DO/Heads.db
From Dark Omen Wiki
(Difference between revisions)
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unsigned char ID[2]; // Presumably controls which texture is used. e.g. MB=Morgab Bernhardt | unsigned char ID[2]; // Presumably controls which texture is used. e.g. MB=Morgab Bernhardt | ||
unsigned short Flags; // see table 1 | unsigned short Flags; // see table 1 | ||
- | unsigned char unknown1 | + | unsigned char unknown1; |
unsigned char MouthWidth; // These may not be unsigned. Not Tested. | unsigned char MouthWidth; // These may not be unsigned. Not Tested. |
Revision as of 20:43, 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; unsigned char MouthWidth; // These may not be unsigned. Not Tested. unsigned char MouthHeight; unsigned char MouthX; // This is where to draw the moving parts on the main graphic unsigned char MouthY; // (replacing what is there already) for facial animation unsigned char EyesWidth; // These may not be unsigned. Not Tested. unsigned char EyesHeight; unsigned char EyesX; // This is where to draw the moving parts on the main graphic unsigned char EyesY; // (replacing what is there already) for facial animation byte unknown2[26]; };
Flags
Bit No. | Value | Interpretation |
---|---|---|
0 | 1 | This head has no moving parts e.g. mouth etc |
4 | 16 | This head has no injured graphic |
5 | 32 | This head has no death graphic |