Izinhlobonhlobo zokuhlanganisa. · bei.pm
Amafomethi edokhumenti achazwe kule ndawo asuselwa ekuhlaziyweni kwezobuchwepheshe kobunikazi bokwakha be-Dynamix, Inc. kanye ne-Sierra Entertainment.
Ubunikazi bokwakha manje sebuye ingxenye ye-Activision Publishing, Inc.- / Activision Blizzard, Inc. futhi manje kuphathwa yi-Microsoft Corp..
Ulwazi luqoqwe ngokuqhuba Reverse Engineering kanye Datenanalyse ngenhloso yokugcinwa futhi kuhlanganyela nedatha yomlando.
Amazwibela okwakha angama-proprietary noma afihlekile awasetshenziswanga.
Umdlalo manje ungathengwa ku-gog.com njengokulanda.
Hhayi, manje sifika esigabeni esiphezulu seziqu zezikrini ngaphakathi kwezimo ze- Outpost 2:
Izenzakalo.
Uhlu lwezenzakalo luqala ngekhanda elijoliso, elihloselwe ukuqinisekisa idatha. Kulandele izincazelo ezithile zezenzakalo, ezihlukaniswe ngezitezi ezi-3:
-
Ukwenza Izenzakalo
Ukwenza izenzakalo kuwumsebenzi ophakeme; kubonisa ukwenza isenzakalo senhlangano, isakhiwo noma 'ukwenza izenzakalo' (ukuhlasela kwekhamera, isimo sezulu, ukuwa) endaweni ethile. -
Isithombe
Isithombe sikhuluma ngesithombe esisodwa ngaphakathi kokwenza izenzakalo. Ukwenza izenzakalo kungaba nesithombe esisodwa noma eziningi. -
Isithombe Esincane
Isithombe esincane sikhuluma ngemininingwane yokuthi i-Bitmap ethile kufanele iboniswe endaweni ethile yesithombe ngaphansi kwezimo ezithile. Isithombe singaba nesithombe esincane esisodwa noma eziningi.
Qhubeka, kulandela izincazelo ezithile zezenzakalo.
I-Adr | x0 | x1 | x2 | x3 | x4 | x5 | x6 | x7 | x8 | x9 | xA | xB | xC | xD | xE | xF | ubcharacter | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x0000 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | . | . | . | . | . | . | . | . | . | . | . | . | . | . | . | . |
I-Offset | Uhlobo lwedatha | Igama leDatha | Incazelo |
---|---|---|---|
0x0000 | uint(32) | Inani lezinhlobo ze-animation | Bangaki ama-animations data records akhona |
0x0004 | uint(32) | Inani lemidwebo | Bangaki ama-Frames kufanele abe khona wonke futhi? |
0x0008 | uint(32) | Inani leziqeshana ezincane | Kangaki ama-subframe okufanele abe khona? |
0x000c | uint(32) | Inani lokukhetha okungafunwa. | Bangaki "okukhethwa kukho" okufanele zibe khona. |
Ukuhamba
I-Adr | x0 | x1 | x2 | x3 | x4 | x5 | x6 | x7 | x8 | x9 | xA | xB | xC | xD | xE | xF | ubcharacter | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x0000 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | . | . | . | . | . | . | . | . | . | . | . | . | . | . | . | . |
0x0010 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | . | . | . | . | . | . | . | . | . | . | . | . | . | . | . | . |
0x0020 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | . | . | . | . | . | . | . | . | . | . | . | . | . | . | . | . |
I-Offset | Uhlobo lwedatha | Igama leDatha | Incazelo |
---|---|---|---|
0x0000 | uint(32) | Ingaziwa 1 | Ulwazi olungaziwa |
0x0004 | uint(32) | Ibhokisi Elibhalwe: Ngakwesobunxele | Ikhombisa ukuqala kwesobunxele (ngamaphikseli) kwe Bounding Box. |
0x0008 | uint(32) | Ibhokisi Elilinganiselwe: Phezulu | Khombisa ukuqala phezulu (ngama-pixel) kwe Bounding Box. |
0x000c | uint(32) | Ibhokisi elilinganiselwe: Ububanzi | Ikhipha ububanzi (ngemapikseli) we Bounding Box. |
0x0010 | uint(32) | Ibhokisi Elilinganisiwe: Ukuphakama | Ikhombisa ukuphakama (ngama-Pixel) kwe- Bounding Box. |
0x0014 | uint(32) | Offset: X | Ikhombisa indawo ephakathi ye-animation ngokuhamba phezulu |
0x0018 | uint(32) | I-Offset: Y | Ikhombisa iphuzu eliphakathi kokunyakaza okujolile |
0x001c | uint(32) | Ayaziwa 2 | Ulwazi olungaziwa |
0x0020 | uint(32) | Inani lemidwebo | Kukhombisa ukuthi bangaki amaframu wokuhlanganiswa atholakala kulolu hlelo lokuhlanganiswa |
0x0024 | uint(32) | Inani leWindows | Khombisa ukuthi zingaki amawindi okufanele asetshenziswe uma udweba |
Idatha yeqhuzu eliphezulu, leye-animation, ikakhulu iyidatha yokuphatha - Boundingbox ibonisa ama-coordinates okubeka uphawu emotweni/nemoto, nxa lokho kukhethwe futhi iphinde ibonise ukuthi iyiphi ingxenye okufanele ikhethwe.
Offset ikakhulu ichaza "iphuzu lokuqala"; iphuzu, elidinga ukuhunyushwa kuma-coordinates okudlala. Ungathi futhi ngokwentengiso: i-offset ibonisa lapha umsuka we-coordinates.
I-Windows ihluke, njengokwe-offset, ibe (ngokwe-Windows) 4 uint(32)-amanani, abeka isikhala esithile esivunyelwe ukusetshenziswa kuma-subframes. Ngaphandle kwe-Windows, uma kwenzelwe i-Bitmap, akufanele kudwetshwe.
Isikhala
I-Adr | x0 | x1 | x2 | x3 | x4 | x5 | x6 | x7 | x8 | x9 | xA | xB | xC | xD | xE | xF | ubcharacter | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x0000 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | . | . | . | . | . | . | . | . | . | . | . | . | . | . | . | . |
I-Offset | Uhlobo lwedatha | Igama leDatha | Incazelo |
---|---|---|---|
0x0000 | uint(8) | Inani le-subframe kanye ne-toggle ye-Optional 1, 2 | Le msebenzi uqukethe:
|
0x0001 | uint(8) | Unbekannt 1 kanye Toggle ye-Optional 3, 4 | Le m قيمة iqukethe:
|
0x0002 | uint(8) | Ophikweni 1 | Ayaziwa |
0x0003 | uint(8) | Okukhethwa 2 | Ayaziwa |
0x0004 | uint(8) | Okukhethwayo 3 | Ayaziwa |
0x0005 | uint(8) | Okukhululekile 4 | Ayaziwa |
iSubframe
I-Adr | x0 | x1 | x2 | x3 | x4 | x5 | x6 | x7 | x8 | x9 | xA | xB | xC | xD | xE | xF | ubcharacter | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x0000 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | . | . | . | . | . | . | . | . | . | . | . | . | . | . | . | . |
I-Offset | Uhlobo lwedatha | Igama leDatha | Incazelo |
---|---|---|---|
0x0000 | uint(16) | Bitmap-Id | Khombisa ukuthi iyiphi i-Bitmap okufanele isetshenziswe kulesi subframe |
0x0002 | uint(8) | Ingaziwa 1 | Kungaziwa - ngicabanga ngempela ukuthi lokhu kungenzeka kube yi-render-priority (Z-Layer). |
0x0003 | uint(8) | I-Subframe-Id | Khombisa ukuthi sisesikhathini esingakanani |
0x0004 | sint(16) | Ukuphambuka - Okuhamba ngokuqondile | Imisa indawo ngaphakathi kwefremu lapho subframe kufanele ibekwe, noma ukuthi kufanele kushintshwe ama-pixel angaki i-bitmap ngokuhamba kwesokudla. |
0x0006 | sint(16) | Offset - I-Vertical | Kuchaza ukuthi kuphi ngaphakathi kwe-Frame kufanele kubekwe i-Subframe, noma ukuthi ama-pixel angaki i-Bitmap kufanele ihanjiswe phezulu noma phansi. |
Ngalokhu, singakwazi ukuhlela ama-frames athile, kanye nezithombe eziphelele ngokuhambisana, lapha kukhombisa njengomfanekiso owodwa wokuhamba, ukukhethwa kokuhamba okukhombisa i-index 500.
Ukuhamba 500
Animation 500 ikhombisa indlela i-Plymouth-Transporter, elayishwe ngensimbi ejwayelekile, ekhishwa ngayo. Le yinye ye-animation ezimbalwa ezisebenzisa ukusebenza kwe-Windowing.
Futhi ngakho-ke i-animation ephelele ingahlanganiswa.
Ngokudabukisayo, kusekhona inkinga ngethuluzi eliphezulu lokulayisha, njengoba ibhithi efanele ingasethwanga kulwazi lwe-grafikhi.
Nansi eminye imifanekiso emihle, ehlanzekile ye-sprites evela emidlalweni: