DO/Heads.db

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(Flags)
Line 36: Line 36:
!  Bit No.        !!Interpretation
!  Bit No.        !!Interpretation
|-
|-
-
| 0  || This head graphic has no moving parts e.g. mouth etc
+
| 0  || This head has no moving parts e.g. mouth etc
|-
|-
-
| 4  || This head graphic has no injured graphic
+
| 4  || This head has no injured graphic
|-
|-
-
| 5  || This head graphic has no death graphic
+
| 5  || This head has no death graphic
|}
|}

Revision as of 20:37, 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 has no moving parts e.g. mouth etc
4 This head has no injured graphic
5 This head has no death graphic
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