Font is rendered from a 13x13 pixel image to a 16x16 one on screen with a 3px right padding added to it.
The way BL tag works is it sets the offset xx pixels wide + 3 pixels. BL1316 strips the 3 pixel padding and makes it align perfect next to eachother.
BL1016 sets the offset within the displayed character and overwrites the displayed character by 3 pixels from the right.
Window Position measured from top-left of the first character, NOT the actual text window.
The center is located 16 pixels to the right, 13 pixels down from the top-left of the text window.
Pixel coordinates from the top-left game window to the top-left of the text window = 302x227
First is the X offset (- is to the left of center), second the Y (+ is to the bottom from center.
The window offsets are to be multiplied by 1.25 for the XXX and 2.00 for the YYY
The default offsets are -200 for XXX and +032 for YYY when not specified.
Window Size measured in character width.
xx = characters per line and yy = amount of lines.
xx = 25 / yy = 2 for a standard window on BL1616 and xx = 40 / yy = 2 on BL1016.
Character box render width / height. Going lower just decreases the box, not the actual font. So less whitespace.
xx = character render width, yy = character render height.
1616 is default and must be declared in the beginning after WS.
1016 is the best spacing for western characters and provide more space on each line. 40 characters instead of 25.
1216 is a good alternative with a little more spacing for uppercase characters. 33 characters.
Margin-left for the next character in pixels.
x = 0-9 where g0 is the default value. 0-9 = pixels, A-F = tab?
Color tag for next character only.
xxx = shorthand hex color like f30(red).
The following are used in-game: c0f3, c86f, ce5c, cf0d, cf30, cff0.
No definitive answer on this. it looks like a tag used by the game to automatically advance the text through a timer or event.
Keep this at all times!
Line start indent spaces.
Adds a space where xx is the amount of spaces.
The xx value is decimal, so 11 is 11 spaces
Text color out of a loaded pallette.
First 8 are "safe" colors and br(78) looks like an end tag that returns to default color.
Line break
Issued after the max amount of characters reached as a forced return or line-break.
Page break.
When the lines of the text windows are used up or you want to start with a clean text window.
Text continues after pressing the dedicated key.
Text effect speed (n?). Like a different speed of rising text effect.
s3 = 3 seconds
Text print speed where 0 is instant and 9 is slow character printing on screen.
tr is return to default.
Unknown atm.
ar is return to default.
Text effect. n1 = glowing from dark to light. n2 = rising from the bottom.
nr is return to default.
Menu option
2 bytes followed by a blank space 8140 for 1 character padding to accomodate the choice arrow!
Selected menu option.
4 bytes followed by a blank space 8140!
Text display delay tag
i0xx, where xx is the amount of ???
This delays showing the text after the tag.
Also last tag after a menu with t0. xx used are 10, 25, 30.
If it is in the source text use it!
Something with the text box background color alpha channel i think. need to check it out more.
x used is either 0 or f.
Text box background color.
xxx is a shorthand hex color of the semi transparent background.
Something with the text box foreground color alpha channel i think. need to check it out more.
x used is either 0 or f.
Text box foreground color (border).
Color x is a color from "a" palette.
Only values "1" and "3" are used in the game.
Character names:
ガリィGallylink