A string created from a text source in the default horizontal form (0x10)
reported 0x10. TEKKEN: DARK RESURRECTION (PPSA31371) passes the reported form
to sceFontCreateWritingLine, which only accepts 0x11 and 0x12, so the call
failed and the layout width was 0.
On firmware 13.42 sceFontCreateString decides the direction for a default-form
source and sceFontStringGetWritingForm returns the stored form. The string
gets 0x12 when its first strong character is left to right, 0x11 when it is
right to left, and 0x12 when it has none. Left-to-right and right-to-left marks
count as strong, embeddings and overrides do not, and text between an isolate
initiator and its PDI is skipped. Explicit 0x11 and 0x12 sources keep their
form.
The test follows the table reported on the pull request. Which characters are
strong is decided by Unicode block ranges here, not by the full bidi class
tables.
sceFontCharactersRefersTextCodes fills a 64-byte FontTextCodes with the
order and code of a text character and keeps the current, start and
term characters at +0x28, +0x30 and +0x38. The traversal follows the
PS4 11.00 libSceFont.sprx disassembly posted in the review of #4050,
which implemented the same rules: Refers never compares the character
with the term and returns null for a clustered or synthetic character,
sceFontTextCodesStepNext returns null at the term after visiting it,
sceFontTextCodesStepBack returns null at the start character, and both
steps skip synthetic characters. Null from StepNext at the end of the
chain and from StepBack at the head of the chain is assumed and not
covered by the report.
The signatures follow Orbital's IDA type database and SharpProspero. A
null cursor or output returns null as in KytyPS5; a null text character
throws. guest_font_tests gets configure_windows_unwind so the expected
exception reaches the test on Windows.
Co-Authored-By: Claude Opus 5.5 <[email protected]>