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RetroSub Format
eadmaster edited this page Aug 28, 2025
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Only the tables inside the markdown files are parsed, all the rest is ignored and can be used for comments.
You can use headers to organize the document in sections (e.g. title screen, options screen, dialogues, etc.).
The tables are only required to have these columns, in any order:
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region(string) : name of the memory region to hash (game-dependent, look in the tile viewer) -
start(hex string) : start address of the memory region to hash (game-dependent, look in the tile viewer) -
len(hex string) : length of the memory region to hash (game-dependent, look in the tile viewer) -
hash(hex string) : SHA-1 hash of the memory region associated with the text (obtained from the Bizhawk Lua console while running the script) -
text(string) : text to render. Can contain newlines (<br>). Other formatting tags are currently not supported.
Tip
Look in the Tile Viewer in Mesen2 to easily find the memory region to hash (for fan translations is usually the one where the Japanese text is rendered).
To speedup the lua script, try to reuse the same (region, start, len) tuple in multiple lines.
Optional columns to customize the text appearence:
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x_pos(int) : X coords of rendered text position -
y_pos(int) : Y coords of rendered text position -
width_box(int) : width of the rendered text box (default to 0 = invisible if missing) -
height_box(int) : height of the rendered text box (default to 0 = invisible if missing) -
fg_color(hex string, format AARRGGBB) : foreground color (default toFF000000= black if missing) -
bg_color(hex string, format AARRGGBB) : background color (default toFFFFFFFF= white if missing)
Tip
You can use the RetroSubs_maker script to speedup tables creation for games that have a lot of text.