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DEVTOOLS: instructions for make in readme

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antoniou79 authored and sev- committed Dec 28, 2018
1 parent 9de05f5 commit 6e62a3e91e26d01ff6793ecdec34d2ed833bd474
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# Blade Runner (1997) Subtitles Support
Some tools written in __Python 2.7__ to help add support for subtitles in Westwood's point and click adventure game Blade Runner (1997) for PC.

## Building and installing a SUBTITLES.MIX file with a "make" command
You need to follow these steps:
1. Download the online excel transcript and save it as "englishTranscript.xls" into the "devtools\create_bladerunner\subtitles\sampleInput" folder.
__The online Excel file is available here:__
https://docs.google.com/spreadsheets/d/17ew0YyhSwqcqZg6bXrIgz0GkA62dhgViHN15lOu5Hj8/edit?usp=sharing
2. Edit your font glyphs PNG file (or use the provided one). This file should be stored as "subtitlesFont.png" into the "devtools\create_bladerunner\subtitles\sampleInput" folder.
3. Create an overrideEncodingSUBLTS.txt file in the sampleInput folder. This is a configuration file for the font file creation. A sample is provided in the sampleInput folder and documentation about this is below in this document (see "override encoding text file" in fontCreator).
4. Create a configureFontsTranslation.txt in the sampleInput folder. A configuration file for the MIX file creation. A sample is provided in the sampleInput folder and documentation about this is below in this document (see "text configuration file" in mixResourceCreator).
5. From the ScummVM root folder run:
```
make devtools/create_bladerunner/subtitles
```
6. Copy the output file "SUBTITLES.MIX", created in the ScummVM root folder, into your Blade Runner game directory.
7. Launch the Blade Runner game using ScummVM.

## quotesSpreadsheetCreator (quoteSpreadsheetCreator.py)
(requires python lib *xlwt*, *wave*)
A tool to gather all the speech audio filenames in an Excel file which will include a column with links to the audio file location on the PC. By Ctrl+MouseClick on that column's entries you should be able to listen to the corresponding wav file.
@@ -43,7 +58,7 @@ Syntax Notes:
3. The "-cft" optional switch is followed by the path to the text configuration file "configureFontsTranslation.txt" -- if this is omitted then the file is assumed to reside in the current working directory.
4. The "--trace" optional switch enables extra debug messages to be printed.

The text configuration file "configureFontsTranslation.txt" a __text file that should be saved in a UTF-8 encoding (no BOM)__, that contains the following:
The __text configuration file "configureFontsTranslation.txt"__ a __text file that should be saved in a UTF-8 encoding (no BOM)__, that contains the following:
1. A key "targetEncoding" with a value of the name of the ASCII codepage that should be used for the character fonts (eg windows-1253).
2. Multiple lines with the key "fontNameAndOutOfOrderGlyphs" and a value that contains:
* the name of a in-game Font file that should be included in the SUBTITLES.MIX
@@ -64,7 +79,7 @@ python2.7 fontCreator.py -ip folderpathForMIXFiles
Syntax B - To create the subtitle's font:
python2.7 fontCreator.py -im imageRowPNGFilename -om targetFONfilename [-oe pathToOverrideEncodingTxt] -pxLL minSpaceBetweenLettersInRowLeftToLeft -pxTT minSpaceBetweenLettersInColumnTopToTop -pxKn kerningForFirstDummyFontLetter -pxWS whiteSpaceWidthInPixels [--trace]
```
This tool __requires__ an override encoding text file in its Syntax B mode (subtitle font creation). You can specify the path to this file after a "-oe" switch. If you don't provide this path, the script will search for an "overrideEncoding.txt" file in the current working directory.
This tool __requires an override encoding text file__ in its Syntax B mode (subtitle font creation). You can specify the path to this file after a "-oe" switch. If you don't provide this path, the script will search for an "overrideEncoding.txt" file in the current working directory.
The override encoding file is a __text file that should be saved in a UTF-8 encoding (no BOM)__, that contains the following:
1. A key "targetEncoding" with a value of the name of the ASCII codepage that should be used for the character fonts (eg windows-1253).
2. A key "asciiCharList" with value the "all-characters" string with all the printable characters that will be used in-game, from the specified codepage. Keep in mind that:

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