Text Book: Difference between revisions
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|Once encountered, starts colouring characters yellow. <span title="#FCC658" style="display: inline-block; width: 12px; height: 12px; background: #FCC658; margin: 0 4px; vertical-align: middle;"></span> | |Once encountered, starts colouring characters yellow. <span title="#FCC658" style="display: inline-block; width: 12px; height: 12px; background: #FCC658; margin: 0 4px; vertical-align: middle;"></span> | ||
|} | |} | ||
{{Notice|type=example|content= | |||
With the following text: | |||
<syntaxhighlight lang="text"> | |||
$The quick $brown$ fox jumps over the $lazy$ dog.\nPress the $ button to continue. | $The quick $brown$ fox jumps over the $lazy$ dog.\nPress the $ button to continue. | ||
</syntaxhighlight>And the following variables:<syntaxhighlight lang="text"> | </syntaxhighlight> | ||
And the following variables: | |||
<syntaxhighlight lang="text"> | |||
sound(all01_a00_sn),rgba(127,51,0),color,red,color,picture(button_a) | sound(all01_a00_sn),rgba(127,51,0),color,red,color,picture(button_a) | ||
</syntaxhighlight>The game should first play the sound <code>all01_a00_sn</code>, then draw something akin to the following text: | </syntaxhighlight> | ||
The quick <span style="color:#7F3300;">brown</span> fox jumps over the <span style="color:#FD5858;">lazy</span> dog. Press the <span style="color:#58FF8E;">'''Ⓐ'''</span> button to continue. | The game should first play the sound <code>all01_a00_sn</code>, then draw something akin to the following text: | ||
<div class="mw-code" style="display: flex; align-items: center; margin: 20px 0 0 0; background-color: var(--hedgedocs-frame-bg-color); border-color: var(--hedgedocs-base-border-color);"> | |||
The quick <span style="color:#7F3300;">brown</span> fox jumps over the <span style="color:#FD5858;">lazy</span> dog. | |||
Press the <span style="color:#58FF8E;">'''Ⓐ'''</span> button to continue. | |||
</div> | |||
}} | |||
[[Category:File Formats]] | [[Category:File Formats]] | ||
Revision as of 10:22, 3 December 2025
Text Book is a file format used in Sonic the Hedgehog (2006) for storing text with friendly names and variables.
These files are located in cache.arc and text.arc under the ./text/ directory from platform root as *.mst files.
Specification
Text Book uses a Binary Resource container. The text to be displayed is encoded as UTF-16, whereas the names and variables are encoded as Shift-JIS.
Header
The header consists of the following data structure:
| Offset | Type | Name | Description |
|---|---|---|---|
| 0x00 | Char[4] | Signature | Always "WTXT" (referring to UTF-16). |
| 0x04 | UInt32 | NameOffset | The offset of the name of this Text Book. |
| 0x08 | UInt32 | CardCount | The total number of Text Cards in this Text Book. |
Text Card
Text Cards consist of the following data structure:
| Offset | Type | Name | Description |
|---|---|---|---|
| 0x00 | UInt32 | NameOffset | The offset of the name of this Text Card. |
| 0x04 | UInt32 | TextOffset | The offset of the UTF-16 text for this Text Card. |
| 0x08 | UInt32 | VariablesOffset | The offset of the variables for this Text Card. |
Variables
Variables are stored as comma-separated values, there should be one for each '$' character in the actual text to be displayed.
| Variable | Parameters | Description |
|---|---|---|
| blue | None | Once encountered, starts colouring characters blue. |
| color | None | Once encountered, starts colouring characters white. |
| color! | None | Once encountered, starts colouring characters yellow. Presumably this is meant as the "warning" colour, hence the exclamation mark. |
| gray | None | Once encountered, starts colouring characters grey. |
| green | None | Once encountered, starts colouring characters green. |
| picture | String | Once encountered, draws the specified picture defined in the game's Text Font Picture file. |
| red | None | Once encountered, starts colouring characters red. |
| rgba | Byte, Byte, Byte | Once encountered, starts colouring characters the specified colour. Despite the name, this does not support setting the alpha colour of the text. |
| sound | String | Once encountered, plays the specified sound effect if the Sound Bank containing it is loaded. |
| text | Unknown | Unknown. |
| value | Unknown | Unknown. |
| yellow | None | Once encountered, starts colouring characters yellow. |
$The quick $brown$ fox jumps over the $lazy$ dog.\nPress the $ button to continue.
And the following variables:
sound(all01_a00_sn),rgba(127,51,0),color,red,color,picture(button_a)
The game should first play the sound all01_a00_sn, then draw something akin to the following text:
The quick brown fox jumps over the lazy dog. Press the Ⓐ button to continue.