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Add anm and pbg3 file formats, and improve the std one.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 02 Aug 2011 14:18:01 +0200 |
parents | f82309a9465e |
children | 0a7e6e3d5327 |
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<?xml version="1.0" encoding="utf-8"?> <?xml-stylesheet type="text/css" href="../style.css"?> <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en"> <head> <title>STD format</title> </head> <body> <h1>STD format</h1> <h2>Header</h2> <pre> typedef struct { uint16_t nb_objects; //TODO uint16_t nb_faces; //TODO uint32_t faces_offset; //TODO uint32_t messages_offset; //TODO uint32_t unknown; //TODO: always 0 char stage_name[128]; // Name of the stage in SHIFT_JIS char song1_name[128]; // Name of the first song in SHIFT_JIS char song2_name[128]; // Name of the second song in SHIFT_JIS char song3_name[128]; // ? A single blank if unused char song4_name[128]; // ? A single blank if unused char song1_path[128]; char song2_path[128]; char song3_path[128]; // ? A single blank if unused char song4_path[128]; // ? A single blank if unused } thstd_header_t; </pre> <h2>First section</h2> <p>This section is responsible for creating objects from the stgxbg.anm file.</p> <pre> struct object_header { uint16_t id; // Always equal to the object's number. Not used by the game. uint16_t unknown1; //TODO float unknown2; //TODO uint32_t unknown3; //TODO float unknown4; //TODO float unknown5; //TODO float unknown6; //TODO float unknown7; //TODO }; typedef struct { uint16_t unknown; // 0 means a quad, 0xffff means the end. uint16_t size; // 0x1c for a quad, 4 for the end marker. uint16_t script_index; // Index of a script entry in the corresponding anm file uint16_t _padding; // Unused, padding float x; // x coordinate of the bottom-left corner of the quad float y; // y coordinate of the bottom-left corner of the quad float z; // z coordinate of the bottom-left corner of the quad float width; // If 0, defaults to 32.0f float height; // If 0, defaults to 32.0f } thstd_object_t; struct object { struct object_header header; struct object_quad quads[]; // Stop when quads.unknown1 == 0x0004ff }; </pre> <p>The following description is symbolic.</p> <pre> struct section1 { uint32_t offsets[]; // header.nb_objects offsets towards objects };*/ </pre> <h2>Second section</h2> <p>This section is responsible for placing objects from section 1 in the space.</p> <pre> typedef struct { uint16_t object_id; // must not exceed header.nb_objects uint16_t unknown1; // Always 256, doesn't seem to change anything float x; float y; float z; } thstd_face_t; // ends with 16 \xFF </pre> <h2>Third Section</h2> <p>This section is responsible for camera movement, color effects, and such things.</p> <pre> typedef struct { uint32_t frame_num; uint16_t type; // 1=colormsg uint16_t unknown; //TODO: Probably the size of the message, always 0x0c, ignored by the game uint32_t arg1; float arg2; float arg3; } thstd_message_t; typedef struct { uint8_t b; uint8_t g; uint8_t r; uint8_t unknown1; // Seems useless. padding? } color_t; typedef struct { color_t color; float opacity_gradient_start; //TODO float opacity_gradient_stop; //TODO } thstd_colormsg_t; typedef struct { float x; float y; float z; } thstd_cameramsg_t; // ends with 20 \xFF </pre> <pre> typedef struct { thstd_header_t header; uint32_t* offsets; list_t objects; list_t faces; list_t messages; } PACK_ATTRIBUTE thstd_t; </pre> </body> </html>