DO/DOT

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m (good to know that wiki has cpp syntax highlighting...)
Line 5: Line 5:
The header has a size of 16byte. It looks like that only the pathNum is interesting.
The header has a size of 16byte. It looks like that only the pathNum is interesting.
 +
<source lang="cpp">
  struct HEADER
  struct HEADER
  {
  {
Line 12: Line 13:
     int pathNum;    // Number of different paths
     int pathNum;    // Number of different paths
  };
  };
 +
</source>
 +
== Paths ==
== Paths ==
Line 19: Line 22:
The points are only orientations for the path. The actual path is drawn as a curve.
The points are only orientations for the path. The actual path is drawn as a curve.
 +
<source lang="cpp">
  struct PATH
  struct PATH
  {
  {
Line 32: Line 36:
     int padding[4]; // Garbage data like 0x004099AC
     int padding[4]; // Garbage data like 0x004099AC
  };
  };
 +
</source>
 +
== Footer ==
== Footer ==
-
The footer is not of any interest. It does only contain two paths:
+
The footer is not of any interest. It does only contain two strings:
Sourcecode-Path e.g.: D:\darkomen\SrcCode\public\MP_Dots\editor\dots\M4_ENG.bmp<br />
Sourcecode-Path e.g.: D:\darkomen\SrcCode\public\MP_Dots\editor\dots\M4_ENG.bmp<br />
-
Name of the used bitmap e,g,: M4_ENG.bmp
+
Name of the used bitmap e.g.: M4_ENG.bmp
But the bitmap name is not used ingame because there are different localized versions of the maps (with different filenames)
But the bitmap name is not used ingame because there are different localized versions of the maps (with different filenames)

Revision as of 14:36, 25 February 2010

The DOT-Files define where the dots on the overworld are drawn when the Grudgebringers are moving to there next mission.

Contents

Header

The header has a size of 16byte. It looks like that only the pathNum is interesting.

 struct HEADER
 {
     int dotIdentify; // identifies a DOT-File. Always 0x54444F54 (WDOT)
     int unknown1;    // always 0x67
     int unknown2;    // 0x28, CH1_ALL.DOT has 0x060028
     int pathNum;     // Number of different paths
 };


Paths

The first path directly follows the header.
They contain the x and y-coordinates of the points the path will follow.
The points are only orientations for the path. The actual path is drawn as a curve.

 struct PATH
 {
     int pathPointsNum; // Number of points that discribe the curve
     int x;    // x-coordinate of a point
     int y;    // y-coordinate of a point
     int padding[2];
     (loop again from int x until all paths points are read)
     int unknown;  // always 0x05
     int unknown2; // always 0x0A
     int padding[2];
     int unknown[4];
     int padding[4]; // Garbage data like 0x004099AC
 };


Footer

The footer is not of any interest. It does only contain two strings:

Sourcecode-Path e.g.: D:\darkomen\SrcCode\public\MP_Dots\editor\dots\M4_ENG.bmp
Name of the used bitmap e.g.: M4_ENG.bmp

But the bitmap name is not used ingame because there are different localized versions of the maps (with different filenames)

Editing Tools

A simple, Java-based editor by Ghabry: DOT-Editor

Personal tools
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