Define strings, e.g vehicle, house or industry names
When making new vehicle graphics, you also need to name the new vehicles, or they'll show up with their original name from TTD. However, custom vehicle names assigned by the player in-game (or for TTDPatch also via TTD's vehicle.dat) will always take precendence.
In TTDPatch you can also use this action to change most of TTD's text strings.
The data looks as follows:
<Sprite-number> * <Length> 04 <feature> <language-id> <num-ent> <offset> <text>
|<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 (extended byte in openttd for vehicles) or a WORD is decided by bit 7 of <language-id>, see below.
This is just the number you are at.
Count the number of bytes in this action.
This sets the type of feature that you wish to change. Set it to:
|48||Original strings; see TextIDs for a list of TTD's text IDs.|
The meaning of this byte depends on the GRF version of the .grf file as set in action 8.
GRFv≤6 Up to version 6, this is a bit mask of the following bits:
|0||01||American or "other"|
|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. 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.
GRFv≥7 For version 7 and higher, it is a simple language ID from the list below. (This has changed with TTDPatch 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.
Set bit7 (add 0x80 to the languageID as in the table below) in order to use 16 bit string IDs.
For a list of plural forms see StringCodes. As the assignment of plural forms to languages is in fact not as fixed as one might expect, the used plural form is defined by each GRF separately for its strings using Action0/Global Settings property 15.
Currently, the scheme is to use international phone codes as language IDs, unless they're out of range. When creating a new translation for OpenTTD pick a number vaguely related in some way. Or something else.
Valid language IDs are listed in the table below. The cases, genders and the type of plural form is only given as reference. Authorative are the definitions in OpenTTD's language file for each language. A complete list of these exact definitions is available here (generated page).
|02||German||m w n p|
|03||French||m m2 f||2|
|07||Russian||m f n p nom gen dat acc abl pre||m f n p||6|
|0D||Serbian||nom big gen dat aku vok lok ins||muški ženski srednji||6|
|0E||Norwegian (Nynorsk)||small||masculine feminine neuter|
|10||Belarusian||m f n p nom gen dat acc abl pre||m f n p||6|
|12||Faroese||m f n|
|15||Czech||nom gen dat acc voc loc ins big small||m f n map mnp fp np||10|
|16||Slovak||g||m z s||10|
|18||Bulgarian||m f n p||m f n p|
|1E||Greek||subs date geniki||m f n||2|
|27||Italian||ms mp fs fp||m ma f|
|29||Icelandic||karlkyn kvenkyn hvorugkyn|
|2B||Lithuanian||kas ko kam ka kuo kur kreip||vyr mot||5|
|2C||Slovenian||r d t||8|
|2F||Norwegian (Bokmal)||small||masculine feminine neuter|
|30||Polish||d c b n m w||m f n||7|
|31||Galician||m f n|
|33||Ukrainian||r d z||m f s mn||6|
|34||Estonian||g in sü|
|36||Portuguese||n m f mp fp|
|37||Brazilian Portuguese||m f||2|
|38||Croatian||nom gen dat aku vok lok ins||male female middle||6|
|55||Mexican Spanish||m f||0|
|61||Hebrew||singular plural gen||m f|
|66||Latin||gen acc abl dat||m f n mp fp np|
|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 support IDs up to D3FF.|
|D4xx||Never use in Action4, only for displaying textids in range D000-D3FF (grf specific), see TextIDs|
|D8xx||1.7 Useable like DCxx in Action 0 and for inclusion via string codes 0x80 and 0x81.
Never use in Action4, only usable in Action0 features, see TextIDs
|DCxx||Set miscellaneous persistent GRF texts. Useable in Action 0 and for inclusion via string codes 0x80 and 0x81.
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!
This is a list of zero-terminated strings, there must be as many strings as num-ent specifies.
Grfcodec version 0.9.6 or later 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 colour codes are available for use:
|8D||Light Brown|| |
|91||Dark Green|| |
|95||Light Blue|| |
|97||Dark Blue|| |