The FONT format defines fonts that can be used to display text in-game.
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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.
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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.
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Format
Offset
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Type
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Size
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Description
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0x0
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char[4]
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4
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"FONT" magic fourCC
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0x4
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u32
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4
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Version; see below
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0x8
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u32
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4
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Unknown
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0xC
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s32
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4
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Line height
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0x10
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u32
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4
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Paragraph upper margin
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0x14
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s32
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4
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Line margin
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0x18
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u32
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4
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Unknown
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0x1C
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u16
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2
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Unknown
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0x1E
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u32
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4
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Font Size (in points)
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0x22
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string
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N
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Font name; zero-terminated string
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0x22+N
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TXTR
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4
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Texture ID
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0x26+N
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u32
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4
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Unknown
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0x2A+N
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u32
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4
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Glyph Count
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0x2E+N
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Glyph[]
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-
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Glyph Table (Version 2, Version 4)
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Version
Version
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Game
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1
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Metroid Prime Kiosk Demo
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2
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Metroid Prime NTSC 0-00
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4
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Metroid Prime PAL/Player's Choice and Metroid Prime 2
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5
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Metroid Prime 3, DKCR
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Glyph Entry (Version 2)
Offset
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Type
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Size
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Description
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0x0
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u16
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2
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UTF-16 character
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0x2
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float
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4
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Left UV coordinate
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0x6
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float
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4
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Top UV coordinate
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0xA
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float
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4
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Right UV coordinate
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0xE
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float
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4
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Bottom UV coordinate
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0x12
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u32
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4
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Left padding
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0x16
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u32
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4
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Print head advance
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0x1A
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u32
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4
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Right padding
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0x1E
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u32
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4
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Width
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0x22
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u32
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4
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Height
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0x26
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u32
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4
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Base offset
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0x2A
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u32
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4
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Kerning index
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0x2E
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End of glyph definition
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Glyph Entry (Version 4)
Offset
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Type
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Size
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Description
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0x0
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u16
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2
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UTF-16 character
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0x2
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float
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4
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Left UV coordinate
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0x6
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float
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4
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Top UV coordinate
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0xA
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float
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4
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Right UV coordinate
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0xE
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float
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4
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Bottom UV coordinate
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0x12
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u8
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1
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Layer Index
- TXTR Red channel is fill, Green channel is outline
- TXTR Blue channel is fill, Alpha channel is outline
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0x13
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u32
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4
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Glyph left padding
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0x17
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u32
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4
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Print head advance
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0x1B
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u32
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4
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Glyph right padding
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0x1F
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u32
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4
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Glyph width
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0x23
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u32
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4
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Glyph height
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0x27
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u32
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4
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Kerning index
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0x2B
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End of glyph definition
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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
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Size
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Description
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0x0
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2
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Character 1
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0x2
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2
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Character 2
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0x4
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4
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Kerning adjust
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0x8
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End of entry
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