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#1

Hint towards how MM makes pink text in Magic Mouths?

Archive: 33 posts


First off, the reason I didn't put this in the Suggestions forum is because the main point of this post is the discovery, not if MM should let us use them ourselves.

I don't think many people knew this, but in LBP1 if you took an object from the story that you only encounter once (Meerkat Mum w/ Scenery is a great example), and looked at the text in the Magic Mouth, it would just be a bunch of code that seems to be referencing a file.

However, if you do this in LBP 2, as I tried today, instead of code, it is the actual text but pink text has tags around it if you edit it. I forgot what exactly the tags were (something along the lines of <emp>, I believe), but they were in HTML format (<TAG>TEXT</TAG>). However, if you edit the text in any way (or even just open the text and then press START without making any changes), the tags will lose their effect. This is more proof that LBP1 levels were made with computers.

One question, should MM allow us to use these tags? Maybe even have smileys and the like. There could be a tweak option for Magic Mouths that enables such code. That would allow us to emphasize things better and also make controls a bit more presentable, with actual buttons in the text instead of X, O, /, and [].

I would include pictures, but I lost my flash drive.

EDIT: This is also good reason to assume that LBP2 was made with computers.

Not that I would completely encourage it, but it would be cool if somebody made a LBP2 level editor computer program. Like Stage Studio for SSBB. [/offtopic
2011-02-27 17:35:00

Author:
Unknown User


Not just LBP1 mouths that have these tags, I've seen Higginbothom's pink text have them as well. (A friend had the model of huge spaceship, imported from the beta)2011-02-27 17:39:00

Author:
Radishlord
Posts: 706


Yeah, I expected all pink text to have those tags. Thanks for confirming that!2011-02-27 17:41:00

Author:
Unknown User


Yeah they should i don't know why we can't do it. I guess they want thier levels to seem more professional then ours2011-02-27 17:48:00

Author:
tuyyui
Posts: 175


I agree they should allow us to do this if not then this statement, "The story mode levels were created with the exact tool the community uses" will remain true. I know tutorial videos for obvious reasons is not going to be provided but simple text tags already built into the engine should be. Also they have special tags for controller icons in speech bubbles.2011-02-27 18:12:00

Author:
blastroid
Posts: 262


I know it's pointless to ask, but do you know what those tags are? Just curious, although I already knew that the button icons had their own tags as well.2011-02-27 18:15:00

Author:
Unknown User


It would be nice to change the colour of the text and as a game it really doesn't seem fair that MM have coloured text in their magic mouths when we can't, surely to make those levels it is only fair for them to use the same mechanics that creators on LBP are allowed to have2011-02-27 18:19:00

Author:
Elsa
Posts: 164


Yes it's annoying that we can't do that especially, as blastroid already said, because Mm always claim that everything they make is made using the "exact same tools" that we have. That simply is not true as this example proves.2011-02-27 18:35:00

Author:
mistervista
Posts: 2210


Control icons tags also leaked on beta when people started to copy story levels, i don't remember how was it but i think i got some story object in my beta client that have that ;] Through it look like its a exclusive function for multi-lingual system of LBP, you guys might not have idea about it but LBP contains game text in sperete files with many languages including story levels magic mouths, and isted of direct text LBP uses id as reference to thpse files and place specific text on specif spot, this is probably when tags are being parshed and text formated. By changeing text in magic mouth with shose tags you probably overwring the id to languege files and tags are not processed anymore, as it's not there no formating. And yea.... i also wish thay they could add this to normal user text input, but there issue probably is how to implemt this as they need to use PS3 API keyboard that don't accept such addtion in simple way. and as we know, for M no simple usage = no implemntation

Oh and one more thing, it's not HTML it's some custom ML (Makeup Language). ML is whole family of languages that commonly use famous <>< /> tags and HTML (Hyper-text Makeup Language) is only part of it and only standardize names of tags and tag that LBP is not in HTML

http://en.wikipedia.org/wiki/Markup_language
2011-02-27 20:23:00

Author:
Shadowriver
Posts: 3991


EDIT: This is also good reason to assume that LBP2 was made with computers.

The Playstation 3 is a computer, so I'd have to agree. If you're saying that they made the game outside of the PS3, you're incorrect. I've been in the Mm studio, and I can assure you they create everything with PS3s.
2011-02-27 21:03:00

Author:
comphermc
Posts: 5338


EDIT: This is also good reason to assume that LBP2 was made with computers.



According to mm, they made all of LBP2 on the PS3 with controllers same as we work with....in contrast, they have said that they used a PC builder for LBP1. Not having the option to use the pink text isn't really proof of anything except that they omitted that feature on the retail build. I agree, they should allow us to use it. It'd also be nice to have wildcards for things like player/actor names etc.
2011-02-27 21:05:00

Author:
Chazprime
Posts: 587


So, we can now agree that Mm did not give us all of the features that they used in the Story Mode? They lied!! 2011-02-27 21:06:00

Author:
Super_Clone
Posts: 849


I believe the wrapping is <em></em>. I was playing around with Da Vinci's magic mouth in Tower of Woop from the Beta and have come to the conclusion that there must be some hidden syntax tags in use. About 4 or 5 years ago I was playing Tony Hawk's Underground 2 like crazy and someone wrote a Gameshark code that allows you to use the backslash key, which was also used by the developers for text colors and button icons. These are tags like c1, b2, n, etc. Typing one of these tags before your text would result in the corresponding effect (not to mention people spamming n 50 times to create a buffer overflow and crashing the other players ). Visit my ancient tutorial page (http://crashdance.tripod.com/id5.html) on this for a better idea.

But the same concept applies to LBP, I'm sure. You don't actually type <em></em> for the text, but rather another type of syntax that makes the text appear a certain way. The visible <em></em> wrap is probably just a visual cue for developers and is not actually a functional string.
2011-02-27 21:13:00

Author:
Unknown User


They never lied. Mm make their levels with the dualshock 3 in create mode. There is no denying they have a PC level editor they have said so themselves on multiple occasions. But they have also said that no one uses it. I understand people saying they cheated by having code for themselves but the only other option would be a separate level for each language with the game showing the levels based on your PS3 settings. That would be a stupid way to do it though.

To go back to the OP subject however would it be difficult for Mm to implement pink text for anyone? I don't know but it probably isn't. However many people who are asking for this would also have other bugs and features they want to see eradicated/implemented. We have lived without it for so long I think the game will do just fine without it.
2011-02-27 21:14:00

Author:
robotiod
Posts: 2662


Control icons tags also leaked on beta when people started to copy story levels, i don't remember how was it but i think i got some story object in my beta client that have that ;] Through it look like its a exclusive function for multi-lingual system of LBP, you guys might not have idea about it but LBP contains game text in sperete files with many languages including story levels magic mouths, and isted of direct text LBP uses id as reference to thpse files and place specific text on specif spot, this is probably when tags are being parshed and text formated.
Yes, I stated that the text was stored in files in the second paragraph of the OP. Although, I'm not completely sure that this is the way it works in LBP2, but maybe MM did just change the code into the text (to make things a bit more managable, instead of having a bunch of code in every Magic Mouth), with the tags around the text as a reference. But the Magic Mouth would have an ID that determines it's text output, as you just said. I also agree with the text being formatted when the Magic Mouth is edited, as well.

Oh and one more thing, it's not HTML it's some custom ML (Makeup Language). ML is whole family of languages that commonly use famous <>< /> tags and HTML (Hyper-text Makeup Language) is only part of it and only standardize names of tags and tag that LBP is not in HTML
I said that the tags were in kind of a HTML format, not that it was actual HTML (or at least I think I did, if not, you caught me XD). I was simply clarifying how it was written.

To the three people who say that I'm wrong about LBP being made via computers, I simply said that was a reason to believe so, but not proof that they didn't make it in-game (or at least only with the tools we get).

Wow, there's alot of technical talk in this forum (why am I surprised at that?).


...someone wrote a Gameshark code that allows you to use the backslash key, which was also used by the developers for text colors and button icons. These are tags like c1, b2, n, etc. Typing one of these tags before your text would result in the corresponding effect (not to mention people spamming n 50 times to create a buffer overflow and crashing the other players ).

If you don't mind my asking, what does n do? If it can cause buffer overflow, I would imagine there would be a reason, and naturally, that just interests me
2011-02-27 21:29:00

Author:
Unknown User


I think the Collectors lair in LBP1 is also proof that some levels were designed with computers; so many pistons working in perfect unison is not something that can be done very easily at all with the normal create mode.

Anyway I dont see how having a text color editor on magic mouths would be difficult at all, and if its in story mode Im actually surprised it wasnt implemented in the full game.
2011-02-27 22:01:00

Author:
ATMLVE
Posts: 1177


If you don't mind my asking, what does n do? If it can cause buffer overflow, I would imagine there would be a reason, and naturally, that just interests me

n creates a new line of text. Spamming n causes a crash either because it actually creates enough spaces for a new line (thus overflowing the text buffer) or the game engine can only handle a maximum number of that type of syntax command in a single message.

But we must stay on topic. How did you go about finding the LBP1 pink text by the way? I'm interested in this "code" you speak of.
2011-02-27 22:03:00

Author:
Unknown User


I found </br> in the beta, and that makes a new line (can still be done in the retail game).

And for anyone who's interested, the tag Mm use is <em> Pink Text </em>

I don't see why we can't do this. I feel like Mm lied just a little to us, because if they were doing it how we have to, then they'd not have pink text either.
2011-02-27 23:55:00

Author:
alexbull_uk
Posts: 1287


Ah, <em>. Thanks alex, edited my original post.2011-02-28 00:45:00

Author:
Unknown User


Ah, <em>. Thanks alex, edited my original post.
I think the icons were <icon_stick/> etc

Also it seems like HTML was used cause (or based off of) <em></em> is italicized text in HTML and <br/> is a line break (new line)in HTML...

Also /n or n is new line character in alot of code environment (php & JavaScript I know)
2011-02-28 01:41:00

Author:
fodawim
Posts: 363


How did you go about finding the LBP1 pink text by the way? I'm interested in this "code" you speak of.
In LBP1, go to story characters in collected objects, and open up Meerkat Mum. Simply edit the Magic Mouth.

I found </br> in the beta, and that makes a new line (can still be done in the retail game).
Really? Nice. I've been wanting to use line breaks in LBP2, so I'm glad you told me. But it's one of those things that MM never tells you, like turning your Sack around while placing stickers.
2011-02-28 02:48:00

Author:
Unknown User


In LBP1, go to story characters in collected objects, and open up Meerkat Mum. Simply edit the Magic Mouth.

Really? Nice. I've been wanting to use line breaks in LBP2, so I'm glad you told me. But it's one of those things that MM never tells you, like turning your Sack around while placing stickers.

The br doesn't move the bubble so it looks ugly, also LBP has support for ALOT of characters in magic mouths such as copyright symbol just put © even more of a closeness to HTML

Here's a good list of ones to try http://www.degraeve.com/reference/specialcharacters.php
2011-02-28 03:10:00

Author:
fodawim
Posts: 363


The br doesn't move the bubble so it looks ugly, also LBP has support for ALOT of characters in magic mouths such as copyright symbol just put © even more of a closeness to HTML

Here's a good list of ones to try http://www.degraeve.com/reference/specialcharacters.php

Wow, why didn't MM ever say anything??? And why doesn't pink text work if other stuff does? It almost makes me think they don't want us using it. Molecule font for all I say!

I might try some of those, such as the fractions. They could definitely be useful, and would confuse people who played the level
2011-02-28 03:20:00

Author:
Unknown User


But it's one of those things that MM never tells you, like turning your Sack around while placing stickers.

Its from Cornish Yaarg if I'm not mistaken, it was one of the featured features added, it was mentioned, rementioned, and over-mentioned, and focused on a lot, so I wouldn't say they didn't say about it, people just don't follow on updates, forget to check the new features announced and then blame Mm when they realized there's a new feature they didn't know about and no one told them.
2011-02-28 04:02:00

Author:
Silverleon
Posts: 6707


I also agree that it is unfair MM get the option to bold/highlight, and the rest of us are stuck with standard text.
The R3/L3 symbols would also be incredibly helpful.

I'm gonna try the page break thing now..
EDIT: Looks terrible, but the function is clearly there.
2011-02-28 04:07:00

Author:
midnight_heist
Posts: 2513


I think the icons were <icon_stick/> etc

Also it seems like HTML was used cause (or based off of) <em></em> is italicized text in HTML and <br/> is a line break (new line)in HTML...

Also /n or n is new line character in alot of code environment (php & JavaScript I know)

But <Icon> tag is not HTML
I just checked DaVinci on wheel thing and for controls icon tags are

<icon cross>
<icon lstick>


The Playstation 3 is a computer, so I'd have to agree. If you're saying that they made the game outside of the PS3, you're incorrect. I've been in the Mm studio, and I can assure you they create everything with PS3s.

Yes you right.... but there one big difference, they using debug build of LBP2 on PS3 devkits, since only those machines allows to run latest LBP2 builds without certification process by Sony (needed for DRM on our PS3's) Debug build have ton of extra functions needed to develop and test out the game that on release build (one we using) we don't have, included in special menu (seen in numerous presentations):

http://i473.photobucket.com/albums/rr96/scheese1123/collectalleggs.jpg

Yes they use PS3 and it can do the same thing as computers... including running any software including one with features that we don't have ;]

But this does not means they not using PS3 to build level in same way as we do, they just inputed text in different way. There can be theory that Ps3 devkit different encodings for < > symbols and relese PS3, same as PHP have function that replace those symbols with special code that browser just replace and ignore, this is why this not working:

<b>BOLD</b>

but technicly browser should read and format it as HTML input from server
2011-02-28 04:25:00

Author:
Shadowriver
Posts: 3991


There can be theory that Ps3 devkit different encodings for < > symbols and relese PS3, same as PHP have function that replace those symbols with special code that browser just replace and ignore, this is why this not working:

That was a theory of mine why I even tried html special chars thinking maybe they would work but alas no , but atleast we found a good new trick in the progress.
2011-02-28 05:27:00

Author:
fodawim
Posts: 363


oh little correction it might not be devkit but debug build too.

Hmmmm... thinking to work around, LBP (not only 2) seems to used UTF-8 encodeing since we see that Japan (with kenji), Russian and Korean work in one envriament, this means that if it's tryly some < > diffrent encodeing then we would need to get that bytes values in that encoding (that contains massive number of symbols) in magic mouth somehow or maybe there code for PS3 UI keyboard for them. But if it's language files exclusive function then we can't do anything
2011-02-28 10:37:00

Author:
Shadowriver
Posts: 3991


Speakeing of HTML symbols... they work in LBP too and i find controls in private-use character range, i wrote whole article here:

https://lbpcentral.lbp-hub.com/index.php?t=52162-Hidden-control-icons-and-custom-unicode-symbols-in-text

So yeah, we got control icons ;]
2011-03-07 03:05:00

Author:
Shadowriver
Posts: 3991


well look what i found

www.w3schools.com/tags/tag_phrase_elements.asp

this narrows down our search and gives that pesky <em> tag a definition.
2011-03-08 01:27:00

Author:
unXpectiD
Posts: 1132


Yea that was discussed here too ;] thru even control byte on unicode standard with same function it's not working... but it's there somewhere2011-03-10 02:15:00

Author:
Shadowriver
Posts: 3991


have any of you checked out the new code for making hearts and stuff in txt?

i dont know if any of you know this, but adding this txt (E007) to a magic mouth will make pictures appear in it
i have the majic mouths as a prize off sum1 if youd like it

it has pictures of r1,l1,x,o,triangle.....ect all the buttons in picture form
2011-03-10 02:51:00

Author:
reefer007
Posts: 54


Hexidecimal unicode working in LBP2!!!
We know about that...
2011-03-10 21:56:00

Author:
unXpectiD
Posts: 1132


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