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Difference between revisions of "Cine/Specifications"

337 bytes added ,  21:31, 27 July 2008
Made corrections to the Operation Stealth's savegame format (e.g. no entry sizes are saved after the screen parameters). Also added some TODOs and comments.
(Added information about Operation Stealth's PC version's savegame file format.)
(Made corrections to the Operation Stealth's savegame format (e.g. no entry sizes are saved after the screen parameters). Also added some TODOs and comments.)
Line 121: Line 121:


* Object structs:
* Object structs:
** 0x00AB: Entry count (Uint16BE), 255 in the PC version of Operation Stealth
** 0x00AB: Entry count (Uint16BE), value discarded on load and assumed to be 255 in the PC version of Operation Stealth
** 0x00AD: Entry size (Uint16BE), 32 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):
** 0x00AF: Object structs (Entry count structs, entry size bytes each):
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*** x (Int16BE)
*** x (Int16BE)
*** y (Int16BE)
*** y (Int16BE)
*** mask (Uint16BE)
*** mask (Uint16BE), seems to be a priority or a Z-buffer value this one
*** frame (Int16BE)
*** frame (Int16BE), indexes the animDataTable
*** costume (Int16BE)
*** costume (Int16BE), maybe this should be named room number instead?
*** name (String, 20 bytes)
*** name (String, 20 bytes)
*** part (Uint16BE)
*** part (Uint16BE)
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* Palettes:
* Palettes:
** 0x208F: Temporary color palette (256 colors, 3 bytes per color, 768 bytes total)
** 0x208F: Temporary color palette (256 colors, 3 bytes per color, 768 bytes total)
*** TODO: Make sure whether this is the backup color palette or the active one
** 0x238F: Color palette (256 colors, 3 bytes per color, 768 bytes total)
** 0x238F: Color palette (256 colors, 3 bytes per color, 768 bytes total)
*** TODO: Make sure whether this is the active color palette or the backup one


* 0x268F: Global variables (255 Uint16BE values, 510 bytes total)
* 0x268F: Global variables (255 Uint16BE values, 510 bytes total)
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* Animation data structs:
* Animation data structs:
** 0x295A: Entry count (Uint16BE), 255 in the PC version of Operation Stealth
** 0x295A: Entry count (Uint16BE), value discarded on load and assumed to be 255 in the PC version of Operation Stealth
** 0x295C: Entry size (Uint16BE), 36 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):
** 0x295E: Animation data structs (Entry count structs, entry size bytes each):
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* Global scripts:
* Global scripts:
** 0x4D46: Entry count (Uint16BE)
** 0x4D46: Entry count (Uint16BE)
** 0x4D48: Entry size (Uint16BE)
** 0x4D48: Global script structs (Entry count structs, entry size undetermined)
** 0x4D4A: Global script structs (Entry count structs, entry size bytes each)
*** TODO: Determine the entry size used by a global script
* Object scripts:
* Object scripts:
** Entry count (Uint16BE)
** Entry count (Uint16BE)
** Entry size (Uint16BE)
** Object script structs (Entry count structs, entry size undetermined)
** Object script structs (Entry count structs, entry size bytes each)
*** TODO: Determine the entry size used by an object script
* seqList elements:
* seqList elements:
** Entry count (Uint16BE)
** Entry count (Uint16BE)
** Entry size (Uint16BE)
** seqList element structs (Entry count structs, 32 bytes each)
** seqList element structs (Entry count structs, entry size bytes each)
* Overlays:
* Overlays:
** Entry count (Uint16BE)
** Entry count (Uint16BE)
** Entry size (Uint16BE)
** Overlay structs (Entry count structs, 22 bytes each)
** Overlay structs (Entry count structs, entry size bytes each)
* Background incrusts
* Background incrusts
** Entry count (Uint16BE)
** Entry count (Uint16BE)
** Entry size (Uint16BE)
** Background incrust structs (Entry count structs, 22 bytes each)
** Background incrust structs (Entry count structs, entry size bytes each)


And there the savegame file ends.
And there the savegame file ends.
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