Hi everyone, I'm trying to mod the font support unicode characters, but my ability can not do that.
So, I volunteered to donate $40 for anyone help me create the tools mod this font. Thanks
Link of the font: https://drive.google.com/file/d/1SXjryK ... wnkmK/view
I really hope you can help me
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Donate $40 for the tools mod FNT font of this game
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Re: Donate $40 for the tools mod FNT font of this game
Without knowing what game these are for or even what language they are in this is the best I can do
010 Editor Binary Template for 3 of the files(ASC16.FNT is a different format)
The template isn't perfect it's just thrown together really quick
010 Editor Binary Template for 3 of the files(ASC16.FNT is a different format)
The template isn't perfect it's just thrown together really quick
Code: Select all
while( !FEof() )
{
char HeaderText[32];
unsigned int DataLength;
unsigned int FontEntries;
int Height;
int Width;
byte NULLS[16];
int FontDataLocations[FontEntries];
local int entry;
for (entry=0; entry <= FontEntries; entry++) {
if (FontDataLocations[entry] == 0 && entry != 0) {
typedef struct {
char IconData[0];
} NULLICON;
NULLICON IconEntry;
} else {
typedef struct {
local int s;
local int n = 1;
while ( s == 0 ) {
s = FontDataLocations[entry+n];
n++;
}
char IconData[s-FontDataLocations[entry]];
} ICON;
ICON IconEntry;
}
}
}
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Re: Donate $40 for the tools mod FNT font of this game
Hi HuninHune,HuninHune wrote:Without knowing what game these are for or even what language they are in this is the best I can do
010 Editor Binary Template for 3 of the files(ASC16.FNT is a different format)
The template isn't perfect it's just thrown together really quickCode: Select all
while( !FEof() ) { char HeaderText[32]; unsigned int DataLength; unsigned int FontEntries; int Height; int Width; byte NULLS[16]; int FontDataLocations[FontEntries]; local int entry; for (entry=0; entry <= FontEntries; entry++) { if (FontDataLocations[entry] == 0 && entry != 0) { typedef struct { char IconData[0]; } NULLICON; NULLICON IconEntry; } else { typedef struct { local int s; local int n = 1; while ( s == 0 ) { s = FontDataLocations[entry+n]; n++; } char IconData[s-FontDataLocations[entry]]; } ICON; ICON IconEntry; } } }
I tried to use the 010 Editor for the first time, but I do not know how to mod my fnt font above. Sorry for my little experience, can you help me?
Thanks
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Re: Donate $40 for the tools mod FNT font of this game
Yeah ! ThanksMaKiPL wrote:I see you're more like into graphic editor for font... 40USD seem fair, I'll try to sort things out
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Re: Donate $40 for the tools mod FNT font of this game
some more reversed info for ASC12.FNT as example:
Therefore: ((1122983-1067027) - 64 ) / 13973 (font count) = 4
This indicates 4 bytes per pointer, that means it's unsigned int.
First pointer at 0x00, next 0x04, it means first entry is 0xC long. That's impossible to declare 12*12 pixel data upon 12 bytes. Next entries vary from 12, 18, 22, 29 bytes.
FontEntry 0 is at 55956
FontEntry 1 is at 55968
FontEntry 2 is at 55997
FontEntry 0 contains only 0x0C
FontEntry 1 starts with 0x0C
FontEntry 3 starts with 0x0C too
FontEntry 5126 also starts with 0x0C
It's some wicked thing going on here... Could you please write which software or game uses that?
Code: Select all
FontSize at 0x20, FileSize-this = x now substract 64 which is header data
This indicates 4 bytes per pointer, that means it's unsigned int.
First pointer at 0x00, next 0x04, it means first entry is 0xC long. That's impossible to declare 12*12 pixel data upon 12 bytes. Next entries vary from 12, 18, 22, 29 bytes.
FontEntry 0 is at 55956
FontEntry 1 is at 55968
FontEntry 2 is at 55997
FontEntry 0 contains only 0x0C
FontEntry 1 starts with 0x0C
FontEntry 3 starts with 0x0C too
FontEntry 5126 also starts with 0x0C
It's some wicked thing going on here... Could you please write which software or game uses that?
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Re: Donate $40 for the tools mod FNT font of this game
This is the download link: https://mega.nz/#!VsFh0JgJ!MayhAnaWIgii ... ZXo1-PO-7QMaKiPL wrote:some more reversed info for ASC12.FNT as example:Therefore: ((1122983-1067027) - 64 ) / 13973 (font count) = 4Code: Select all
FontSize at 0x20, FileSize-this = x now substract 64 which is header data
This indicates 4 bytes per pointer, that means it's unsigned int.
First pointer at 0x00, next 0x04, it means first entry is 0xC long. That's impossible to declare 12*12 pixel data upon 12 bytes. Next entries vary from 12, 18, 22, 29 bytes.
FontEntry 0 is at 55956
FontEntry 1 is at 55968
FontEntry 2 is at 55997
FontEntry 0 contains only 0x0C
FontEntry 1 starts with 0x0C
FontEntry 3 starts with 0x0C too
FontEntry 5126 also starts with 0x0C
It's some wicked thing going on here... Could you please write which software or game uses that?
Its a chinese game Thanks
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Re: Donate $40 for the tools mod FNT font of this game
Sorry, the password is: gamevn.comMaKiPL wrote:archive is password protected