SCUMM V7 and V8 NUT (V7 & V8) charset format The charset format is otherwise identical to the V4 format described above. Observe that this header is identical to the V4 header with a few bytes added to the start of it. Like all other resources in V5 and later, the charset data is stored in a chunk, in this case a 'CHAR' chunk. Is in the top bits of the first data byte then the bits below that Īnd so on. The pixelsĪre arranged in big-endian format so, the first pixel in the stream The data bitstream encodes the pixels in the glyph in left-to-right, Needless to say, glyphs don't all have to be the same size,Īlthough in all the examples I have they are the same height. The X and Y offsets are added to the screen coordinates of the top-leftĬorner of the glyph before drawing. The character data itself is formatted as follows: This can be 0 if that particular character is not encoded in the character The character data pointers contain the offset, relative to the byteĪfter the end of the color map (byte 29), of the character data. Mapped using the color map in the header. Pixel value 0 is used for transparency the other values are The color map contains the colors each pixel of the character glyph Every character in the charset takes up exactly 8 bytes, representing 8x8 pixels in which the actual character is contained (the actual width and height of the char should be computed from the charset header).Ĭharacter glyphs may be 1, 2, 4 or 8 bits per pixel, and can be masked. Thus the font is always monospaced, unlike V3 fonts.Ĭharacter width table (one byte for every char)Īfter this header the character data starts. It is not known whether there were other localizations, but if you encounter any make sure to tell the team about it!Īnother minor difference compared to the V3 format is that all characters are exactly 8x8 pixels big. The fonts differ depending on the localization of the game.Ĭurrently, ScummVM includes fonts for English, French, German, Italian and Spanish game variants. Therefore, ScummVM has to include fonts for the various versions of the two affected games (Maniac Mansion and Zak McKracken). The V1 and V2 font format is identical to that found in V3 games the big difference is that in V1 and V2, the font is not stored in the game data files, but rather is hardcoded into the executable. Character sets define the fonts used by SCUMM to draw text, such as dialogue, on the screen.
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