SAGA/Datafiles/Object Map
Jump to navigation
Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
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 )