To EEUG: I have made nice hebrew fonts, please add it to sms.elf + small bug found –
02-23-2006,12:04 PM
Many people asked me for an SMS hebrew font, so I made one (and test it
on many movies).
latin1.mtf - Hebrew font, BIG and very clear font, even on 14" TV. (Most people here have huge plasma TV now, but I am a poor college student....)
ascii.mtf - This is Mr. Worm bigger ascii font, I use it since my hebrew font is big.
What we need:
1. Please add my latin1.mtf to sms.elf, and give the option to select it in sms configuration.
2. Please add ascii.mtf, and give the option to select it in sms configuration.
You can call it "big ascii font" in the configuration. It is useful for many people
that are using big fonts (like the Russian font that I found for my girlfriend).
3. Add option to break lines in a reverse way:
ABCDEFGH ->
EFGHCD
AB
instead of
ABCDEFGH ->
ABCDEF
GH
I know I can use some util to edit the subtitles, but an SMS option is better.
4.Add an option for subtitles right alignment. this is not very important as
I can use center alignment.
ONE BUG FOUND:
This bug is not related to my font,
when some characters are used one after another with a comma (,) but without spaces
they overlap each other.
for example put this text in subtitles and watch it using default font:
T,Y (without spaces).
@rami1: ...
OK, I'll take your post into consideration (don't expect that it will happen soon). Also, it would be nice to have some hebrew .srt example to play with. The "comma" problem you are reporting is known for me (no time to fix everyting), thanks anyway...
also, the SMS source is located in SVN... the website has a tutorial on how to download everything you need and compile SMS from scratch... http://sms.psx-scene.com/eng/dev.htm
What is the best way to print some debug text on screen?
I tried to use GSFont_Render in SMS_PlayerControl, but the program freezed.
Could someone explain to me what to send as last parameter to GSFont_Render?
@rami1: well, it's not that simple . My only debug tools is "printf" (via inLink/ps2link) and my feelings . You can use 'GSFont_Render' function to draw text, but you have to understand what this function does. In fact it draws nothing. It only makes a data packet which contains drawing commands for GS (Graphics Synthesizer). This packet is stored in the buffer pointed by that "last parameter to GSFont_Render", so, it's caller responsibility to allocate this buffer (it's size can be computed using GS_TXT_PACKET_SIZE macro, and the size is expressed in doubleword units (doubleword is 64 bit)). This buffer must be submitted then to GS (using DMA transfer (or direct GIF/VIF1 fifo writes) (in former case pay attention at "CPU cache issues", so use either uncached memory addressing or flush/synchronize data cache)). During playback it's rather tricky to submit the packet directly to GIF since it is used by interrupt handlers for image transfer, so it has to be sent via Path2 (VIF1). In this case first two doublewords of aforementioned data packet must contain commands for VIF1 (refer OSD indication routines in "SMS_PlayerControl.c" for example)...