My quest to create a full modding framework is going well.
Some things to note:
- When adding non English files (to translate the game to a different language) - it's best not to copy LGPs entirely, but to use the individual needed files. As default, I have left the English text related files in The Reunion.
The snowboard file 'cfont.tex' cannot be swapped like all the rest, as it already contains all other languages and then executable code differs to offset it to the correct one. Instead, manually edit the font. If there are any issues, let me know.
The relevant texts for this file are
Km/h
PTS [May be unused as, so far, the only use of it I can find resides in the executable]
SPEED
TIME
PAUSE
Files that have text (640*480 mode only as no-one is using 320*240 mode anymore):
Cr
after_1.tex
font.tex
font_ua.tex
font_ub.tex
name1_a.tex
name1_b.tex
name2_a.tex
name2_b.tex
name3_a.tex
name3_b.tex
name4_a.tex
name4_b.tex
name5_a.tex
name5_b.tex
name6_a.tex
name6_b.tex
name7_a.tex
name7_b.tex
name8_a.tex
name8_b.tex
Disc
disk1_a.tex
disk1_b.tex
disk2_a.tex
disk2_b.tex
disk3_a.tex
disk3_b.tex
e_over_a.tex
e_over_b.tex
e_over_c.tex
e_over_e.tex
e_over_f.tex
Coaster
pause.tex
score.tex
Chocobo
ag.tex
ah.tex
ai.tex
aq.tex
ar.tex
as.tex
ba.tex
bb.tex
bc.tex
bk.tex
bl.tex
bm.tex
bo.tex
bw.tex
ca.tex
bz.tex
Condor
ehelp.tim
ehelp1.tim
[not used. Presumably never converted to .tex]
emes00a.tex
emes00b.tex
emes00b.tex
emes00d.tex
emes01b.tex
emes08.tex
eunit00a.tex
eunit00b.tex
eunit00c.tex
eunit01a.tex
eunit01b.tex
eunit01b.tex
eunit01d.tex
mes02.tex
eunit00d.tex
emes01a.tex
High
guaa.tex
huaa.tex
iuaa.tex
juaa.tex
Menu
btl_win_a_h.tex
btl_win_a_l.tex
btl_win_b_h.tex
btl_win_b_l.tex
btl_win_c_h.tex
btl_win_c_l.tex
btl_win_d_h.tex
btl_win_d_l.tex
[These two are an awful, inconsistent font. Used for HP, MP, RGB for config menu also. Probably other areas.]
coloa.tex
colob.tex
coloc.tex
ketcy2a.tex
usfont_a_h.tex
usfont_a_l.tex
usfont_b_h.tex
usfont_b_l.tex
[Main font]
Snowboard
cfont.tex
ea_k.tex
eb_k.tex
ec_k.tex
eg_k.tex
eita_k.tex
estamp0.tex
estamp1.tex
time1.tex
time2.tex
Sub
hudd.tex
texta.tex
textb.tex
textc.tex
textd.tex
Executable
Numerous menu texts
Most of the Snowboard minigame texts
Limit break character dialogue in the menu
Submarine minigame results screen texts - hard coded
[Submarine text is a work in progress. All other text is now pulled from an external text file - with no size limit]
Kernel.bin
Character names before the player names them in the menu screen (where they are then taken from the Save Map]
Kernel2.bin
Numerous menu texts - mainly battle menu.
Scene.bin
Battle monster names
Battle dialogue
Battle action names (enemy spell names, for example)
Window.bin
Field and Menu font spacing data. No longer needed as this is abolished in R06 in favour of external text file.]
World_**.bin
'mes' contains world map dialogue
flevel
Field dialogue
---------
Some of the above files are named differently in non-English LGPs. In these cases, they need to be named as above when used with The Reunion R06. This is also true if modding using PNGS. The filenames will be the English game version only.
LGP archives, however, are universally named (for example, menu.lgp, world.lgp).
I will create an excel document at a later time - and a tutorial video on completion of R06.
I also appear to be missing the end credits text. Where is this held?