DO/Heads.db

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(Flags)
(Head Structure)
Line 17: Line 17:
     unsigned char unknown1[2];
     unsigned char unknown1[2];
   
   
-
     unsigned char MouthWidth; // These may not be unsigned. Not Tested.
+
     unsigned char MouthWidth; // These may not be unsigned. Not Tested.
     unsigned char MouthHeight;
     unsigned char MouthHeight;
-
     unsigned char MouthX;
+
     unsigned char MouthX;     // This is where to draw the moving parts on the main graphic
-
     unsigned char MouthY;
+
     unsigned char MouthY;     // (replacing what is there already) for facial animation
   
   
-
     unsigned char EyesWidth; // These may not be unsigned. Not Tested.
+
     unsigned char EyesWidth; // These may not be unsigned. Not Tested.
     unsigned char EyesHeight;
     unsigned char EyesHeight;
-
     unsigned char EyesX;
+
     unsigned char EyesX;     // This is where to draw the moving parts on the main graphic
-
     unsigned char EyesY;
+
     unsigned char EyesY;     // (replacing what is there already) for facial animation
      
      
     byte unknown2[26];
     byte unknown2[26];

Revision as of 20:38, 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;      // 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. 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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