Difference between revisions of "FONT (File Format)"

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(Header)
Line 90: Line 90:
 
| Metroid Prime 3/DKCR
 
| Metroid Prime 3/DKCR
 
|}
 
|}
 
  
 
=== Glyph Entry (Version 2) ===
 
=== Glyph Entry (Version 2) ===
 
=== Glyph Entry (Version 4) ===
 
 
=== Character Definitions ===
 
 
This part of the file defines each character of the font. It starts with a 32-bit count value.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 149: Line 142:
 
| u32
 
| u32
 
| 4
 
| 4
| '''Character width'''
+
| '''Glyph width'''
 
|-
 
|-
 
| 0x22
 
| 0x22
 
| u32
 
| u32
 
| 4
 
| 4
| '''Character height'''
+
| '''Glyph height'''
 
|-
 
|-
 
| 0x26
 
| 0x26
Line 162: Line 155:
 
|-
 
|-
 
| 0x2A
 
| 0x2A
| colspan=3 {{unknown|End of character definition}}
+
| colspan=3 {{unknown|End of glyph definition}}
 +
|}
 +
 
 +
=== Glyph Entry (Version 4) ===
 +
 
 +
{| class="wikitable"
 +
! 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
 +
| '''Layer Index'''
 +
<ol start="0">
 +
<li>TXTR Red channel is fill, Green channel is outline</li>
 +
<li>TXTR Blue channel is fill, Alpha channel is outline</li>
 +
</ol>
 +
|-
 +
| 0x13
 +
| u32
 +
| 4
 +
| '''Glyph left padding'''
 +
|-
 +
| 0x17
 +
| u32
 +
| 4
 +
| '''Print head advance'''
 +
|-
 +
| 0x1B
 +
| u32
 +
| 4
 +
| '''Glyph right padding'''
 +
|-
 +
| 0x1F
 +
| u32
 +
| 4
 +
| '''Glyph width'''
 +
|-
 +
| 0x23
 +
| u32
 +
| 4
 +
| '''Glyph height'''
 +
|-
 +
| 0x27
 +
| u32
 +
| 4
 +
| '''Kerning index'''
 +
|-
 +
| 0x2B
 +
| colspan=3 {{unknown|End of glyph definition}}
 
|}
 
|}
  

Revision as of 02:16, 28 February 2015

The FONT format defines fonts that can be used to display text in-game.


GravitySuitIcon.png 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.
Morphball wirerender.png 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 Size Description
0x0 4 "FONT" magic fourCC
0x4 4 Version; see below
0x8 4 Unknown Font Metric (in points)
0xC 4 Unknown Font Metric (in points)
0x10 4 Unknown Font Metric (in points)
0x14 4 Unknown Font Metric (in points)
0x18 4 Unknown
0x1C 2 Unknown
0x20 4 Font Size (in points)
0x22 N Font name; zero-terminated string
0x22+N 4 TXTR file ID
0x26+N 4 Unknown
0x2A+N 4 Glyph Count
0x2E+N 4 Glyphs (Version 2, Version 4)

Version

Version Game
1 Metroid Prime Kiosk Demo
2 Metroid Prime
4 Metroid Prime 2 (and demo), Metroid Prime Wii releases
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 Glyph left padding
0x16 u32 4 Print head advance
0x1A u32 4 Glyph right padding
0x1E u32 4 Glyph width
0x22 u32 4 Glyph height
0x26 u32 4 Kerning index
0x2A 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 Layer Index
  1. TXTR Red channel is fill, Green channel is outline
  2. TXTR Blue channel is fill, Alpha channel is outline
0x13 u32 4 Glyph left padding
0x17 u32 4 Print head advance
0x1B u32 4 Glyph right padding
0x1F u32 4 Glyph width
0x23 u32 4 Glyph height
0x27 u32 4 Kerning index
0x2B 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