DO/Heads.db

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Revision as of 00:05, 7 December 2009 by Rob (Talk | contribs)
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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 char Flags; // see table 1
    unsigned char KeySeq; // animation to use?
    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

Notes

Morgan Bernhardt (MB) has 06 01. I gave this value to Klaus Zimmermann (KZ) and it works.

Volkmar (VG) got 02 02 (same as Vladimir (VS) and Flamestrike (LF) and others)

Katharina (TK) got 02 01 (same as Azkuz (AB), Sven (SC) and Muntz (OI)), 06 01 worked too but imo the 02 01 animation looked better for Katharina

I would guess that these numbers define what SEQ and KEY File is used (maybe only one of the 2 bytes, one could be some bit-flags) --Ghabry 23:43, 6 December 2009 (UTC)

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