Animashon · bei.pm
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:
-
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. -
Frame
Wanpela frame em i wanpela piksa insait long wanpela ani mas. Wanpela ani mas i ken gat wan o plenti frame. -
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:
|
0x0001 | uint(8) | Unbekannt 1 na Toggle bilong Optional 3, 4 | Dispela valu i gat:
|
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: