FONT (File Format): Difference between revisions
Jump to navigation
Jump to search
>Aruki (→Format) |
>Aruki |
||
Line 214: | Line 214: | ||
| u8 | | u8 | ||
| 1 | | 1 | ||
| ''' | | '''RGBA layer index''' | ||
|- | |- | ||
| 0x13 | | 0x13 | ||
| | | u8 | ||
| | | 1 | ||
| '''Glyph left padding''' | | '''Glyph left padding''' | ||
|- | |- | ||
| | | 0x14 | ||
| | | u8 | ||
| | | 1 | ||
| '''Print head advance''' | | '''Print head advance''' | ||
|- | |- | ||
| | | 0x15 | ||
| | | u8 | ||
| | | 1 | ||
| '''Glyph right padding''' | | '''Glyph right padding''' | ||
|- | |- | ||
| | | 0x16 | ||
| | | u8 | ||
| | | 1 | ||
| '''Glyph width''' | | '''Glyph width''' | ||
|- | |- | ||
| | | 0x17 | ||
| | | u8 | ||
| | | 1 | ||
| '''Glyph height''' | | '''Glyph height''' | ||
|- | |- | ||
| | | 0x18 | ||
| | | u16 | ||
| | | 2 | ||
| '''Kerning index''' | | '''Kerning index''' | ||
|- | |- | ||
| | | 0x1A | ||
| colspan=3 {{unknown|End of glyph definition}} | | colspan=3 {{unknown|End of glyph definition}} | ||
|} | |} |
Revision as of 01:27, 27 March 2015
The FONT format defines fonts that can be used to display text in-game.
To do: Notate differences between different versions of the format. Only Metroid Prime's FONT version is documented at the moment. Character definition structure should be expanded on; there should be a section explaining what each value does, and it should be made more clear which UV coordinate corresponds to which vertex. |
This file format needs more research There's some unknowns in the header, and some of the values in the character definition structure should be double-checked. |
Format
Header
Offset | Type | Size | Description |
---|---|---|---|
0x0 | char[4] | 4 | "FONT" magic fourCC |
0x4 | u32 | 4 | Version; see below |
0x8 | u32 | 4 | Unknown |
0xC | s32 | 4 | Line height |
0x10 | u32 | 4 | Paragraph upper margin |
0x14 | s32 | 4 | Line margin |
0x18 | u32 | 4 | Unknown |
0x1C | u16 | 2 | Unknown |
0x1E | u32 | 4 | Font size (in points) |
0x22 | string | N | Font name; zero-terminated string |
0x22+N | TXTR | 4 | Texture ID |
0x26+N | u32 | 4 | Unknown |
0x2A+N | u32 | 4 | Glyph count |
0x2E+N | Glyph[] | - | Glyph table (Version 2, Version 4) |
Version
Version | Game |
---|---|
1 | Metroid Prime Kiosk Demo |
2 | Metroid Prime NTSC 0-00 |
4 | Metroid Prime PAL/Player's Choice and Metroid Prime 2 |
5 | Metroid Prime 3, DKCR |
Glyph Entry (Version 2)
Offset | Type | Size | Description |
---|---|---|---|
0x0 | u16 | 2 | UTF-16 character |
0x2 | float | 4 | Left UV coordinate |
0x6 | float | 4 | Top UV coordinate |
0xA | float | 4 | Right UV coordinate |
0xE | float | 4 | Bottom UV coordinate |
0x12 | u32 | 4 | Left padding |
0x16 | u32 | 4 | Print head advance |
0x1A | u32 | 4 | Right padding |
0x1E | u32 | 4 | Width |
0x22 | u32 | 4 | Height |
0x26 | u32 | 4 | Base offset |
0x2A | u32 | 4 | Kerning index |
0x2E | End of glyph definition |
Glyph Entry (Version 4)
Offset | Type | Size | Description |
---|---|---|---|
0x0 | u16 | 2 | UTF-16 character |
0x2 | float | 4 | Left UV coordinate |
0x6 | float | 4 | Top UV coordinate |
0xA | float | 4 | Right UV coordinate |
0xE | float | 4 | Bottom UV coordinate |
0x12 | u8 | 1 | RGBA layer index |
0x13 | u8 | 1 | Glyph left padding |
0x14 | u8 | 1 | Print head advance |
0x15 | u8 | 1 | Glyph right padding |
0x16 | u8 | 1 | Glyph width |
0x17 | u8 | 1 | Glyph height |
0x18 | u16 | 2 | Kerning index |
0x1A | End of glyph definition |
Kerning Table
This table is at the end of the file, and defines kerning pairs. It starts with a 32-bit count value and then loops the following structure:
Offset | Size | Description |
---|---|---|
0x0 | 2 | Character 1 |
0x2 | 2 | Character 2 |
0x4 | 4 | Kerning adjust |
0x8 | End of entry |