Hi Everyone,
Just a strange question from me, I want to change the color of the text that displays the version on opening screen (see image below)
at 004D05B9 0xcf9b9 if changed from 01 to 00 - 04 it will change the color but not to the color I would like (dark red to match screen images) any ideas how to get a closer color?
You might have noticed I increased the font size lol
thunderchero
version text color change
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Re: version text color change
Congratulations! You just disclosed the secret of the empire's fixed base fnt colours.
Sub_43AC90 -> fnt_base_colour_for_raceID_eax_to_eax
Ds:58FB14 -> 0x3C bytes per empire -> first 3 bytes each for base fnt colour
i.e. for empires card-rom:
58FB14 -> 00 9A 72
58FB50 -> 20 68 C0
58FB8C -> FF 75 17
58FBC8 -> 6F 89 FF
58FC04 -> 59 6A FF
I do not know much about colour coding, but I'm sure, based on the above info, somebody will provide you with a detailed guidance soon.
In this special case, just load the desired colour code directly to EAX instead calling sub_43AC90.
Sub_43AC90 -> fnt_base_colour_for_raceID_eax_to_eax
Ds:58FB14 -> 0x3C bytes per empire -> first 3 bytes each for base fnt colour
i.e. for empires card-rom:
58FB14 -> 00 9A 72
58FB50 -> 20 68 C0
58FB8C -> FF 75 17
58FBC8 -> 6F 89 FF
58FC04 -> 59 6A FF
I do not know much about colour coding, but I'm sure, based on the above info, somebody will provide you with a detailed guidance soon.
In this special case, just load the desired colour code directly to EAX instead calling sub_43AC90.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: version text color change
I just tested a little of this info, it worked great once I used the offsets SCT posted above as start point for each race. So now House of gowron and house of duras has the same font colors.Spocks-cuddly-tribble wrote:Congratulations! You just disclosed the secret of the empire's fixed base fnt colours.
But color codes are not that hard if you have photoshop or similar program.
You see the 2 circled area the code in window matches the colored text circled (58FB50 -> 20 68 C0)
image no longer available
EDIT I was able to adjust the color for only the version using your advise.
at 0xcf9bd changed E8 CE A6 F6 FF -> 90 90 90 90 90
at 0xcf9b9 changed 01 00 00 -> 94 00 00
thunderchero
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Re: version text color change
Hi Everyone,
After looking at code each race has 11 different colors (possible) used by fnt. what each one effects will take some time to detect every instance. But it is a good start for those would want to make more detailed GUI. just for fun and testing I set each to 20 68 C0 for the federation and all font was same color blue even when item had mouse over it.
This info should be used when switching GUI as shown here to correct font color.
viewtopic.php?f=9&t=831&p=11569&hilit=e ... ef8#p11569
thunderchero
After looking at code each race has 11 different colors (possible) used by fnt. what each one effects will take some time to detect every instance. But it is a good start for those would want to make more detailed GUI. just for fun and testing I set each to 20 68 C0 for the federation and all font was same color blue even when item had mouse over it.
This info should be used when switching GUI as shown here to correct font color.
viewtopic.php?f=9&t=831&p=11569&hilit=e ... ef8#p11569
thunderchero
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- Posts: 1962
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Re: version text color change
Translation: The bytes 1-3 are RGB color stimuli with a range of 0-255 each.thunderchero wrote:color codes are not that hard if you have photoshop or similar program.
You see the 2 circled area the code in window matches the colored text circled (58FB50 -> 20 68 C0)
It should be quite easy to figure this out: Via a simple "copy & paste" of the default codes just display the colors with your graphic program and compare them with game screens.thunderchero wrote:each race has 11 different colors (possible) used by fnt. what each one effects will take some time to detect every instance.
Here is some first info on race colors based on IDA X-refs:
1, 2 & 6-10 = Each shared for many purposes
3 = F1 Map Grid
4 & 5 = for F1 Map
11 = hall of fame, end score graph, load & save screen slots
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: version text color change
hello, im interested in changing the map grid, stellar objects labels and specific race fonts. i have followed the instructions in the second post in this thread successfully. However this does not change the map grid and stellar object label colors.
I have been using this as a reference for colors.
How do i change the map grid and stellar object label colors. As usual, i am sorry if the answer to this question is described clearly in the above posts.
I have been using this as a reference for colors.
How do i change the map grid and stellar object label colors. As usual, i am sorry if the answer to this question is described clearly in the above posts.
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Re: version text color change
Hi everyone,
I thought I would post some other locations. here are some opening screens with locations.
the hex locations use RBG (hex color value) (940000) 01 00 00 00 E8 CE A6 F6 FF -> 94 00 00 00 90 90 90 90 90 (first 3 bytes color, 4th byte spacer, 5 - 9 bytes is location)
while the wdf use RGB in UE (148, 0, 0) manual editing of wdf would use (94 00 00)
both are same color
here is after my changes
thunderchero
I thought I would post some other locations. here are some opening screens with locations.
the hex locations use RBG (hex color value) (940000) 01 00 00 00 E8 CE A6 F6 FF -> 94 00 00 00 90 90 90 90 90 (first 3 bytes color, 4th byte spacer, 5 - 9 bytes is location)
while the wdf use RGB in UE (148, 0, 0) manual editing of wdf would use (94 00 00)
both are same color
here is after my changes
thunderchero
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Re: version text color change
Hi everyone,
text location update,
it took a while but I also found the start level text color (beginning, early, developed, expanded, advanced) it is in that order
at 0x191b14
from what I can tell there is only one other location to be found for scan strength on main map in upper right. (red yellow, green) I think the red is also used when some thing goes negative like food, energy building unpowered, scraped ect.
EDIT;
I did find location location for "Scan Strength" it is not shared like I thought these colors are called as needed so there are a lot of them though out trek.exe with mainly red color.
here is base hex used it may vary slightly
C7 84 24 58 01 00 00 "FF 00 00" 00 the FF 00 00 is color.
Scan Strength locations
004DC9E5 0xdbde5 red FF 00 00
004DC9F5 0xdbdf5 green 00 FF 00
004DC80E 0xdbc0e yellow FF FF 00
Some main empire color area info
font file info
viewtopic.php?f=9&t=831&p=18464&sid=daf ... a70#p18464
thunderchero
text location update,
it took a while but I also found the start level text color (beginning, early, developed, expanded, advanced) it is in that order
at 0x191b14
from what I can tell there is only one other location to be found for scan strength on main map in upper right. (red yellow, green) I think the red is also used when some thing goes negative like food, energy building unpowered, scraped ect.
EDIT;
I did find location location for "Scan Strength" it is not shared like I thought these colors are called as needed so there are a lot of them though out trek.exe with mainly red color.
here is base hex used it may vary slightly
C7 84 24 58 01 00 00 "FF 00 00" 00 the FF 00 00 is color.
Scan Strength locations
004DC9E5 0xdbde5 red FF 00 00
004DC9F5 0xdbdf5 green 00 FF 00
004DC80E 0xdbc0e yellow FF FF 00
Some main empire color area info
each empire color section is laid out the same.Spocks-cuddly-tribble wrote: Sub_43AC90 -> fnt_base_colour_for_raceID_eax_to_eax
Ds:58FB14 -> 0x3C bytes per empire -> first 3 bytes each for base fnt colour
i.e. for empires card-rom:
58FB14 -> 00 9A 72
58FB50 -> 20 68 C0
58FB8C -> FF 75 17
58FBC8 -> 6F 89 FF
58FC04 -> 59 6A FF
1, 2 & 6-10 = Each shared for many purposes
3 = F1 Map Grid
4 & 5 = for F1 Map
11 = hall of fame, end score graph, load & save screen slots
Code: Select all
starting at 0x18d914 each section is 60 bytes (0x3c bytes)
0x00 - 0x02 1st color
0x03 - 0x0f race.cur
0x10 - 0x12 2nd color (this one is used when text is selected) also other things like list titles.
0x13 - 0x21 first letter of race and race
0x22 - 0x24 3rd color
0x25 - 0x27 4th color
0x28 - 0x2a 5th color
0x2b - 0x2d 6th color
0x2e - 0x30 7th color
0x31 - 0x33 8th color
0x34 - 0x36 9th color
0x37 - 0x39 10th color
0x3a - 0x3c 11th color
how to edit the font filesPeter1981 wrote:FONTS - .Fnt files
For boft vanilla there are 21 .fnt files divided into five groups of four and one remaining file.
The five groups (one for each major empire) contain four .fnt files
EMPIRE9.fnt
EMPIRE15.fnt
EMPIRE20.fnt
EMPIRE28.fnt
Where EMPIRE is either 'cardsn', 'human', 'ferngi', 'klingn', or 'romuln'.
There is also generic9.fnt used for the unaligned star system name on the main map.
Code: Select all
Offset Bytes Discription 0x00 XX either 0A, 10, 15, or 1d i.e. one greater than the high of a character. 0x01 ?? ?? ?? Related to character size 0x04 0A 00 78 00 [DO NOT CHANGE!] 0x08 XX XX ~tga horizontal pixel size 0x0A XX XX ~tga vertical pixel size 0x0C XX XX ~tga file size 0x0E 00 00 [DO NOT CHANGE!] 0x10 XX 01 for *9.fnt's and 01 for all others 0x11 XX 07 for generic9.fnt and 06 for all others 0x12 56 00 [DO NOT CHANGE!] 0x14 two-byte table of horizontal pixels for each character to +1 for all characters. Except characters at the start 0x103 of a new line - NOT the first character on the first line (i.e. '1'). 0x14 first line - i.e. 1 2 3 ... 9 0 0x28 second line - i.e. A B C ... Y Z 0x5c third line - i.e. a b c ... y z 0x90 forth line - i.e. ` - = ... > ? 0xD0 fifth line - i.e. ä â à ... ¡ · 0x104 ~tga 16bit file infomation.
viewtopic.php?f=9&t=831&p=18464&sid=daf ... a70#p18464
thunderchero