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katsuji

活字, movable type. Variable-width font tooling for a816 SNES projects.

Build a project's fonts and strings

katsuji.toml at the project root:

[fonts.dialog]
png = "fonts/vwf.png"
cell = [8, 16]
table = "text/ff4fr.tbl"
output = "assets/font.dat"
widths = { "0xFF" = 3, "0xA0" = -1 }     # negative trims, positive sets
kerning-candidates = ["Ta", "Te", "va"]  # tested for collision kerning
kerning = { "tt" = 2 }                   # hand-tuned: pixels tighter

[fonts.menu]
png = "fonts/8x8vwf.png"
cell = [8, 8]
table = "text/ff4_menus.tbl"
output = "assets/menu_font.dat"
constants = "assets/menu_font.i"         # a816 constants describing the file

[strings.items]
font = "menu"
file = "text/items.txt"                  # one string per line (or `texts = [...]`)
bpp = 2
ink = 3
paper = 1
blob = "assets/items_vwf.dat"            # tiles, no string across a bank edge
index = "assets/items_vwf.idx"           # 4 bytes per string: offset lo16, bank, tiles

A font the game reads in its own layout instead of katsuji's VWF file takes a format:

[fonts.menu]
format = "tiles"                         # SNES planar tiles of the PNG's colour indices
png = "fonts/menu.png"                   # palettized: index N is colour N
cell = [8, 8]
bpp = 2
output = "build/menu_font.dat"

[fonts.dialog]
format = "rows16"                        # 1bpp rows, 16 pixels wide, little-endian words (FF6)
png = "fonts/dialog.png"
cell = [12, 11]
first = "0x20"                           # codes written: first .. first + count - 1
count = 224
x-offset = 4                             # glyph drawn 4 pixels into the row
spacing = 1                              # width = ink + spacing, then `widths` overrides
size = 0x1400                            # padded to this many bytes
output = "build/dialog_font.dat"
widths-output = "build/dialog_widths.dat"  # one width byte per code

Bundled fonts: sumi

katsuji ships sumi, the variable-width faces of the French Final Fantasy IV and the translations that followed it: sumi/8 (menus) and sumi/16 (dialog), in regular, plus bold, book and wicked at 16. Every style of a size draws the same characters. A font names one with builtin instead of png, laid onto the game's own table:

[fonts.dialog]
builtin = "sumi/16"                      # family/size[/style], regular by default
table = "text/game.tbl"                  # each text lands on this table's code
overrides = "fonts/icons.png"            # optional: drawn cells here win (icons, game-only glyphs)
blank = ["0xFD"]                         # optional: codes left empty whatever their text (spacers)
output = "assets/font.dat"
widths = { "0x00" = 3 }

A one-character text of the table that neither sumi nor overrides draws is an error; spaces, control codes (<END>) and the blank codes are not. A blank code is for a cell the game keeps empty though its table names it, like ff4's 1-pixel spacer FD=°. Multi-character texts are never checked: a DTE pair, ... or Lv drawn as one glyph must come from overrides.

A glyph wider than a cell takes several codes, as ff4 and Bahamut Lagoon draw theirs: A0A1=œ in the table cuts sumi's œ across A0 and A1, and every code but the last gets the width that makes the next one follow on (the cut less the engine's 1-pixel gap), so no widths entry is needed. A font's own wide glyphs sit in adjacent cells of its PNG, named the same way in its charmap.tbl, next to the one-cell glyph: a table with one code for Œ gets that, one with two codes the wide drawing. sumi draws Œ and œ both ways in every font. A run is only cut when none of its codes is used alone or by another run: ff6's 74C0=« beside C0=° writes two glyphs side by side and is left alone. A game's own widths entry for a joined code wins over the join. A run whose character the font lacks is an error like a one-code text, unless it is a kanji or kana (a game's two-byte codes for its own glyph set). katsuji.fonts.bundled("sumi/8").layout(codes) does the same from Python. A tool that measures or bakes text with a section's font takes it from katsuji.build: font_atlas(config) is the section's cells as built (builtin, overrides, blanks), vwf_font(config) the font with its widths and kerning, from katsuji.config.load(path).fonts[name].

sumi/8 draws no accented capitals: an 8x8 cell has no room for them. A table that gives them codes (one shared by the menu and the dialog font) gets the base letter's glyph there, É drawn as E; a glyph in overrides wins. A table that leaves them out writes the base letter instead (É as E, Ç as C), as encoding does for any accented character a table lacks and whose base letter it has. Folding keeps the text's length, so a check for missing characters can't compare lengths: Table.to_bytes(text, strict=True) raises for any character the table lacks instead.

katsuji remap fonts/menu.png --table old.tbl --to new.tbl --cell 8x8 -o fonts/menu_new.png

moves a font's glyphs to the codes another table gives the same texts, keeping a palettized PNG's colours.

katsuji build            # writes every output, paths relative to katsuji.toml
katsuji banner "Tarot" --table text/ff4fr.tbl --font assets/font.dat

Library

  • Atlas: a font drawn as a PNG grid of cells.
  • find_kerning / pair_kerning: pair kerning by collision (one diagonal touch, never side by side).
  • VwfFont: the font file the a816 VWF runtime reads (1bpp rows + width per glyph, kerning pairs, height).
  • render / measure: text set at build time exactly as the runtime sets it.
  • Wrapper: word wrap by pixel width, the game's control codes as data.
  • Window / WindowBuilder: fill text windows; a game's script rules drive them.
  • TextLayout / TableMeasure: dialog reflowed to its window; TableMeasure measures script text through its .tbl and font, tags (names) at fixed widths.
  • encode_tiles / colourize: SNES 2bpp / 4bpp planar tiles.
  • text_tiles / pack_runs: static strings pre-rendered to a bank-safe blob.
  • katsuji.script: .tbl text tables (Table), pointer tables and their XML (pointers), pointer formulas (formulas, given the bus mapping by the caller). Moved from a816's script package; a816 reads its .table directive through it. Imports neither numpy nor pillow.
  • katsuji.codecs.sdd1: the S-DD1 decompressor and a compressor whose streams it reads back.
  • katsuji.codecs.lzss: Lzss(...), one flag-byte LZSS per parameter set (window, reference layout, ring buffer, flag order, search, padding); star_ocean's text, dq6's credits and bahamut_lagoon's rooms and graphics are such sets.
  • katsuji.codecs.huffman: trees from counts, canonical codes, bit-packed encode/decode, and nodes / from_children so a game writes and reads its tree in its own table layout (dq6's twin tables).

Grown from ff4's tooling: its five fonts rebuild byte for byte, its wrapping and dialog goldens pass.

uv sync
make check

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