DO/Heads.db

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(Head Structure)
Line 34: Line 34:
{|class="wikitable" style="border:1px solid black; margin: 1em; padding: 0.4em;"  
{|class="wikitable" style="border:1px solid black; margin: 1em; padding: 0.4em;"  
|-
|-
-
!  Bit No.         !!Interpretation
+
!  Bit No. !! Value      !!Interpretation
|-
|-
-
| 0 || This head has no moving parts e.g. mouth etc
+
| 0 || 1 || This head has no moving parts e.g. mouth etc
|-
|-
-
| 4 || This head has no injured graphic
+
| 4 || 16 || This head has no injured graphic
|-
|-
-
| 5 || This head has no death graphic
+
| 5 || 32 || This head has no death graphic
|}
|}

Revision as of 20:41, 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. 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
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