Animashon · bei.pm

Raitim long 19.11.2015·Uptade long 13.02.2025·Hiri Motu
Dis wanpela tok em i bin makim long OpenAI GPT-4o Mini.

Na dispela sait, ol deitformats i stap long teknikal analis bilong ol samting bilong Dynamix, Inc. na Sierra Entertainment.
Samting bilong tingting i stap long Activision Publishing, Inc.- / Activision Blizzard, Inc. na i stap long han bilong Microsoft Corp..

Ol infomesen i bin gat long Reverse Engineering na Datenanalyse bilong ol samting long arkiiving na interoparabelity wantaim ol istorikal data.
Ol i no yusim eni proprieta o konfidenchal spesifikesen.

Dispela geim i stap long gog.com long pekim olsem download.

Na, yumi kamap long king klas bilong displin insait long Outpost 2 data format:
Ani mas.

Ani mas list i stat wantaim wanpela global header, we i wok long veri data. Olsem na, i kamap ol konkreti ani mas definision, we i split long 3 step:

  1. Ani mas
    Wanpela ani mas em i hap bilong antap; em i soim ani mas bilong wanpela unit, wanpela bilding o wanpela 'partikel-ani mas' (komet hit, weatha, eksploson) long wanpela spesifik ples.
  2. Frame
    Wanpela frame em i wanpela piksa insait long wanpela ani mas. Wanpela ani mas i ken gat wan o plenti frame.
  3. Subframe
    Wanpela subframe em i informasion long ol samting we wanpela bitmap i mas painim olsem ol kriteriya i kam long wanpela spesifik ples bilong wanpela frame. Wanpela frame i ken gat wan o plenti subframe.

Na, ol ani mas definision i kamap klostu.

Adr x0 x1 x2 x3 x4 x5 x6 x7 x8 x9 xA xB xC xD xE xF karakter
0x0000 -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- . . . . . . . . . . . . . . . .
Pasa Taitai data Nama Tok Pisin
0x0000 uint(32) Namba animasone

Emi na animason data set i stap?

0x0004 uint(32) Namba bilong frame

Orua frames i raitimoi long hap

0x0008 uint(32) Namba subframe

Hamamasu subframe i go pasin

0x000c uint(32) Nambis optional entries

Hamamas "optionale entri" i gat.

Animasi

Adr x0 x1 x2 x3 x4 x5 x6 x7 x8 x9 xA xB xC xD xE xF karakter
0x0000 -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- . . . . . . . . . . . . . . . .
0x0010 -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- . . . . . . . . . . . . . . . .
0x0020 -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- . . . . . . . . . . . . . . . .
Pasa Taitai data Nama Tok Pisin
0x0000 uint(32) Unbekannt 1

Informa bilong ol i no save

0x0004 uint(32) Bounding Box: Links

Gives the left start (in pixels) of the Bounding Box.

0x0008 uint(32) Bounding Box: Upa

Givim longtop bilong Bounding Box (long pixel).

0x000c uint(32) Bounding Box: Wokabiri

Emi tokim width (long pixels) bilong Bounding Box.

0x0010 uint(32) Bounding Box: Pasa

Gives the height (in pixels) of the Bounding Box.

0x0014 uint(32) Offset: X

Givim hap toktok bilong animasion

0x0018 uint(32) Offset: Y

Give the vertical middle point of the animation

0x001c uint(32) Nokani 2

Informa na nogat

0x0020 uint(32) Namba bilong frame

Tokautim hao mani animetion frames i gat long dispela animetion

0x0024 uint(32) Namba Windows

Oim bilong tokim, hau mani fenesa long draing yu mas yusim

Dei data bilong hap bikpela, bilong animetion, em i olsem ol data bilong administrasion - Boundingbox em i makim ol koordinet bilong mak bilong vehikel/ohaus, samting em i pilai na i tokim tu, wanem hap em i ken kliki.

Offset em i makim "nullpoint"; dispela point, em i mas i go long ol internal koordinet bilong plei o i mas i rausim. Yu ken tok matematik: offset em i makim hap koordinet bilong stat.

Ol Windows em i olsem, olsem offset, i gat 4 uint(32) values long wanpela Windows, em i makim wanpela hap we i ken yusim long ol subframes. Long outsait bilong Windows, samting em i no olsem bitmap, i no ken draim.

Fram

Adr x0 x1 x2 x3 x4 x5 x6 x7 x8 x9 xA xB xC xD xE xF karakter
0x0000 -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- . . . . . . . . . . . . . . . .
Pasa Taitai data Nama Tok Pisin
0x0000 uint(8) Subframe namba na toggle bilong optional 1, 2

Dis wia i contain:

  • 0x7F (Bitmask): Di number bilong subframes, we i use long dis frame
  • 0x80: Di information long whether Optional 1 na 2 i stap
0x0001 uint(8) Unbekannt 1 na Toggle bilong Optional 3, 4

Dispela valu i gat:

  • 0x7F (Bitmaske): Nogat - Mi tingim strong, dispela i save tokim long namba bilong Gameticks, we i pas long taim, bipo long next frame i kamap
  • 0x80: Ol inforamison long em i gat Optional 3 na 4
0x0002 uint(8) Optional 1

Ol i no save

0x0003 uint(8) Optional 2

Ol i no save

0x0004 uint(8) Optional 3

Ol i no save

0x0005 uint(8) Optional 4

Ol i no save

Subfrem

Adr x0 x1 x2 x3 x4 x5 x6 x7 x8 x9 xA xB xC xD xE xF karakter
0x0000 -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- . . . . . . . . . . . . . . . .
Pasa Taitai data Nama Tok Pisin
0x0000 uint(16) Bitmap-Id

Okat, wanem Bitmap bilong disim Subframe i mas yu usim

0x0002 uint(8) Unbekannt 1

Em i no save - mi tingting ston, em i wokim long render-prioriti (Z-Layer).

0x0003 uint(8) Subframe-Id

Em i tokim wanem subframe mipela stap

0x0004 sint(16) Offset - Horizontal

Ona, weka na frame, subframe i go na, o na hau weka na bitmap long horizontal i go pinis.

0x0006 sint(16) Offset - Votol

Givim dispela we insait long frame, subframe bai stap, o plenti pixels we bitmap bai go daun long vertikal.

Nau, mipela inap nau putim wan wan frame, na tupla animetion olsem, mi laik soim long wan bikpela animetion, animetion wantaim index 500, bilong soim.

Animation 500

Animation 500 emonisi, olsem wanem wanpela Plymouth-transporta, wanem i karim ol narakain ore, i ken raus. Dispela em i wanpela long ol feisal anima we i yusim windowing-funktionalit.

Na olsem wanem yumi ken putim olgeta anima i go wanpela.
Sori, i gat wanpela problem yet wantaim long apinun lida, bikos long dispela hap, bit i no setim long grafik type infomesen.

Here i gat sampela moa, bel isi animet sprite long dispela game:

Rendering long Animation 500 i lukim

Animation 500 i pinis putim wanpela

Plymouth Haus-Fabrik

Eden Spacestation

Eden Siki Medisin

SCAT

Plymouth Spacestation

Easteregg:
Christmas Man

Easteregg:
Dans Dog