V Gundam
English Patch - Source Code
Intial Release: Oct. 25, 2006
by Twilight Translations
copyright 2006
--------------------------------------

1. Introduction
2. Contents

--------------------------------------

1. Introduction

--------------------------------------

Ideally, this will be helpful for people wanting implement a Variable Width Font (VWF)
in a game. Since all of the existing source code available at RHDN is "proof of concept"
in nature, to my knowledge, this should give you a working example you can learn from.

Grab a copy of the patch and step through it with the included source on hand. With any
luck, you'll gain a better understanding of how a VWF works.

--------------------------------------

2. Contents

--------------------------------------

I've included 3 folders.

asm/ - 	This contains all of the assembly level modifications I made to the game, such
	as the VWF and by-passing the decompression routine to allow the title graphics
	(and other graphics that needed to be editted) to be more accessible. All code
	in this file was compiled with xkas v0.06.

vd/ -	This contains a trace log of the game's decompression routine (both a "lite"
	version and a complete execution of the routine are included), along with a
	compatible decompressor written in C. The compression scheme used is an LZSS
	variant. Compiled with Visual C++ Express 2005.

vc/ -	This contains a worker recompressor that's compatible with the game's
	decompression routine, or it should anyway. I only tested the output with VD.
	Please note this is completely useless as it stands, as it needs some serious
	optimization to achieve any semblance of compression. As it stands now, the
	compressed output is larger than the uncompressed input! This is really more
	of an example of how to take a decompression routine and work it backwards into
	a compressor. Compiled with Visual C++ Express 2005.