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