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PFAQ.txt
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PFAQ.txt
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(Updated: 2011-02-11)
Possibly Frequently Asked Questions
Q: What is ONSlaught?
A: ONSlaught is a visual novel engine based, from a high-level perspective, on
NScripter and ONScripter. It therefore tries to be as compatible with them as
possible.
It is not, however, a version of either of these engines. Its entire code base
was written from scratch to support Unicode. It is not just ONScripter with
Unicode tacked on.
Some features were removed, changed, or deprecated ("deprecated" means that a
new, better version exists, but the old one is left for backwards
compatibility), usually for the sake of portability, simplicity, or to better
fit the new internal design.
Q: What parts are (in)compatible with O/NScripter?
A: These are the most prominent changes:
* Syntax. Some syntax has been changed. However, a great deal of effort went
into ensuring that as much of it remained as backwards-compatible as
possible. The changes are detailed in doc/Changes.txt
* Commands. Some commands have been changed or removed. The changes are
detailed in doc/Changes.txt
At the time of writing, 95% of the commands are implemented (this only
accounts for commands that are intended to be implemented some time in the
future).
* The script reading code is almost 100% compatible. A certain encryption
method that relied on the binary image of the executable was left
unimplemented for practical reasons.
* "nscrflog.dat", "nscrllog.dat", and "gloval.sav" are read correctly, but
written back in a format O/NScripter can't read. "nscrflog.dat",
"nscrllog.dat", and "gloval.sav" are written back as "nonsflog.dat",
"nonsllog.dat", and "global.sav" correspondingly.
* O/NScripter save game files are unsupported. Save game files are written in
a format O/NScripter can't read.
* A few other files used by O/NScripter aren't acknowledged by the engine.
Q: What new features does ONSlaught have that O/NScripter didn't?
A: ONSlaught's main purpose was to add Unicode support to O/NScripter, so it's
not particularly feature-rich, but it does have more features than O/NScripter.
These are the most prominent new features:
* Unicode support. ONSlaught supports at least all UCS code points in the
range [U+0000;U+FFFF] (Basic Multilingual Plane). Some platforms support
more code points, usually in the range [U+00000000;U+FFFFFFFF].
The following encodings/code pages are supported:
ISO 8859-1
UTF-8 with or without BOM
(Code points not supported by the platform are transformed to '?'.)
Shift JIS
Future releases may add more encodings or code pages, and/or the
possibility to add more through some interpreted language (possibly
Python).
* Proportional font support. Font style (bold, italic) support. Experimental
outline support.
* Portable video playback supporting the most popular formats and codecs.
Powered by FFmpeg.
* Turing complete macros.
* Debug mode allows script writers to view the values of variables and to run
a few commands from the console. The verbosity of the engine can be changed
through the command line, or through a file that simulates the command
line.
* Filter and asynchronous effects plugin.
Q: Why should I use ONSlaught instead of O/NScripter?
A: Unlike O/NScripter, ONSlaught was designed from the start to support European
languages, and any other language written in left-to-right, top-to-bottom
direction. This is important if one intends to write a script in a language
other than English or Japanese, as it's often necessary to use characters that
can't be represented in Shift JIS. Spanish, for example, uses accentuated
vowels, umlaut, and an N with a tilde, none of which can be represented in
Shift JIS.
If you intend to write a script in a language that uses any of these
glyphs -- for example, for the purpose of translation -- then you should
definitely use ONSlaught.
ONSlaught also correctly displays any font, regardless of the width of the
individual glyphs, which is a plus for aesthetics.
These reasons are, of course, only relevant for script writers. ONSlaught is a
game development tool. An end user has no business knowing about all this.
Q: What does "beta" mean?
A: It means the engine, while not completed, it's advanced to the point where it
can be used to run some scripts. In fact, it has already been used to translate
a major game.
It's beta status is not a measure of its stability. Its a measure of its
completeness. At the time of writing (2011-02-11) the script interpreter is at
version 0.95. The fractional part is the percentage of implemented commands.
The engine will get out of beta when the interpreter reaches 1.00. That is,
when all or almost all commands supported by O/NScripter are supported by
ONSlaught.
Q: Has ONSlaught been used to translate any games?
A: Why, yes it has! To my knowledge, ONSlaught has already been used to
translate Tsukihime to Spanish.
Tsukihime in Spanish:
http://www.mcanime.net/foro/viewtopic.php?t=113083
Q: Under what terms is ONSlaught licensed?
A: ONSlaught is licensed under the terms of a classic 3-clause BSD-style
licence. To summarize, you can use the engine and redistribute it as long as
you include the Licence.txt file. If you want to modify the engine, you can,
and you can also change the licensing terms as you see fit, but you can't name
the result "ONSlaught" or anything that resembles it*, and you can't put my
name anywhere on it*. (*Unless I say you can.)
Some files were written by other people. See Licence.txt for their respective
licences and acknowledgements.
Q: How stable is ONSlaught?
A: Stable, and getting more stable every day. If you find any bugs, don't
hesitate to inform me through e-mail. KnownIssues.txt enumerates the bugs I'm
already aware of. Some of them are external to the engine (e.g. a bug in one of
the libraries), and therefore, I cannot fix them.
Q: Where are the save files stored?
A: It depends on the system. On Windows, they are stored in a directory in
"My Documents\.ONSlaught\". On UNIX, they are stored in a directory in
"~/.ONSlaught". On other systems, they are stored in "./". The exact location
depends on the script and what command line arguments were passed.
The engine reports the location at startup. Depending on the options you passed
to it, you may read it on the console, or in "stdout.txt".
It's possible to tell the engine exactly where to store save data. See
doc/Arguments.txt for details.
Q: My target system doesn't allow passing command line arguments. What do I do?
A: If there's a file named "arguments.txt" in the working directory, the engine
can use its contents as though they were command line arguments.