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# TextProcessX | ||
Better text processor for buildfiles | ||
Advanced text processor for buildfiles. | ||
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## What's new | ||
### New Features | ||
TextProcessX provides auto newline, auto add `[A]`, auto narrow and overflow warning. | ||
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The lack of dependency on calling ParseFile multiple times provides a significant performance boost. Text building and parsing should cost less than 1 second on most PCs. | ||
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[X] is no longer required as text no longer fall through different entries. | ||
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### Backwards Compatability | ||
TextProcessX is mostly backwards compatable to classic TextProcess and even Bly's extension, however there are a few minor changes. | ||
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`[var] = something` can be called anywhere, but using `[A] [B]` as `[A] = [B]` is no longer supported. | ||
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Using `#` as line comment is no longer supported since text no longer fall through. Use `//` instead. *(Probably won't cause an error unless the comment is in the middle of a text block)* | ||
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Leading and trailling spaces will be trimmed, use `[0x20]` instead if necessary. | ||
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`ParseDefinitions.txt` is no longer given special treatment so please add | ||
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#include "ParseDefinitions.txt" | ||
to the start of your text_buildfile to use your definitions normally. | ||
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### Additional Requirements | ||
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A version of EA Core that supports raw **BASE64** | ||
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## Command Line Arguments | ||
TextProcess text_buildfile.txt InstallTextData.event --narrow-mapping narrow_mapping.csv --rom reference.gba --portraits PortraitInstaller.event | ||
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### Breakdown: | ||
--narrow-mapping, a csv file, required for narrow font features. | ||
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Each line represents the non-narrow version and narrow version of a character. | ||
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Valid lines: | ||
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a, 0x81 | ||
0x20, 0x79 | ||
32, 127 | ||
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Sample csv files are provided in the project. | ||
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--rom, if specified, we will use the glyph data stored in a rom to calculate text size so we can perform auto-narrow. If not specified, we will use default FE8 glyph sizes. To use the standard narrowfont glyph sizes, at the start of *text_buildfile.txt* specify | ||
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#define UseDefaultNarrowFontProfile | ||
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--portraits, an Event Assembler event, if specified, we will automatically import definitions like `#define {NAME}Portrait` or `#define {NAME}Mug`. | ||
For example if | ||
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#define TimmyMug 0x14 | ||
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**[LoadTimmy]** will become | ||
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[LoadPortrait][0x14][0x1] | ||
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## New Formatting Options | ||
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Traditionally TextProcess has 2 syntax for text: | ||
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## Name | ||
# 0x1234 (Name) | ||
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Now the syntax goes | ||
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#(T/X/I/N/W/D/S/#) (0x1234) (Name) | ||
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T/X/I/N/W/D/S determine which type of text this is | ||
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#T: Text, or dialogue in general, 160px serif font | ||
#X: eXtension, dialog with 3 line dialogue patch installed | ||
#I: Item Name, 56px menu font | ||
#N: (Character/Class) Name, 46px menu font | ||
#W: Weapon Description, 160px serif font | ||
#D: Description: 160px serif font, x2 lines | ||
#S: Skill Description: 160px serif font, x3 lines | ||
#/## (Default): The text will not be altered in any way. | ||
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T and X will try to add `[N]`s and `[A]`s if necessary. The program will not break existing formats and only add `[N]`s and `[A]`s if overflows occur. | ||
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I/N/W/D/S will try to narrow the text if an overflow occurs. | ||
D/S will add [N]s if necessary | ||
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Examples | ||
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#I IronSwordName | ||
Iron Sword | ||
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#W IronSwordDesc | ||
A sword made of Iron. | ||
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