Difference between revisions of "GXT"
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Each GXT-File can contain certain tables with subtables and entries. The entries are stored in ASCII standart. Just some special characters got some different bitsets. | Each GXT-File can contain certain tables with subtables and entries. The entries are stored in ASCII standart. Just some special characters got some different bitsets. | ||
− | ==GTA San Andreas/GTA IV Format== | + | ==GTA San Andreas / GTA IV Format== |
===Header=== | ===Header=== |
Revision as of 15:30, 3 December 2008
A GXT file contains almost all text that are displayed on the screen of GTA2 and above. The files are located in the text
folder. An entire list of all entries is available with Sanny Builder.
Contents
File Stub
Each GXT-File can contain certain tables with subtables and entries. The entries are stored in ASCII standart. Just some special characters got some different bitsets.
GTA San Andreas / GTA IV Format
Header
The header contains data about the tables and their subtables.
INT32 - 4b - Version? (Always 0x080004) CHAR[4] - 4b - TABL
Table Block
The Table Block contains data about the subtables and their offsets.
INT32 - 4b - Blocksize //Array of [Blocksize / 12 Entries] CHAR[8] - 8b - Subtablename INT32 - 4b - Offset
The Offset of the subtable points to an 8-byte Char Array with the subtable's name, followed by TKEY. For the MAIN Table this points directly to TKEY!
TKEY and TDAT
TKEY
The TKEY Block of an subtable contains the CRC32-values of the entrytitles. The game calculates the CRC32-value out of a given string and checks if they exist in the GXT.
CHAR[4] - 4b - TKEY INT32 - 4b - Blocksize //Array of [Blocksize / 8] INT32 - 4b - Entryoffset INT32 - 4b - CRC32 (Entrytitle)
The TKEY block is directly followed by the TDAT Block which contains the contents of the entries. The Entryoffset is relative to the TDAT + 4 offset.
TDAT
CHAR[4] - 4b - TDAT INT32 - 4b - Blocksize
From here the Entryoffset of each entry points to the content. The content can have different size. However it always ends in '\0'! For Example "Hello!" needs to be "Hello!\0" here and this gives a size of 6 bytes. If this is the 1st content in TDAT the next got an offset of 0x06!
Special Characters
Here is a list of special characters for german language sets and their UINT8 Values:
Character | Value |
---|---|
Ä | 131 |
ä | 154 |
Ö | 145 |
ö | 168 |
Ü | 149 |
ü | 172 |
ß | 150 |
CRC32 Calculation
Here is a sample source which converts an CHAR[]-Array to an CRC32-polynom:
private static ulong[] table = new ulong[] { 0x00000000, 0x77073096, 0xEE0E612C, 0x990951BA, 0x076DC419, 0x706AF48F, 0xE963A535, 0x9E6495A3, 0x0EDB8832, 0x79DCB8A4, 0xE0D5E91E, 0x97D2D988, 0x09B64C2B, 0x7EB17CBD, 0xE7B82D07, 0x90BF1D91, 0x1DB71064, 0x6AB020F2, 0xF3B97148, 0x84BE41DE, 0x1ADAD47D, 0x6DDDE4EB, 0xF4D4B551, 0x83D385C7, 0x136C9856, 0x646BA8C0, 0xFD62F97A, 0x8A65C9EC, 0x14015C4F, 0x63066CD9, 0xFA0F3D63, 0x8D080DF5, 0x3B6E20C8, 0x4C69105E, 0xD56041E4, 0xA2677172, 0x3C03E4D1, 0x4B04D447, 0xD20D85FD, 0xA50AB56B, 0x35B5A8FA, 0x42B2986C, 0xDBBBC9D6, 0xACBCF940, 0x32D86CE3, 0x45DF5C75, 0xDCD60DCF, 0xABD13D59, 0x26D930AC, 0x51DE003A, 0xC8D75180, 0xBFD06116, 0x21B4F4B5, 0x56B3C423, 0xCFBA9599, 0xB8BDA50F, 0x2802B89E, 0x5F058808, 0xC60CD9B2, 0xB10BE924, 0x2F6F7C87, 0x58684C11, 0xC1611DAB, 0xB6662D3D, 0x76DC4190, 0x01DB7106, 0x98D220BC, 0xEFD5102A, 0x71B18589, 0x06B6B51F, 0x9FBFE4A5, 0xE8B8D433, 0x7807C9A2, 0x0F00F934, 0x9609A88E, 0xE10E9818, 0x7F6A0DBB, 0x086D3D2D, 0x91646C97, 0xE6635C01, 0x6B6B51F4, 0x1C6C6162, 0x856530D8, 0xF262004E, 0x6C0695ED, 0x1B01A57B, 0x8208F4C1, 0xF50FC457, 0x65B0D9C6, 0x12B7E950, 0x8BBEB8EA, 0xFCB9887C, 0x62DD1DDF, 0x15DA2D49, 0x8CD37CF3, 0xFBD44C65, 0x4DB26158, 0x3AB551CE, 0xA3BC0074, 0xD4BB30E2, 0x4ADFA541, 0x3DD895D7, 0xA4D1C46D, 0xD3D6F4FB, 0x4369E96A, 0x346ED9FC, 0xAD678846, 0xDA60B8D0, 0x44042D73, 0x33031DE5, 0xAA0A4C5F, 0xDD0D7CC9, 0x5005713C, 0x270241AA, 0xBE0B1010, 0xC90C2086, 0x5768B525, 0x206F85B3, 0xB966D409, 0xCE61E49F, 0x5EDEF90E, 0x29D9C998, 0xB0D09822, 0xC7D7A8B4, 0x59B33D17, 0x2EB40D81, 0xB7BD5C3B, 0xC0BA6CAD, 0xEDB88320, 0x9ABFB3B6, 0x03B6E20C, 0x74B1D29A, 0xEAD54739, 0x9DD277AF, 0x04DB2615, 0x73DC1683, 0xE3630B12, 0x94643B84, 0x0D6D6A3E, 0x7A6A5AA8, 0xE40ECF0B, 0x9309FF9D, 0x0A00AE27, 0x7D079EB1, 0xF00F9344, 0x8708A3D2, 0x1E01F268, 0x6906C2FE, 0xF762575D, 0x806567CB, 0x196C3671, 0x6E6B06E7, 0xFED41B76, 0x89D32BE0, 0x10DA7A5A, 0x67DD4ACC, 0xF9B9DF6F, 0x8EBEEFF9, 0x17B7BE43, 0x60B08ED5, 0xD6D6A3E8, 0xA1D1937E, 0x38D8C2C4, 0x4FDFF252, 0xD1BB67F1, 0xA6BC5767, 0x3FB506DD, 0x48B2364B, 0xD80D2BDA, 0xAF0A1B4C, 0x36034AF6, 0x41047A60, 0xDF60EFC3, 0xA867DF55, 0x316E8EEF, 0x4669BE79, 0xCB61B38C, 0xBC66831A, 0x256FD2A0, 0x5268E236, 0xCC0C7795, 0xBB0B4703, 0x220216B9, 0x5505262F, 0xC5BA3BBE, 0xB2BD0B28, 0x2BB45A92, 0x5CB36A04, 0xC2D7FFA7, 0xB5D0CF31, 0x2CD99E8B, 0x5BDEAE1D, 0x9B64C2B0, 0xEC63F226, 0x756AA39C, 0x026D930A, 0x9C0906A9, 0xEB0E363F, 0x72076785, 0x05005713, 0x95BF4A82, 0xE2B87A14, 0x7BB12BAE, 0x0CB61B38, 0x92D28E9B, 0xE5D5BE0D, 0x7CDCEFB7, 0x0BDBDF21, 0x86D3D2D4, 0xF1D4E242, 0x68DDB3F8, 0x1FDA836E, 0x81BE16CD, 0xF6B9265B, 0x6FB077E1, 0x18B74777, 0x88085AE6, 0xFF0F6A70, 0x66063BCA, 0x11010B5C, 0x8F659EFF, 0xF862AE69, 0x616BFFD3, 0x166CCF45, 0xA00AE278, 0xD70DD2EE, 0x4E048354, 0x3903B3C2, 0xA7672661, 0xD06016F7, 0x4969474D, 0x3E6E77DB, 0xAED16A4A, 0xD9D65ADC, 0x40DF0B66, 0x37D83BF0, 0xA9BCAE53, 0xDEBB9EC5, 0x47B2CF7F, 0x30B5FFE9, 0xBDBDF21C, 0xCABAC28A, 0x53B39330, 0x24B4A3A6, 0xBAD03605, 0xCDD70693, 0x54DE5729, 0x23D967BF, 0xB3667A2E, 0xC4614AB8, 0x5D681B02, 0x2A6F2B94, 0xB40BBE37, 0xC30C8EA1, 0x5A05DF1B, 0x2D02EF8D }; public static ulong StringToCRC32(char[] Value) { ulong CRC = 0xFFFFFFFF; // Register Base-Value for (int i = 0; i < Value.Length; i++) { CRC = ((CRC & 0xFFFFFF00) / 0x100) & 0xFFFFFF ^ table[(ulong)Value[i] ^ CRC & 0xFF]; } return CRC; }
(C#/C migration by Aschratt)
It is impossible to get a string out of an CRC32-value. The game only checks if two values are identical. However this is not a very reliably way because there can be more than two CRC32 Values for one string. But the probability for this is not very high!
GTA III / GTA Vice City Format
Vice City and GTA III GXTs are very similar to the SA GXTs. In this article all those additional infos are not listed.
Header
The header contains data about the tables and their subtables.
CHAR[4] - 4b - TABL
Table Block
INT32 - 4b - Blocksize //Array of [Blocksize / 12 Entries] CHAR[8] - 8b - Subtablename INT32 - 4b - Offset
TKEY and TDAT
TKEY
CHAR[4] - 4b - TKEY INT32 - 4b - Blocksize //Array of [Blocksize / 12] INT32 - 4b - Entryoffset CHAR[8] - 8b - Entryname
Unlike San Andreas entrynames are stored directly in 8b chararrays here. This means to calculate the entries in the table you have to divide the blocksize through 12. The Entryoffsets are relative to the end of the "TDAT Header". This means you have to add the entryoffset to the stream position after the TDAT size. (TDAT_Offset + 8 + Entryoffset), to get to the entry.
TDAT
CHAR[4] - 4b - TDAT INT32 - 4b - Blocksize
The TDAT-Block contains the strings which are displayed by the game. But here are some differences towards San Andreas. The strings are encoded in unicode, which means that each character takes the space of 2 characters (which means 2 bytes per character). Mostly the last byte is 0x00.
GTA2 Format
Except for additional header at beginning GTA2 GXT files are identical to GTA3 format.
The first 4 bytes can be one of following, and identify the language for the file: GBLE - english GBLF - french GBLG - german GBLI - italian GBLS - spanish GBLJ - japanese
A uint16 file version follows which is always 100 (decimal)
Text is stored with some specialities, characters are 16 bit while only one of these bytes is actual character the other may store special data such as gang message icon id, etc.. the text is zero-terminated.
The rest of file is same as gta3 with familiar tkey & tdat sections.
GXT Editing
Symbols & Colorcodes (Control Character)
Symbol | Description |
---|---|
~1~ | number within a text |
~a~ | text within a text |
~b~ | blue text |
~d~ | ▼-icon |
~g~ | green text |
~h~ | highlight |
~j~ | ? (Consoles Only ?) |
~k~ | key (followed by Keypresses) |
~l~ | black text |
~n~ | newline |
~m~ | ? (Consoles Only ?) |
~o~ | ? (Consoles Only ?) |
~p~ | purple text |
~r~ | red text |
~s~ | Reset to standart |
~u~ | ▲-icon |
~v~ | ? (Consoles Only ?) |
~w~ | white text |
~x~ | ? (Consoles Only ?) |
~y~ | yellow text |
~z~ | subtitle (doesn't shown when the Subtitles option is off) |
~<~ | ◄-icon |
~>~ | ►-icon |
Keypresses
Foot Controls
Key | Entry | SCM-Relation |
---|---|---|
Fire | ~PED_FIREWEAPON~ | 00E1: player 0 pressed_key 17 |
Next Weapon / Target | ~PED_CYCLE_WEAPON_RIGHT~ | 00E1: player 0 pressed_key 7 |
Previous Weapon / Target | ~PED_CYCLE_WEAPON_LEFT~ | 00E1: player 0 pressed_key 5 |
Group Ctrl Foward (SA) | ~GROUP_CONTROL_FWD~ | 00E1: player 0 pressed_key 9 |
Group Ctrl Back (SA) | ~GROUP_CONTROL_BWD~ | 00E1: player 0 pressed_key 8 |
Conversation - No (SA) | ~CONVERSATION_NO~ | 00E1: player 0 pressed_key 10 |
Conversation - Yes (SA) | ~CONVERSATION_YES~ | 00E1: player 0 pressed_key 11 |
Foward | ~GO_FORWARD~ | 00E1: player 0 pressed_key 1 * |
Backwards | ~GO_BACK~ | 00E1: player 0 pressed_key 1 * |
Left | ~GO_LEFT~ | 00E1: player 0 pressed_key 0 * |
Right | ~GO_RIGHT~ | 00E1: player 0 pressed_key 0 * |
Zoom In | ~PED_SNIPER_ZOOM_IN~ | 00E1: player 0 pressed_key 5 |
Zoom Out | ~PED_SNIPER_ZOOM_OUT~ | 00E1: player 0 pressed_key 7 |
Enter+Exit | ~VEHICLE_ENTER_EXIT~ | 00E1: player 0 pressed_key 15 |
Change Camera | ~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ | 00E1: player 0 pressed_key 13 |
Jump | ~PED_JUMPING~ | 00E1: player 0 pressed_key 14 |
Sprint | ~PED_SPRINT~ | 00E1: player 0 pressed_key 16 |
Aim Weapon | ~PED_LOCK_TARGET~ | 00E1: player 0 pressed_key 6 |
Crouch (VC, SA) | ~PED_DUCK~ | 00E1: player 0 pressed_key 18 |
Action (VC, SA) | ~PED_ANSWER_PHONE~ | 00E1: player 0 pressed_key 4 |
Walk (SA) | ~SNEAK_ABOUT~ | 00E1: player 0 pressed_key LALT |
Look Behind | ~PED_LOOKBEHIND~ | 00E1: player 0 pressed_key 19 |
* = Use opcode 0494 to get specific key presses |
Vehicle Controls
Key | Entry | SCM-Relation |
---|---|---|
Fire | ~VEHICLE_FIREWEAPON~ | 00E1: player 0 pressed_key 17 |
Secondary Fire | ~VEHICLE_FIREWEAPON_ALT~ | 00E1: player 0 pressed_key 4 |
Accelerate | ~VEHICLE_ACCELERATE~ | 00E1: player 0 pressed_key 16 |
Brake / Reverse | ~VEHICLE_BRAKE~ | 00E1: player 0 pressed_key 14 |
Left | ~VEHICLE_STEERLEFT~ | 00E1: player 0 pressed_key 0 * |
Right | ~VEHICLE_STEERRIGHT~ | 00E1: player 0 pressed_key 0 * |
Steer Foward / Down | ~VEHICLE_STEERDOWN~ | 00E1: player 0 pressed_key 1 * |
Steer Back / Up | ~VEHICLE_STEERUP~ | 00E1: player 0 pressed_key 1 * |
Enter+Exit | ~VEHICLE_ENTER_EXIT~ | 00E1: player 0 pressed_key 15 |
Trip Skip | ~CONVERSATION_YES~ | 00E1: player 0 pressed_key 11 |
Next Radio Station | ~VEHICLE_RADIO_STATION_UP~ | 00E1: player 0 pressed_key 8 |
Previous Radio Station | ~VEHICLE_RADIO_STATION_DOWN~ | 00E1: player 0 pressed_key 9 |
User Track Skip (SA) | none | |
Horn | ~VEHICLE_HORN~ | 00E1: player 0 pressed_key 18 |
Sub-mission | ~TOGGLE_SUBMISSIONS~ | 00E1: player 0 pressed_key 19 |
Change Camera | ~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ | 00E1: player 0 pressed_key 13 |
Handbrake | ~VEHICLE_HANDBRAKE~ | 00E1: player 0 pressed_key 6 |
Look Behind | none | |
Mouse Look (SA) | ~VEHICLE_MOUSELOOK~ | 00E1: player 0 pressed_key RMB |
Look Left | ~VEHICLE_LOOKLEFT~ | 00E1: player 0 pressed_key 5 |
Look Right | ~VEHICLE_LOOKRIGHT~ | 00E1: player 0 pressed_key 7 |
Special Ctrl Left | ~VEHICLE_TURRETLEFT~ | 00E1: player 0 pressed_key 2 * |
Special Ctrl Right | ~VEHICLE_TURRETRIGHT~ | 00E1: player 0 pressed_key 2 * |
Special Ctrl Up | ~VEHICLE_TURRETUP~ | 00E1: player 0 pressed_key 3 * |
Special Ctrl Down | ~VEHICLE_TURRETDOWN~ | 00E1: player 0 pressed_key 3 * |
* = Use opcode 0494 to get specific key presses |
Unused
Here are some keypress codes only used during development stage. They were removed or replaced later but probably they are still working. Maybe this is useful for further research. Some are only used in PS2 Version.
~TAKE_SCREEN_SHOT~ |
~SWITCH_DEBUG_CAM_ON~ |
~TOGGLE_DPAD~ |
~NETWORK_TALK~ |
~SHOW_MOUSE_POINTER_TOGGLE~ |
~PED_1RST_PERSON_LOOK_DOWN~ |
~PED_1RST_PERSON_LOOK_UP~ |
~PED_1RST_PERSON_LOOK_RIGHT~ |
~PED_1RST_PERSON_LOOK_LEFT~ |
~PED_CENTER_CAMERA_BEHIND_PLAYER~ |