- eliminats accents en titols d'habitacions

- corregits fitxers .fnt (falta aseprite)
- corregint font_gent.py
- revisades algunes traduccions
This commit is contained in:
2026-03-29 09:48:58 +02:00
parent 754ad2de49
commit 145bab037f
32 changed files with 167 additions and 153 deletions

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@@ -105,24 +105,24 @@ columns 15
193 6 # Á 193 6 # Á
200 6 # È 200 6 # È
201 6 # É 201 6 # É
204 6 # Ì
205 6 # Í 205 6 # Í
207 6 # Ï
210 6 # Ò 210 6 # Ò
211 6 # Ó 211 6 # Ó
219 6 # Ù
218 6 # Ú 218 6 # Ú
220 6 # Ü
209 6 # Ñ 209 6 # Ñ
199 6 # Ç 199 6 # Ç
224 5 # à 224 5 # à
225 5 # á 225 5 # á
232 5 # è 232 5 # è
233 5 # é 233 5 # é
236 4 # ì
237 4 # í 237 4 # í
239 4 # ï
242 5 # ò 242 5 # ò
243 5 # ó 243 5 # ó
249 5 # ù
250 5 # ú 250 5 # ú
252 5 # ü
241 5 # ñ 241 5 # ñ
231 5 # ç 231 5 # ç
161 2 # ¡ 161 2 # ¡

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@@ -101,24 +101,24 @@ columns 15
193 6 # Á 193 6 # Á
200 7 # È 200 7 # È
201 7 # É 201 7 # É
204 6 # Ì
205 6 # Í 205 6 # Í
207 6 # Ï
210 7 # Ò 210 7 # Ò
211 7 # Ó 211 7 # Ó
217 6 # Ù
218 6 # Ú 218 6 # Ú
220 6 # Ü
209 7 # Ñ 209 7 # Ñ
199 7 # Ç 199 7 # Ç
224 6 # à 224 6 # à
225 6 # á 225 6 # á
232 7 # è 232 7 # è
233 7 # é 233 7 # é
236 6 # ì
237 6 # í 237 6 # í
239 6 # ï
242 7 # ò 242 7 # ò
243 7 # ó 243 7 # ó
249 6 # ù
250 6 # ú 250 6 # ú
252 6 # ü
241 7 # ñ 241 7 # ñ
231 7 # ç 231 7 # ç
161 2 # ¡ 161 2 # ¡

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@@ -105,24 +105,24 @@ columns 15
193 7 # Á 193 7 # Á
200 7 # È 200 7 # È
201 7 # É 201 7 # É
204 7 # Ì
205 7 # Í 205 7 # Í
207 7 # Ï
210 7 # Ò 210 7 # Ò
211 7 # Ó 211 7 # Ó
217 7 # Ù
218 7 # Ú 218 7 # Ú
220 7 # Ü
209 7 # Ñ 209 7 # Ñ
199 7 # Ç 199 7 # Ç
224 7 # à 224 7 # à
225 7 # á 225 7 # á
232 7 # è 232 7 # è
233 7 # é 233 7 # é
236 7 # ì
237 7 # í 237 7 # í
239 7 # ï
242 7 # ò 242 7 # ò
243 7 # ó 243 7 # ó
249 7 # ù
250 7 # ú 250 7 # ú
252 7 # ü
241 7 # ñ 241 7 # ñ
231 7 # ç 231 7 # ç
161 7 # ¡ 161 7 # ¡

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@@ -105,24 +105,24 @@ columns 15
193 5 # Á 193 5 # Á
200 4 # È 200 4 # È
201 4 # É 201 4 # É
204 1 # Ì
205 1 # Í 205 1 # Í
207 1 # Ï
210 5 # Ò 210 5 # Ò
211 5 # Ó 211 5 # Ó
217 5 # Ù
218 5 # Ú 218 5 # Ú
220 5 # Ü
209 5 # Ñ 209 5 # Ñ
199 5 # Ç 199 5 # Ç
224 4 # à 224 4 # à
225 4 # á 225 4 # á
232 4 # è 232 4 # è
233 4 # é 233 4 # é
236 1 # ì
237 1 # í 237 1 # í
239 1 # ï
242 4 # ò 242 4 # ò
243 4 # ó 243 4 # ó
249 4 # ù
250 4 # ú 250 4 # ú
252 4 # ü
241 4 # ñ 241 4 # ñ
231 3 # ç 231 3 # ç
161 1 # ¡ 161 1 # ¡

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@@ -2,7 +2,7 @@
# lang: ca # lang: ca
title: title:
marquee: "EI JAILERS!! ESTEM EN 2022 I ENCARA HO PETEM COM EN 1998!! QUÉ, HO HEU SENTIT O NO? ELS JAILGAMES HAN TORNAT!! SÍ, COLLONS, HAN TORNAT!! MÉS DE 10 TÍTOLS QUE EL JAILDOC TÉ A FOC LENT!! AIXÒ ÉS UNA BARBARITAT, PERÒ... QUIN EIXIRÀ PRIMER? I ATENCIÓ, QUE HI HA UN APARELLET NOU QUE VOS FARÀ VOLAR EL CAP: EL P.A.C.O.! PERÒ UN MOMENT... QUÈ ÉS AQUELLA COSETA QUE VE PER ALLÀ? OOOH, AQUELLA MINIASCII ÉS AMOR DEL BO!! LI PEGARIA UNA LLEPAETA A CADA BYTE! OSTRES! I NO VOS OBLIDEU DE PUJAR AQUELLS JAILGAMES VELLS I PANXUTS DE MS-DOS A GITHUB, QUE SI NO ES PERDRAN!! QUIN SERÀ EL PRÒXIM PROJECTE DE JAILDOC? SERÀ UN PROJECTE DE MERDA? AI MARE... NI IDEA, PERÒ ACÍ PODEU SABER-HO SI RESOLEU EL DILEMA DEL JAILDOCTOR... VOS ATREVIU O QUÈ? VAAAAA!!!" marquee: "EI JAILERS!! ESTEM EN 2022 I ENCARA HO PETEM COM EN 1998!! QUÉ, HO HEU SENTIT O NO? ELS JAILGAMES HAN TORNAT!! SÍ, COLLONS, HAN TORNAT!! MÉS DE 10 TÍTOLS QUE EL JAILDOC TÉ EN LA CUINA A FOC LENT!! MOLT LENT!! AIXÒ ÉS UNA BARBARITAT, PERÒ... QUIN EIXIRÀ PRIMER? I ATENCIÓ, QUE HI HA UN APARELLET NOU QUE VOS FARÀ VOLAR EL CAP: EL P.A.C.O.! PERÒ UN MOMENT... QUÈ ÉS AQUELLA COSETA QUE VE PER ALLÀ? OOOH, AQUELLA MINIASCII ÉS AMOR DEL BO!! LI PEGARIA UNA LLEPAETA A CADA BYTE! OSTRES! I NO VOS OBLIDEU DE PUJAR AQUELLS JAILGAMES VELLS I PANXUTS DE MS-DOS A GITHUB, QUE SI NO ES PERDRAN!! QUIN SERÀ EL PRÒXIM PROJECTE DE JAILDOC? SERÀ UN PROJECTE DE MERDA? AI MARE... NI IDEA, PERÒ ACÍ PODEU SABER-HO SI RESOLEU EL DILEMA DEL JAILDOCTOR... VOS ATREVIU O QUÈ? VAAAAA!!!"
menu: menu:
play: "1. JUGAR" play: "1. JUGAR"
keyboard: "2. REDEFINIR TECLES" keyboard: "2. REDEFINIR TECLES"

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@@ -1,7 +1,7 @@
# ROAD TO THE JAIL # ROAD TO THE JAIL
room: room:
name_en: "ROAD TO THE JAIL" name_en: "ROAD TO THE JAIL"
name_ca: "CAMÍ A LA JAIL" name_ca: "CAMI A LA JAIL"
bgColor: black bgColor: black
border: blue border: blue
tileSetFile: standard.gif tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# JUMP THROUGH # JUMP THROUGH
room: room:
name_en: "JUMP THROUGH" name_en: "JUMP THROUGH"
name_ca: "SALTA A TRAVÉS" name_ca: "SALTA A TRAVES"
bgColor: black bgColor: black
border: cyan border: cyan
tileSetFile: standard.gif tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# THE GARDEN # THE GARDEN
room: room:
name_en: "THE GARDEN" name_en: "THE GARDEN"
name_ca: "EL JARDÍ" name_ca: "EL JARDI"
bgColor: black bgColor: black
border: cyan border: cyan
tileSetFile: standard.gif tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# YOU SHALL NOT PASS # YOU SHALL NOT PASS
room: room:
name_en: "YOU SHALL NOT PASS" name_en: "YOU SHALL NOT PASS"
name_ca: "NO PASSARÀS" name_ca: "NO PASSARAS"
bgColor: bright_black bgColor: bright_black
border: black border: black
tileSetFile: standard.gif tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# QVOID IS A JAILGAME! # QVOID IS A JAILGAME!
room: room:
name_en: "QVOID IS A JAILGAME!" name_en: "QVOID IS A JAILGAME!"
name_ca: "QVOID ÉS UN JAILGAME!" name_ca: "QVOID ES UN JAILGAME!"
bgColor: blue bgColor: blue
border: bright_black border: bright_black
tileSetFile: standard.gif tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# YOU'LL BELIEVE AROUNDER CAN FLY # YOU'LL BELIEVE AROUNDER CAN FLY
room: room:
name_en: "YOU'LL BELIEVE AROUNDER CAN FLY" name_en: "YOU'LL BELIEVE AROUNDER CAN FLY"
name_ca: "CREURÀS QUE ELS AROUNDERS VOLEN" name_ca: "CREURAS QUE ELS AROUNDERS VOLEN"
bgColor: black bgColor: black
border: cyan border: cyan
tileSetFile: standard.gif tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# PREVENT THE CRISIS # PREVENT THE CRISIS
room: room:
name_en: "PREVENT THE CRISIS" name_en: "PREVENT THE CRISIS"
name_ca: "PREVÉ LA CRISI" name_ca: "EVITA LA CRISI"
bgColor: black bgColor: black
border: bright_magenta border: bright_magenta
tileSetFile: standard.gif tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# SANDWITCH AND COUNTER # SANDWITCH AND COUNTER
room: room:
name_en: "SANDWITCH AND COUNTER" name_en: "SANDWITCH AND COUNTER"
name_ca: "SANDVITX I COUNTER S." name_ca: "SANDVITX I COUNTER STRIKE"
bgColor: black bgColor: black
border: cyan border: cyan
tileSetFile: standard.gif tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# FEEL THE PRESSURE # FEEL THE PRESSURE
room: room:
name_en: "FEEL THE PRESSURE" name_en: "FEEL THE PRESSURE"
name_ca: "NOTA LA PRESSIÓ" name_ca: "NOTA LA PRESSIO"
bgColor: bright_black bgColor: bright_black
border: bright_yellow border: bright_yellow
tileSetFile: standard.gif tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# P.A.C.O. WORKSHOP # P.A.C.O. WORKSHOP
room: room:
name_en: "P.A.C.O. WORKSHOP" name_en: "P.A.C.O. WORKSHOP"
name_ca: "TALLER DE P.A.C.O." name_ca: "EL TALLER DE P.A.C.O."
bgColor: black bgColor: black
border: yellow border: yellow
tileSetFile: standard.gif tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# THAT'S A GUITAR # THAT'S A GUITAR
room: room:
name_en: "THAT'S A GUITAR" name_en: "THAT'S A GUITAR"
name_ca: "AIXÒ ÉS UNA GUITARRA" name_ca: "AIXO ES UNA GUITARRA"
bgColor: black bgColor: black
border: black border: black
tileSetFile: standard.gif tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# STATIC # STATIC
room: room:
name_en: "STATIC" name_en: "STATIC"
name_ca: "ESTÀTICA" name_ca: "ESTATICA"
bgColor: black bgColor: black
border: bright_magenta border: bright_magenta
tileSetFile: standard.gif tileSetFile: standard.gif

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@@ -1,7 +1,7 @@
# MAGNETIC FIELDS # MAGNETIC FIELDS
room: room:
name_en: "MAGNETIC FIELDS" name_en: "MAGNETIC FIELDS"
name_ca: "CAMPS MAGNÈTICS" name_ca: "CAMPS MAGNETICS"
bgColor: black bgColor: black
border: bright_red border: bright_red
tileSetFile: standard.gif tileSetFile: standard.gif

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@@ -8,7 +8,8 @@
namespace Rendering { namespace Rendering {
/** @brief Identificador del shader de post-procesado activo */ /** @brief Identificador del shader de post-procesado activo */
enum class ShaderType { POSTFX, CRTPI }; enum class ShaderType { POSTFX,
CRTPI };
/** /**
* @brief Parámetros de intensidad de los efectos PostFX * @brief Parámetros de intensidad de los efectos PostFX

View File

@@ -593,7 +593,6 @@ void Player::updateCurrentSlope() {
} }
} }
#ifdef _DEBUG #ifdef _DEBUG
if (current_slope_ != nullptr) { if (current_slope_ != nullptr) {
Debug::get()->set("sl.type", isLeftSlope() ? "L\\" : "R/"); Debug::get()->set("sl.type", isLeftSlope() ? "L\\" : "R/");

View File

@@ -14,5 +14,5 @@ namespace GameControl {
inline std::function<std::string()> set_initial_room; inline std::function<std::string()> set_initial_room;
// Registrada por Game::Game() — guarda la posición/flip actuales del jugador como posición de inicio en debug.yaml // Registrada por Game::Game() — guarda la posición/flip actuales del jugador como posición de inicio en debug.yaml
inline std::function<std::string()> set_initial_pos; inline std::function<std::string()> set_initial_pos;
} } // namespace GameControl
#endif #endif

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@@ -1110,22 +1110,34 @@ namespace Options {
parseFloatField(p, "curvature_x", preset.curvature_x); parseFloatField(p, "curvature_x", preset.curvature_x);
parseFloatField(p, "curvature_y", preset.curvature_y); parseFloatField(p, "curvature_y", preset.curvature_y);
if (p.contains("mask_type")) { if (p.contains("mask_type")) {
try { preset.mask_type = p["mask_type"].get_value<int>(); } catch (...) {} try {
preset.mask_type = p["mask_type"].get_value<int>();
} catch (...) {}
} }
if (p.contains("enable_scanlines")) { if (p.contains("enable_scanlines")) {
try { preset.enable_scanlines = p["enable_scanlines"].get_value<bool>(); } catch (...) {} try {
preset.enable_scanlines = p["enable_scanlines"].get_value<bool>();
} catch (...) {}
} }
if (p.contains("enable_multisample")) { if (p.contains("enable_multisample")) {
try { preset.enable_multisample = p["enable_multisample"].get_value<bool>(); } catch (...) {} try {
preset.enable_multisample = p["enable_multisample"].get_value<bool>();
} catch (...) {}
} }
if (p.contains("enable_gamma")) { if (p.contains("enable_gamma")) {
try { preset.enable_gamma = p["enable_gamma"].get_value<bool>(); } catch (...) {} try {
preset.enable_gamma = p["enable_gamma"].get_value<bool>();
} catch (...) {}
} }
if (p.contains("enable_curvature")) { if (p.contains("enable_curvature")) {
try { preset.enable_curvature = p["enable_curvature"].get_value<bool>(); } catch (...) {} try {
preset.enable_curvature = p["enable_curvature"].get_value<bool>();
} catch (...) {}
} }
if (p.contains("enable_sharper")) { if (p.contains("enable_sharper")) {
try { preset.enable_sharper = p["enable_sharper"].get_value<bool>(); } catch (...) {} try {
preset.enable_sharper = p["enable_sharper"].get_value<bool>();
} catch (...) {}
} }
crtpi_presets.push_back(preset); crtpi_presets.push_back(preset);
} }
@@ -1133,7 +1145,9 @@ namespace Options {
if (!crtpi_presets.empty()) { if (!crtpi_presets.empty()) {
current_crtpi_preset = std::clamp( current_crtpi_preset = std::clamp(
current_crtpi_preset, 0, static_cast<int>(crtpi_presets.size()) - 1); current_crtpi_preset,
0,
static_cast<int>(crtpi_presets.size()) - 1);
} else { } else {
current_crtpi_preset = 0; current_crtpi_preset = 0;
} }

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@@ -37,7 +37,7 @@ except ImportError:
# Conjunto de caracteres en el mismo orden que los ficheros .fnt del juego. # Conjunto de caracteres en el mismo orden que los ficheros .fnt del juego.
# ASCII 32-126 primero, luego extensiones para castellano, catalán y valenciano. # ASCII 32-126 primero, luego extensiones para castellano, catalán y valenciano.
_ASCII_CHARS = [chr(i) for i in range(32, 127)] # 95 chars: espacio … ~ _ASCII_CHARS = [chr(i) for i in range(32, 127)] # 95 chars: espacio … ~
_EXTENDED_CHARS = list("ÀÁÈÉÍÏÒÓÚÜÑÇàáèéíïòóúüñç¡¿«»·") # 29 chars ES/CA/VA _EXTENDED_CHARS = list("ÀÁÈÉÌÍÒÓÙÚÑÇàáèéìíòóùúñç¡¿«»·") # 29 chars ES/CA/VA
ALL_CHARS = _ASCII_CHARS + _EXTENDED_CHARS # 124 total ALL_CHARS = _ASCII_CHARS + _EXTENDED_CHARS # 124 total
# Caracteres de fallback para TTFs sin soporte de acentos/especiales. # Caracteres de fallback para TTFs sin soporte de acentos/especiales.
@@ -45,11 +45,11 @@ ALL_CHARS = _ASCII_CHARS + _EXTENDED_CHARS # 124 total
# El .fnt sigue registrando el codepoint original → texto localizado funciona. # El .fnt sigue registrando el codepoint original → texto localizado funciona.
CHAR_FALLBACKS: dict[str, str] = { CHAR_FALLBACKS: dict[str, str] = {
"À": "A", "Á": "A", "È": "E", "É": "E", "À": "A", "Á": "A", "È": "E", "É": "E",
"Í": "I", "Ï": "I", "Ò": "O", "Ó": "O", "Ì": "I", "Í": "I", "Ò": "O", "Ó": "O",
"Ú": "U", "Ü": "U", "Ñ": "N", "Ç": "C", "Ù": "U", "Ú": "U", "Ñ": "N", "Ç": "C",
"à": "a", "á": "a", "è": "e", "é": "e", "à": "a", "á": "a", "è": "e", "é": "e",
"í": "i", "ï": "i", "ò": "o", "ó": "o", "ì": "i", "í": "i", "ò": "o", "ó": "o",
"ú": "u", "ü": "u", "ñ": "n", "ç": "c", "ù": "u", "ú": "u", "ñ": "n", "ç": "c",
"¡": "!", "¿": "?", "«": "<", "»": ">", "·": ".", "¡": "!", "¿": "?", "«": "<", "»": ">", "·": ".",
} }