DO/Heads.db

From Dark Omen Wiki

(Difference between revisions)
Jump to: navigation, search
(Created page with '=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 ...')
Line 29: Line 29:
     byte unknown2[26];
     byte unknown2[26];
  };
  };
 +
 +
=== Flags ===
 +
 +
{|class="wikitable" style="border:1px solid black; margin: 1em; padding: 0.4em;"
 +
|-
 +
!  Bit No.        !!Interpretation
 +
|-
 +
| 0  || This head graphic has no moving parts e.g. mouth etc
 +
|-
 +
| 4  || This head graphic has no injured graphic
 +
|-
 +
| 5  || This head graphic has no death graphic
 +
|}

Revision as of 20:36, 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 graphic has no moving parts e.g. mouth etc
4 This head graphic has no injured graphic
5 This head graphic has no death graphic
Personal tools
communication