Ramble about the broken font sizes
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src/Draw.cpp
17
src/Draw.cpp
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@ -817,6 +817,23 @@ void InitTextObject(const char *name)
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// Get font size
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// Get font size
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unsigned int width, height;
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unsigned int width, height;
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// Let me tell you why these font sizes are unfortunate...
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// 6x12 is a good font size - fonts use high-quality bitmaps at that
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// size, and it works with Cave Story's internal assumption that
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// characters are spaced 6 pixels apart.
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// The sad part is the 10x20 size: you might be wondering why Pixel
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// didn't use 12x24 instead. Well, that's because fonts don't use
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// bitmaps at that size - instead you get ugly low-res vector
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// renders. So, Pixel had to use 10x20 instead. But there's a
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// problem: this means the characters are spaced 5 pixels apart
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// instead. This normally isn't a problem because the game usually
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// hardcodes it, but this isn't the case when either <SAT is used, a
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// texture is regenerated, or when the game prints the name of the
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// map. This causes the font to render with incorrect spacing.
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// There's really not much of a solution to this, especially when
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// you consider that the English translation was specifically built
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// around the broken spacing.
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switch (mag)
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switch (mag)
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{
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{
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case 1:
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case 1:
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