[coding] TomeNET needs your help to find a bug! :D

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tangar
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[coding] TomeNET needs your help to find a bug! :D

Post by tangar » Sat Jan 20, 2018 7:50 pm

Hi ho! :D

Just a few months ago I've presented my free-to-use 1-bit tileset for TomeNET (http://tomenet.eu) and not only: https://www.reddit.com/r/roguelikedev/c ... hics_font/ ... Also wanna remind, that I'll be very happy if someone would use this tileset in YAGR (yet another great roguelike) :D

This tileset works great in TomeNET and makes gameplay much more enjoyable!

But we got a trouble...

There is a bug - currently it's not possible to map characters at certain glyphs of this graphical font:
0, 2, 16-31, 129, 141, 143, 144, 157, 195

If this bug would be fixed, it would be possible to add extra _24_ symbol in this tileset (I'll update my tileset, of course!). 24 symbols would make huge difference!

Devs don't know how to fix this bug :( It's even totally unknown where to find this mistake... That's why I beg every living person who knows something about coding to help in solving this issue!

Source files for TomeNET could be found there: https://tomenet.eu/downloads.php

Topic about this problem at TomeNET forum:
https://tomenet.eu/phpBB3/viewtopic.php?f=9&t=1737

Please don't hesitate to post any assumptions and hypothesis considering this bug, lets discuss it. Any hints could be useful!
http://youtube.com/GlazGame — streams in english // http://youtube.com/StreamGuild — streams in russian

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tangar
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Re: [coding] TomeNET needs your help to find a bug! :D

Post by tangar » Wed Jan 24, 2018 9:16 pm

Investigation into the problem (video):


List of problem glyphs:

0 linked to 35 (#)
2 WORKS!

16 ┼ 253C 197
17 ◄ 25C4 17
18 ↕ 2195 18
19 ‼ 203C 19
20 ¶ 00B6 20
21 ┴ 2534 193
22 ┬ 252C 194
23 ┤ 2524 180
24 ↑ 2191 24
25 ├ 251C 195
26 → 2192 26
27 ← 2190 27
28 NULL
29 NULL
30 NULL
31 linked to 35 (#)

129 NULL
141 NULL
143 NULL
144 NULL
157 NULL
195 WORKS!

List of code page 437 table:
https://en.wikipedia.org/wiki/Code_page_437

TomeNET source could be found:
https://www.tomenet.eu/downloads.php
http://youtube.com/GlazGame — streams in english // http://youtube.com/StreamGuild — streams in russian

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tangar
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Posts: 617
Joined: Sun Aug 23, 2015 4:41 pm

Re: [coding] TomeNET needs your help to find a bug! :D

Post by tangar » Sat Feb 24, 2018 10:09 am

Guys, lets continue brainstorm!

For now we need to understand how to fix 0, 16-31 glyphs! As 1-16 works for remapping (but actually they are 'system' commands), it has to be possible to make 16-31 work too!

Currently they got this values:

0 linked to 35 (#)

16 ┼ 253C 197
17 ◄ 25C4 17
18 ↕ 2195 18
19 ‼ 203C 19
20 ¶ 00B6 20
21 ┴ 2534 193
22 ┬ 252C 194
23 ┤ 2524 180
24 ↑ 2191 24
25 ├ 251C 195
26 → 2192 26
27 ← 2190 27
28 NULL
29 NULL
30 NULL
31 linked to 35 (#)

Symbols took from https://en.wikipedia.org/wiki/Code_page_437 (but they are in wrong places)

GOGOGO! We can do it!

===
!!! We got an important update:

'Fony' (http://hukka.ncn.fi/?fony) developer Hukka noted that:
Anyway, this seems to be a bug in the game and not Fony. I've seen at least two people say that it's because "Fony relies on Unicode", but that makes no sense when it comes to bitmap fonts, and Fony only really uses Unicode to display various language translations in the user interface. Previous versions of Fony didn't even support Unicode in any way at all! Bitmap fonts have no concept of Unicode, nor does Fony when it's handling them. It's just 256 glyphs, one after another, bitmaps in a file.
Does it looks like it's not the problem of the font, but actually the problem in the TomeNET code? TomeNET source could be found: https://www.tomenet.eu/downloads.php

p.s.
Also Hukka said that soon he would create crossplatform opensource version of Fony! Great news :D
http://youtube.com/GlazGame — streams in english // http://youtube.com/StreamGuild — streams in russian

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