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m (.H32 files in Operation Stealth are probably used for Roland MT-32 music.) |
(Added information about Operation Stealth's PC version's savegame file format.) |
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* CELLO2, CELLOSEC, ETOMSIMO, FUZZGUIT, PRO1002, PRO11, PRO1120, PRO13, PRO3, PRO300, PRO69, PRO700, PRO800, PRO9874 | * CELLO2, CELLOSEC, ETOMSIMO, FUZZGUIT, PRO1002, PRO11, PRO1120, PRO13, PRO3, PRO300, PRO69, PRO700, PRO800, PRO9874 | ||
** These seem to be sample files (Possibly identical in format to the [[Cine/Specifications#.AMI_files | .AMI files]]) | ** These seem to be sample files (Possibly identical in format to the [[Cine/Specifications#.AMI_files | .AMI files]]) | ||
===Savegames=== | |||
NOTE: This is specific to Operation Stealth's PC version's savegame format at the moment. | |||
* 0x0000: Current disk (Uint16BE) | |||
* A chunk of current string variables: | |||
** 0x0002: Current part name (String, 13 bytes) | |||
** 0x000F: Current procedure name (String, 13 bytes) | |||
** 0x001C: Current relation name (String, 13 bytes) | |||
** 0x0029: Current message name (String, 13 bytes) | |||
** 0x0036: Current background names (8 strings, 13 bytes each) | |||
** 0x009E: Current Ct name (String, 13 bytes) | |||
* Object structs: | |||
** 0x00AB: Entry count (Uint16BE), 255 in the PC version of Operation Stealth | |||
** 0x00AD: Entry size (Uint16BE), 32 in the PC version of Operation Stealth | |||
** 0x00AF: Object structs (Entry count structs, entry size bytes each): | |||
** struct objectStruct: | |||
*** x (Int16BE) | |||
*** y (Int16BE) | |||
*** mask (Uint16BE) | |||
*** frame (Int16BE) | |||
*** costume (Int16BE) | |||
*** name (String, 20 bytes) | |||
*** part (Uint16BE) | |||
* Palettes: | |||
** 0x208F: Temporary color palette (256 colors, 3 bytes per color, 768 bytes total) | |||
** 0x238F: Color palette (256 colors, 3 bytes per color, 768 bytes total) | |||
* 0x268F: Global variables (255 Uint16BE values, 510 bytes total) | |||
* 0x288D: Zone data table (16 Uint16BE values, 32 bytes total) | |||
* 0x28AD: Command variables (4 Uint16BE values, 8 bytes total) | |||
* 0x28B5: Command buffer (String, 80 bytes) | |||
* 0x2905: Zone query table (16 Uint16BE values, 32 bytes total) | |||
* 0x2925: Current music name (String, 13 bytes) | |||
* A chunk of Uint16BE variables: | |||
** 0x2932: Is music loaded? (Uint16BE, Boolean) | |||
** 0x2934: Is music playing? (Uint16BE, Boolean) | |||
** 0x2936: Player's command string's vertical position on-screen (Uint16BE) | |||
** 0x2938: Some unknown zero value (Uint16BE) | |||
** 0x293A: Allow player input? (Uint16BE, Boolean) | |||
** 0x293C: Player command (Uint16BE) | |||
** 0x293E: commandVar1 (Uint16BE) | |||
** 0x2940: Is draw command enabled? (Uint16BE, Boolean) | |||
** 0x2942: var5 (Uint16BE) | |||
** 0x2944: var4 (Uint16BE) | |||
** 0x2946: var3 (Uint16BE) | |||
** 0x2948: var2 (Uint16BE) | |||
** 0x294A: commandVar2 (Uint16BE) | |||
** 0x294C: Default menu background color (Uint16BE) | |||
** 0x295E: adBgVar1 (Uint16BE) | |||
** 0x2950: currentAdditionalBgIdx (Uint16BE) | |||
** 0x2952: currentAdditionalBgIdx2 (Uint16BE) | |||
** 0x2954: additionalBgVScroll (Uint16BE) | |||
** 0x2956: adBgVar0 (Uint16BE) | |||
** 0x2958: Is system menu disabled? (Uint16BE, Boolean) | |||
* Animation data structs: | |||
** 0x295A: Entry count (Uint16BE), 255 in the PC version of Operation Stealth | |||
** 0x295C: Entry size (Uint16BE), 36 in the PC version of Operation Stealth | |||
** 0x295E: Animation data structs (Entry count structs, entry size bytes each): | |||
** struct animData: | |||
*** Width (Uint16BE) | |||
*** Var1 (Uint16BE) | |||
*** Bits per pixel (Uint16BE), or maybe type? | |||
*** Height (Uint16BE) | |||
*** Data pointer (Uint32LE, Real mode far pointer, only test for equality or inequality with zero!) | |||
*** File index (Int16BE) | |||
*** Frame index (Int16BE) | |||
*** Name (String, 20 bytes) | |||
* 0x4D3A: Unknown screen parameters (6 parameters, Uint16BE each, 12 bytes total) | |||
* Global scripts: | |||
** 0x4D46: Entry count (Uint16BE) | |||
** 0x4D48: Entry size (Uint16BE) | |||
** 0x4D4A: Global script structs (Entry count structs, entry size bytes each) | |||
* Object scripts: | |||
** Entry count (Uint16BE) | |||
** Entry size (Uint16BE) | |||
** Object script structs (Entry count structs, entry size bytes each) | |||
* seqList elements: | |||
** Entry count (Uint16BE) | |||
** Entry size (Uint16BE) | |||
** seqList element structs (Entry count structs, entry size bytes each) | |||
* Overlays: | |||
** Entry count (Uint16BE) | |||
** Entry size (Uint16BE) | |||
** Overlay structs (Entry count structs, entry size bytes each) | |||
* Background incrusts | |||
** Entry count (Uint16BE) | |||
** Entry size (Uint16BE) | |||
** Background incrust structs (Entry count structs, entry size bytes each) | |||
And there the savegame file ends. | |||
===Part file format=== | ===Part file format=== |
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