MSBT: Difference between revisions
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0x03 = Yellow | 0x03 = Yellow | ||
0x04 = | 0x04 = Mario Red | ||
0x05 = Green | 0x05 = Luigi Green | ||
0x06 = Pink | 0x06 = Peach Pink | ||
0x07 = Orange | 0x07 = Daisy Orange | ||
0x08 = | 0x08 = Toad Yellow | ||
0x09 = | 0x09 = Toad Blue | ||
0x0A = Pink | 0x0A = Toadette Pink | ||
0x0B = | 0x0B = Nabbit Purple | ||
0x0C = | 0x0C = Yoshi Green | ||
0x0D = | 0x0D = Yoshi Red | ||
0x0E = | 0x0E = Yoshi Yellow | ||
0x0F = | 0x0F = Yoshi Light Blue | ||
0x10 = Aqua | 0x10 = Aqua | ||
0x11 = Light Yellow | 0x11 = Light Yellow | ||
0x12 = Yellow (again?)* | 0x12 = Yellow (again?) *Nintendo uses this one | ||
0x13 = Light Purple | 0x13 = Light Purple | ||
0x14+ = Defaults back to Blue | 0x14+ = Defaults back to Blue (0x00) | ||
0xFF = Reset | 0xFF = Reset |
Revision as of 06:34, 16 October 2023
The MSBT (Message Studio Binary Text) file format holds text entries for the game with some optional metadata tags mixed in.
This is a common format in many Nintendo games, and has not changed in Wonder, as such documentation on the format can be found in existing documentation such as the Mario Kart 8 Wiki MSBT page.
Tags
MSBT supports the insertion of arbitrary special "tags" in the middle of text entries, while such tags have a generic standard format which doesn't change and is parseable by any MSBT tool, the *meaning* attributed to such tags is game-specific. The below table aims to document the game-specific behavior of Wonder's MSBT tags.
VERY WIP!!! Yes this table is a mess right now it will be tidied up whenever just leave it be its just an info dump for now.
- Each Arg is 1 byte.
Tag | Description | Arg 1 | Arg 2 | Arg 3 | Arg 4 |
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n0.3 | Color Formatter | (int8) Color ID
0x00 = Blue 0x01 = Purple 0x02 = Gray 0x03 = Yellow 0x04 = Mario Red 0x05 = Luigi Green 0x06 = Peach Pink 0x07 = Daisy Orange 0x08 = Toad Yellow 0x09 = Toad Blue 0x0A = Toadette Pink 0x0B = Nabbit Purple 0x0C = Yoshi Green 0x0D = Yoshi Red 0x0E = Yoshi Yellow 0x0F = Yoshi Light Blue 0x10 = Aqua 0x11 = Light Yellow 0x12 = Yellow (again?) *Nintendo uses this one 0x13 = Light Purple 0x14+ = Defaults back to Blue (0x00) 0xFF = Reset |
(?)
0x00 = Change Color 0x01 = Vertical Spacing (?) + Arg 1 seems to have no effect with this 0x02+ = Nothing (?) + Arg 1 seems to have no effect 0xFF = Reset |
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n10.7 | Number Formatter | (int8) Padding amount | (int8) ID (?) | (bool) Padding enabled | (?) |
n10.14 | Controller Button Icons (?) | (int8) Icon ID
0x00 = Up Arrow 0x01 = Down Arrow 0x02 = Left Arrow 0x03 = Right Arrow 0x04 = A 0x05 = B 0x06 = X 0x07 = Y 0x08 = L 0x09 = R 0x0A = ZL 0x0B = ZR 0x0C = + 0x0D = - 0x0E = LStick 0x0F = Up-Right Arrow 0x10 = Down-Right Arrow 0x11 = Down-Left Arrow 0x12 = Up-Left Arrow |
0xCD (?) | ||
n10.15 | Mapped Controller Button Icons (?) | (int8) Icon ID
0x00 = B 0x01 = A 0x02 = X 0x03 = Y 0x04 = LStick/ZL 0x05 = Press R/Press ZR 0x06 = LStick/ZL (?) |
Doesn't seem to do anything (?)
Although Nintendo uses the value 0xCD consistently |
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n10.24 | Action-mapped Button Icons | (int8) Action ID
0x00 = Dash 0x01 = Jump 0x02 = Item 0x03 = Greet 0x04 = Ground Pound 0x05 = Right Triggers (?) 0x06 = Left Triggers (?) |
(int8) Controller Type
0x00 = Vertical Joycons (VLR) 0x01 = Horizontal Joycon (HLR) 0x02 = Same as 0x01 (?) |