chinese in the main menu (first playable)
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- Built `tools/build_cjk.py`: renders the full GB2312 set (7445 double-byte codes) as **12x12**
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glyphs with simsun (crisp/binary, matching the game's pixel font) into a **2048x1024** TGA.
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The original 256x128 ASCII artwork is copied to (0,0), so all existing `Fonts.dat` rects keep
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working unchanged (verified byte-identical). Also emits `cjk_glyph.bin` / `cjk_metric.bin`.
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Advance/height = 12 (the UI font cap height is ~11-12px), drawn 1px up to fit the cell.
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- `tools/cn_strings.py` + `tools/make_cn_strings.py`: translate the `English` column of
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`Strings.dat` to GB2312 (46 entries; escape-aware so `\"%s\"` formats survive).
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- `tools/install_cjk.py`: one-shot deploy/restore (backs up exe/res/strings; rebuilds `Textures.res`
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with the new atlas, drops the loose atlas, patches the exe and the strings).
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- **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 /
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载入上次存档:"…" — confirmed by the user on screen.
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### Fixed a byte-order bug in the metrics cave
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The draw cave decoded the code as `(first<<8)|second`, but the metrics cave used
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`movzx eax,al; mov ah,[ebx+1]` which produced `(second<<8)|first`. Every CJK width measured as 0,
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so centred labels (the "Start New Game" button) were flushed right. Fixed to
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`movzx eax,al; shl eax,8; mov al,[ebx+1]`. Centring is now correct.
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### Notes / next
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- The menu button labels *are* dynamic (`Strings.dat`) — the earlier suspicion of baked button
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images was wrong; the layer confusion came from the animated particle background.
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- Remaining UI text that is baked into textures (credits, tutorial pics) still needs redrawing.
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- Next: translate the rest of `Strings.dat`, scripts and `*Description.dat`; then HD textures.
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## 2026-09-20 — Double-byte font patch proven
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- Reverse-engineered the whole text pipeline (see `patch-notes.md`).
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- Built `tools/add_section.py` (PE section injection) and verified the patched exe still runs.
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- Built `tools/apply_cjk.py`: assembles two code caves with keystone, adds a `.cjk` section,
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hooks the draw loop (`0x4EACB0`) and the metrics loop (`0x4E8026`).
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- **Verified on screen**: a GB2312-coded string `0xC1FA` (龙) in a menu label rendered a 16x16
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glyph at the mapped atlas position (green control test). Double-byte decode + render works.
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- Game files restored afterwards (exe SHA1 `9EDB9B99...`, `Textures.res` byte-identical).
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### Next
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1. Big atlas (2048x2048): ASCII glyphs (copied) + CJK glyphs; re-point `Fonts.dat` `Texture` + ASCII rects.
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2. Generator for `cjk_glyph` / `cjk_metric` tables from a chosen charset.
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3. Convert `Strings.dat`, scripts, and `*Description.dat` display text to GB2312.
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4. Redraw baked-in text textures (menu buttons, credits, tutorial).
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5. Package: patched exe + atlas + data files.
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## 2026-09-20 — HD texture preprocessing
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- Cracked the `.res` archive format and built `res_unpack.py` / `res_repack.py`
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(byte-identical round-trip once 16-byte alignment was found).
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- Extracted `Textures.res` (1884) and `Geometry.res` (1397).
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- Built `preprocess.py` (TGA/DDS→PNG, classification) and `make_plan.py`.
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- Result: 63.6 Mpix, 1882 PNG, 0 failures. Plan: 1195 upscale / 499 tiling / 182 review / 8 skip
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(6 font atlases + 2 non-textures).
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## 2026-09-20 — Cracking the `.dat` obfuscation
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- `Fonts.dat` / `UnitDescription.dat` / `AIDescription.dat` decoded:
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`b"==" + XOR(plaintext, "GBDFYTNE")`; key at `0x620D18`, decoder at `0x4AE1D0`.
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- `Fonts.dat` parsed: 4 font blocks, per-char atlas rects; parser keeps only the first byte of `Code`
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(`0x4EC168`), so the stock engine is single-byte.
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## 2026-09-20 — Initial findings
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- Engine has a data-driven multi-language system: per-language folders for scripts/speech/video/UI
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textures and language columns in `Strings.dat`.
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- Text is externalized: `Strings.dat` (499 entries, plain) and plain-text scripts.
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- First font test: replaced the `e` glyph in `Shrift_gb_Germany.TGA` and confirmed the atlas override
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works in game (rendered 龙 where `e` was).
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- Investigated the "pirate build": PROPHET 2009 Topware release, languages EN/DE/PL/CZ/HU, **no
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Chinese**; its exe is identical to the Steam exe (no engine patch), so the Chinese build the user
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remembers was a different repack (not recoverable from it).
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## Decisions
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- Do the localization ourselves (route B): patch the engine for double-byte text, build our own font
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atlas, translate only display text (never Ids / event names / unit types) to avoid trigger bugs.
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- Keep the repository text-only; regenerate binaries from scripts (see `.gitignore`).
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