annotate 06/std.xhtml @ 1:b1bec4b5ccf3

Add anm and pbg3 file formats, and improve the std one.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Tue, 02 Aug 2011 14:18:01 +0200
parents f82309a9465e
children 0a7e6e3d5327
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1 <?xml version="1.0" encoding="utf-8"?>
1
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2 <?xml-stylesheet type="text/css" href="../style.css"?>
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3 <!DOCTYPE html>
1
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4 <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
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5 <head>
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6 <title>STD format</title>
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7 </head>
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8 <body>
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9 <h1>STD format</h1>
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11 <h2>Header</h2>
1
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12 <pre>
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13 typedef struct {
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14 uint16_t nb_objects; //TODO
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15 uint16_t nb_faces; //TODO
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16 uint32_t faces_offset; //TODO
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17 uint32_t messages_offset; //TODO
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18 uint32_t unknown; //TODO: always 0
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19 char stage_name[128]; // Name of the stage in SHIFT_JIS
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20 char song1_name[128]; // Name of the first song in SHIFT_JIS
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21 char song2_name[128]; // Name of the second song in SHIFT_JIS
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22 char song3_name[128]; // ? A single blank if unused
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23 char song4_name[128]; // ? A single blank if unused
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24 char song1_path[128];
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25 char song2_path[128];
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26 char song3_path[128]; // ? A single blank if unused
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27 char song4_path[128]; // ? A single blank if unused
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28 } thstd_header_t;
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29 </pre>
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30
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31 <h2>First section</h2>
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32 <p>This section is responsible for creating objects from the stgxbg.anm file.</p>
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33 <pre>
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34 struct object_header {
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35 uint16_t id; // Always equal to the object's number. Not used by the game.
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36 uint16_t unknown1; //TODO
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37 float unknown2; //TODO
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38 uint32_t unknown3; //TODO
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39 float unknown4; //TODO
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40 float unknown5; //TODO
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41 float unknown6; //TODO
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42 float unknown7; //TODO
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43 };
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44
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45 typedef struct {
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46 uint16_t unknown; // 0 means a quad, 0xffff means the end.
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47 uint16_t size; // 0x1c for a quad, 4 for the end marker.
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48 uint16_t script_index; // Index of a script entry in the corresponding anm file
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49 uint16_t _padding; // Unused, padding
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50 float x; // x coordinate of the bottom-left corner of the quad
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51 float y; // y coordinate of the bottom-left corner of the quad
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52 float z; // z coordinate of the bottom-left corner of the quad
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53 float width; // If 0, defaults to 32.0f
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54 float height; // If 0, defaults to 32.0f
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55 } thstd_object_t;
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56
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57 struct object {
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58 struct object_header header;
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59 struct object_quad quads[]; // Stop when quads.unknown1 == 0x0004ff
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60 };
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61 </pre>
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62
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63 <p>The following description is symbolic.</p>
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64 <pre>
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65 struct section1 {
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66 uint32_t offsets[]; // header.nb_objects offsets towards objects
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67 };*/
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68 </pre>
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69
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70
1
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71 <h2>Second section</h2>
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72 <p>This section is responsible for placing objects from section 1 in the space.</p>
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73 <pre>
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74 typedef struct {
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75 uint16_t object_id; // must not exceed header.nb_objects
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76 uint16_t unknown1; // Always 256, doesn't seem to change anything
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77 float x;
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78 float y;
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79 float z;
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80 } thstd_face_t;
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81 // ends with 16 \xFF
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82 </pre>
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83
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84
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85
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86 <h2>Third Section</h2>
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87 <p>This section is responsible for camera movement, color effects, and such things.</p>
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88 <pre>
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89 typedef struct {
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90 uint32_t frame_num;
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91 uint16_t type; // 1=colormsg
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92 uint16_t unknown; //TODO: Probably the size of the message, always 0x0c, ignored by the game
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93 uint32_t arg1;
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94 float arg2;
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95 float arg3;
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96 } thstd_message_t;
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97
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98 typedef struct {
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99 uint8_t b;
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100 uint8_t g;
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101 uint8_t r;
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102 uint8_t unknown1; // Seems useless. padding?
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103 } color_t;
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104
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105 typedef struct {
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106 color_t color;
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107 float opacity_gradient_start; //TODO
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108 float opacity_gradient_stop; //TODO
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109 } thstd_colormsg_t;
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110
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111 typedef struct {
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112 float x;
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113 float y;
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114 float z;
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115 } thstd_cameramsg_t;
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116 // ends with 20 \xFF
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117 </pre>
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118
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119
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120
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121
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122
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123
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124
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125 <pre>
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126 typedef struct {
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127 thstd_header_t header;
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128 uint32_t* offsets;
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129 list_t objects;
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130 list_t faces;
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131 list_t messages;
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132 } PACK_ATTRIBUTE thstd_t;
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133 </pre>
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134 </body>
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135 </html>