Currently, CJK text for CharaGeki can be processed successfully, but it's unclear how to configure them for EU/US versions.
This means only {stage}J.jmb files are guaranteed to be correctly handled.
TODO: Documentation
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Fonts:
- ヒラギノ明朝体 W4 - W8
- Source Han Serif
- Modify the font path in
fontTool.pyas needed
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Place texconv in the working directory
Entry Point:
(reference paths are hardcoded in the script, so please read the code first)
python tasks.pyThe .BIN file can be interpreted as a stTex struct (72-byte DDS header + DDS texture data), though this hasn't been thoroughly tested.
Typically, control codes are dynamically regenerated because their character mappings depend on when they first appear in the text stream.
However, certain special characters have to be manually coded.
"暴君で@0aを使い─"In this case, the sequence @0a is interpreted as the control code FF 0A (big endian), regardless of its position in the text.
For this particular control code, it represents SPACE key for keyboard, or to say, R Trigger in gamepad.