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PostPosted: Wed Sep 16, 2009 9:46 pm 
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I have these files: http://www.aerobushentertainment.com/mi ... tFiles.zip
From what I can tell, there's 10 fonts packed into the extensionless file according to the viw file, but I have no clue how to extract those fonts. The inf file appears to provide some basic information for how the file is broken up. I'm guessing it either specifies width and height of the images it wants or it's providing address pointers.

If anyone could at least point me in the right direction, I'd greatly appreciate it. I tried NFTRedit just for kicks but it's definitely not an NFTR file. More like DFV (or is it VFD?).

The reason why I'm trying to do this is because I made this tool: Aerobush Screenshot Translator Version 1.25, and I'd like to have a full set of fonts for the game I'm interested in. So far, I've been manually grabbing the fonts from screenshots of the game and making font image files that my application can use to translate games on the fly.

Edit: Aha, I at least know how the file is broken up now:
000000 + 001778 ->
001778 + 001544 ->
002CBC + 0016C0 ->
00437C + 00C5E4 ->
010960 + 002224 ->
012B84 + 00262C ->
0151B0 + 000710 ->
0158C0 + 00206C ->
01792C + 001968 ->
019294 + 001B70 ->
EOF

10 address ranges, 10 fonts, it fits. I broke it into subcomponents and am looking at the result. Still, though, I would appreciate tips on how to parse a generic-seeming image file. I'm using Irfanview and many different combinations of loading raw image data.


Last edited by oldbushie on Thu Sep 17, 2009 4:21 pm, edited 1 time in total.

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PostPosted: Thu Sep 17, 2009 2:08 pm 
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Yay, I found a vague pattern! It appears to be a set of individually compressed binary images for each individual character. I'm still not sure what the header means yet, but at least I isolated the header.


Last edited by oldbushie on Mon Sep 21, 2009 8:25 am, edited 1 time in total.

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PostPosted: Thu Sep 17, 2009 7:48 pm 
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Location: Mario Raceway, 1509.831, 217.198, -564.429
Title: Mario Kart 64 Hacker
Those could be compiled display lists; i.e. a series of commands to be interpreted by the graphics engine to draw characters.

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PostPosted: Thu Sep 17, 2009 8:05 pm 
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Telling it how to draw the characters or telling it to pull characters from somewhere else? I haven't seen anything else resembling a font file in the rom...


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PostPosted: Mon Sep 21, 2009 8:26 am 
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I tried messing around with the address ranges in the inf file and repacking in order to create font files for all the other fonts. It's a bit slow, but seems to work well. Essentially, I was tweaking the hex values so that the characters on the name selection screen are the font I want to rip. At least I confirmed that the fonts are definitely contained in that file. Also, the fnt_prf file is a mystery to me, but it definitely doesn't seem to describe a font like the others do. I did see a bunch of weird numbers when I went to the A-Z part of the name selection screen, starting from 33 on up.


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PostPosted: Sun Sep 27, 2009 1:53 am 
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Location: Mario Raceway, 1509.831, 217.198, -564.429
Title: Mario Kart 64 Hacker
Most likely how to draw. There could be "render texture" commands in it, but that'd be silly.

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