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DEVTOOLS: BladeRunner module.mk update

And minor readme update
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antoniou79 authored and sev- committed Dec 28, 2018
1 parent 0836d76 commit e0f10ed46b176b3638b9f6c5f12bb4b2fe0a990f
@@ -64,8 +64,8 @@ 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 overrideEncoding.txt 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 it in the current working directory.
The overrideEncoding.txt is a __text file that should be saved in a UTF-8 encoding (no BOM)__, that contains the following:
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:
* The first such character (typically this is the '!' character) should be repeated twice!
@@ -92,10 +92,10 @@ __For the exporting the game fonts (to PNG) mode__, the valid syntax expects onl

__For the creation of subtitles' font mode__, there are six (6) mandatory launch arguments for the fontCreator tool:
1. imageRowPNGFilename: is the filename of the input PNG image file which should contain a row of (preferably) tab separated glyphs. Example: "Tahoma_18ShdwTranspThreshZero003-G5.png". Keep in mind that:
* The first glyph should be repeated here too, as in the overrideEncoding.txt file.
* The first glyph should be repeated here too, as in the override encoding text file.
* Background should be transparent.
* All colors used in the character glyphs should not have any transparency value (eg from Gimp 2, set Layer->Transparency->Threshold alpha to 0). There's no partial transparency supported by the game. A pixel will either by fully transparent or fully opaque.
* If you use special glyphs that are not in the specified ASCII codepage (eg ñ, é, í, â don't appear in the Greek codepage), then in this image file you should use the actual special glyphs - put them at the position of the placeholder characters in your "all-characters" string that you've specified in the overrideEncoding.txt file.
* If you use special glyphs that are not in the specified ASCII codepage (eg ñ, é, í, â don't appear in the Greek codepage), then in this image file you should use the actual special glyphs - put them at the position of the placeholder characters in your "all-characters" string that you've specified in the override encoding text file.
2. targetFONfilename: Example: "SUBTLS_E.FON". Keep in mind that:
* As of yet, only the SUBTLS_E.FON is supported by a modified (non-official) version of the BladeRunner ScummVM engine.
3. minSpaceBetweenLettersInRowLeftToLeft: This is a length (positive integer) in pixels that indicates the __minimum__ distance between the left-most side of a glyph and the left-most side of the immediate subsequent glyph in the input image PNG (row of glyphs) file.
@@ -37,7 +37,7 @@ $(FONT_OUTPUT): $(BLADERUNNER_SUBTITLES_SAMPLE_INPUT_FOLDER)/$(INPUT_FONT_GLYPHS
# The $(INPUT_TRANSCRIPT_AUX_CONF_FILENAME) file is used to configure the creation of the mix file
# This command sequence will erase any intermediate resource files (.TRE) at the end.
# The $(FONT_OUTPUT) file will not be erased.
$(TOOL_OUTPUT): $(FONT_OUTPUT) $(BLADERUNNER_SUBTITLES_SCRIPTS_ROOT_FOLDER)/common/actornames.txt $(BLADERUNNER_SUBTITLES_SAMPLE_INPUT_FOLDER)/$(INPUT_TRANSCRIPT_AUX_CONF_FILENAME) $(BLADERUNNER_SUBTITLES_SAMPLE_INPUT_FOLDER)/$(INPUT_TRANSCRIPT_FILENAME) $(BLADERUNNER_SUBTITLES_SAMPLE_INPUT_FOLDER)/$(INPUT_TRANSCRIPT_AUX_CONF_FILENAME)
$(TOOL_OUTPUT): $(FONT_OUTPUT) $(BLADERUNNER_SUBTITLES_SAMPLE_INPUT_FOLDER)/$(INPUT_TRANSCRIPT_FILENAME) $(BLADERUNNER_SUBTITLES_SAMPLE_INPUT_FOLDER)/$(INPUT_TRANSCRIPT_AUX_CONF_FILENAME) $(BLADERUNNER_SUBTITLES_SCRIPTS_ROOT_FOLDER)/common/actornames.txt
$(info ---------)
$(info Creating Blade Runner subtitles MIX file: $(TOOL_OUTPUT)...)
$(info This process assumes that the folder: )

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