45 lines
No EOL
1.1 KiB
Text
45 lines
No EOL
1.1 KiB
Text
Files in general:
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*.00A Animation
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*.00M Materials (palette)
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*.### Object ### (###=number prefixed with zeros)
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OBJECT FILE:
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SCENE.00A FILE:
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word: number of objects
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word: file number for object 0
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word: file number for object 1
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...
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word: file number for object N
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Stream of frame data starts.
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word X
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x&0xfff = number of object
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bits:
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0x0F Low 4 bits of the object to modify
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0x30 Bytes of flags to read (0..3)
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0xC0 Command:
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0x00 0=Leave to list
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0x40 1=Remove from list
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0x80 2=Add to list
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0xC0 3=Hi change. X&0x3F=Object number/16. (high bits)
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Hi change 0x3F (X=0xFF) means special. Next byte Y:
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<0x80=next frame, Y=hi byte of camera angle (field of vision)
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0=next frame
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0xFF=end of anim
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Position: 3 x DWORD
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Rotation: 9 x WORD
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###
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Flags:
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bits:
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0..1 0=X coordinate same, 1=byte change, 2=word change, 3=dword chnage (all start out zero)
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2..3 -"- for Y coordinate
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4..5 -"- for Z coordinate
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6 1=Matrix stored with word changes (0=bytes)
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7..15 1=This entry in matrix changed
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All objects start hidden (except camera) |