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- Scripting in Slow Item Texts:
- 2E = . (dot)
- 20 = spacer
- 00 = when not in command mode and without a preceding 1A = end of text box (terminator)
- 0A = line break (\n) (automatically creates new box on 4th line break)
- Control Codes:
- Example: 1A 06 FF 00 00 01
- 1: 1A = Command mode activated and command follows (1A is counted as a char and is "rendered", thus commands waste frames)
- 2: 06 = Amount of value bytes to follow + 2 (03 smallest?)
- 3: FF 00 00 01 = Value Bytes
- Following value byte amount is used typically for:
- 05 = Set appear speed (3 value bytes)
- 06 = Set text color | Draw special character (4 value bytes)
- 07 = Text Delay | Font Size (5 value bytes)
- 09 = General Stuff N/A (7 value bytes)
- Value Bytes:
- 1-4 = Special character/text/color/symbol to draw
- 5 = Delay Amount | Font Size
- Examples:
- 1A 06 FF 00 00 01 = Text color red (color 01)
- 1A 06 FF 00 00 00 = Text color white
- 1A 05 00 00 01 = Following text is fast
- 1A 05 00 00 02 = Following text is slow
- 1A 07 00 00 07 00 0A = 10 frames (0A) delay, needs user input to proceed
- 1A 07 00 00 04 00 0A = 10 frames (0A) delay, box closes after expiration
- 1A 07 00 00 36 00 1E = 30 frames (1E) delay + 1
- 1A 07 FF 00 01 00 55 = Smaller text (font size 55)
- Special text:
- 00 = Use 3 Bytes for GC Symbol
- 03 = Use 3 Bytes for Wii Symbol
- 04 = Use 3 Bytes for Hylian/Special character
- 05 = Use 3 Bytes for Ammo/Rupee/Collectibels Count
- 06 = Use 3 Bytes for Character Names/Icons
- FF = Use 4 Bytes for Font Properties (color, size) (last one is important, defines color and font size)
- More Commands for special cases:
- 00 00 00 = Link's Name
- 00 00 22 = Epona's Name
- 00 00 01 = Draw the following instantly
- 00 00 02 = Draw the following slow
- 00 00 08 = 2 dialogue choices
- 00 00 09 = 3 dialogue choices
- 00 00 0A = Draw A Button
- 00 00 0F = X Button
- 00 00 10 = Y Button
- 03 00 09 = Animated D-Pad Up Icon
- FF = Extend to 4 bytes for Color & Font Size
- If 00 00 06 Then
- Use next 2 Bytes to set global frame delay between each text draw call (if 0 draw everything at once) (1 default)
- If 00 00 07 Then
- Use next 2 Bytes to set a single delay in frames starting from the next frame, remaining rendering commands are wasted. After the delay is finished there is 1 rendering command left
- If 00 00 36
- Use next 2 Bytes to set a single delay in frames and add 1 extra frame of delay
- If 00 00 04 Then
- Use next 2 Bytes to set a single delay in frames and close box afterwards
- Text Modes:
- 01 = Instantly appears
- 02 = Slow scrolling
- Colors:
- 00 = white
- 01 = red
- 02 = green
- etc.
- Appearance of Slow Dialog:
- -11 frames after box first becomes visible the box is initialized and all lines that are set to instant mode appear
- -On 12th frame the game continues with the char drawing normally if next lines are set to slow
- -Each frame advances box by 2 chars ; can press A 2 frames before arrow sign appears (2 chars before end)
- -Each extra slow box wastes 2 frames + amount of chars in box/2
- Normal Dialog:
- Appearance:
- -In fast dialogue each extra box wastes 2 frames
- For Japanese:
- Japanese signs are stored as 2 Bytes. Everything remains the same, so in slow texts it will render 1 sign every frame!
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