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(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.) |
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* 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 | ** 0x4D48: Global script structs (Entry count structs, entry size undetermined) | ||
*** TODO: Determine the entry size used by a global script | |||
* Object scripts: | * Object scripts: | ||
** Entry count (Uint16BE) | ** Entry count (Uint16BE) | ||
** Object script structs (Entry count structs, entry size undetermined) | |||
** Object script structs (Entry count structs, entry size | *** TODO: Determine the entry size used by an object script | ||
* seqList elements: | * seqList elements: | ||
** Entry count (Uint16BE) | ** Entry count (Uint16BE) | ||
** seqList element structs (Entry count structs, 32 bytes each) | |||
** seqList element structs (Entry count structs, | |||
* Overlays: | * Overlays: | ||
** Entry count (Uint16BE) | ** Entry count (Uint16BE) | ||
** Overlay structs (Entry count structs, 22 bytes each) | |||
** Overlay structs (Entry count structs, | |||
* Background incrusts | * Background incrusts | ||
** Entry count (Uint16BE) | ** Entry count (Uint16BE) | ||
** Background incrust structs (Entry count structs, 22 bytes each) | |||
** Background incrust structs (Entry count structs, | |||
And there the savegame file ends. | And there the savegame file ends. |
edits