// In TH02, ZUN messed up and swapped M and N in MIKOFT.BFT for both regular // and bold fonts. Therefore, other code shouldn't really use the // straightforward solution of just adding char literals to a defined start // offset, as it may suggest that this also works for M and N (which it // doesn't). This was fixed in later games. #if (GAME == 2) # define gb_MN_BUG gb_N_, gb_M_ #else # define gb_MN_BUG gb_M_, gb_N_ #endif #define gaiji_boldfont(start) \ gb_0_ = start, \ gb_1_, \ gb_2_, \ gb_3_, \ gb_4_, \ gb_5_, \ gb_6_, \ gb_7_, \ gb_8_, \ gb_9_, \ gb_A_, \ gb_B_, \ gb_C_, \ gb_D_, \ gb_E_, \ gb_F_, \ gb_G_, \ gb_H_, \ gb_I_, \ gb_J_, \ gb_K_, \ gb_L_, \ gb_MN_BUG, \ gb_O_, \ gb_P_, \ gb_Q_, \ gb_R_, \ gb_S_, \ gb_T_, \ gb_U_, \ gb_V_, \ gb_W_, \ gb_X_, \ gb_Y_, \ gb_Z_