Character encoding (Generation I): Difference between revisions

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* 0xBB-0xBF and 0xE4-0xE5 represent an apostrophe followed by a letter. These characters are used to render contractions in dialogue, so that the apostrophe does not take up an entire character-worth of space.
* 0xBB-0xBF and 0xE4-0xE5 represent an apostrophe followed by a letter. These characters are used to render contractions in dialogue, so that the apostrophe does not take up an entire character-worth of space.
* 0xC0-0xDF are usually blank, although some parts of the game may load characters in these code points.
* 0xC0-0xDF are usually blank, although some parts of the game may load characters in these code points.
** Letters with [[wikipedia:umlaut|umlaut]]s that are user-enterable in the German version (<code>ÄÖÜäöü</code>) are located at 0xC0-0xC5 in other European languages.
** Letters with [[wikipedia:umlaut|umlaut]]s that are user-enterable in the German version (<code>ÄÖÜäöü</code>) are located at 0xC0-0xC5 in Western languages other than English.
* 0xE8 and 0xF2 are both [[wikipedia:Full stop|periods]] that render identically.
* 0xE8 and 0xF2 are both [[wikipedia:Full stop|periods]] that render identically.
** [[#Japanese|In the Japanese games]], the two code points represent visually distinct characters: 0xF2 is a decimal point and 0xE8 is punctuation. 0xF2 is used for user input; 0xE8 is used in the name of {{p|Mr. Mime}}.
** [[#Japanese|In the Japanese games]], the two code points represent visually distinct characters: 0xF2 is a decimal point and 0xE8 is punctuation. 0xF2 is used for user input; 0xE8 is used in the name of {{p|Mr. Mime}}.