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 Post subject: Greek alphabet in I7?
PostPosted: Sun Apr 29, 2012 2:20 pm 
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Hi,
Is there a way to display Greek characters in I7? Ancient Greek, with all its diacritics, is a plus. Would this depend on the interpreter being used?

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PostPosted: Sun Apr 29, 2012 2:30 pm 
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Inform 7 supports Unicode (via the two built-in Unicode extensions by Graham Nelson). So its possible (see Ch. 5.11 of the Documentation). I suppose the end result does depend on whether the player has an appropriate Unicode font available and if they can make the interpreter use it.

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PostPosted: Sun Apr 29, 2012 3:00 pm 
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And whether Unicode can properly encode ancient Greek. I know there's been some wrangling about that.


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PostPosted: Sun Apr 29, 2012 3:51 pm 
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For how to display Greek characters, see "The Über-complète clavier" example in the Inform 7 documentation.


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PostPosted: Mon Apr 30, 2012 4:56 pm 
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A safer way, if it can be fitted into the game, might be to save the Greek text as a jpg or png file and display it as a figure in the game at the appropriate places.

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PostPosted: Mon Apr 30, 2012 5:12 pm 
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You must be writing for a very highly educated (and very limited) reader base.


Robert Rothman


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PostPosted: Mon Apr 30, 2012 5:14 pm 
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I think we have wider support for Unicode than for images, at the moment.

Safety would call for doing both.


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PostPosted: Mon Apr 30, 2012 7:32 pm 
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If you can represent the text with normalised unicode (ie, all diacritics must be already combined and not represented as a separate character) then you might get lucky. Check out http://curiousdannii.github.com/if/tests/unicode.z5 and see how it goes in your favourite interpreter.

But it seems not every interpreter does font substitution. Gargoyle doesn't :(. But web browsers do.

ΑΒΓΔΕΖΗΘΙΚΛΜΝΞΟΠΡ΢ΣΤΥΦΧΨΩΪΫάέήίΰαβγδεζηθικλμνξοπρςστυφχψωϊϋόύώϏϐϑϒϓϔϕϖϗϘϙϚϛϜϝϞϟϠϡϢϣϤϥϦϧϨϩϪϫϬϭϮϯϰϱϲϳϴϵ϶ϷϸϹϺϻϼϽϾϿ

Another thing to note is that you can't rely on the interpreter telling you whether it can print a character. It will tell you it can even though the font doesn't support it. If you see question marks in that unicode test then the interpreter thinks it can print the character.


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PostPosted: Mon Apr 30, 2012 9:07 pm 
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Quote:
Another thing to note is that you can't rely on the interpreter telling you whether it can print a character.


Yeah, that was a Clever Idea of mine that turned out to not work in the real world. Sorry.


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PostPosted: Tue May 01, 2012 1:47 pm 
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Well, I got Classical Greek to show up in Frotz. I just grabbed text from Little Sailingand copy pasta'd. Got all the breathing marks etc. This is actually good enough for me, but I didn't text other interpreters.

I've never really understood unicode very well.

Audience? Oh, it's just an idea to sprinkle some Greek here and there in something I was brainstorming. Although I would very much like to create a game which teaches the rudiments of Latin.

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