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Difference between revisions of "Cine/Specifications"

3,709 bytes added ,  12:48, 27 July 2008
Added information about Operation Stealth's PC version's savegame file format.
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.)
Line 106: Line 106:
* 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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