Is this text struct functions the same one that
@Achilles1515 uses for displaying text in the Debug Menu or within matches? And can they be used anywhere in the game, or only specific screens (menus/matches/cut-scenes)? Please tag me when either of you get around to posting documentation on this.
This is different from the debug font (vector font). This is the font used in the various menus, most notably the nametags and rule text on the CSS as well as the menu descriptions. Its made up of the letter textures found in the dol. These text structs exist within the scene, meaning they render below the CSS cursor and camera tilting affects them. The debug text is rendered directly in front of the camera.
I will upload my notes on them very soon, just trying to figure out as much as I can. So far things like ASCII to menu text conversion, setting text color, setting scale, setting XYZ positions, spacing, centering around an X value, and visibility toggles are understood. Shouldn't be much else left.
The main thing I'm looking into at the moment is menu text during a match. Haven't had much time recently but I have a bit of time today and tomorrow so hopefully it will be figured out then.
Seems like the biggest drawback for using this method is the lack of a contrasting background. With the debug text, you can spawn a text box but with the menu text, you sort of have to rely on there being a singular color behind where you want the text to be. Possible workarounds could be creating 5 total text objects, with the other 4 being a darker color and placed on the left, right, top, and bottom, serving as a makeshift outer stroke or using the debug text box in tandem with the menu text, although the text box wouldn't be rendered in the same layer as the text, which wouldn't look very good.