Difference between revisions of "SCUMM/Technical Reference/Object resources"
Jestar jokin (talk | contribs) (→IMHD: add flags info according to object.h) |
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num imnn : 16le | num imnn : 16le | ||
num zpnn : 16le (per IMnn block) | num zpnn : 16le (per IMnn block) | ||
unknown : | flags : 8 | ||
unknown : 8 | |||
x : 16le | x : 16le | ||
y : 16le | y : 16le |
Revision as of 12:26, 28 July 2009
V6 Objects
In v6 objects are splited in 2 chunks: OBIM and OBCD. OBIM store the images, zplanes, etc and OBCD mostly store the scripts.
OBIM
- OBIM
- IMHD : header
- IMnn : images
- SMAP (or BMOP)
- ZPnn
Note: In IMnn and ZPnn nn represent an hexadecimal number.
IMHD
obj id : 16le num imnn : 16le num zpnn : 16le (per IMnn block) flags : 8 unknown : 8 x : 16le y : 16le width : 16le height : 16le num hotspots : 16le (usually one for each IMnn, but their is one even if no IMnn is present) hotspots x : 16le signed y : 16le signed
The hotspots indicate where the actors should stand when they walk to the object.
Each IMnn contain an image for a state. As state 0 display nothing they start at 01. IMnn chunks contain a SMAP or BMOP chunk enventually followed by some ZPnn blocks. See Image resources for more details on these.
OBCD
- OBCD
- CDHD : header
- VERB : script
- OBNA : name
CDHD
obj id : 16le x : 16le y : 16le width : 16le height : 16le flags : 8 parent : 8 unk : 2*16 actor dir : 8 (direction the actor will look at when standing in front of the object)
Note that the size and position must match those in the IMHD.
VERB
The VERB chunk hold the scripts. It start with a table giving the offset of the entry point for each verb handled by the object code, followed by the code.
offset table : vlc verb : 8 (0xFF is default) offset : 16le table end : 8 (must be 0) code
The OBNA chunk simply contain a null terminated string.