Korean character encoding (Generation II): Difference between revisions

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Many byte pairs will print an empty space, but most are unused. In most dialogue, 0x7F is used to display a space, while in user-input strings, <code>0B FF</code> is inserted when the player uses a space. (This seems to be because the game requires that all user-input strings use pairs of bytes; if they didn't, the "maximum" length could vary significantly.) Similarly, while byte pairs starting with 0x00 and 0x0B have identical outputs, the game only naturally uses 0x0B pairs.
Many byte pairs will print an empty space, but most are unused. In most dialogue, 0x7F is used to display a space, while in user-input strings, <code>0B FF</code> is inserted when the player uses a space. (This seems to be because the game requires that all user-input strings use pairs of bytes; if they didn't, the "maximum" length could vary significantly.) Similarly, while byte pairs starting with 0x00 and 0x0B have identical outputs, the game only naturally uses 0x0B pairs.


For the most part, the Korean characters appear in a consistent order based on their makeup (their initial, medial, and final consonants/vowels). There are some exceptions, however (such as 쓔 and 쓩).
For the most part, the available Korean characters match the 2,350 hangul syllables present in the {{wp|KS X 1001}} standard, as well as the 40 jamo and 5 additional syllables (, , 쎼, 쓔, 쬬) necessary to input them. The 5 additional syllables are placed in what would otherwise be empty slots between the 94-character rows from KS X 1001. The only other changes are that 겸 and 겹 are swapped, 굄 is replaced by 괻, 댜 is removed, 돐 is removed, and 읊 is replaced by 읆.


This encoding does not include jamo that are exclusively as final consonants.
This encoding does not include jamo that are exclusively as final consonants.