Difference between revisions of "STRG (Metroid Prime 3)"
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| <code>SCHN</code> | | <code>SCHN</code> | ||
− | | | + | | Simplified Chinese |
| {{nocheck}} | | {{nocheck}} | ||
| {{check}} | | {{check}} | ||
|- | |- | ||
| <code>TCHN</code> | | <code>TCHN</code> | ||
− | | | + | | Traditional Chinese |
| {{nocheck}} | | {{nocheck}} | ||
| {{check}} | | {{check}} |
Latest revision as of 22:04, 28 August 2016
See STRG (File Format) for the other revisions of this format.
The STRG format in Metroid Prime 3 is another update to the STRG format, used both in Prime 3 as well as Donkey Kong Country Returns; the only difference between the two is that DKCR supports more languages. The most significant change from the Echoes STRG format is that the string encoding was changed from UTF-16 to UTF-8. There was also a more robust system for string offsets implemented, allowing for the same string of text to be reused for multiple languages if the string is identical in both.
Contents
Format
The initial header is identical to Prime 1/2. The differences start after that; the name table now precedes the language table, and the language tables and string tables are structured differently.
Offset | Type | Count | Name | Notes |
---|---|---|---|---|
0x0 | u32 | 1 | Magic | Always 0x87654321 .
|
0x4 | u32 | 1 | Version | Always 3. See hub article for a list of possible version numbers. |
0x8 | u32 | 1 | Language Count | Number of languages that this table has strings for. |
0xC | u32 | 1 | String Count | Number of strings contained in the file per language. |
0x10 | Name Table | 1 | Name Table | Associates each string in the file with a name. |
char | 4 × Language Count | Language ID Array | Array of fourCCs that defines which languages have strings included in the file. See below for a list of possible language codes. | |
Language | Language Count | Language Table | Table that defines the languages that are present in the file. Each element in the array corresponds to the language in the Language ID Array at the same index. | |
String | Varies | String Array | Contains the actual string data. The reason the count varies is because if a string is identical between multiple languages then the same string data will be used for all of them, so there's no value that can tell you the real string count directly. | |
End of file |
Possible language codes:
ID | Language | MP3 | DKCR |
---|---|---|---|
ENGL
|
English | ✔ | ✔ |
GERM
|
German | ✔ | ✔ |
FREN
|
French | ✔ | ✔ |
SPAN
|
Spanish | ✔ | ✔ |
ITAL
|
Italian | ✔ | ✔ |
DUTC
|
Dutch | ✔ | ✔ |
JAPN
|
Japanese | ✔ | ✔ |
SCHN
|
Simplified Chinese | ✖ | ✔ |
TCHN
|
Traditional Chinese | ✖ | ✔ |
UKEN
|
U.K. English | ✖ | ✔ |
KORE
|
Korean | ✖ | ✔ |
NAFR
|
North American French | ✖ | ✔ |
NASP
|
North American Spanish | ✖ | ✔ |
Notes:
- In DKCR, Japanese appears after English instead of after Italian.
- The languages
DUTC
,SCHN
, andTCHN
are unused and don't actually appear in any STRG file. However, their fourCCs can be found in the dol alongside the other language codes, so presumably the game supports them.
Name Table
This part of the file is a table that allows names to be assigned to strings. It's identical to the structure from Echoes, so check the Echoes documentation for details.
Language
This is a small structure that defines where the strings for a particular language are located. It appears once per language.
Offset | Type | Count | Name | Notes |
---|---|---|---|---|
0x0 | u32 | 1 | Strings Size | This is the combined size of each string this language uses. |
0x4 | u32 | String Count | String offsets | Relative to the start of the first string. |
End of language definition |
String
Offset | Type | Name | Notes |
---|---|---|---|
0x0 | u32 | String Size | Size of the string data in bytes. |
0x4 | string | String | Zero-terminated string encoded with UTF-8 Unicode. |
End of string |