SAGA/Datafiles/Object Map
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Object Map Resource Format
Object Map resources define the click-areas of each object in the scene.
Each Object Map resource begins with a simple header:
Type | Order | Name | Description |
INT16 | LE | object_count | The number of objects present |
Each 'object' entry in the Object Map resource consists of the following:
Type | Order | Name | Description |
BYTE | - | ? | ? |
BYTE | - | clickarea_count | Number of click-areas in this entry |
INT16 | LE | ? | ? |
INT16 | LE | object_num | Number of the object in Object Name List |
INT16 | LE | script_num | Script number associated with object |
Each click-area is defined by a list of vertices, which begins with a simple vertex count:
Type | Order | Name | Description |
INT16 | LE | vertex_count | The number of vertices in this click area |
Followed by a list of x,y pairs:
Type | Order | Name | Description |
INT16 | LE | x | X coordinate of vertex |
INT16 | LE | y | Y coordinate of vertex |
A [vertex_count] of 2 indicates that the click area is box, and the following 2 vertices are the boxes' corners.
Example Object Map Resource
( ITE: Resource #568, Fairegrounds, bleachers empty )
0600 ; number of object clickareas ; * Exit to fairegrounds * 0102 ; 2 clickareas in this object 0D00 0100 0000 ;( 13, 1, 0 ) 0200 ; 2 vertices (box) 0000 6900 ;( 0, 105 ) 1000 8100 ;( 16, 129 ) 0200 ; 2 vertices (box) 2D01 6C00 ;( 301, 108 ) 3F01 8200 ;( 319, 130 ) ; * Bleachers * 0102 ; 2 clickareas in this object 0200 0200 2000 ;( 2, 2, 32 ) 0500 ; 5 vertices 0000 3B00 ;( 0, 59 ) 2E00 3200 ;( 46, 50 ) 6D00 4C00 ;( 109, 76 ) 2A00 6E00 ;( 42, 110 ) 0000 5C00 ;( 0, 92 ) 0500 ; 5 vertices D200 4B00 ;( 210, 75 ) 1601 3200 ;( 278, 50 ) 3F01 3C00 ;( 319, 60 ) 3F01 5C00 ;( 319, 92 ) 1B01 6E00 ;( 283, 110 ) ; * Banners * 0502 ; 2 clickareas in this object 0200 0300 2100 ;( 2, 3, 33 ) 0C00 ; 12 vertices 0000 1B00 ;( 0, 27 ) 2700 1300 ;( 39, 19 ) 4700 0000 ;( 71, 0 ) 5300 0000 ;( 83, 0 ) 6B00 0D00 ;( 107, 13 ) 8400 0B00 ;( 132, 11 ) 9500 0000 ;( 149, 0 ) 9500 1700 ;( 149, 23 ) 7200 1F00 ;( 114, 31 ) 4C00 0F00 ;( 76, 15 ) 1900 2600 ;( 25, 38 ) 0000 2C00 ;( 0, 44 ) 0C00 ; 12 vertices A100 0000 C000 0E00 EA00 0000 F100 0000 1001 0F00 3F01 1C00 3F01 2900 2801 2500 F200 0C00 CD00 1F00 B300 1700 A100 0800 ; * Hay Bales * 0502 ; 2 clickareas in this object 0200 0400 2200 ;( 2, 4, 34 ) 0400 ; 4 vertices 7600 5800 ;( 118, 88 ) 8500 5800 ;( 133, 88 ) 7D00 6900 6A00 6900 0500 ; 5 vertices B300 5B00 C100 5A00 D000 6300 D000 6A00 B800 6A00 ; * Game Board * 0101 ; 1 clickarea in this object 0200 0600 2400 ;( 2, 6, 36 ) 0400 ; 4 vertices 9400 5000 ;( 148, 80 ) A500 5000 ;( 165, 80 ) A800 5500 ;( 168, 85 ) 9100 5500 ;( 145, 85 ) ; * Game Table * 0102 ; 2 clickareas in this object 0200 0500 2300 ;( 2, 5, 35 ) 0400 ; 4 vertices 9000 4E00 ;( 144, 78 ) A900 4E00 ;( 169, 78 ) B100 5C00 ;( 177, 92 ) 8700 5C00 ;( 135, 92 ) 0200 ; 2 vertices 9100 5C00 ;( 145, 92 ) A800 6700 ;( 168, 103 )