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3 Commits
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006d24b29a |
game: Support korean in Jak 2 and Jak 3 (#3988)
Resolves #3075 TODO before merge: - [x] Properly draw non-korean strings while in korean mode (language selection) - [x] Check jak 3 - [x] Translation scaffolding (allow korean characters, add to Crowdin, fix japanese locale, etc) - [x] Check translation of text lines - [x] Check translation of subtitle lines - [x] Cleanup PR / some performance optimization (it's take a bit too long to build the text and it shouldn't since the information is in a giant lookup table) - [x] Wait until release is cut I confirmed the font textures are identical between Jak 2 and Jak 3, so thank god for that. Some examples of converting the korean encoding to utf-8. These show off all scenarios, pure korean / korean with ascii and japanese / korean with replacements (flags): <img width="316" height="611" alt="Screenshot 2025-07-26 191511" src="https://github.com/user-attachments/assets/614383ba-8049-4bf4-937e-24ad3e605d41" /> <img width="254" height="220" alt="Screenshot 2025-07-26 191529" src="https://github.com/user-attachments/assets/1f6e5a6c-8527-4f98-a988-925ec66e437d" /> And it working in game. `Input Options` is a custom not-yet-translated string. It now shows up properly instead of a disgusting block of glyphs, and all the original strings are hopefully the same semantically!: <img width="550" height="493" alt="Screenshot 2025-07-26 202838" src="https://github.com/user-attachments/assets/9ebdf6c0-f5a3-4a30-84a1-e5840809a1a2" /> Quite the challenge. The crux of the problem is -- Naughty Dog came up with their own encoding for representing korean syllable blocks, and that source information is lost so it has to be reverse engineered. Instead of trying to figure out their encoding from the text -- I went at it from the angle of just "how do i draw every single korean character using their glyph set". One might think this is way too time consuming but it's important to remember: - Korean letters are designed to be composable from a relatively small number of glyphs (more on this later) - Someone at naughty dog did basically this exact process - There is no other way! While there are loose patterns, there isn't an overarching rhyme or reason, they just picked the right glyph for the writing context (more on this later). And there are even situations where there IS NO good looking glyph, or the one ND chose looks awful and unreadable (we could technically fix this by adjusting the positioning of the glyphs but....no more)! Information on their encoding that gets passed to `convert-korean-text`: - It's a raw stream of bytes - It can contain normal font letters - Every syllable block begins with: `0x04 <num_glyphs> <...the glyph bytes...>` - DO NOT confuse `num_glyphs` with num jamo, because some glyphs can have multiple jamo! - Every section of normal text starts with `0x03`. For example a space would be `0x03 0x20` - There are a very select few number of jamo glyphs on a secondary texture page, these glyph bytes are preceeded with a `0x05`. These jamo are a variant of some of the final vowels, moving them as low down as possible. Crash course on korean writing: - Nice resource as this is basically what we are doing - https://glyphsapp.com/learn/creating-a-hangeul-font - Korean syllable blocks have either 2 or 3 jamo. Jamo are basically letters and are the individual pieces that make up the syllable blocks. - The jamo are split up into "initial", "medial" and "final" categories. Within the "medial" category there are obvious visual variants: - Horizontal - Vertical - Combination (horizontal + a vertical) - These jamo are laid out in 6 main pre-defined "orientations": - initial + vertical medial - initial + horizontal medial - initial + combination - initial + vertical medial + final - initial + horizontal medial + final - initial + combination + final - Sometimes, for stylistic reasons, jamo will be written in different ways (ie. if there is nothing below a vertical vowel will be extended). - Annoying, and ND's glyph set supports this stylistic choice! - There are some combination of jamo that are never used, and some that are only used for a single word in the entire language! With all that in mind, my basic process was: - Scan the game's entire corpus of korean text, that includes subtitles. It's very easy to look at the font texture's glyphs and assign them to their respective jamo - This let me construct a mapping and see which glyphs were used under which context - I then shoved this information into a 2-D matrix in excel, and created an in-game tool to check every single jamo permutation to fill in the gaps / change them if naughty dogs was bad. Most of the time, ND's encoding was fine. - https://docs.google.com/spreadsheets/d/e/2PACX-1vTtyMeb5-mL5rXseS9YllVj32BGCISOGZFic6nkRV5Er5aLZ9CLq1Hj_rTY7pRCn-wrQDH1rvTqUHwB/pubhtml?gid=886895534&single=true anything in red is an addition / modification on my part. - This was the most lengthy part but not as long as you may think, you can do a lot of pruning. For example if you are checking a 3-jamo variant (the ones with the most permutations) and you've verified that the medial jamo is as far up vertically as it can be, and you are using the lowest final jamo that are available -- there is nothing to check or improve -- for better or worse! So those end up being the permutations between the initial and medial instead of a three-way permutation nightmare. - Also, while it is a 2d matrix, there's a lot of pruning even within that. For example, for the first 3 orientations, you dont have to care about final vowels at all. - At the end, I'm left with a lookup table that I can use the encode the best looking korean syllable blocks possible given the context of the jamo combination. |
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395c98db19 |
[goalc] Cleaned up speedups (#3066)
Started at 349,880,038 allocations and 42s - Switched to making `Symbol` in GOOS be a "fixed type", just a wrapper around a `const char*` pointing to the string in the symbol table. This is a step toward making a lot of things better, but by itself not a huge improvement. Some things may be worse due to more temp `std::string` allocations, but one day all these can be removed. On linux it saved allocations (347,685,429), and saved a second or two (41 s). - cache `#t` and `#f` in interpreter, better lookup for special forms/builtins (hashtable of pointers instead of strings, vector for the small special form list). Dropped time to 38s. - special-case in quasiquote when splicing is the last thing in a list. Allocation dropped to 340,603,082 - custom hash table for environment lookups (lexical vars). Dropped to 36s and 314,637,194 - less allocation in `read_list` 311,613,616. Time about the same. - `let` and `let*` in Interpreter.cpp 191,988,083, time down to 28s. |
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c87db7e670 |
i18n: subtitle code cleanup and update new subtitle JSON files to be compatible with Crowdin (#2802)
The main thing that was done here was to slightly modify the new subtitle-v2 JSON schema to be more similar to the existing one so that it can properly be used in Crowdin. Draft while I double-check the diff myself Along the way the following was also done (among other things): - got rid of as much duplication as was feasible in the serialization and editor code - separated the text serialization code from the subtitle code for better organization - simplified "base language" in the editor. The new subtitle format has built-in support for defining a base language so the editor doesn't have to be used as a crutch. Also, cutscenes only defined in the base come first in the list now as that is generally the order you'd work from (what you havn't done first) - got rid of the GOAL subtitle format code completely - switched jak 2 text translations to the JSON format as well - found a few mistakes in the jak 1 subtitle metadata files - added a couple minor features to the editor - consolidate and removed complexity, ie. recently all jak 1 hints were forced to the `named` type, so I got rid of the two types as there isn't a need anymore. - removed subtitle editor groups for jak 1, the only reason they existed was so when the GOAL file was manually written out they were somewhat organized, the editor has a decent filter control, there's no need for them. - removed the GOAL -> JSON python script helper, it's been a month or so and no one has come forward with existing translations that they need help with migrating. If they do need it, the script will be in the git history. I did some reasonably through testing in Jak1/Jak 2 and everything seemed to work. But more testing is always a good idea. --------- Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com> |