; Avatar file: ; 0-1 - offset to choreography index ; 2-3 - offset to choreography tables ; 4-6 - unknown, seems to always be ED 14 00 ; 7-18 - offsets of limbs (two bytes each, 6 limbs) ; 19-44 - as follows ; (display_avatar in animate.m:30 copies 26 bytes into these tables) head_cel_number: byte 4 frozen_when_stands: byte 0xff pattern_for_limb: byte AVATAR_LEG_LIMB byte AVATAR_LEG_LIMB byte AVATAR_ARM_LIMB byte AVATAR_TORSO_LIMB byte AVATAR_FACE_LIMB byte AVATAR_ARM_LIMB fv_cels: ; order of cels front view byte 0,1,3,4,2,5 bv_cels: byte 5,2,4,0,1,3 cels_affected_by_height: byte 0,0,1,1,1,1 ; "cel" here doesn't mean "cel" in the data structure sense, as each limb ; can have many different cels. however, only one cel per limb is ; displayed at any given time. ; avatar_height is defined in orientation - either 0 or 8 depending on the high bit ; limbs are _embedded_ props?? animate.m get_av_prop_address (A * 2) + 8 - high byte of offset!! ; limb "prop": ; 0 - count of cel index "frames", minus one ; limbs can have up to 16 cels. therefore, instead of defining states as ; an index into a table of bitmasks, states are defined as an index into ; the table of cels directly. only one cel is visible per-limb at a time. ; 1-2 - unknown. first byte seems to always be zero. second byte seems ; to be correlated with the number of frames or cels, but isn't a direct ; count of either. ; 3 - list of "frames" (cel indexes), (count + 1) bytes long ; (count + 4) - list of cel offsets (two-byte values) ; cels are in exactly the same format as in props. ; choreography index: ; TBD ; choreography tables: ; TBD