Japanese & Unicode Game Titles
RiptOPL supports displaying Japanese and other Unicode game names encoded in UTF-8 without switching from English menus. Install an optional CJK fallback font in your settings folder, then restart.
The interface or theme font stays in place. RiptOPL only uses a separate Unicode font for missing characters. This feature was introduced in PR #917. No custom font is shipped in the ELF and there is no settings toggle.
How to activate it
- Use a RiptOPL build containing Unicode fallback support; an older ELF will not load the optional font.
- Obtain a properly licensed Japanese/CJK-capable TTF or OTF font. Prefer a compact font subset to avoid exhausting PS2 RAM.
- Name it
font_CJK.ttf(recommended),font_CJK.otf,font_Japanese.ttf, orfont_Japanese.otf. The names are tried in this order. - Place it directly beside your active
settings_riptopl.cfg, not just inLNG/. If you cannot find the settings file, save RiptOPL settings first. - Fully exit and restart RiptOPL. Loading is automatic at startup; no language or font toggle is required.
- Ensure game filenames actually contain valid UTF-8 text. Unicode fallback does not convert legacy Shift-JIS encoding.
Example files
mc0:/APPS/APP_RIPTOPL/ RIPTOPL.ELF settings_riptopl.cfg font_CJK.ttf
The folder above is an example only. Your active settings home may be elsewhere, including the other memory card, USB, or HDD. Always use the directory where settings_riptopl.cfg is saved for that installation.
Two different Japanese font paths
| Font | Purpose |
|---|---|
<settings home>/font_CJK.ttf | Unicode glyph fallback in game names with English or other menus (also works with custom themes). |
LNG/font_Japanese.ttf beside LNG/lang_Japanese.lng | Japanese interface language font, used when Japanese is selected in Settings → Interface → Language. |
If you have a suitable Japanese font in the language pack, you can copy it into the settings directory under the name font_CJK.ttf if the font's license permits. Leave the original language font in LNG/.
What is supported, and what is not
- Mixed Latin and Japanese characters in game titles, and missing glyphs that your own theme font does not provide.
- The game's startup ID, filename, Favorites identity, VMC, artwork mapping, storage-driver path and launch behavior remain unchanged.
- Automatic translation and Shift-JIS filename conversion are not included.
- Per-game
CFG/<game-id>.cfgTitlemetadata is available to themed info screens, and replaces the game-list row only when Show CFG Titles in Game Lists is on. Do not overwrite#Nameto force a translation.
Show CFG Titles in Game Lists (optional)
Settings → Interface → Show CFG Titles in Game Lists (off by default) makes each game row show the Title= line from that game's CFG, such as a Japanese title written by OPL Manager, instead of its file name. With Sort Games Alphabetically on (the default), lists sort by what they show.
- Display only. The file name stays the game's identity: renaming, Favorites, cover art, per-game settings and launching keep using it. Rows without a usable
Title(missing, empty, not valid UTF-8, or containing control characters) show the file name. Titles are kept up to 127 bytes, cut on a character boundary. - Japanese titles need a font: the optional
font_CJK.ttfabove, or the Japanese interface language, exactly like a Japanese file name. - Renaming keeps the title. A PS2 game's CFG is keyed by its game ID, so a renamed game keeps its title. A PS1 (VCD) game's CFG is keyed by its file name, so renaming it leaves the old CFG, and its title, behind.
- Slower list loads. Every list refresh reads every game's CFG once in the background. Rows appear with their file names first, then switch to their titles and re-sort. That is why the setting is off by default: on SMB, MMCE and MX4SIO a large library takes noticeably longer to settle.
- Folders and the Apps list are not affected. Turning the setting on or off rebuilds the game lists.
Compatible build / test artifact
Download OPL-OFFICIALROLLING from the PR #917 Actions run (GitHub sign-in may be required). This is a compiled ELF ZIP with a build manifest, not a CJK-font bundle. Artifacts expire. You can also check Releases for builds containing the merged implementation. Hardware verification remains separate from successful CI. Back up your known-good ELF, settings and saves before updating.
Troubleshooting
| Symptom | Check |
|---|---|
| Japanese text displays as blank boxes | Verify font glyph coverage, the exact filename, its location beside the active settings file, and a complete restart. |
| Japanese menus work but English menus still show boxes in games | The font in LNG/ belongs to the Japanese translation. A second font copy belongs in the settings home. |
| Characters are garbled | The filename may be Shift-JIS or another encoding; font fallback requires valid UTF-8 input. |
| Only some Kanji display | Check the font's supported character set and the finite glyph texture atlas. |
| Game-list name ignores a per-game CFG Title field | Turn on Show CFG Titles in Game Lists (off by default). The CFG must contain a Title= line in UTF-8. |
The PS2 has 32 MiB of EE RAM. Full Japanese/CJK fonts can consume many megabytes. Use smaller appropriately licensed subsets where possible. The font renderer has four 256×256 glyph atlas pages per font; very large collections of distinct visible glyphs can exceed that budget. The font is loaded only once at startup, not during list scrolling.
Source reference: full documentation · wiki-ready page · interface languages.