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