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For SMS 1.5,What language is supported for Subtitle?
Does it support asian lang ?
@hip203: any language having 256 or less symbols in it's character set. In SMS I've hardcoded 4 codepages (see README/manual), but they can be substitued by placing font files on mc0 (see README/manual)
@hip203: yes, only SBCS. "...previos version of Sms uses font from ps2 bios...": yes, but it still used SBCS. Don't cry. Let's just think together how to implement it . Currently SMS uploads 224 font symbols (not taking first 32, which are supposed to be "control" characters) to the GS memory (4MB in total). It takes ~130KB of that memory to keep the font there. I think it's safe to use ~1MB (or even more) for the font using existing approach, so you can count how many symbols it will be. If there're dozens of thousands symbols to be displayed then a new approach should be implemented by dynamically loading font bitmaps somhow. That will require some redesign of things . I'm noob in eastern languages, sorry for that...
@EEUG : Hope one day if you have time,you can help us to take a look about double byte character .I am also a chinese one .Thanks EEUG ^.^
If SMS can support sub/idx since it is in bitmap format,i think can display subtitle irrelevant of the country .
have you tried, loading a chinesse bitmap to MTK font creator, and save them to mtf format?? how many characters do you have in chinnese and which could be the average size per character?
PS2 V10 NTSC / MI v1.82 / ULE 3.80 / SMS 1.7.5 / HDL 0.8 / 300G HDD
Originally Posted by EEUG
I found a line of code ..found on Ps2 bios doucumentation that state.....ps2 bios contain an item call FontM..that will have all the font character that u need for all languages ...Perhaps subtitle option can direct feed from font of ps2 Bios.
Description of file format for 'FONTM' from the PS2 BIOS.
The FONTM file contains a PS2 Font, in a format which allows access to individual characters without having to upload a big font bitmap. As each character is stored seperately.
The font contains over 4000 characters, of all types and languages, and non-textual characters as well.
This allows flexible use and the characters to be used any way in which the programmer wishes.
The FONTM file is packed, the depack algorithm and example code have been provided by [RO]man on the site: http://ps2dev.pgamers.com/ in the file 'unpack.zip'.
Rather than duplicate it here, grab from there.
[Quick greet to [RO]man and the good work he has done ]
This should be used to depack the file before trying to use the supplied extractor test program, or using it as reference to this document.
After hearing many people wonder about the format of these files and using them, as they quite like the fonts, I decided to write this short doc and example code.
I hope this is of some use to someone.
The fonts in the files I examined were all 4bit CLUT.
The CLUT does not seem to be included in here, and is probably elsewhere.
That does not matter too much as it seems an intensity based CLUT, so creating one will not be hard.
One thing to note, it has been pointed out that this file may not be consistent across ALL ps2 models, and may be a different format or missing on some models.
I do not have details of this, but until it is verified take this into consideration.
I've tested it on my SCPH-10000 (japanese) and SCPH-30003R (pal) machines.
It's also been tested on a SCPH-50000 (japanese) and SCPH-35001 (US).
In this doc, uint32 means: 4 bytes, A,B,C,D
value = (A) + (B<<8) + (C<<16) + (D<<24)
The file contains a basic header
4 ascii bytes 'FBJ2'
4 bytes, uint32, version
4 bytes, uint32, bitsize of file
4 bytes, uint32, baseoffset
4 bytes, uint32, num entries in the file
4 bytes, uint32, end of file position
Then follows the offset table
Each entry is 4 bytes (uint32), making up an offset.
Take this offset add this to the baseoffset from the header, this gives the absolute offset in the file.
There are 'num entries' offsets in a list.
The size of each entry can be taken from the difference between offsets, and seems to be the same for all entries in the file. So calculate difference between first and second entries, and that will give the size.
Then follows the actual data for each character
This is 4bit CLUT data.
A line of the font graphic is 13 bytes.
each byte represents two pixels, so for 0x43 pixel 1 is color 4, pixel 2 is color 3.
This means each pixel can have one of 16 values, 0x0 -> 0xf
An example of a character is given below (NOTE:this is not from the actual file, but a madeup one).
This is shown in HEX notation, as it makes it really easy to view.
The example exporter/dump program
I have included a program, which will dump out the characters from the font file to a ascii version. You can set in the code which chars to dump out, or all of them.
The ascii output is easy to view and I wanted to keep the src clean and easy to understand.
I leave it as a simple exercise for the reader to write these out as bitmaps.
Or to use the same format for similar data, and create new fonts.
Thats all folks,
My left analog stick always move to the right. Is there any way I can re-calibrate the PS2 during start up?