EvilEngine/TEXT: Difference between revisions
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{{AssetInfobox |
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|subtitle=Text |
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|type=[[Binary]] |
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|games=Night of 100 Frights<br>Battle for Bikini Bottom<br>The SpongeBob SquarePants Movie<br>The Incredibles<br>Rise of the Underminer}} |
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TEXT assets contain text that is used ingame in message boxes and other places. |
TEXT assets contain text that is used ingame in message boxes and other places. |
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Revision as of 19:30, 30 November 2018
TEXT | |
---|---|
Text | |
Type | Binary |
Games used | The Incredibles |
TEXT assets contain text that is used ingame in message boxes and other places.
Format
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
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)
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>} |
Float (range: 0 to 1) | Customizes the alpha component of the text color. |
{auto_wait=off} |
None | ? |
{font=<value>} |
Integer | ? |
{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). |
{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 | ? |
{signal:<value>[;need]) |
Integer | Sends one of the Signal events to the textbox using this text |
{sound:<value1>[;speaker=<value2>]} |
SNDS Asset Name; VIL Asset Name | Defines sound (usually a voice line) to play when this line is reached. |
{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. |
{var:<value>} |
Variable | Inserts one of the following possible variables:
|
{w<value>} |
Float | ? |
{wait[:<value>];prompt[=yesno]} |
Float | ? |
{xj=right} |
None | ? |