DO/Updated Sprite Format
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(→2. Frame Compression) |
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- | COLOUR TABLE ENTRY (number of | + | COLOUR TABLE ENTRY (number of colour table entries) <size=4> |
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struct SpriteFileHeader | struct SpriteFileHeader | ||
{ | { | ||
- | char ID[4]; | + | char ID[4]; // = 'WHDO' |
- | int filesize; | + | int filesize; // = the size of the file in bytes |
- | int | + | int frameHeadersOffset; // = file offset to beginning of the frame headers (=32) |
- | int frameDataOffset | + | int frameDataOffset // = file offset to beginning of the frame data |
- | int colourTableOffset | + | int colourTableOffset // = file offset to beginning of the palette data |
- | int colourTableEntries // = the total number of colours in the colour table (1) | + | int colourTableEntries // = the total number of colours in the colour table (1) |
- | int paletteCount | + | int paletteCount // = how many unique palettes exist in this sprite |
- | int frameCount | + | int frameCount // = the number of frames of animation in this sprite |
} | } | ||
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:{|class="wikitable" | :{|class="wikitable" | ||
! Type !! Description | ! Type !! Description | ||
+ | |- | ||
+ | | 0 || This frame is a repeat of a previous frame | ||
+ | |- | ||
+ | | 1 || Flip Horizontally | ||
+ | |- | ||
+ | | 2 || Flip Vertically | ||
+ | |- | ||
+ | | 3 || Flip Horizontally and Vertically | ||
|- | |- | ||
| 4 || This is a normal frame. | | 4 || This is a normal frame. | ||
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| 1 || Packbits - the frame is compressed using the [http://en.wikipedia.org/wiki/Packbits PACKBITS] compression scheme. | | 1 || Packbits - the frame is compressed using the [http://en.wikipedia.org/wiki/Packbits PACKBITS] compression scheme. | ||
|- | |- | ||
- | | 2 || | + | | 2 || Zero Runs - the frame is compressed using the scheme detailed below |
|} | |} | ||
+ | |||
+ | === Zero Runs Compression === | ||
+ | |||
+ | The algorithm for this method is as follows: | ||
+ | # Read a signed byte (we'll call this 'op') | ||
+ | # If the byte is < 0 then write -op 0s to output | ||
+ | # Otherwise, write op+1 literal bytes to output | ||
+ | # Go to step 1 | ||
==3. Offset Into the Frame Data== | ==3. Offset Into the Frame Data== | ||
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* Colours with each component < 8 will be transparent in-game; to use black in a sprite it is necessary to use RGB=(8,8,8). | * Colours with each component < 8 will be transparent in-game; to use black in a sprite it is necessary to use RGB=(8,8,8). | ||
* Cyan, RGB=(0,255,255) is used to represent the unit shadow. | * Cyan, RGB=(0,255,255) is used to represent the unit shadow. | ||
- | * The frames are arranged with a stride of eight, for different directions follow on from the previous direction. e.g. the frames might be WALKING1_NORTHEAST, WALKING1_EAST, ... , WALKING1_NORTH, WALKING2_NORTHEAST, WALKING2_EAST ... WALKING2_NORTH etc. | + | * The frames are arranged with a stride of eight, for different directions follow on from the previous direction. e.g. the frames might be WALKING1_NORTHEAST, WALKING1_EAST, ... , WALKING1_NORTH, WALKING2_NORTHEAST, WALKING2_EAST ... WALKING2_NORTH etc. '''Note:''' some artillery units are the exception, since they have 16 directions; they have a corresponding stride of 16. |
+ | * The game likely maps actions to frames using a Unit Type listed in the ARM file. All 'monsters' for example seem to have the same mapping. | ||
+ | |||
+ | [[category:Modifications]] |
Current revision as of 17:15, 4 June 2012
Contents |
Overall Structure
The overall structure of a sprite file looks a like this (in this order):
SPRITE FILE HEADER <size=32> FRAME HEADER 1 <size=32> FRAME HEADER 2 <size=32> . . FRAME HEADER (number of frames) <size=32> COLOUR TABLE ENTRY 1 <size=4> COLOUR TABLE ENTRY 2 <size=4> . . COLOUR TABLE ENTRY (number of colour table entries) <size=4> FRAME 1 DATA <size=varies> FRAME 2 DATA <size=varies> . . FRAME (number of frames) DATA <size=varies>
For a description of each part, see below.
Sprite File Header
The file header consists of the first 32 bytes of the file
struct SpriteFileHeader { char ID[4]; // = 'WHDO' int filesize; // = the size of the file in bytes int frameHeadersOffset; // = file offset to beginning of the frame headers (=32) int frameDataOffset // = file offset to beginning of the frame data int colourTableOffset // = file offset to beginning of the palette data int colourTableEntries // = the total number of colours in the colour table (1) int paletteCount // = how many unique palettes exist in this sprite int frameCount // = the number of frames of animation in this sprite }
1. Number of palette entries
This is the total number of colours stored in the file, each of which belongs only to one palette. e.g. there may be 300 colours stored in the file, spread throughout 5 different palettes; the colourTableEntries is 300, the paletteCount is 5 )
Frame Headers
There is one frame header for each animation frame in the sprite:
struct FrameHeader { byte frameType; // see table below (1) byte compressionType; // see table below (2) short colourCount; // = the number of unique colours in the frame signed short X; // = X position of this frame signed short Y; // = Y position of this frame short frameWidth; // = width of this frame short frameHeight; // = height of this frame int dataOffset; // = offset into the frame data (3) int compressedSize; // = length of the compressed frame data int uncompressedSize; // = length of the uncompressed frame data int colourTableOffset; // = position of the palette for this frame in the ColourTable int padding; // = 0 }
1. Frame Type
Each frame has a type:
Type Description 0 This frame is a repeat of a previous frame 1 Flip Horizontally 2 Flip Vertically 3 Flip Horizontally and Vertically 4 This is a normal frame. 5 The frame is empty. i.e. there is no frame or palette data associated with this frame. Width and Height are 0.
2. Frame Compression
Frames can be compressed. Unit sprite files seem to use no compression at all, animations for encounters between battles (filename beginning M_) can be compressed using two methods (or be uncompressed).
Compression Type Decription 0 Uncompressed - the frame data consists of 1 byte indices in to the associated palette 1 Packbits - the frame is compressed using the PACKBITS compression scheme. 2 Zero Runs - the frame is compressed using the scheme detailed below
Zero Runs Compression
The algorithm for this method is as follows:
- Read a signed byte (we'll call this 'op')
- If the byte is < 0 then write -op 0s to output
- Otherwise, write op+1 literal bytes to output
- Go to step 1
3. Offset Into the Frame Data
This offset is into the frame data. i.e. this frame's data is at SpriteHeader.frameDataOffset + FrameHeader.dataOffset and goes on to SpriteHeader.frameDataOffset + FrameHeader.dataOffset + FrameHeader.compressedSize
Colour Table
Each colour is stored as follows:
struct Colour { byte blue; byte green; byte red; byte padding; // =0 not used }
The number of colours in the table is stored in the file header, and palettes are made up of entries from this data
Frame Data
This part of the file consists of all of the (potentially compressed) colour indexed data for each frame. To separate it, you must know the start in the buffer and size of each frame as listed in the frame headers.
Important Notes
Unit sprites have a few specific properties.
- They are uncompressed
- They only use 16 colours per palette.
- Colours with each component < 8 will be transparent in-game; to use black in a sprite it is necessary to use RGB=(8,8,8).
- Cyan, RGB=(0,255,255) is used to represent the unit shadow.
- The frames are arranged with a stride of eight, for different directions follow on from the previous direction. e.g. the frames might be WALKING1_NORTHEAST, WALKING1_EAST, ... , WALKING1_NORTH, WALKING2_NORTHEAST, WALKING2_EAST ... WALKING2_NORTH etc. Note: some artillery units are the exception, since they have 16 directions; they have a corresponding stride of 16.
- The game likely maps actions to frames using a Unit Type listed in the ARM file. All 'monsters' for example seem to have the same mapping.