EvilEngine/TEXT
TEXT | |
---|---|
Text | |
Type | Binary |
Games used | Night of 100 Frights Battle for Bikini Bottom |
Source code | xTextAsset.h |
TEXT assets contain text that is used ingame in message boxes and other places.
Format[edit]
Offset | Type | Description |
---|---|---|
0x00 | int | Character count |
0x04 | char[charCount] | Text (zero-terminated; the terminator is not included in charCount) |
charCount + 0x04 | byte[] | Padding (0x00 until the data is aligned to 0x04) |
Text Formatting[edit]
The text can be formatted by introducing tags. The tags are usually in the format:
{<variable><value>} {<variable>:<value>} {<variable>=<value>} {<variable>}
They usually either affect the text coming immediately after it, or insert something in the text (such as an image or variable).
Tag List (incomplete)[edit]
The tags and variables placed in [brackets] are optional. Vectors are represented by comma-separated values.
Tag Format | Value | Description |
---|---|---|
{~:<value>} {reset:<value>} |
Tag name | Resets a previously changed tag to default. Possible tags:
|
{color=<value>} {c=<value>} |
Hex Color (4 bytes, AARRGGBB) | Customizes the text color. |
{red:<value>} {r=<value>} |
Float (range: 0 to 1) | Customizes the red component of the text color. |
{green=<value>} {g=<value>} |
Float (range: 0 to 1) | Customizes the green component of the text color. |
{blue=<value>} {b=<value>} |
Float (range: 0 to 1) | Customizes the blue component of the text color. |
{alpha=<value>} {a=<value} |
Float (range: 0 to 1) | Customizes the alpha component of the text color. |
{auto_wait=off} |
None | ? |
{font=<value>} {f=<value>} |
Integer | Changes the font used. |
{height=<value>} {h=<value>} |
Float | ? |
{insert:<value>} {i:<value>} |
TEXT Asset Name | Inserts text in the specified asset. {i:keyword}, for example, inserts the keyword text (which is an asset in boot.HIP). |
{tex:<value1>[;scale=<value2>;dst=<value3>;off=<value4>]} |
RWTX Asset Name; Unknown; Vector4 (Unknown); Vector2 (Unknown) | Places a texture in the text (such as an image of a button). |
{nbsp} |
None | Inserts the non-breaking space character |
{newline} {n} |
None | Inserts new line character |
{page_break} {pb} |
None | Inserts page break character |
{prompt} |
None | ? |
{pulse=<value1>;x=<value2>;y=<value3>} |
Vector2, Vector3, Vector3 | ? |
{racetimer:<value>} |
DYNA Asset Name (game_object:RaceTimer) | Specifies the countdown timer DYNA (e.g. Floating Block, Driving and Sliding Time Challenges) |
{signal:<value>[;need]) |
Integer | Sends one of the Signal events to the textbox using this text |
{sound:<value1>[;speaker=<value2>]} |
SNDS Asset Name; VIL/DYNA Asset Name | Defines sound (usually a voice line) to play when this line is reached. |
{salpha:<value>} {sa=<value>} |
Float (range: 0 to 1) | Customizes the alpha component of the text's shadow. |
{sred:<value>} {sr=<value>} |
Float (range: 0 to 1) | Customizes the red component of the text's shadow color. |
{sgreen:<value>} {sg=<value>} |
Float (range: 0 to 1) | Customizes the green component of the text's shadow color. |
{sblue:<value>} {sb=<value>} |
Float (range: 0 to 1) | Customizes the blue component of the text's shadow color. |
{teleport} |
None | Teleports the player at this point in the text. |
{turn on <value>} |
? | ? |
{timer:<value>} |
TIMR Asset Name | Inserts the timer's current time. |
{counter:<value>} |
CNTR Asset name | Inserts the counter's current count. |
{var:<value>} |
Variable | Inserts one of the following possible variables:
|
{width=<value>} {w=<value>} |
Float | ? |
{wait[:<value>];prompt[=yesno]} |
Float | Tells game to wait <value> seconds before continuing the dialog; sets the prompt after the wait |
{xjustify=<value>} {xj=<value>} |
Text alignment (left/center/right)? | X-axis text alignment? |
{xspace=<value>} {xs=<value>} |
Float | Adjusts the spacing (tracking) between characters. |
{yjustify=<value>} {yj=<value>} |
Text alignment (top/center/bottom)? | Y-axis text alignment? |
{yspace=<value>} {ys=<value>} |
? | ? |