DO/Heads.db
From Dark Omen Wiki
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! Bit No. !!Interpretation | ! Bit No. !!Interpretation | ||
|- | |- | ||
- | | 0 || This head | + | | 0 || This head has no moving parts e.g. mouth etc |
|- | |- | ||
- | | 4 || This head | + | | 4 || This head has no injured graphic |
|- | |- | ||
- | | 5 || This head | + | | 5 || This head has no death graphic |
|} | |} |
Revision as of 20:37, 6 December 2009
Contents |
HEADS.DB
Heads.db seems to be a simple format that defines the portraits that appear in battle / in cutscenes.
Header
The file's header consists of 1 byte, the number of head structures in the file. For stock Dark Omen assets, this is 63.
Head Structure
I've made a start on the head structure. It looks something like this:
struct HEAD { unsigned char ID[2]; // Presumably controls which texture is used. e.g. MB=Morgab Bernhardt unsigned short Flags; // see table 1 unsigned char unknown1[2]; unsigned char MouthWidth; // These may not be unsigned. Not Tested. unsigned char MouthHeight; unsigned char MouthX; unsigned char MouthY; unsigned char EyesWidth; // These may not be unsigned. Not Tested. unsigned char EyesHeight; unsigned char EyesX; unsigned char EyesY; byte unknown2[26]; };
Flags
Bit No. | Interpretation |
---|---|
0 | This head has no moving parts e.g. mouth etc |
4 | This head has no injured graphic |
5 | This head has no death graphic |