![]() Tesseract 3.02 - without success - in key places instead of "l" I got "|").Lines 2, 4, 5, 6, and 7 for a newline without a preceding to (.) kept the word on the newline unchanged.Remaining words and errors: in line 7 as a result of the unfortunate change (".) - end of paragraph) to (.) - continuation style, caused that instead of Iran we have lran.Otherwise, the word is unchanged (london, LOndon, and lran). Subsequent words and errors - not all of them - suggest that the replacement of "l" with "I" of the first letters of words takes place only after prior confirmation of the existence of the new word in the dictionary (all of them are 'Iran').As a sweetness on line 8, such a substitution gave the correct word at the beginning of the paragraph. Lines 1 and 4 - If the beginning of the paragraph should start with a capital letter and replacing lowercase letters with their uppercase equivalents makes sense, it makes sense to unconditionally replace "l" with "I" without confirming the existence of a new word in the dictionary earlier not any more.ivon.d-on_f-on.srt - OCR result without any correction. ivon_60.12.8. - character base - please set threshold = 131, source file - used to create sup - used for comparison with the OCR result, The contents of the Dictionaries directory: apart from the standard English and Polish dictionaries, I have deleted the remaining files. ![]() My program version: 3.6.4 NEXT, beta 388. In addition to the previous post, I attach a new image with a description of the imperfections of text correction after OCR after enabling the option. We posted a more extensive proof of concept video of this translation on Twitter. ![]() As mentioned in my previous post, their graphics are stored as 1bpp image data that we should be able to edit. With this, the only remaining VMU concern for this game are the minigames. The message can be scrolled faster with the A button, which may make the message unreadable due to motion blur depending on the quality of the screen. I had to carefully select the font here to ensure that the message is legible as it scrolls on the VMU screen, which has a long response time and no backlight. I settled on using a different proportional font that scales well as a pixel font to conserve font tiles. I experimented with our current in-game English font for consistency, but I was unable to make the font look presentable without antialiasing. For this proof of concept, I used Helvetica Neue Medium with no antialiasing with extra character spacing. The font and content is subject to change. This video is the hardware test for Kinematron message translation proof of concept. We already use this technique for map labels. Knowing that the characters for these messages can be changed like any other line in the script, I decided to change the line to unused font tiles and redefine those tiles to form an English message. In the script, this fallback message is stored immediately after the message for the LCD screen and is given extra formatting for the text box. Incidentally, if no VMU with a screen is connected in port A-1, a fallback copy of the same message is displayed on the TV screen. The text is read and rendered instantaneously, so the typical method of using Cheat Engine to search for a character width byte was not viable here. ![]() This function is separate from the other text functions for the main script and ignores all control codes, so using codes to manually set character width was not an option either. I traced the function that generates the image for the LCD screen, but was unable to change the character width to accommodate English text. The screen data is formed in memory using the normal in-game font, which is converted to 1-bit pixel data and stored in a buffer that is scrolled across the screen until the player dismisses it. I discovered this week that these messages are stored in the game's script as normal strings. The other major concern we had with VMU functionality throughout the game are the Mobile Kinematron messages that scroll across the screen.
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