EvilEngine/TEXT
< EvilEngine(Redirected from 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
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>} {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>} |
? | ? |