/LaMulanaScript

A tool to decode and encode the "script_code" file of the La-Mulana remake.

Primary LanguageC#MIT LicenseMIT

LaMulanaScript

A tool to decode and reencode the "script_code.dat" and "title.dat" files of the La-Mulana remake.
Based on this script: https://github.com/archagon/la-mulana-hd-text-encoder-decoder

Requires a text file called fontChars.txt, containing all the unique characters found in font00.png, in the same order.
fontChars.txt must be in the same folder as the input file.

The characters in the file are just used as reference for the conversion.
Take the special word "Undefined" as an example, which is made of 3 tiles.
You can use any 3 unicode characters for the text equivalent (regular characters, not emojis).
(an example, for the en/jp languages, is included in the project).

Usage:

LaMulanaScript.exe inputfile
Or just drag and drop the dat/txt file onto the executable.
Encoding or decoding functionality is selected according to the file extension.

Notes:

  • font00.png is a sheet containing the characters, each being 21x21 pixels in size.
  • grif.dat contains the definitions for each of these characters, listed top to bottom and right to left.
    It's composed of 16bit unsigned integers. First value is the glyph count.
    The remaining values contain a pair of bytes: first one has the starting horizontal offset, second has the width.
  • The {COL} command uses the CMY color model, so basically the opposite of RGB values.
    000-000-000 is white, 255-255-255 is black.
  • The executable was compiled with Mono so it runs on non-Windows operating systems as well.