STT
The STT lump holds every configurable string that you can edit in CUSTOM (the Global Text Strings menu).
The STT lump is somewhat unusual as it is upgraded when the Global Text Strings menu is used rather than in the game upgrade process. Not all strings may be stored, depending on the when the lump was last edited. An otherwise modern game could in theory have its .STT lump missing entirely. If strings are missing you need to supply defaults. You can find the defaults in the source by looking at SUB edit_global_text_strings in customsubs.bas. (Game actually uses slightly different defaults, but it doesn't really matter.)
Every string starts at an offset that is a multiple of 11 (0-based). The first byte is the length, followed by length bytes of characters. Every string has a maximum length, which is the most that Game will read. The file is thus organised into fields of 11 bytes, however, some fields are double or triple width! (In this case, the max string length is usually 20 or 30, not 21 or 32.) You don't actually need to know the field widths to read or write the strings, just the field offsets, and also the maximum string lengths if writing.
This table helps you easily read strings. (NOTE: out of date!) For each item in the table, read (v * 11) bytes, where v is the value from the table. The first byte is the string length, the remainder are string contents (and junk, if (v * 11) > str_length)
lengths = [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 1, 2, 1, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 1, 3, 3, 3, 2, 2, 1, 1, 1, 1, 1, 1, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2]
This table shows the record offset of each string (to get byte offset, multiply the record offset by 11)
RECORD DESCRIPTION CHARS 0 Health Points 10 1 Spell Points 10 2 Attack Power 10 3 Accuracy 10 4 Extra Hits 10 5 Blocking Power 10 6 Dodge Rate 10 7 Counter Rate 10 8 Speed 10 9 Enemy Type 1 10 (obsolete) 10 Enemy Type 2 10 (obsolete) 11 Enemy Type 3 10 (obsolete) 12 Enemy Type 4 10 (obsolete) 13 Enemy Type 5 10 (obsolete) 14 Enemy Type 6 10 (obsolete) 15 Enemy Type 7 10 (obsolete) 16 Enemy Type 8 10 (obsolete) 17 Elemental 1 10 (obsolete) 18 Elemental 2 10 (obsolete) 19 Elemental 3 10 (obsolete) 20 Elemental 4 10 (obsolete) 21 Elemental 5 10 (obsolete) 22 Elemental 6 10 (obsolete) 23 Elemental 7 10 (obsolete) 24 Elemental 8 10 (obsolete) 25 Armor 1 10 26 Armor 2 10 27 Armor 3 10 28 Armor 4 10 29 Spell Skill 10 30 Spell Block 10 31 Spell cost % 10 32 Money 10 (obsolete) 33 Experience 10 34 Item 10 35 DONE 10 36 AUTOSORT 10 37 TRASH 10 38 Weapon 10 39 -REMOVE- 10 40 -EXIT- 10 41 Discard 10 42 Cannot 10 43 Level 10 44 Yes 10 45 No 10 46 EXIT 10 47 for next 10 48 REMOVE 10 49 Pay 10 50 Cancel 10 51 CANCEL 10 52 NEW GAME 10 53 EXIT 10 54 PAUSE 10 55 Quit Playing? 20 57 Yes 10 58 No 10 59 CANCEL 10 60 Items 10 61 Spells 10 62 Status 10 63 Equip 10 64 Order 10 65 Team 10 66 Save 10 67 Quit 10 68 Map 10 69 Volume (menu) 10 70 Buy 10 71 Sell 10 72 Inn 10 73 Hire 10 74 Exit 10 75 CANNOT SELL 20 77 Worth 20 79 Trade for 20 81 and a 10 82 Worth Nothing 20 84 Sold 10 85 Trade for 20 87 Joins for 20 89 Cannot Afford 20 91 Cannot Hire 20 93 Purchased 20 95 Joined! 20 97 in stock 20 99 Equip: 10 100 No Room In Party 20 102 Replace Old Data? 20 104 Who's Status? 20 106 Who's Spells? 20 108 Equip Who? 20 110 Nothing 10 111 Has Nothing 30 114 Cannot Steal 30 117 Stole 30 120 miss 20 122 fail 20 124 learned 10 125 Found 10 126 Gained 10 127 Weak to 10 (obsolete) 128 Strong to 10 (obsolete) 129 Absorbs 10 (obsolete) 130 No Elemental Effects 30 133 has no spells 20 135 Which Hero? 20 137 Name the Hero 20 139 Found a 20 141 Found 20 143 THE INN COSTS 20 145 You have 20 147 CANNOT RUN! 20 149 Level up for 20 151 levels for 20 153 and 10 154 day 10 155 days 10 156 hour 10 157 hours 10 158 minute 10 159 minutes 10 160 Level MP 20 162 Takes > 100% element dmg 25 165 Takes 0 to 100% element dmg 25 168 Takes 0% element dmg 25 171 Takes < 0% element dmg 25 174+i*2 Elemental i 14 (for i = 0 to 63) 302 Elemental Effects: 30 305 No room in inventory 30 308 Margins 10 309 The shop is empty 30 312 (unused) 313 Purchases 10 314 Switch to windowed 20 316 Switch to fullscreen 20 318 Music Volume 20 320 Sound Volume 20 322 Load 20 324 You own 20 326 Equipped 20 328 Trade-in amount " (have $X)" 20 330 Currency (with '#' embed) 16 332 Skip Turn (in battle) 20
The obsolete elemental fields should be used as defaults for the first 8 elements if the new ones are missing, and should have their own default as well, of course. The obsolete enemytype fields should be used to construct the names for the next 8 elements.
ARCHINYM.LMP
. ATTACK.BIN
. BINSIZE.BIN
. BROWSE.TXT
. DEFPAL#.BIN
. DEFPASS.BIN
. distrib.reld
. FIXBITS.BIN
. general.reld
. heroes.reld
. heroform.reld
. LOOKUP1.BIN
. MENUITEM.BIN
. MENUS.BIN
. PALETTES.BIN
. PLOTSCR.LST
. SFXDATA.BIN
. SLICELOOKUP.TXT
. slicetree_#_#.reld
. SONGDATA.BIN
. UICOLORS.BIN
Map Format :
E
. D
. L
. N
. P
. T
. Z
BAM
. DOR
. DOX
. DT0
. DT1
. DT6
. EFS
. FNT
. FOR
. GEN
. HSP
. HSZ
. ITM
. MAP
. MAS
. MN
. MXS
. PAL
. PT0 ... PT8
. RGFX
. SAY
. SHO
. SNG
. STF
. STT
. TAP
. TIL
. TMN
. VEH