Difference between revisions of "Action4"
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=Action 4= |
=Action 4= |
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− | Define vehicle names or |
+ | Define vehicle names or other texts |
-=Introduction=- |
-=Introduction=- |
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<text>|S|New text strings|| |
<text>|S|New text strings|| |
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− | + | Whether <offset> is a '''BYTE''' or a '''WORD''' is decided by bit 7 of <language-id>, see below. |
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-=Filling in the terms=- |
-=Filling in the terms=- |
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0B for cargos |
0B for cargos |
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+ | 48 for original strings; see [[TextIDs]] for a list of TTD's text IDs. |
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− | 48 for generic strings (language-id bit 7 set), unless they should only be changed in conjunction with new vehicles/stations/etc., in which case you use the regular feature number above |
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===language-id=== |
===language-id=== |
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4|10|Spanish |
4|10|Spanish |
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− | 7|80|Flag for |
+ | 7|80|Flag for 16 bit string IDs|| |
− | Add the bits of all languages for which the following strings apply. |
+ | Add the bits of all languages for which the following strings apply. Bit 7 controls, whether the following string ID consists of 16 or 8 bit. Since TTDPatch now supports languages other than the standard ones, unknown languages will use the American strings as fallback. Otherwise the string would remain undefined for these languages. To actually define strings for any new language, you must use grf version 7. |
For version 7 and higher, it is a simple language ID from the list below. (This has changed with 2.5 beta 4). Bit 7 has the same meaning as in the earlier versions above. |
For version 7 and higher, it is a simple language ID from the list below. (This has changed with 2.5 beta 4). Bit 7 has the same meaning as in the earlier versions above. |
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62|Persian |
62|Persian |
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− | 80|Flag |
+ | 80|Flag 16 bit string IDs (added to language ID) |
7F|any (will be applied no matter what language is active)|| |
7F|any (will be applied no matter what language is active)|| |
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The ID of the first string to change. |
The ID of the first string to change. |
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− | + | When language-id bit 7 is clear, this is a byte value; except for OpenTTD since r13482, where it is an extended byte value for vehicles. |
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− | + | When language-id bit 7 is set, this is a word value in little endian notation, e.g. 8134 becomes 34 81. |
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+ | The 8 bit version is only allowed for vehicles to set their name, in which case the text ID is just the vehicle ID. |
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− | In addition, TTDPatch defines the following generic text IDs for this action: |
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+ | |||
+ | To replace original texts, or to define texts for usage in callbacks or properties of vehicles, stations, houses or industries you have to use the 16 bit version. However, town names are changed with [[ActionF|Action F]]. |
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+ | |||
+ | For the usable 16 bit text IDs see the table below, resp. for feature 48 see [[TextIDs]]. |
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||ID|Content |
||ID|Content |
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For the supported encodings, format, and restrictions on what characters you may use, please see [[GRFActionsDetailed#Strings|GRFActionsDetailed]] and StringCodes. |
For the supported encodings, format, and restrictions on what characters you may use, please see [[GRFActionsDetailed#Strings|GRFActionsDetailed]] and StringCodes. |
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− | A large number of |
+ | A large number of original TTD strings require a colour code in front of the actual string. You can also use these colour codes in most of your custom strings. Use them wisely! In case a string requires a colour code, the string will have the code displayed in front of the default text as listed in [[TextIDs]].Typically, a colour coded string starts with the escape character (backslash), followed by hex byte and then the actual text string itself. I.e. string 0001 ("\94Off edge of map") has colour code 0x94 in front of the text string, which will colour it white. You can also put the plain hex byte outside the quoted string without having to escape it. ''94 "Off edge of map"'' would be the same as ''"\94Off edge of map"'' |
The following 16 colour codes are available for use: |
The following 16 colour codes are available for use: |
Revision as of 22:39, 21 November 2009
Define vehicle names or other texts
Action 4
Define vehicle names or other texts
-=Introduction=-
When making new vehicle graphics, you also need to name the new vehicles, or they'll show up with their original name from TTD.
In addition, you can change most of TTD's text strings.
Note that changes of vehicles names can be overridden by using TTD's vehicle.dat custom vehicle names. There is no way to bypass the custom vehicle names, other than turning them off or deleting vehicle.dat.
-=Format=-
The data looks as follows:
-+<Sprite-number> * <Length> 04 <feature> <language-id> <num-ent> <offset> <text>+-
||Element|Size|Description
<Sprite-number>|dec|A sequential sprite number
<length>|dec|The total number of bytes used in this action.
04|B|Defines action 04
<feature>|B|For what type of vehicle/station should this definition be used?
<language-id>|B|Which of TTD's languages this name is for
<num-ent>|B|Number of consecutive strings to change
<offset>|B/W|First ID to change
<text>|S|New text strings||
Whether <offset> is a BYTE or a WORD is decided by bit 7 of <language-id>, see below.
-=Filling in the terms=-
Sprite-number
This is just the number you are at.
Length
Count the number of bytes in this action.
feature
This sets the type of feature that you wish to change. Set it to:
00 for trains
01 for road vehicles
02 for ships
03 for planes
04 for stations
05 for canals
06 for bridges
07 for houses
0A for industries
0B for cargos
48 for original strings; see TextIDs for a list of TTD's text IDs.
language-id
The meaning of this byte depends on the GRF version of the .grf file as set in action 8.
Up to version 6, this is a bit mask of the following bits:
||Bit|Value|Meaning
0|01|American or "other"
1|02|English
2|04|German
3|08|French
4|10|Spanish
7|80|Flag for 16 bit string IDs||
Add the bits of all languages for which the following strings apply. Bit 7 controls, whether the following string ID consists of 16 or 8 bit. Since TTDPatch now supports languages other than the standard ones, unknown languages will use the American strings as fallback. Otherwise the string would remain undefined for these languages. To actually define strings for any new language, you must use grf version 7.
For version 7 and higher, it is a simple language ID from the list below. (This has changed with 2.5 beta 4). Bit 7 has the same meaning as in the earlier versions above.
In either scheme, you can use the value 7F or FF, respectively, to define strings shown for languages that you do not provide translation for. First set all strings to a default value using this, and later override the language specific ones if they exist.
Currently, the scheme is to use international phone codes as language IDs, unless they're out of range, in which case pick a number vaguely related in some way. Or something else.
||ID (hex)|Language
00|American
01|English
02|German
03|French
04|Spanish
05|Esperanto
06|Ido
07|Russian
0C|Chinese (Traditional)
0D|Serbian
0E|Norwegian (Nynorsk)
0F|Welsh
14|Arabic (Egypt)
15|Czech
16|Slovak
18|Bulgarian
1B|Afrikaans
1E|Greek
1F|Dutch
21|Basque
22|Catalan
23|Luxembourgish
24|Hungarian
26|Macedonian
27|Italian
28|Romanian
29|Icelandic
2A|Latvian
2B|Lithuanian
2C|Slovenian
2D|Danish
2E|Swedish
2F|Norwegian (Bokmal)
30|Polish
31|Galician
32|Frisian
33|Ukrainian
34|Estonian
35|Finnish
36|Portuguese
37|Brazilian Portuguese
38|Croatian
39|Japanese
3A|Korean
3C|Malay
3E|Turkish
42|Thai
54|Vietnamese
56|Chinese (Simplified)
5A|Indonesian
5C|Urdu
61|Hebrew
62|Persian
80|Flag 16 bit string IDs (added to language ID)
7F|any (will be applied no matter what language is active)||
When translating for a new language, please simply edit this document and add the new definition here.
num-ent
How many consecutive entries to change.
offset
The ID of the first string to change.
When language-id bit 7 is clear, this is a byte value; except for OpenTTD since r13482, where it is an extended byte value for vehicles.
When language-id bit 7 is set, this is a word value in little endian notation, e.g. 8134 becomes 34 81.
The 8 bit version is only allowed for vehicles to set their name, in which case the text ID is just the vehicle ID.
To replace original texts, or to define texts for usage in callbacks or properties of vehicles, stations, houses or industries you have to use the 16 bit version. However, town names are changed with Action F.
For the usable 16 bit text IDs see the table below, resp. for feature 48 see TextIDs.
||ID|Content
C4xx|Set name of station class associated with station ID xx; this is the text above the preview (where otherwise TTD shows "Orientation")
C5xx|New station names, this changes the text "number of platforms" into the given text when the station with this ID from the current set is selected (i.e. xx=station-id from action 3 and 0)
C9xx|Name of the house type of this ID. If both property 12 and this is set, the latest definition is used always. You should prefer setting property 12 instead of this, so executables translated with TTD Translator will show the name in the current language. However, if you can't find any suitable old TTD texts, this can be used to specify your custom name. Don't forget to set the same text for all parts of a multi-tile building.
D0xx|Miscellaneous graphics texts, unique to each .grf file. Used for several callbacks. Some callbacks as well as newobjects support IDs up to D3FF.
DCxx|Set miscellaneous persistent GRF texts. Unlike the D0xx GRF texts, these IDs can be used to set properties. The text ID must be set before any action 0 references it.||
The DCxx IDs are allocated internally when defined, and are persistent in the savegame data. Each .grf file gets its own separate map of these internal IDs and thus may set all 256 of them. However, only 1024 IDs are available in total, to be shared by all .grf files ever activated in the savegame. This means these IDs should be used as sparingly as possible. But use them when they are useful!
text
This is a list of zero-terminated strings, there must be as many strings as num-ent specifies.
You can use the converter to generate the proper hex values.
Alternatively, use grfcodec version 0.9.6 or later, which accepts literal strings in the .nfo. These are encoded exactly as written, in whatever encoding your text editor uses; if you need a 00, put it immediately after the literal string.
For the supported encodings, format, and restrictions on what characters you may use, please see GRFActionsDetailed and StringCodes.
A large number of original TTD strings require a colour code in front of the actual string. You can also use these colour codes in most of your custom strings. Use them wisely! In case a string requires a colour code, the string will have the code displayed in front of the default text as listed in TextIDs.Typically, a colour coded string starts with the escape character (backslash), followed by hex byte and then the actual text string itself. I.e. string 0001 ("\94Off edge of map") has colour code 0x94 in front of the text string, which will colour it white. You can also put the plain hex byte outside the quoted string without having to escape it. 94 "Off edge of map" would be the same as "\94Off edge of map"
The following 16 colour codes are available for use:
||Code|Colour
88|Blue
89|Light Grey
8A|Yellow
8B|Red
8C|Light Purple
8D|Beige
8E|Light Orange
90|Light Yellow
91|Light Green
92|Light Pink
93|Brown
94|White
95|Light Blue
96|Grey
97|Purple
98|Black||
-=Example=-
Something to go here