Implement native text face selection

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gamer147
2026-07-28 14:16:24 -04:00
parent a991d5699c
commit f885ac4189
12 changed files with 270 additions and 33 deletions

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@@ -3329,6 +3329,20 @@ shared-profile registration.
`G[0x3ebe]` (21 references across CALCREVISE, CHMENU, DRAWTIP, GAMECLEAR, GAMESTART, IMPROVE, and
TUNE).
## ADV requested-face selection implemented (2026-07-28)
Opcode `0x1a5` is no longer a presentation no-op. The VM retains its requested face in
`AdvTextStyle`, so live text, retained backlog records, History replay, and surface strings all preserve
the active family. Godot resolves Himegari's two authored requests (` 明朝` and ` ゴシック`) to
the corresponding Windows TTC files and caches regular/bold variants independently. If a requested face
is unavailable or unknown, presentation falls back to the existing best-effort Japanese font rather than
dropping the text or inventing a bundled font dependency.
Configurable defaults and per-face substitutions remain deferred to the general runtime configuration
design, especially for Linux/macOS where the proprietary Microsoft faces are not normally installed.
Focused regressions cover face changes flowing into both live and retained styles; the engine tests and
Godot C# build pass. User visual acceptance passed on 2026-07-28.
## Persistence native-format reconnaissance complete (2026-07-24)
The deferred save/profile ownership question now has a compatibility-mode answer. The remaining native