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@kepstin@tenforward.social

2026-07-28 00:59 UTC

@gaditb@icosahedron.website the primary thing that would matter here is memory and storage capacity. If you have sufficient memory and storage, then have at it - use unicode and unicode fonts, and provide multiple localizations within a single app build. If you have extremely limited memory and storage, then it's very important to limit the character set to be as small as possible, often to the point where character drawing can be done entirely in hardware using bitmap font where glyphs are indexed directly from the character set. Applications will have to be separately built for each locale, will not support data transfer across locales, and some locales will have to work around the fact that the full set of glyphs needed for their language aren't available. For example, 8-bit computers and early computer connected printers in Japan could often only display/print the https://en.wikipedia.org/wiki/JIS_X_0201 character set, which was more or less ascii plus half-width katakana. You didn't get hiragana or Kanji until high-resolution graphics became possible. As another example, early pokemon games on the gameboy used 8-bit character codes and a sprite sheet with around 240 characters, covering uppercase-only latin letters, numbers, some punctuation, hiragana, katakana, and a very small number of kanji.

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