Difference between revisions of "XyzzyText-UTF8"

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(Added slave script)
m
Line 852: Line 852:
   //return <-0.45 + 0.1 * Col, 0.45 - 0.1 * Row, 0.0>; //512*512 texture  
   //return <-0.45 + 0.1 * Col, 0.45 - 0.1 * Row, 0.0>; //512*512 texture  
   return <-0.45 + 0.1 * Col, 0.425 - 0.05 * Row, 0.0>; //512*1024 texture
   return <-0.45 + 0.1 * Col, 0.425 - 0.05 * Row, 0.0>; //512*1024 texture
}
    
    
ShowChars(integer link,vector grid_offset1, vector grid_offset2, vector grid_offset3, vector grid_offset4, vector grid_offset5) {  
ShowChars(integer link,vector grid_offset1, vector grid_offset2, vector grid_offset3, vector grid_offset4, vector grid_offset5) {  

Revision as of 03:01, 1 November 2007

Xyzzy doesn't work with European characters.. :(

However here is a Photoshop script and a variation on the main server you can use to adapt it to your needs if you are using UTF-8 fonts:

The theory is the following:

  • prepare a 512x1024 texture with in the first part the standard Xyzzy chars, and in 2nd part customized characters (you can define up to 100 extra chars)
  • modify the master and slave scripts to decode UTF-8 chars as explained below

Here published by Salahzar Stenvaag under the MIT license.

Photoshop VBS script

Dim appRef
Set appRef = CreateObject( "Photoshop.Application" )
' Remember current unit settings and then set units to
' the value expected by this script
Dim originalRulerUnits
originalRulerUnits = appRef.Preferences.RulerUnits
appRef.Preferences.RulerUnits = 1 ' psPixels
' Create a new 512*512 pixel document and assign it to a variable.
Dim docRef
Dim artLayerRef
Dim textItemRef
dim rows(18)
rows(1)=" !""#$%&'()"
rows(2)="*+,-./0123"
rows(3)="456789:;<="
rows(4)=">?@ABCDEFG"
rows(5)="HIJKLMNOPQ"
rows(6)="RSTUVWXYZ["
rows(7)="\]^_`abcde"
rows(8)="fghijklmno"
rows(9)="pqrstuvwxy"
rows(10)="z{|}~·ΘΩ√ "    

rows(11)="Çüéâäàåçêë"
rows(12)="èïîìÄÅÉæÆ◄"
rows(13)="öòûùÿÖÜ¢£¥"
rows(14)="₧ƒáíóúñѪº"
rows(15)="¿⌐¬½¼¡«»αß"
rows(16)="ΓπΣσµτΦΘΩδ"
rows(17)="∞φε∩≡±≥≤⌠⌡"
rows(18)="÷≈°∙·√ⁿ²€ "


dim fontname
fontname="Comics"

Set docRef = appRef.Documents.Add(512, 1024, 72, "CP850 " & fontname, 2, 3, 1)
' Create a new art layer containing text
Dim colorObj
Set colorObj=CreateObject("Photoshop.SolidColor")
colorObj.RGB.Red=255
colorObj.RGB.Green=255
colorObj.RGB.Blue=255



' Set the contents of the text layer.
for i=1 to 18
   for j=1 to 10
     Set artLayerRef = docRef.ArtLayers.Add
     artLayerRef.Kind = 2
     Set textItemRef = artLayerRef.TextItem
     ' textItemRef.Font = fontname
     textItemRef.Color=colorObj
     textItemRef.Justification = 2 
     textItemRef.Font = "A Charming Font"
     textItemRef.Size = 38
     textItemRef.Contents = mid(rows(i),j,1)
     textItemRef.Position = Array((j-1)*51.2+25,i*51.2-7)
   next
next
' Restore unit settingPhotoshop CS3
appRef.Preferences.RulerUnits = originalRulerUnits

Instructions on how to generate the texture are already published on Xyzzy main page, but just to be sure I repeat them here:

  • openup photoshop
  • click the vbs script in explorer and it will run over your photoshop
  • add one temporary layer and fill it with black just to see your characters
  • select one text layer and use "select similar layers"
  • change your font, size etc from the text tool and look how they appear (NOTE: should be monospace font)
  • merge all the selected layer into one single one
  • go to channel tab in layers, and add one new (alpha channel) it will be black per default
  • go to your font normal layer and select all
  • go to your alpha channel and paste it down
  • be sure to have the temporary black layer deselected and to select RGB layers so to see transparency in red
  • save as tga 32 bit and upload it to SL.


Modification on the master script

Modifications are marked by // SALAHZAR

//////////////////////////////////////////// 
// XyzzyText v2.1.UTF8 (UTF8-support) by Salahzar Stenvaag
// XyzzyText v2.1 Script (Set Line Color) by Huney Jewell
// XyzzyText v2.0 Script (5 Face, Single Texture) 
//
// Heavily Modified by Thraxis Epsilon, Gigs Taggart 5/2007 and Strife Onizuka 8/2007
// Rewrite to allow one-script-per-object operation w/ optional slaves
// Enable prim-label functionality
// Enabled Banking
//
// Modified by Kermitt Quirk 19/01/2006 
// To add support for 5 face prim instead of 3 
// 
// Core XyText Originally Written by Xylor Baysklef 
// 
//
//////////////////////////////////////////// 

/////////////// CONSTANTS /////////////////// 
// XyText Message Map. 
integer DISPLAY_STRING      = 204000; 
integer DISPLAY_EXTENDED    = 204001; 
integer REMAP_INDICES       = 204002; 
integer RESET_INDICES       = 204003; 
integer SET_FADE_OPTIONS    = 204004; 
integer SET_FONT_TEXTURE    = 204005; 
integer SET_LINE_COLOR      = 204006; 
integer SET_COLOR           = 204007; 
integer RESCAN_LINKSET      = 204008;




//internal API
integer REGISTER_SLAVE      = 205000;
integer SLAVE_RECOGNIZED    = 205001;
integer SLAVE_DISPLAY       = 205003;
integer SLAVE_DISPLAY_EXTENDED = 205004;
integer SLAVE_RESET = 205005;

// This is an extended character escape sequence. 
string  ESCAPE_SEQUENCE = "\\e"; 

// This is used to get an index for the extended character. 
string  EXTENDED_INDEX  = "12345"; 

// Face numbers. 
integer FACE_1          = 3; 
integer FACE_2          = 7; 
integer FACE_3          = 4; 
integer FACE_4          = 6; 
integer FACE_5          = 1; 

// Used to hide the text after a fade-out. 
key     TRANSPARENT     = "701917a8-d614-471f-13dd-5f4644e36e3c";
key     null_key        = NULL_KEY;
///////////// END CONSTANTS //////////////// 

///////////// GLOBAL VARIABLES /////////////// 
// This is the key of the font we are displaying. 
//key     gFontTexture        = "b2e7394f-5e54-aa12-6e1c-ef327b6bed9e"; 
// 48 pixel font key     gFontTexture        = "f226766c-c5ac-690e-9018-5a37367ae95a";
// 38 pixel font
//key gFontTexture= "ac955f98-74bb-290f-7eb6-dca54e5e4491";
key gFontTexture= "e5efeead-c69e-eb81-e7bd-dad2bb787d2b"; // BitStream Vera Monotype // SALAHZAR

// All displayable characters.  Default to ASCII order. 
string gCharIndex; 
list decode=[]; // to handle special characters from CP850 page for european countries // SALAHZAR

// This is whether or not to use the fade in/out special effect. 
integer gCellUseFading      = FALSE; 
// This is how long to display the text before fading out (if using 
// fading special effect). 
// Note: < 0  means don't fade out. 
float   gCellHoldDelay      = 1.0; 

integer gSlaveRegistered;
list gSlaveNames;

integer BANK_STRIDE=3; //offset, length, highest_dirty
list gBankingData;

/////////// END GLOBAL VARIABLES //////////// 

ResetCharIndex() { 

     gCharIndex  = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`"; 
     gCharIndex += "abcdefghijklmnopqrstuvwxyz{|}~\n\n\n\n\n";

     // special UTF-8 chars for European languages // SALAHZAR special chars according to a selection from CP850
     // these 80 chars correspond to the following chars in CP850 codepage: (some are not viewable in editor)
     // rows(11)="Çüéâäàåçêë"
     // rows(12)="èïîìÄÅÉæÆ◄"
     // rows(13)="öòûùÿÖÜ¢£¥"
     // rows(14)="₧ƒáíóúñѪº"
     // rows(15)="¿⌐¬½¼¡«»αß"
     // rows(16)="ΓπΣσµτΦΘΩδ"
     // rows(17)="∞φε∩≡±≥≤⌠⌡"
     // rows(18)="÷≈°∙·√ⁿ²€ "     
     decode= [ "%C3%87", "%C3%BC", "%C3%A9", "%C3%A2", "%C3%A4", "%C3%A0", "%C3%A5", "%C3%A7", "%C3%AA", "%C3%AB" ];
     decode+=[ "%C3%A8", "%C3%AF", "%C3%AE", "%C3%AC", "%C3%84", "%C3%85", "%C3%89", "%C3%A6", "%C3%AE", "xxxxxx" ];
     decode+=[ "%C3%B6", "%C3%B2", "%C3%BB", "%C3%B9", "%C3%BF", "%C3%96", "%C3%9C", "%C2%A2", "%C2%A3", "%C2%A5" ];
     decode+=[ "%E2%82%A7", "%C6%92", "%C3%A1", "%C3%AD", "%C3%B3", "%C3%BA", "%C3%B1", "%C3%91", "%C2%AA", "%C2%BA"];
     decode+=[ "%C2%BF", "%E2%8C%90", "%C2%AC", "%C2%BD", "%C2%BC", "%C2%A1", "%C2%AB", "%C2%BB", "%CE%B1", "%C3%9F" ];
     decode+=[ "%CE%93", "%CF%80", "%CE%A3", "%CF%83", "%C2%B5", "%CF%84", "%CE%A6", "%CE%98", "%CE%A9", "%CE%B4" ];
     decode+=[ "%E2%88%9E", "%CF%86", "%CE%B5", "%E2%88%A9", "%E2%89%A1", "%C2%B1", "%E2%89%A5", "%E2%89%A4", "%E2%8C%A0", "%E2%8C%A1" ];
     decode+=[ "%C3%B7", "%E2%89%88", "%C2%B0", "%E2%88%99", "%C2%B7", "%E2%88%9A", "%E2%81%BF", "%C2%B2", "%E2%82%AC", "" ];

     // END // SALAHZAR

     
     
} 

vector GetGridOffset(integer index) { 
   // Calculate the offset needed to display this character. 
   integer Row = index / 10; 
   integer Col = index % 10; 

   // Return the offset in the texture. 
   //return <-0.45 + 0.1 * Col, 0.45 - 0.1 * Row, 0.0>; 
   return <-0.45 + 0.1 * Col, 0.425 - 0.05 * Row, 0.0>; // SALAHZAR modified vertical offsets for 512x1024 textures
} 

ShowChars(integer link,vector grid_offset1, vector grid_offset2, vector grid_offset3, vector grid_offset4, vector grid_offset5) { 
   // Set the primitive textures directly. 
    
   // <-0.256, 0, 0> 
   // <0, 0, 0> 
   // <0.130, 0, 0> 
   // <0, 0, 0> 
   // <-0.74, 0, 0> 
    
// SALAHZAR modified .1 to .05 to handle different sized texture
   llSetLinkPrimitiveParams( link,[ 
        PRIM_TEXTURE, FACE_1, (string)gFontTexture, <0.126, 0.05, 0>, grid_offset1 + <0.037, 0, 0>, 0.0, 
        PRIM_TEXTURE, FACE_2, (string)gFontTexture, <0.05, 0.05, 0>, grid_offset2, 0.0, 
        PRIM_TEXTURE, FACE_3, (string)gFontTexture, <-0.74, 0.05, 0>, grid_offset3 - <0.244, 0, 0>, 0.0, 
        PRIM_TEXTURE, FACE_4, (string)gFontTexture, <0.05, 0.05, 0>, grid_offset4, 0.0, 
        PRIM_TEXTURE, FACE_5, (string)gFontTexture, <0.126, 0.05, 0>, grid_offset5 - <0.037, 0, 0>, 0.0 
        ]); 
} 

// SALAHZAR intelligent procedure to extract UTF-8 codes and convert to index in our "cp850"-like table
integer GetIndex(string char)
{
    integer  ret=llSubStringIndex(gCharIndex, char);
    if(ret>=0) return ret;
    
    // special char do nice trick :)
    string escaped=llEscapeURL(char);
    integer found=llListFindList(decode, [escaped]);
    
    // Return blank if not found
    if(found<0) return 0;
    
    // return correct index
    return 100+found;
    
}
// END SALAHZAR


RenderString(integer link, string str) { 
   // Get the grid positions for each pair of characters. 
   vector GridOffset1 = GetGridOffset( GetIndex(llGetSubString(str, 0, 0)) ); // SALAHZAR intermediate function
   vector GridOffset2 = GetGridOffset( GetIndex(llGetSubString(str, 1, 1)) ); // SALAHZAR
   vector GridOffset3 = GetGridOffset( GetIndex(llGetSubString(str, 2, 2)) ); // SALAHZAR
   vector GridOffset4 = GetGridOffset( GetIndex(llGetSubString(str, 3, 3)) ); // SALAHZAR
   vector GridOffset5 = GetGridOffset( GetIndex(llGetSubString(str, 4, 4)) ); // SALAHZAR

   // Use these grid positions to display the correct textures/offsets. 
   ShowChars(link,GridOffset1, GridOffset2, GridOffset3, GridOffset4, GridOffset5); 
} 

RenderWithEffects(integer link, string str) { 
   // Get the grid positions for each pair of characters. 
   vector GridOffset1 = GetGridOffset( llSubStringIndex(gCharIndex, llGetSubString(str, 0, 0)) ); 
   vector GridOffset2 = GetGridOffset( llSubStringIndex(gCharIndex, llGetSubString(str, 1, 1)) ); 
   vector GridOffset3 = GetGridOffset( llSubStringIndex(gCharIndex, llGetSubString(str, 2, 2)) ); 
   vector GridOffset4 = GetGridOffset( llSubStringIndex(gCharIndex, llGetSubString(str, 3, 3)) ); 
   vector GridOffset5 = GetGridOffset( llSubStringIndex(gCharIndex, llGetSubString(str, 4, 4)) ); 

   // First set the alpha to the lowest possible. 
   llSetLinkAlpha(link,0.05, ALL_SIDES); 

   // Use these grid positions to display the correct textures/offsets. 
   ShowChars(link,GridOffset1, GridOffset2, GridOffset3, GridOffset4, GridOffset5);          // Now turn up the alpha until it is at full strength. 
    float Alpha = 0.10; 
    for (; Alpha <= 1.0; Alpha += 0.05) 
       llSetLinkAlpha(link,Alpha, ALL_SIDES); 
          // See if we want to fade out as well. 
   if (gCellHoldDelay < 0.0) 
       // No, bail out. (Just keep showing the string at full strength). 
       return; 
          // Hold the text for a while. 
   llSleep(gCellHoldDelay); 
      // Now fade out. 
   for (Alpha = 0.95; Alpha >= 0.05; Alpha -= 0.05) 
       llSetLinkAlpha(link,Alpha, ALL_SIDES); 
          // Make the text transparent to fully hide it. 
   llSetLinkTexture(link,TRANSPARENT, ALL_SIDES); 
} 

integer RenderExtended(integer link, string str, integer render) {
   // Look for escape sequences. 
   integer length = 0;
   list Parsed       = llParseString2List(str, [], (list)ESCAPE_SEQUENCE); 
   integer ParsedLen = llGetListLength(Parsed); 

   // Create a list of index values to work with. 
   list Indices; 
   // We start with room for 5 indices. 
   integer IndicesLeft = 5; 

   string Token; 
   integer Clipped; 
   integer LastWasEscapeSequence = FALSE; 
   // Work from left to right. 
   integer i = 0;
   for (; i < ParsedLen && IndicesLeft > 0; ++i) { 
       Token = llList2String(Parsed, i); 

       // If this is an escape sequence, just set the flag and move on. 
       if (Token == ESCAPE_SEQUENCE) { 
           LastWasEscapeSequence = TRUE; 
       } 
       else { // Token != ESCAPE_SEQUENCE 
           // Otherwise this is a normal token.  Check its length. 
           Clipped = FALSE; 
           integer TokenLength = llStringLength(Token); 
           // Clip if necessary. 
           if (TokenLength > IndicesLeft) { 
               TokenLength = llStringLength(Token = llGetSubString(Token, 0, IndicesLeft - 1)); 
               IndicesLeft = 0; 
               Clipped = TRUE; 
           } 
           else 
               IndicesLeft -= TokenLength; 

           // Was the previous token an escape sequence? 
           if (LastWasEscapeSequence) { 
               // Yes, the first character is an escape character, the rest are normal. 
               length += 2 + TokenLength;
               if(render)
               {
                    // This is the extended character. 
                    Indices += (llSubStringIndex(EXTENDED_INDEX, llGetSubString(Token, 0, 0)) + 95);
                    
                    // These are the normal characters.
                    integer j = 1; 
                    for (; j < TokenLength; ++j) 
                    {
                       Indices += llSubStringIndex(gCharIndex, llGetSubString(Token, j, j)); 
                    }
                }
           } 
           else { // Normal string. 
               // Just add the characters normally. 
               length += TokenLength;
               if(render)
               {               
                   integer j = 0; 
                   for (; j < TokenLength; ++j) 
                   {                  
                       Indices += llSubStringIndex(gCharIndex, llGetSubString(Token, j, j));
                   }
                }
           } 

           // Unset this flag, since this was not an escape sequence. 
           LastWasEscapeSequence = FALSE; 
       } 
   } 

   // Use the indices to create grid positions.
  if(render)
  {   
       vector GridOffset1 = GetGridOffset( llList2Integer(Indices, 0) ); 
       vector GridOffset2 = GetGridOffset( llList2Integer(Indices, 1) ); 
       vector GridOffset3 = GetGridOffset( llList2Integer(Indices, 2) ); 
       vector GridOffset4 = GetGridOffset( llList2Integer(Indices, 3) ); 
       vector GridOffset5 = GetGridOffset( llList2Integer(Indices, 4) ); 
    
       // Use these grid positions to display the correct textures/offsets. 
       ShowChars(link,GridOffset1, GridOffset2, GridOffset3, GridOffset4, GridOffset5);
   }
   return length;
} 

integer ConvertIndex(integer index) { 
   // This converts from an ASCII based index to our indexing scheme. 
   if (index >= 32) // ' ' or higher 
       index -= 32; 
   else { // index < 32 
       // Quick bounds check. 
       if (index > 15) 
           index = 15; 

       index += 94; // extended characters 
   } 

   return index; 
} 



PassToRender(integer render,string message, integer bank)
{
//    float time;
    integer extendedlen = 0;
    integer link;
    integer i = 0;
    integer msgLen = llStringLength(message);
    string TextToRender;
    integer num_slaves=llGetListLength(gSlaveNames);
    string slave_name; //avoids unnecessary casts, keeping it as a string
    

    //get the bank offset and length
    integer bank_offset=llList2Integer(gBankingData, (bank * BANK_STRIDE));
    integer bank_length=llList2Integer(gBankingData, (bank * BANK_STRIDE) + 1);
    integer bank_highest_dirty=llList2Integer(gBankingData, (bank * BANK_STRIDE) + 2);
    
    integer x = 0;
    for (;x < msgLen;x = x + 5)
    {

        if (i >= bank_length)  //we don't want to run off the end of the bank
        {
            //set the dirty to max, and bail out, we're done
            gBankingData=llListReplaceList(gBankingData, (list)bank_length, (bank * BANK_STRIDE) + 2, (bank * BANK_STRIDE) + 2);
            return;
        }
        
        link = unpack(gXyTextPrims,(i + bank_offset));
        TextToRender = llGetSubString(message, x, x + 15);
        
        if(gSlaveRegistered && (link % (num_slaves + 1)))
        {
            slave_name=llList2String(gSlaveNames, (link % (num_slaves + 1)) - 1);
            if (render == 1)
               llMessageLinked(LINK_THIS, SLAVE_DISPLAY, TextToRender, (key)((string)link + "," + slave_name));
            if (render == 2)
            {
                //time = llGetAndResetTime();
                if(llSubStringIndex(TextToRender,"\e") > x)
                    extendedlen = 5;
                else
                    extendedlen = RenderExtended(link,TextToRender,0);
                if (extendedlen > 5)
                {
                    x += extendedlen - 5;
                }
               llMessageLinked(LINK_THIS, SLAVE_DISPLAY_EXTENDED, TextToRender, (key)((string)link + "," + slave_name));
              // llOwnerSay((string)llGetAndResetTime());
            }
               //sorry, no fade effect with slave
        }
        else
        {
            if (render == 1)
                RenderString(link,TextToRender);
            if (render == 2)
            {
                extendedlen = RenderExtended(link,TextToRender,1);
                if (extendedlen > 5)
                {
                    x += extendedlen - 5;
                }
                
            }
            if (render == 3)
                RenderWithEffects(link,TextToRender);
        }
        ++i;            
    }
    
    if (bank_highest_dirty==0)
        bank_highest_dirty=bank_length;
    
    integer current_highest_dirty=i;
    while (i < bank_highest_dirty)
    {
        link = unpack(gXyTextPrims,(i + bank_offset));
        
        if(gSlaveRegistered && (link % (num_slaves+1) != 0))
        {
            slave_name=llList2String(gSlaveNames, (link % (num_slaves + 1)) - 1);
            llMessageLinked(LINK_THIS, SLAVE_DISPLAY, "     ", (key)((string)link + "," + slave_name));       
            //sorry, no fade effect with slave
        }
        else
        {
            RenderString(link,"     ");
        }
        ++i;        
    }
    gBankingData=llListReplaceList(gBankingData, (list)current_highest_dirty, (bank * BANK_STRIDE) + 2, (bank * BANK_STRIDE) + 2);
}

// Bitwise Voodoo by Gigs Taggart and optimized by Strife Onizuka
list gXyTextPrims;


integer get_number_of_prims()
{//ignores avatars.
    integer a = llGetNumberOfPrims();
    while(llGetAgentSize(llGetLinkKey(a)))
        --a;
    return a;
}

//functions to pack 8-bit shorts into ints
list pack_and_insert(list in_list, integer pos, integer value)
{
//    //figure out the bitpack position
//    integer pack = pos & 3; //4 bytes per int
//    pos=pos >> 2;
//    integer shifted = value << (pack << 3);
//    integer old_value = llList2Integer(in_list, pos);
//    shifted = old_value | shifted;
//    in_list = llListReplaceList(in_list, (list)shifted, pos, pos);
//    return in_list;
    //Safe optimized version
    integer index = pos >> 2;
    return llListReplaceList(in_list, (list)(llList2Integer(in_list, index) | (value << ((pos & 3) << 3))), index, index);
}

integer unpack(list in_list, integer pos)
{
    return (llList2Integer(in_list, pos >> 2) >> ((pos & 3) << 3)) & 0x000000FF;//unsigned
//    return (llList2Integer(in_list, pos >> 2) << (((~pos) & 3) << 3)) >> 24;//signed
}

change_color(vector color)
{
    integer num_prims=llGetListLength(gXyTextPrims) << 2;
    
    integer i = 0;
    
    for (; i<=num_prims; ++i)
    {
        integer link = unpack(gXyTextPrims,i);
        if (!link)
            return;
        
        llSetLinkPrimitiveParams( link,[ 
            PRIM_COLOR, FACE_1, color, 1.0,
            PRIM_COLOR, FACE_2, color, 1.0,
            PRIM_COLOR, FACE_3, color, 1.0,
            PRIM_COLOR, FACE_4, color, 1.0,
            PRIM_COLOR, FACE_5, color, 1.0
        ]);
    }
}

change_line_color(integer bank, vector color)
{    

    //get the bank offset and length
    integer i = llList2Integer(gBankingData, (bank * BANK_STRIDE));
    integer bank_end = i + llList2Integer(gBankingData, (bank * BANK_STRIDE) + 1);

    for (; i < bank_end; ++i)
    {     
        integer link = unpack(gXyTextPrims,i);
        if (!link)
            return;
        
        llSetLinkPrimitiveParams( link,[ 
            PRIM_COLOR, FACE_1, color, 1.0,
            PRIM_COLOR, FACE_2, color, 1.0,
            PRIM_COLOR, FACE_3, color, 1.0,
            PRIM_COLOR, FACE_4, color, 1.0,
            PRIM_COLOR, FACE_5, color, 1.0
        ]);
    }
}


init()
{
    llSay(0,"Init beginning...");
    integer num_prims=get_number_of_prims();
    string link_name;
    integer bank=0;
    integer prims_pointer=0; //"pointer" to the next entry to be used in the gXyTextPrims list.
    
    list temp_bank = [];
    integer temp_bank_stride=2;
    
    //FIXME: font texture might should be per-bank
    llMessageLinked(LINK_THIS, SET_FONT_TEXTURE, "", gFontTexture);
    
    gXyTextPrims=[];
    integer x=0;
    for (;x<64;++x)
    {
        gXyTextPrims = (gXyTextPrims = []) + gXyTextPrims + 0;  //we need to pad out the list to make it easier to add things in any order later
    }
    
    @loop;
{
        llSay(0,"Scanning bank #"+(string)bank);
    
        //loop over all prims, looking for ones in the current bank
        for(x=0;x<=num_prims;++x)
        {
            link_name=llGetLinkName(x);
            list tmp = llParseString2List(link_name, (list)"-", []);
            if(llList2String(tmp,0) == "xyzzytext")
            {
                if (llList2Integer(tmp,1) == bank)
                {
                    temp_bank += llList2Integer(tmp,2) + (list)x;
                }
            }
            
        }

        if (temp_bank != [])
        {
            //sort the current bank
            temp_bank = llListSort(temp_bank, temp_bank_stride, TRUE);
            
            integer temp_len = llGetListLength(temp_bank);
            
            //store metadata
            gBankingData += [prims_pointer, temp_len/temp_bank_stride, 0];
            
            //repack the bank into the prim list
            for (x = 0; x < temp_len; x += temp_bank_stride)
            {
                gXyTextPrims = pack_and_insert(gXyTextPrims, prims_pointer, llList2Integer(temp_bank, x + 1));
                ++prims_pointer;
            }
            ++bank;
            temp_bank=[];
            jump loop;
        }
    }
    
    llMessageLinked(LINK_THIS, SLAVE_RESET, "" , null_key);
    //llOwnerSay((string)llGetFreeMemory());
    llSay(0,"Xyzzy initialized.");
}


default { 
   state_entry() { 
       // Initialize the character index. 
       ResetCharIndex();
       init();
   } 

   on_rez(integer num)
   {
      llResetScript();       
   }
   
   link_message(integer sender, integer channel, string data, key id) { 
        if (id==null_key)
            id="0";
            
        if (channel == DISPLAY_STRING) { 
            PassToRender(1,data, (integer)((string)id)); 
        } 
        else if (channel == DISPLAY_EXTENDED) { 
            PassToRender(2,data, (integer)((string)id)); 
        } 
        else if (channel == REMAP_INDICES) { 
            // Parse the message, splitting it up into index values. 
            list Parsed = llCSV2List(data); 
            integer i = 0; 
            // Go through the list and swap each pair of indices. 
            for (; i < llGetListLength(Parsed); i += 2) { 
                integer Index1 = ConvertIndex( llList2Integer(Parsed, i) ); 
                integer Index2 = ConvertIndex( llList2Integer(Parsed, i + 1) ); 
        
                // Swap these index values. 
                string Value1 = llGetSubString(gCharIndex, Index1, Index1); 
                string Value2 = llGetSubString(gCharIndex, Index2, Index2); 
        
                gCharIndex = llDeleteSubString(gCharIndex, Index1, Index1); 
                gCharIndex = llInsertString(gCharIndex, Index1, Value2);
        
                gCharIndex = llDeleteSubString(gCharIndex, Index2, Index2);
                gCharIndex = llInsertString(gCharIndex, Index2, Value1);
            } 
        } 
        else if (channel == RESCAN_LINKSET)
        {
            init();
        }
        else if (channel == RESET_INDICES) { 
            // Restore the character index back to default settings. 
            ResetCharIndex(); 
        } 
        else if (channel == SET_FADE_OPTIONS) { 
            // Change the channel we listen to for cell commands, the 
            // starting character position to extract from, and 
            // special effect attributes. 
            list Parsed = llCSV2List(data); 
            gCellUseFading      = (integer) llList2String(Parsed, 0); 
            gCellHoldDelay      = (float)   llList2String(Parsed, 1);
        } 
        else if (channel == SET_FONT_TEXTURE) { 
            // Use the new texture instead of the current one. 
            gFontTexture = id; 
        } 
        else if (channel == SET_COLOR) {
            change_color((vector)data); 
        }
        else if (channel == SET_LINE_COLOR) {
            change_line_color((integer)((string)id), (vector)data); 
        } 
        else if (channel == REGISTER_SLAVE)
        {
            if(!~llListFindList(gSlaveNames, (list)data))
            {//isn't registered yet
                gSlaveNames += data;
                gSlaveRegistered=TRUE;
                //llOwnerSay((string)llGetListLength(gSlaveNames) + " Slave(s) Recognized: " + data);
            }
//            else
//            {//it already exists
//                llOwnerSay((string)llGetListLength(gSlaveNames) + " Slave, Existing Slave Recognized: " + data);
//            }
            llMessageLinked(LINK_THIS, SLAVE_RECOGNIZED, data , null_key);
        }
    } 
    
    touch_start(integer count)
    {
        //llMessageLinked(LINK_THIS,DISPLAY_STRING,"123456789","1");
    }
   
   
    changed(integer change)
    {
        if(change&CHANGED_INVENTORY)
        {
            if(gSlaveRegistered)        
            {
                //by using negative indexes they don't need to be adjusted when an entry is deleted.
                integer x = ~llGetListLength(gSlaveNames);
                while(++x)
                {
                    if (!~llGetInventoryType(llList2String(gSlaveNames, x)))
                    {
                        //llOwnerSay("Slave Removed: " + llList2String(gSlaveNames, x));
                        gSlaveNames = llDeleteSubList(gSlaveNames, x, x);
                    }
                }
                gSlaveRegistered = !(gSlaveNames == []);
            }
        }
    }
} 


Slave Script

//////////////////////////////////////////// 
// XyzzyText v2.1.UTF8 Slave Script by Arnold Wilder
// XyText v2.0 SLAVE Script (5 Face, Single Texture) 
//
// Modified by Thraxis Epsilon and Gigs Taggart 5/2007
// Rewrite to allow one-script-per-object operation
//
// Modified by Kermitt Quirk 19/01/2006 
// To add support for 5 face prim instead of 3 
// 
// Originally Written by Xylor Baysklef 
// 
//
//////////////////////////////////////////// 


integer REMAP_INDICES       = 204002; 
integer RESET_INDICES       = 204003;

//internal API
integer REGISTER_SLAVE      = 205000;
integer SLAVE_RECOGNIZED    = 205001;
integer SLAVE_DISPLAY       = 205003;
integer SET_FONT_TEXTURE    = 204005; 

integer SLAVE_DISPLAY_EXTENDED = 205004;
integer SLAVE_RESET = 205005;


// This is an extended character escape sequence. 
string  ESCAPE_SEQUENCE = "\\e"; 

// This is used to get an index for the extended character. 
string  EXTENDED_INDEX  = "12345"; 

// Face numbers. 
integer FACE_1          = 3; 
integer FACE_2          = 7; 
integer FACE_3          = 4; 
integer FACE_4          = 6; 
integer FACE_5          = 1; 


///////////// GLOBAL VARIABLES /////////////// 
// This is the key of the font we are displaying. 
//key     gFontTexture        = "b2e7394f-5e54-aa12-6e1c-ef327b6bed9e"; 
// 48 pixel font key     gFontTexture        = "f226766c-c5ac-690e-9018-5a37367ae95a";
// 38 pixel font
//key gFontTexture= "ac955f98-74bb-290f-7eb6-dca54e5e4491";
key gFontTexture= "e5efeead-c69e-eb81-e7bd-dad2bb787d2b"; // BitStream Vera Monotype
// All displayable characters.  Default to ASCII order. 
string gCharIndex; 
list decode=[]; // to handle special characters from CP850 page for european countries

integer gActive; //if we are recognized, this is true
/////////// END GLOBAL VARIABLES //////////// 

ResetCharIndex() { 
   gCharIndex  = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`"; 
   gCharIndex += "abcdefghijklmnopqrstuvwxyz{|}~"; 
   gCharIndex += "\n\n\n\n\n"; 
     // special UTF-8 chars for European languages // SALAHZAR special chars according to a selection from CP850
     // these 80 chars correspond to the following chars in CP850 codepage: (some are not viewable in editor)
     // rows(11)="Çüéâäàåçêë"
     // rows(12)="èïîìÄÅÉæÆ◄"
     // rows(13)="öòûùÿÖÜ¢£¥"
     // rows(14)="₧ƒáíóúñѪº"
     // rows(15)="¿⌐¬½¼¡«»αß"
     // rows(16)="ΓπΣσµτΦΘΩδ"
     // rows(17)="∞φε∩≡±≥≤⌠⌡"
     // rows(18)="÷≈°∙·√ⁿ²€ "     
     decode= [ "%C3%87", "%C3%BC", "%C3%A9", "%C3%A2", "%C3%A4", "%C3%A0", "%C3%A5", "%C3%A7", "%C3%AA", "%C3%AB" ];
     decode+=[ "%C3%A8", "%C3%AF", "%C3%AE", "%C3%AC", "%C3%84", "%C3%85", "%C3%89", "%C3%A6", "%C3%AE", "xxxxxx" ];
     decode+=[ "%C3%B6", "%C3%B2", "%C3%BB", "%C3%B9", "%C3%BF", "%C3%96", "%C3%9C", "%C2%A2", "%C2%A3", "%C2%A5" ];
     decode+=[ "%E2%82%A7", "%C6%92", "%C3%A1", "%C3%AD", "%C3%B3", "%C3%BA", "%C3%B1", "%C3%91", "%C2%AA", "%C2%BA"];
     decode+=[ "%C2%BF", "%E2%8C%90", "%C2%AC", "%C2%BD", "%C2%BC", "%C2%A1", "%C2%AB", "%C2%BB", "%CE%B1", "%C3%9F" ];
     decode+=[ "%CE%93", "%CF%80", "%CE%A3", "%CF%83", "%C2%B5", "%CF%84", "%CE%A6", "%CE%98", "%CE%A9", "%CE%B4" ];
     decode+=[ "%E2%88%9E", "%CF%86", "%CE%B5", "%E2%88%A9", "%E2%89%A1", "%C2%B1", "%E2%89%A5", "%E2%89%A4", "%E2%8C%A0", "%E2%8C%A1" ];
     decode+=[ "%C3%B7", "%E2%89%88", "%C2%B0", "%E2%88%99", "%C2%B7", "%E2%88%9A", "%E2%81%BF", "%C2%B2", "%E2%82%AC", "" ];} 

vector GetGridOffset(integer index) { 
   // Calculate the offset needed to display this character. 
   integer Row = index / 10; 
   integer Col = index % 10; 

   // Return the offset in the texture. 
   //return <-0.45 + 0.1 * Col, 0.45 - 0.1 * Row, 0.0>; //512*512 texture 
   return <-0.45 + 0.1 * Col, 0.425 - 0.05 * Row, 0.0>; //512*1024 texture
}
   
ShowChars(integer link,vector grid_offset1, vector grid_offset2, vector grid_offset3, vector grid_offset4, vector grid_offset5) { 
   // Set the primitive textures directly. 
    
   // <-0.256, 0, 0> 
   // <0, 0, 0> 
   // <0.130, 0, 0> 
   // <0, 0, 0> 
   // <-0.74, 0, 0> 
    
   llSetLinkPrimitiveParams( link,[ 
        PRIM_TEXTURE, FACE_1, (string)gFontTexture, <0.126, 0.1, 0>, grid_offset1 + <0.037, 0, 0>, 0.0, 
        PRIM_TEXTURE, FACE_2, (string)gFontTexture, <0.05, 0.1, 0>, grid_offset2, 0.0, 
        PRIM_TEXTURE, FACE_3, (string)gFontTexture, <-0.74, 0.1, 0>, grid_offset3 - <0.244, 0, 0>, 0.0, 
        PRIM_TEXTURE, FACE_4, (string)gFontTexture, <0.05, 0.1, 0>, grid_offset4, 0.0, 
        PRIM_TEXTURE, FACE_5, (string)gFontTexture, <0.126, 0.1, 0>, grid_offset5 - <0.037, 0, 0>, 0.0 
        ]); 
} 

// Extract UTF-8 codes and convert to index in our "cp850"-like table
integer GetIndex(string char)
{
    integer  ret=llSubStringIndex(gCharIndex, char);
    if(ret>=0) return ret;
    
    // special char do nice trick :)
    string escaped=llEscapeURL(char);
    integer found=llListFindList(decode, [escaped]);
    
    // Return blank if not found
    if(found<0) return 0;
    
    // return correct index
    return 100+found;
}    

RenderString(integer link, string str) {
   // Get the grid positions for each pair of characters. 
   vector GridOffset1 = GetGridOffset( GetIndex(llGetSubString(str, 0, 0)) );
   vector GridOffset2 = GetGridOffset( GetIndex(llGetSubString(str, 1, 1)) );
   vector GridOffset3 = GetGridOffset( GetIndex(llGetSubString(str, 2, 2)) );
   vector GridOffset4 = GetGridOffset( GetIndex(llGetSubString(str, 3, 3)) );
   vector GridOffset5 = GetGridOffset( GetIndex(llGetSubString(str, 4, 4)) );


   // Use these grid positions to display the correct textures/offsets. 
   ShowChars(link,GridOffset1, GridOffset2, GridOffset3, GridOffset4, GridOffset5); 
} 

RenderExtended(integer link, string str) { 
   // Look for escape sequences. 
   list Parsed       = llParseString2List(str, [], [ESCAPE_SEQUENCE]); 
   integer ParsedLen = llGetListLength(Parsed); 

   // Create a list of index values to work with. 
   list Indices; 
   // We start with room for 5 indices. 
   integer IndicesLeft = 5; 

   integer i; 
   string Token; 
   integer Clipped; 
   integer LastWasEscapeSequence = FALSE; 
   // Work from left to right. 
   for (i = 0; i < ParsedLen && IndicesLeft > 0; i++) { 
       Token = llList2String(Parsed, i); 

       // If this is an escape sequence, just set the flag and move on. 
       if (Token == ESCAPE_SEQUENCE) { 
           LastWasEscapeSequence = TRUE; 
       } 
       else { // Token != ESCAPE_SEQUENCE 
           // Otherwise this is a normal token.  Check its length. 
           Clipped = FALSE; 
           integer TokenLength = llStringLength(Token); 
           // Clip if necessary. 
           if (TokenLength > IndicesLeft) { 
               Token = llGetSubString(Token, 0, IndicesLeft - 1); 
               TokenLength = llStringLength(Token); 
               IndicesLeft = 0; 
               Clipped = TRUE; 
           } 
           else 
               IndicesLeft -= TokenLength; 

           // Was the previous token an escape sequence? 
           if (LastWasEscapeSequence) { 
               // Yes, the first character is an escape character, the rest are normal. 

               // This is the extended character. 
               Indices += [llSubStringIndex(EXTENDED_INDEX, llGetSubString(Token, 0, 0)) + 95]; 

               // These are the normal characters. 
               integer j; 
               for (j = 1; j < TokenLength; j++) 
                   Indices += [llSubStringIndex(gCharIndex, llGetSubString(Token, j, j))]; 
           } 
           else { // Normal string. 
               // Just add the characters normally. 
               integer j; 
               for (j = 0; j < TokenLength; j++) 
                   Indices += [llSubStringIndex(gCharIndex, llGetSubString(Token, j, j))]; 
           } 

           // Unset this flag, since this was not an escape sequence. 
           LastWasEscapeSequence = FALSE; 
       } 
   } 

   // Use the indices to create grid positions. 
   vector GridOffset1 = GetGridOffset( llList2Integer(Indices, 0) ); 
   vector GridOffset2 = GetGridOffset( llList2Integer(Indices, 1) ); 
   vector GridOffset3 = GetGridOffset( llList2Integer(Indices, 2) ); 
   vector GridOffset4 = GetGridOffset( llList2Integer(Indices, 3) ); 
   vector GridOffset5 = GetGridOffset( llList2Integer(Indices, 4) ); 

   // Use these grid positions to display the correct textures/offsets. 
   ShowChars(link,GridOffset1, GridOffset2, GridOffset3, GridOffset4, GridOffset5); 
} 

integer ConvertIndex(integer index) { 
   // This converts from an ASCII based index to our indexing scheme. 
   if (index >= 32) // ' ' or higher 
       index -= 32; 
   else { // index < 32 
       // Quick bounds check. 
       if (index > 15) 
           index = 15; 

       index += 94; // extended characters 
   } 

   return index; 
} 


default 
{ 
    state_entry() 
    { 
        // Initialize the character index. 
        ResetCharIndex();
        llMessageLinked(LINK_THIS, REGISTER_SLAVE, llGetScriptName() , NULL_KEY);  
    } 
    
    on_rez(integer num)
    {
        llResetScript();       
    }
    
    link_message(integer sender, integer channel, string data, key id) 
    { 
    
        if (channel == SLAVE_RECOGNIZED)
        {
            if (data == llGetScriptName())
            {
                gActive=TRUE;
            }
            return;
        }
    
        if (channel == SLAVE_DISPLAY) 
        { 
            if (!gActive)  
                return;
                
            list params=llCSV2List((string)id);
            if (llList2String(params, 1) != llGetScriptName())
                return;
            
            
            RenderString(llList2Integer(params, 0),data);
            return; 
        } 
       
       if (channel == SLAVE_DISPLAY_EXTENDED) 
       {
            if (!gActive)  
                return;
                
            list params=llCSV2List((string)id);
            if (llList2String(params, 1) != llGetScriptName())
                return;
                
            RenderExtended(llList2Integer(params, 0),data);
       } 
       
        if (channel == SET_FONT_TEXTURE) 
        { 
           gFontTexture = id; 
           return; 
        } 
       
        if (channel == REMAP_INDICES) { 
           // Parse the message, splitting it up into index values. 
           list Parsed = llCSV2List(data); 
           integer i; 
           // Go through the list and swap each pair of indices. 
           for (i = 0; i < llGetListLength(Parsed); i += 2) { 
               integer Index1 = ConvertIndex( llList2Integer(Parsed, i) ); 
               integer Index2 = ConvertIndex( llList2Integer(Parsed, i + 1) ); 
        
               // Swap these index values. 
               string Value1 = llGetSubString(gCharIndex, Index1, Index1); 
               string Value2 = llGetSubString(gCharIndex, Index2, Index2); 
        
               gCharIndex = llDeleteSubString(gCharIndex, Index1, Index1); 
               gCharIndex = llInsertString(gCharIndex, Index1, Value2); 
        
               gCharIndex = llDeleteSubString(gCharIndex, Index2, Index2); 
               gCharIndex = llInsertString(gCharIndex, Index2, Value1); 
           } 
           return; 
        } 
        if (channel == RESET_INDICES) { 
           // Restore the character index back to default settings. 
           ResetCharIndex(); 
           return; 
        } 

        
        if (channel == SLAVE_RESET)
        {
            ResetCharIndex();
            gActive=FALSE;
            llMessageLinked(LINK_THIS, REGISTER_SLAVE, llGetScriptName() , NULL_KEY);
        }
    
    } 
    
   
}