Westwood Font Format v3
This is the third type of bitmap font created by Westwood Studios, used in the Lands of Lore and Legend of Kyrandia series and in their early RTS games. It is a 4-bit-per-pixel font with a variable amount of characters, which allows the separate symbols to specify their width, height and Y-offset.
The font format starts with the following header.
|0x02||BYTE||DataFormat||Data format. 0x00 for v3, 0x02 for v4.|
|0x03||BYTE||SigByte1||Signature byte. Always 0x05.|
|0x04||BYTE||SigByte2||Signature byte. Always 0x0E.|
|0x05||BYTE||SigByte3||Signature byte. Always 0x00.|
|0x06||UINT16LE||OffsetsListOffset||Offset of the array of data offsets.|
|0x08||UINT16LE||WidthsListOffset||Offset of the array of symbol widths|
|0x0A||UINT16LE||FontOffsetStart||Offsets are relative to this value. 0x00 for v3.|
|0x0C||UINT16LE||HeightsListOffset||Offset of the array containing the symbol heights and Y-offsets.|
|0x0E||UINT16LE||Unknown||Unknown. Always 0x1012.|
|0x10||BYTE||Unknown||Unknown. Always 0x00.|
|0x11||BYTE||NrOfChars||Number of characters. Actually, this is the byte value of the last character in the list, so the real number of characters is this value plus one.|
|0x12||BYTE||Height||Overall font symbols maximum height, in pixels.|
|0x13||BYTE||Width||Overall font symbols maximum width, in pixels.|
Following this header are the referenced arrays and the font data, normally in this order:
- Array of UINT16LE values indicating the offset of the data for each symbol, technically relative to
FontOffsetStart, though the v3 fonts always have 0x00 in that field. The start offset of this list is specified by
- Array of byte values indicating the symbol widths, in pixels. The start offset of this list is specified by
- Array containing two bytes per entry; the first being the Y-offset, the second the height in pixels. The start offset of this array is specified by
- Actual symbol data referenced in the offsets list
However, since the game just follows the offsets as it reads them, this order probably doesn't really matter.
The font data is uncompressed, but it is optimised by making the offsets for any identical symbols in the font refer to the same data. This technique allows the use of filler symbols without a large increase in file size, and allows fonts with no difference in upper and lower case to expose the same data for both.
The actual font data is 4 bit per pixel, and always uses the minimum stride per line, so, for example, a font with a width of 5 will require 3 bytes to contain all five nybbles, and will have these three bytes for each line, without optimising a next line's start-nybble into the unused end of the previous line's byte. The general method of calculating the minimum stride for any bit-per-pixel value under 8 is
(width * bpp + 7) / 8.
For each byte, the lowest nybble is the leftmost of the two pixels, which might seem counterintuitive when compared to the way the bytes are viewed in a hex editor.
The following tools are able to work with files in this format.
|Name||Platform||View images in this format?||Convert/export to another file/format?||Import from another file/format?||Access hidden data?||Edit metadata?||Notes|
|Westwood Font Editor||Windows||Yes||Yes||Yes||No||N/A||Created by Nyerguds|