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Text formatting

The markup tags text strings may carry, in the order of the executable's tag table (GUI, Markup tags). A tag with a trailing space (shown as ␠) takes an argument.

What is complete

All 66 tags are listed; the effects are written from the layout code.

66 entries. Data: research/references/text-formatting.yaml.

Entries

Index Tag Effect Character
0 <COLOR␠ Colour, rrggbbaa hex; alpha is multiplied by the widget's fade.
1 <SIZE␠ Font size times the argument.
2 <PULSE Colour pulses between 1.5 and 0.5 times with the given period (ms).
3 <SOUND␠ Plays the named sound once, when first shown.
4 <FREEZE␠ Ends the display and freezes the game timer for the given ms.
5 <DISPLAYTIME␠ The text disappears after the given ms, fading in its last second.
6 <BOLD> Bold.
7 <BIGFONT> Font slot 6 (big_font).
8 <MONEYFONT> An icon font.
9 <BGFONT> Glyphs on a background.
10 <MONEYPLUS> The money-plus icon.
11 <MONEYMINUS> The money-minus icon.
12 <CENTER> Centre.
13 <CCENTER> Centre (variant).
14 <RIGHT> Right-align.
15 <RRIGHT> Right-align (variant).
16 <LEFT> Left-align.
17 <CR> New line.
18 <CR2> New line, single-player only.
19 <CR3 New line plus the given amount.
20 <CRM> Conditional new line.
21 <AUTOINDENT␠ Automatic indent.
22 <FIST> A HUD icon: one character of the current font.
23 <RARREST> A HUD icon: one character of the current font.
24 <RDEAD> A HUD icon: one character of the current font.
25 <BOBJ> A HUD icon: one character of the current font.
26 <ROBJ> A HUD icon: one character of the current font.
27 <YOBJ> A HUD icon: one character of the current font.
28 <RFLASH> A HUD icon: one character of the current font.
29 <RSPRAY> A HUD icon: one character of the current font.
30 <RPEDRAT> A HUD icon: one character of the current font.
31 <RCALLGANG> A HUD icon: one character of the current font.
32 <BGCIRCLE> A HUD icon: one character of the current font.
33 <S> Button glyph. 0x009f
34 <O> Button glyph. 0x009d
35 <T> Button glyph. 0x0096
36 <ST> Button glyph. 0x006e
37 <X> Button glyph. 0x009e
38 <START> Button glyph. 0x0097
39 <SELECT> Button glyph. 0x0093
40 <R1> Button glyph. 0x009c
41 <R2> Button glyph. 0x0094
42 <R3> Button glyph. 0x0092
43 <L1> Button glyph. 0x00a0
44 <L2> Button glyph. 0x0095
45 <L3> Button glyph. 0x0091
46 <DU> Button glyph. 0x009b
47 <DD> Button glyph. 0x0099
48 <DL> Button glyph. 0x009a
49 <DR> Button glyph. 0x0098
50 <LAS> Left analog stick (no glyph set).
51 <RAS> Right analog stick (no glyph set).
52 <SDD> Animated stick, down (alternates two glyphs every 500 ms).
53 <SDL> Animated stick, left.
54 <SDR> Animated stick, right.
55 <SDU> Animated stick, up.
56 </COLOR> Ends the matching tag and restores the previous state.
57 </SIZE> Ends the matching tag and restores the previous state.
58 </PULSE> Ends the matching tag and restores the previous state.
59 </BOLD> Ends the matching tag and restores the previous state.
60 </BIGFONT> Ends the matching tag and restores the previous state.
61 </MONEYFONT> Ends the matching tag and restores the previous state.
62 </BGFONT> Ends the matching tag and restores the previous state.
63 </CENTER> Ends the matching tag and restores the previous state.
64 </RIGHT> Ends the matching tag and restores the previous state.
65 </LEFT> Ends the matching tag and restores the previous state.

Sources and evidence

Evidence levels used: confirmed-code.

  • SLUS_212.15, tag table 0x0050d718

Fields

Field Type Hand-written Meaning
index int Position in the tag table (0x0050d718, 66 entries of 61 bytes).
tag str The tag as the table spells it (arguments follow where the tag has a trailing space).
effect str yes What it does.
char hex For icon tags: the font character drawn.
source str yes Where the entry comes from: a script and binding, an address, a chunk.
evidence str yes How we know: confirmed-code, confirmed-runtime, inferred or speculative (evidence levels).
notes str yes Our own short notes.