>>50459886It doesn't help that the game treats every line of dialog as its own dynamically generated texture that also gets dumped every time I play to fetch textures. (The intro splash screens and cutscenes do a similar thing, dumping each frame in greyscale but that's not nearly as big a problem.) Being dynamically generated, they don't correspond to a specific file so even if I leave those files there they still get recreated and the new copies added to the dump if I load a save state and replay a section, and they do not get loaded in from the custom textures folder if I do take the time to mess with them. I thoroughly tested this early on in the project:
>make a back-up of the dump folder and deleting the original>do a short play test WITHOUT loading custom textures to get a fresh dump>make a copy of the new folder, keep the original new dump>replay the same section of the game with the same settingsComparing the files in both new folders I found that the 2nd test had a little less than twice as many files as the copy from the 1st test. Looking at them closely (a pain since they're all like pic related) the text files had duplicates in the new folder while any actual texture did not. Next just to be sure I tested loading custom texures.
>take a bunch of the text dumps into photoshop >make them bright red so it'd be obvious if those were being loaded
>toss them into the custom textures folder>set dolphin to load custom textures and stop dumping new ones>replay the same section of the gameSaw ZERO red text. Whatever file is being used to pull characters from the font and generate those textures doesn't get dumped so I can't even at least make that high res to give us crisper text like I can with the pre-rendered UI stuff, so it's most likely an actual font (like a .ttf or .otf) or an image format dolphin doesn't look for when dumping, and the rendering engine creates the textures instead of fetching the characters and rendering text directly.