inhabitor/avatars.txt

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; 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 - array of 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
; 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 - padding to match prop header? always zero.
; 2 - offset of start_end table
; 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 - array of "frames" (cel indexes), (count + 1) bytes long
; (count + 4) - array of cel offsets (two-byte values)
; cels are in exactly the same format as in props.
; choreography index:
; array of bytes, which are indexes into choreography tables.
; this is indexed by the bottom 7 bits of `requested_chore`.
Possible choreography values? some special cases are handled in chore.m:212
which suggests these as valid values.
; define AV_ACT_init = 0x80 + 0
define AV_ACT_stand = 0x80 + 1
define AV_ACT_walk = 0x80 + 2
define AV_ACT_hand_back = 0x80 + 3
define AV_ACT_sit_floor = 0x80 + 4
define AV_ACT_sit_chair = 0x80 + 5
define AV_ACT_bend_over = 0x80 + 6
define AV_ACT_bend_back = 0x80 + 7
define AV_ACT_point = 0x80 + 8
define AV_ACT_throw = 0x80 + 9
define AV_ACT_get_shot = 0x80 + 10
define AV_ACT_jump = 0x80 + 11
define AV_ACT_punch = 0x80 + 12
define AV_ACT_wave = 0x80 + 13
define AV_ACT_frown = 0x80 + 14
define AV_ACT_stand_back = 0x80 + 15
define AV_ACT_walk_front = 0x80 + 16
define AV_ACT_walk_back = 0x80 + 17
define AV_ACT_stand_front = 0x80 + 18
define AV_ACT_unpocket = 0x80 + 19
define AV_ACT_gimme = 0x80 + 20
define AV_ACT_knife = 0x80 + 21
define AV_ACT_arm_get = 0x80 + 22
define AV_ACT_hand_out = 0x80 + 23
define AV_ACT_operate = 0x80 + 24
define AV_ACT_arm_back = 0x80 + 25
define AV_ACT_shoot1 = 0x80 + 26
define AV_ACT_shoot2 = 0x80 + 27
define AV_ACT_nop = 0x80 + 28
define AV_ACT_sit_front = 0x80 + 29
; choreography tables:
; an array of arrays of bytes, indicating "states". Each byte has three
; values packed into it: ElllAAAA
; E (0x80): "end" bit - if this is set, indicates that this is the last
; byte of the array.
; l (0x70): "limb" - value from 0-6, indexing the 6 limbs. If limb is 6,
; 0x10 is added to S and limb is set to 5. Stored in the X
; register and passed to `init_avatar_chores` (chore.m:252)
; A (0x0f): "animation" - index of animation in the limb's start_end table
; I believe all limbs default to animation 0 if no alternative animation is given
; for a given chore in the choreography table.