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Difference between revisions of "Utility:Accent Removal"

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(outdated I believe.)
 
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Line 1: Line 1:
 
==Overview==
 
==Overview==
 
[[Image:Rj-unitlist.png|thumb|right|Replacing accented letters with normal ones in the raws fixes this problem.]]
 
[[Image:Rj-unitlist.png|thumb|right|Replacing accented letters with normal ones in the raws fixes this problem.]]
Some tile sets use the accented characters for additional graphical symbols. This can make racial language test difficult to read. You can remove the accented characters and symbols from the data files. This works on existing worlds and saved games.
+
Some tile sets use the accented characters for additional graphical symbols. This can make racial language text difficult to read. You can remove the accented characters and symbols from the data files. This works on existing worlds and saved games.
  
Since the structure of language files might change, it is safest if you remove the problem characters from the files yourself. Here are two methods to do just that. The first (Jackard's) only works on Windows, but is probably the easiest for novice users. The second (frobnic8's) will work anywhere Python does (i.e. just about anywhere), but requires using the command line a little.
+
Since the structure of language files might change, it is safest if you remove the problem characters from the files yourself. Here are four methods to do just that. The first (Jackard's) only works on Windows, but is probably the easiest for novice users. The second (frobnic8's) will work anywhere Python does (i.e. just about anywhere). The third is a quick fix that works in Linux and the fourth is a small Windows application.
  
 
==[[User:Jackard|Jackard]]'s [http://www.inforapid.de/html/searchreplace.htm InfoRapid] Script==  
 
==[[User:Jackard|Jackard]]'s [http://www.inforapid.de/html/searchreplace.htm InfoRapid] Script==  
Line 124: Line 124:
 
<ol>
 
<ol>
 
<li>Ensure you have [http://www.python.org Python] installed.</li>
 
<li>Ensure you have [http://www.python.org Python] installed.</li>
<li>Copy and paste (this modified version of) "The Unicode Hammer" with the name <code>unicode_hammer.py</code> in the <code>raw/objects</code> sub-directory of your Dwarf FOrtress directory. (The Unicode Hammer: Is that a name worthy of Dwarf Fortress, or what?)<p><pre>
+
<li>Copy and paste code below into a file called <code>ascii_hammer.py</code> in the <code>raw/objects</code> sub-directory of your Dwarf Fortress directory. (The ASCII Hammer: Is that a name worthy of Dwarf Fortress, or what?)<p><pre>
 
#!/usr/bin/env python
 
#!/usr/bin/env python
 +
"""Convert Dwarf Fortress Language files from extended ascii to
 +
unaccented ascii. Based on the unicode hammer from:
 +
http://code.activestate.com/recipes/251871-latin1-to-ascii-the-unicode-hammer/
 +
 +
by frobnic8
 
"""
 
"""
latin1_to_ascii -- The UNICODE Hammer -- AKA "The Stupid American"
 
 
This takes a UNICODE string and replaces Latin-1 characters with
 
something equivalent in 7-bit ASCII. This returns a plain ASCII string.
 
This function makes a best effort to convert Latin-1 characters into
 
ASCII equivalents. It does not just strip out the Latin1 characters.
 
All characters in the standard 7-bit ASCII range are preserved.
 
In the 8th bit range all the Latin-1 accented letters are converted to
 
unaccented equivalents. Most symbol characters are converted to
 
something meaningful. Anything not converted is deleted.
 
 
Background:
 
  
One of my clients gets address data from Europe, but most of their systems
 
cannot handle Latin-1 characters. With all due respect to the umlaut,
 
scharfes s, cedilla, and all the other fine accented characters of Europe,
 
all I needed to do was to prepare addresses for a shipping system.
 
After getting headaches trying to deal with this problem using Python's
 
built-in UNICODE support I gave up and decided to use some brute force.
 
This function converts all accented letters to their unaccented equivalents.
 
I realize this is dirty, but for my purposes the mail gets delivered.
 
  
Noah Spurrier noah at noah.org
+
from glob import glob
License free and public domain
+
from shutil import move
"""
 
  
"""This version has had its translation table abused to produce
+
def latin1_to_ascii(unicrap):
better results for the language files of the game Dwarf Fortress by
 
frobnic8. The original translation table is commented out.
 
"""
 
 
 
def latin1_to_ascii (unicrap):
 
 
     """This takes a UNICODE string and replaces Latin-1 characters with
 
     """This takes a UNICODE string and replaces Latin-1 characters with
 
     something equivalent in 7-bit ASCII. It returns a plain ASCII string.
 
     something equivalent in 7-bit ASCII. It returns a plain ASCII string.
Line 168: Line 147:
 
     something meaningful. Anything not converted is deleted.
 
     something meaningful. Anything not converted is deleted.
 
     """
 
     """
     xlate={0xc0:'A', 0xc1:'A', 0xc2:'A', 0xc3:'A', 0xc4:'A', 0xc5:'A',
+
     xlate = {
        0xc6:'Ae', 0xc7:'C',
+
            0x80: 'C',
        0xc8:'E', 0xc9:'E', 0xca:'E', 0xcb:'E',
+
            0x81: 'u',
        0xcc:'I', 0xcd:'I', 0xce:'I', 0xcf:'I',
+
            0x82: 'e',
        0xd0:'Th', 0xd1:'N',
+
            0x83: 'a',
        0xd2:'O', 0xd3:'O', 0xd4:'O', 0xd5:'O', 0xd6:'O', 0xd8:'O',
+
            0x84: 'a',
        0xd9:'U', 0xda:'U', 0xdb:'U', 0xdc:'U',
+
            0x85: 'a',
        0xdd:'Y', 0xde:'th', 0xdf:'ss',
+
            0x86: 'a',
        0xe0:'a', 0xe1:'a', 0xe2:'a', 0xe3:'a', 0xe4:'a', 0xe5:'a',
+
            0x87: 'c',
        0xe6:'ae', 0xe7:'c',
+
            0x88: 'e',
        0xe8:'e', 0xe9:'e', 0xea:'e', 0xeb:'e',
+
            0x89: 'e',
        0xec:'i', 0xed:'i', 0xee:'i', 0xef:'i',
+
            0x8a: 'e',
        0xf0:'th', 0xf1:'n',
+
            0x8b: 'i',
        0xf2:'o', 0xf3:'o', 0xf4:'o', 0xf5:'o', 0xf6:'o', 0xf8:'o',
+
            0x8c: 'i',
        0xf9:'u', 0xfa:'u', 0xfb:'u', 0xfc:'u',
+
            0x8d: 'i',
        0xfd:'y', 0xfe:'th', 0xff:'y',
+
            0x8e: 'A',
        0xa1:'aa', 0xa2:'cz', 0xa3:'ii', 0xa4:'tz',
+
            0x8f: 'A',
        0xa5:'yy', 0xa6:'|', 0xa7:'zz', 0xa8:'"',
+
            0x90: 'E',
        0xa9:'CC', 0xaa:'aa', 0xab:'<<', 0xac:'not',
+
            0x91: 'ae',
        0xad:'-', 0xae:'{R}', 0xaf:'_', 0xb0:'o',
+
            0x92: "AE",
        0xb1:'+/-', 0xb2:'^2', 0xb3:'^3', 0xb4:"'",
+
            0x93: 'o',
        0xb5:'uu', 0xb6:'PP', 0xb7:'*', 0xb8:',,',
+
            0x94: "o",
        0xb9:'^1', 0xba:'^o', 0xbb:'>>',
+
            0x95: 'o',
        0xbc:'1/4', 0xbd:'1/2', 0xbe:'3/4', 0xbf:'?',
+
            0x96: 'u',
        0xd7:'*', 0xf7:'/'
+
            0x97: 'u',
    }
+
            0x98: 'y',
    """ Orignals below, the above is hacked for Dwarf Fortress languages.
+
            0x99: 'O',
        0xa1:'!', 0xa2:'{cent}', 0xa3:'{pound}', 0xa4:'{currency}',
+
            0x9a: 'U',
        0xa5:'{yen}', 0xa6:'|', 0xa7:'{section}', 0xa8:'{umlaut}',
+
            0x9b: 'c',
        0xa9:'{C}', 0xaa:'{^a}', 0xab:'<<', 0xac:'{not}',
+
            0x9c: 'E',
        0xad:'-', 0xae:'{R}', 0xaf:'_', 0xb0:'{degrees}',
+
            0x9d: 'Y',
        0xb1:'{+/-}', 0xb2:'{^2}', 0xb3:'{^3}', 0xb4:"'",
+
            0x9e: 'P',
        0xb5:'{micro}', 0xb6:'{paragraph}', 0xb7:'*', 0xb8:'{cedilla}',
+
            0x9f: 'f',
        0xb9:'{^1}', 0xba:'{^o}', 0xbb:'>>',
+
            0xa0: 'a',
        0xbc:'{1/4}', 0xbd:'{1/2}', 0xbe:'{3/4}', 0xbf:'?',
+
            0xa1: 'i',
        0xd7:'*', 0xf7:'/'
+
            0xa2: 'o',
    }
+
            0xa3: 'u',
    """
+
            0xa4: 'n',
 +
            0xa5: 'N',
 +
            0xa6: 'a',
 +
            0xa7: 'o',
 +
            0xa8: 'b',
 +
            0xa9: 'r',
 +
            0xaa: 'n',
 +
            0xab: '1/2',
 +
            0xac: '1/4',
 +
            0xad: 'i',
 +
            0xae: '<<',
 +
            0xaf: '>>',
 +
            0xe0: 'a',
 +
            0xe1: 'B',
 +
            0xe2: 't',
 +
            0xe3: 'n',
 +
            0xe4: 'E',
 +
            0xe5: 'o',
 +
            0xe6: 'u',
 +
            0xe7: 't',
 +
            0xe8: 'o',
 +
            0xe9: 'o',
 +
            0xea: 'o',
 +
            0xeb: 'o',
 +
            0xec: 'oo',
 +
            0xed: 'o',
 +
            0xee: 'e',
 +
            0xef: 'N',
 +
            0xf0: 'E',
 +
            0xf1: 't',
 +
            0xf2: 'D',
 +
            0xf3: 'k',
 +
            0xf4: 'f',
 +
            0xf5: 'j',
 +
            0xf6: 'i',
 +
            0xf7: 'e',
 +
            0xf8: 'o',
 +
            0xf9: 'o',
 +
            0xfa: 'i',
 +
            0xfb: 'v',
 +
            0xfc: 'n',
 +
            0xfd: 'z',
 +
            }
 +
 
 +
 
 
     r = ''
 
     r = ''
 
     for i in unicrap:
 
     for i in unicrap:
         if xlate.has_key(ord(i)):
+
         if ord(i) in xlate:
 
             r += xlate[ord(i)]
 
             r += xlate[ord(i)]
 
         elif ord(i) >= 0x80:
 
         elif ord(i) >= 0x80:
Line 217: Line 240:
  
 
if __name__ == '__main__':
 
if __name__ == '__main__':
     import sys
+
     for lang in glob('language_*'):
    input = sys.stdin
+
         source = open(lang)
    output = sys.stdout
+
         dest = open('tmp_' + lang, 'w')
    if len(sys.argv) == 1 or (len(sys.argv) == 2 and \
+
         for line in source:
      sys.argv[1] in ('-h', '-H', '-?', '--help', '/?', '/H', '/h')):
+
             dest.write(latin1_to_ascii(line))
         print 'unicode_hammer.py [infile [outfile]]\n'
+
         source.close()
         s = unicode('','latin-1')
+
         dest.close()
         for c in range(32, 256):
+
move(lang, 'orig_' + lang)
             if c != 0x7f:
+
         move('tmp_' + lang, lang)
                s = s + unicode(chr(c), 'latin-1')
 
            plain_ascii = latin1_to_ascii(s)
 
 
 
        print 'INPUT type:', type(s)
 
         print 'INPUT:'
 
        print s.encode('latin-1')
 
        print
 
        print 'OUTPUT type:', type(plain_ascii)
 
         print 'OUTPUT:'
 
        print plain_ascii
 
        sys.exit()
 
 
 
    if len(sys.argv) > 1:
 
        input = open(sys.argv[1])
 
    if len(sys.argv) > 2:
 
        output = open(sys.argv[2], 'w')
 
    for line in input:
 
         output.write(latin1_to_ascii(line))
 
  
 
</pre></p></li>
 
</pre></p></li>
<li>Open a command prompt and change directory to your <code>raw/objects</code> directory.</li>
+
<li>Double click on the <code>ascii_hammer.py</code> file in the folder.
<li>Rename the four language files, adding '.orig' to the end of their names:<p><pre>
 
mv language_DWARF.txt language_DWARF.txt.orig
 
mv language_ELF.txt language_ELF.txt.orig
 
mv language_GOBLIN.txt language_GOBLIN.txt.orig
 
mv language_HUMAN.txt language_HUMAN.txt.orig
 
</pre></p></li>
 
<li>Apply the hammer to each of the four language files as follows:<p><pre>
 
python unicode_hammer.py language_DWARF.txt.orig language_DWARF.txt
 
python unicode_hammer.py language_ELF.txt.orig language_ELF.txt
 
python unicode_hammer.py language_GOBLIN.txt.orig language_GOBLIN.txt
 
python unicode_hammer.py language_HUMAN.txt.orig language_HUMAN.txt
 
</pre></p></li>
 
 
<li>Enjoy!</li>
 
<li>Enjoy!</li>
 
</ol>
 
</ol>
 +
 +
== The Linux way ==
 +
 +
Conversion between character sets is a standard part of Linux.  To convert all the files in one go, change to the "raw/objects" directory and run this command:
 +
 +
for f in language_*.txt; do \
 +
  iconv -f CP437 -t ASCII//TRANSLIT $f > $f.new; \
 +
  mv -fv $f.new $f; \
 +
done
 +
 +
All accented characters are converted to their normal, non-accented versions.  Other characters (if any) are converted to their closest 7-bit ASCII representation.
 +
 +
This will overwrite the original language files.  If you want them back, you can always unzip them again:
 +
 +
unzip -j '''''path-to-zipfile''''' raw/objects/language_\*.txt
 +
 +
== [[User:Hermano|Hermano]]s small app ==
 +
 +
For Windows users there is this small [http://dffd.wimbli.com/file.php?id=2088 application] that replaces accented characters from files by just dragging & dropping the file on the application icon.
 +
 +
[[category:Utility:Outdated]]

Latest revision as of 12:30, 15 January 2022

Overview[edit]

Replacing accented letters with normal ones in the raws fixes this problem.

Some tile sets use the accented characters for additional graphical symbols. This can make racial language text difficult to read. You can remove the accented characters and symbols from the data files. This works on existing worlds and saved games.

Since the structure of language files might change, it is safest if you remove the problem characters from the files yourself. Here are four methods to do just that. The first (Jackard's) only works on Windows, but is probably the easiest for novice users. The second (frobnic8's) will work anywhere Python does (i.e. just about anywhere). The third is a quick fix that works in Linux and the fourth is a small Windows application.

Jackard's InfoRapid Script[edit]

Download Inforapid Search and Replace.

Save the list below to a text file.

Find the following files in DF\raw\objects:

  • language_DWARF.txt
  • language_ELF.txt
  • language_GOBLIN.txt
  • language_HUMAN.txt

Select them all, right-click and choose 'Search with InfoRapid' from the menu.

Click the Replace tab that shows up in the lower half of the window.

Select your text file from before in the Replace With field, make sure Replace is set to 'Whole Search Expression' and click Start.

A prompt will appear asking for confirmation. Check the Replace All button and click Yes. When the program stops running you are done.

<Command>
	<Search>„</Search>
	<Replace>a</Replace>
</Command>
<Command>
	<Search> </Search>
	<Replace>a</Replace>
</Command>
<Command>
	<Search>ƒ</Search>
	<Replace>a</Replace>
</Command>
<Command>
	<Search>†</Search>
	<Replace>a</Replace>
</Command>
<Command>
	<Search>…</Search>
	<Replace>a</Replace>
</Command>
<Command>
	<Search>‡</Search>
	<Replace>c</Replace>
</Command>
<Command>
	<Search>‰</Search>
	<Replace>e</Replace>
</Command>
<Command>
	<Search>‚</Search>
	<Replace>e</Replace>
</Command>
<Command>
	<Search>Š</Search>
	<Replace>e</Replace>
</Command>
<Command>
	<Search>ˆ</Search>
	<Replace>e</Replace>
</Command>
<Command>
	<Search>‹</Search>
	<Replace>i</Replace>
</Command>
<Command>
	<Search></Search>
	<Replace>i</Replace>
</Command>
<Command>
	<CaseSensitive>Yes</CaseSensitive>
	<Search>¡</Search>
	<Replace>i</Replace>
</Command>
<Command>
	<Search>Œ</Search>
	<Replace>i</Replace>
</Command>
<Command>
	<Search>¤</Search>
	<Replace>n</Replace>
</Command>
<Command>
	<Search>•</Search>
	<Replace>o</Replace>
</Command>
<Command>
	<Search>”</Search>
	<Replace>o</Replace>
</Command>
<Command>
	<Search>“</Search>
	<Replace>o</Replace>
</Command>
<Command>
	<Search>¢</Search>
	<Replace>o</Replace>
</Command>
<Command>
	<Search>—</Search>
	<Replace>u</Replace>
</Command>
<Command>
	<Search>–</Search>
	<Replace>u</Replace>
</Command>
<Command>
	<Search>£</Search>
	<Replace>u</Replace>
</Command>
<Command>
	<Search>˜</Search>
	<Replace>y</Replace>
</Command>

frobnic8's Modified Python Script[edit]

If you have the programming language Python installed on your machine (or don't mind installing it) and aren't scared of a command prompt, here is an alternate method. Python comes pre-installed on Mac OS X and almost all distributions of Linux. (If you are using Windows, the command line instructions shown will need to be modified slightly.)

  1. Ensure you have Python installed.
  2. Copy and paste code below into a file called ascii_hammer.py in the raw/objects sub-directory of your Dwarf Fortress directory. (The ASCII Hammer: Is that a name worthy of Dwarf Fortress, or what?)

    #!/usr/bin/env python
    """Convert Dwarf Fortress Language files from extended ascii to
    unaccented ascii. Based on the unicode hammer from:
    http://code.activestate.com/recipes/251871-latin1-to-ascii-the-unicode-hammer/
    
    by frobnic8
    """
    
    
    from glob import glob
    from shutil import move
    
    def latin1_to_ascii(unicrap):
        """This takes a UNICODE string and replaces Latin-1 characters with
        something equivalent in 7-bit ASCII. It returns a plain ASCII string.
        This function makes a best effort to convert Latin-1 characters into
        ASCII equivalents. It does not just strip out the Latin-1 characters.
        All characters in the standard 7-bit ASCII range are preserved.
        In the 8th bit range all the Latin-1 accented letters are converted
        to unaccented equivalents. Most symbol characters are converted to
        something meaningful. Anything not converted is deleted.
        """
        xlate = {
                0x80: 'C',
                0x81: 'u',
                0x82: 'e',
                0x83: 'a',
                0x84: 'a',
                0x85: 'a',
                0x86: 'a',
                0x87: 'c',
                0x88: 'e',
                0x89: 'e',
                0x8a: 'e',
                0x8b: 'i',
                0x8c: 'i',
                0x8d: 'i',
                0x8e: 'A',
                0x8f: 'A',
                0x90: 'E',
                0x91: 'ae',
                0x92: "AE",
                0x93: 'o',
                0x94: "o",
                0x95: 'o',
                0x96: 'u',
                0x97: 'u',
                0x98: 'y',
                0x99: 'O',
                0x9a: 'U',
                0x9b: 'c',
                0x9c: 'E',
                0x9d: 'Y',
                0x9e: 'P',
                0x9f: 'f',
                0xa0: 'a',
                0xa1: 'i',
                0xa2: 'o',
                0xa3: 'u',
                0xa4: 'n',
                0xa5: 'N',
                0xa6: 'a',
                0xa7: 'o',
                0xa8: 'b',
                0xa9: 'r',
                0xaa: 'n',
                0xab: '1/2',
                0xac: '1/4',
                0xad: 'i',
                0xae: '<<',
                0xaf: '>>',
                0xe0: 'a',
                0xe1: 'B',
                0xe2: 't',
                0xe3: 'n',
                0xe4: 'E',
                0xe5: 'o',
                0xe6: 'u',
                0xe7: 't',
                0xe8: 'o',
                0xe9: 'o',
                0xea: 'o',
                0xeb: 'o',
                0xec: 'oo',
                0xed: 'o',
                0xee: 'e',
                0xef: 'N',
                0xf0: 'E',
                0xf1: 't',
                0xf2: 'D',
                0xf3: 'k',
                0xf4: 'f',
                0xf5: 'j',
                0xf6: 'i',
                0xf7: 'e',
                0xf8: 'o',
                0xf9: 'o',
                0xfa: 'i',
                0xfb: 'v',
                0xfc: 'n',
                0xfd: 'z',
                }
    
    
        r = ''
        for i in unicrap:
            if ord(i) in xlate:
                r += xlate[ord(i)]
            elif ord(i) >= 0x80:
                pass
            else:
                r += str(i)
        return r
    
    if __name__ == '__main__':
        for lang in glob('language_*'):
            source = open(lang)
            dest = open('tmp_' + lang, 'w')
            for line in source:
                dest.write(latin1_to_ascii(line))
            source.close()
            dest.close()
    	move(lang, 'orig_' + lang)
            move('tmp_' + lang, lang)
    
    

  3. Double click on the ascii_hammer.py file in the folder.
  4. Enjoy!

The Linux way[edit]

Conversion between character sets is a standard part of Linux. To convert all the files in one go, change to the "raw/objects" directory and run this command:

for f in language_*.txt; do \
  iconv -f CP437 -t ASCII//TRANSLIT $f > $f.new; \
  mv -fv $f.new $f; \
done

All accented characters are converted to their normal, non-accented versions. Other characters (if any) are converted to their closest 7-bit ASCII representation.

This will overwrite the original language files. If you want them back, you can always unzip them again:

unzip -j path-to-zipfile raw/objects/language_\*.txt

Hermanos small app[edit]

For Windows users there is this small application that replaces accented characters from files by just dragging & dropping the file on the application icon.