Dark315055Vash said:
could you write down some documentation about the overlay files' structure please?
It actually wasn't particularly easy getting something out of those overlays, but basically, besides including the text in the game, they control how the text flows as xvirus has already mentioned, and probably when certain sounds should sound, the quaking, their color, etc. Unfortunately, I have no idea how they determine who's speaking, and which text to go to next because it's not in the right order. I mean the cases are probably all in the correct order, as 0000 starts with the first case and goes from there, but within each overlay, the text isn't in the right order.
*
:centered dialogue?
= centered line break
T moderate pause
E pause
4 other in game event?
7 short pause
B stop event?
F pause
J long pause
N pause
(no break between words) line break in the middle of a paragraph (so basically, if you were to change the text and ignored the maximum number of characters allowed on one line, your next word would start on the space after the first, and it would look something like this:
Capcom
(space)Capcom)
s, . centered line break?
2 player can click to continue
thought text
7 0 chime
AI Not too sure, but I think it might have something to do with wrapping the dialogue in parentheses.
L5 elipses are sometimes preceded by this
L2 line break?
!
8117 0 text quake
10 Emphasis (orange) 1
I think you are allowed at most 32 characters per line.
If other people have been doing some debugging, some sharing around would be nice.