Taira · 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.

Adr x0 x1 x2 x3 x4 x5 x6 x7 x8 x9 xA xB xC xD xE xF karakter
0x0000 50 42 4d 50 -- -- -- -- -- -- -- -- -- -- -- -- P B M P . . . . . . . . . . . .
Pasa Taitai data Nama Tok Pisin
0x0000 uint(32) Magi Bytes
0x0004 uint(24) Block-longa
0x0007 uint(8) Pela

Ol tiles em iwanan Outpost-2 spesifik Bitmap grafiks format. Ol i go long 13 tilesets, "wells" em i kolim (well0000.bmp go long well0012.bmp), wea ol i stap insait long volyum maps.vol.

Ol tilesets / wells i gat dispela:

File Name Content
well0000.bmp Em 32x32px, blua grafik - gut long test, if yu image-loader i wok
well0001.bmp Em contain lait rock, mountain lines long lait rock an plenti variations bilong impact craters long lait rock
well0002.bmp Em contain lait-rock 'Doodads' - olsem elements we i save putim long lait rock long mekem i no mas tight (o long putim olsem structure, olsem walls), i gat vegetation tu
well0003.bmp Em contain wan crust-like structure long lait rock
well0004.bmp Em contain dark rock, mountain lines long dark rock an plenti variations bilong impact craters long dark rock
well0005.bmp Em contain dark-rock 'Doodads' - olsem elements we i save putim long dark rock long mekem i no mas tight (o long putim olsem structure, olsem walls)
well0006.bmp Em contain wan crust-like structure long dark rock, na transition long lait an dark rock
well0007.bmp Em contain lava we i gat 4-5 frames animation
well0008.bmp Em contain sand an plenti variations bilong impact craters long sand
well0009.bmp Em contain sand 'Doodads' - olsem elements we i save putim long sand long mekem i no mas tight (o long putim olsem structure, olsem walls)
well0010.bmp Em contain 48 transitions long sand long lait an dark rock
well0011.bmp Em contain polar caps bilong map, we i gat dark rock olsem ground
well0012.bmp Em contain polar caps bilong map, we i gat lait rock olsem ground

Em i gutpela samting long mekim stret, no renderim Tiles bipo long wanem, long lukim ol i save cache, bikos ol data bilong de/nait saik i mas wokim yet - na plenti tru ol data bai kamap.

Ol Tiles i 8bpp piksa bilong indexed palette, long 32x32 piksel resolusen, na ol i stap wantaim. Long wanpela olsem Tileset, i gat planti moa.

The main container i gat 2 sekshen: head na data.

Tiles Header

Adr x0 x1 x2 x3 x4 x5 x6 x7 x8 x9 xA xB xC xD xE xF karakter
0x0000 68 65 61 64 -- -- -- -- -- -- -- -- -- -- -- -- h e a d . . . . . . . . . . . .
0x0010 -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- . . . . . . . . . . . . . . . .
Pasa Taitai data Nama Tok Pisin
0x0000 uint(32) Magi Bytes
0x0004 uint(24) Block-longa
0x0007 uint(8) Pela
0x0008 uint(32) Versin / Flag?

Dis em i posibla olsem wan version bilong dispela file format; long olgeta file mi gat, dispela value i stap long hia 0x02

0x000c uint(32) Boko (Hori Rihun)

Tokim olsem, olsem wanem narakain piksa i stap (long piksel).

Long olgeta Wells bilong Outpost 2, yu mas ekspektim dispela balus 0x20 o 32.

0x0010 uint(32) Sokim (Sikim Kaim)

Em tasol, wanem hia i gatim na i go long piksa (long pixel).

Long olgeta Wells bilong Outpost 2, yu mas ekspektim dispela balens 0x20 o 32.

0x0014 uint(32) Kolor depe?

Dispela samting em i no save.

Olgeta faile we mipela lukim, em i gat value 8, i ken bilong kol dip.

0x0018 uint(32) Farbtiefe 2?

Dispela weht i no save.

Em inap long 'target' kolok.

Ol man bilong dispela, wanpela paleti faile i stap long RIFF format. Ol samting i gat long dispela i lukim - sapos ol paleti i kamap long narapela ples - long Paleti.

Tiles Data

Adr x0 x1 x2 x3 x4 x5 x6 x7 x8 x9 xA xB xC xD xE xF karakter
0x0000 64 61 74 61 -- -- -- -- -- -- -- -- -- -- -- -- d a t a . . . . . . . . . . . .
Pasa Taitai data Nama Tok Pisin
0x0000 uint(32) Magi Bytes
0x0004 uint(24) Block-longa
0x0007 uint(8) Pela

Na iua, na piksel data i go i soso, i kam long left-top na i go long right-bottom.
Na data value long ol piksel we i mas i olsem 8bpp-bitmaps i kam long index bilong kolok long kolok palate.

Piksel data i stat long top left na i stop long bottom right.

Dispela play-engine i nogat ol tiles *liklik* long taem yu laikim.
Dispela i luk olsem i gat bikpela rison long dei-nait sikil, we i gat 32 narakain ol tiles. Olsem na, i luk olsem ol brighness value i no moa likim. I no yet inap long kisim ol stret value, mi wok long ol calculation

v *= (daylight / 48) + 0.25;

wanem i gat long ol HSV data bilong ol pixel, we daylight i gat value bilong 0-31 na v i gat value bilong 0-1. Sapos yu lukim, i gat wanpela rand long map, we i gat 16 tiles long left na right (dispela i helpim long no lukim unit i spawn).

Mo yet, i luk olsem dei-nait sikil i resem wanpela kolim bilong map long olgeta gamecycle.
Wanem i kirap long faster dei-nait sikil em i luk olsem:

Visualisation bilong dei-nait sikil