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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef SWORD2_HEADER_H
#define SWORD2_HEADER_H
#include "common/endian.h"
namespace Sword2 {
//----------------------------------------------------------
// SYSTEM FILE & FRAME HEADERS
//----------------------------------------------------------
//----------------------------------------------------------
// ALL FILES
//----------------------------------------------------------
// Standard File Header
#define NAME_LEN 34
struct ResHeader {
uint8 fileType; // Byte to define file type (see below)
uint8 compType; // Type of file compression used ie.
// on whole file (see below)
uint32 compSize; // Length of compressed file (ie.
// length on disk)
uint32 decompSize; // Length of decompressed file held in
// memory (NB. frames still held
// compressed)
byte name[NAME_LEN]; // Name of object
static int size() {
return 44;
}
void read(byte *addr);
void write(byte *addr);
};
// fileType
enum {
// 0 something's wrong!
ANIMATION_FILE = 1, // All normal animations & sprites
// including mega-sets & font files
// which are the same format (but all
// frames always uncompressed)
SCREEN_FILE = 2, // Each contains background, palette,
// layer sprites, parallax layers &
// shading mask
GAME_OBJECT = 3, // Each contains object hub +
// structures + script data
WALK_GRID_FILE = 4, // Walk-grid data
GLOBAL_VAR_FILE = 5, // All the global script variables in
// one file; "there can be only one"
PARALLAX_FILE_null = 6, // NOT USED
RUN_LIST = 7, // Each contains a list of object
// resource id's
TEXT_FILE = 8, // Each contains all the lines of text
// for a location or a character's
// conversation script
SCREEN_MANAGER = 9, // One for each location; this contains
// special startup scripts
MOUSE_FILE = 10, // Mouse pointers and luggage icons
// (sprites in General / Mouse pointers
// & Luggage icons)
WAV_FILE = 11, // WAV file
ICON_FILE = 12, // Menu icon (sprites in General / Menu
// icons)
PALETTE_FILE = 13 // separate palette file (see also
// _paletteHeader)
};
// compType
enum {
NO_COMPRESSION = 0,
FILE_COMPRESSION = 1 // standard whole-file compression
// (not yet devised!)
};
//----------------------------------------------------------
// (1) ANIMATION FILES
//----------------------------------------------------------
// an animation file consists of:
//
// standard file header
// animation header
// a string of CDT entries (one per frame of the anim)
// a 16-byte color table ONLY if (runTimeComp==RLE16)
// a string of groups of (frame header + frame data)
// Animation Header
struct AnimHeader {
uint8 runTimeComp; // Type of runtime compression used for the
// frame data (see below)
uint16 noAnimFrames; // Number of frames in the anim (ie. no. of
// CDT entries)
uint16 feetStartX; // Start coords for mega to walk to, before
uint16 feetStartY; // running anim
uint8 feetStartDir; // Direction to start in before running anim
uint16 feetEndX; // End coords for mega to stand at after
uint16 feetEndY; // running anim (vital if anim starts from an
// off-screen position, or ends in a different
// place from the start)
uint8 feetEndDir; // Direction to start in after running anim
uint16 blend;
static int size() {
return 15;
}
void read(byte *addr);
void write(byte *addr);
};
// runtimeComp - compression used on each frame of the anim
enum {
NONE = 0, // No frame compression
RLE256 = 1, // James's RLE for 256-color sprites
RLE16 = 2 // James's RLE for 16- or 17-color sprites
// (raw blocks have max 16 colors for 2 pixels
// per byte, so '0's are encoded only as FLAT
// for 17-color sprites eg. George's mega-set)
};
// CDT Entry
struct CdtEntry {
int16 x; // sprite x-coord OR offset to add to mega's
// feet x-coord to calc sprite y-coord
int16 y; // sprite y-coord OR offset to add to mega's
// feet y-coord to calc sprite y-coord
uint32 frameOffset; // points to start of frame header (from start
// of file header)
uint8 frameType; // 0 = print sprite normally with top-left
// corner at (x,y), otherwise see below...
static int size();
void read(byte *addr);
void write(byte *addr);
};
// 'frameType' bit values
enum {
FRAME_OFFSET = 1, // Print at (feetX + x, feetY + y), with
// scaling according to feetY
FRAME_FLIPPED = 2, // Print the frame flipped Left->Right
FRAME_256_FAST = 4 // Frame has been compressed using Pauls fast
// RLE 256 compression.
};
// Frame Header
struct FrameHeader {
uint32 compSize; // Compressed size of frame - NB. compression
// type is now in Anim Header
uint16 width; // Dimensions of frame
uint16 height;
static int size() {
return 8;
}
void read(byte *addr);
void write(byte *addr);
};
//----------------------------------------------------------
// (2) SCREEN FILES
//----------------------------------------------------------
// a screen file consists of:
//
// standard file header
// multi screen header
// 4 * 256 bytes of palette data
// 256k palette match table
// 2 background parallax layers
// 1 background layer with screen header
// 2 foreground parallax layers
// a string of layer headers
// a string of layer masks
// Multi screen header
// Goes at the beginning of a screen file after the standard header.
// Gives offsets from start of table of each of the components
struct MultiScreenHeader {
uint32 palette;
uint32 bg_parallax[2];
uint32 screen;
uint32 fg_parallax[2];
uint32 layers;
uint32 paletteTable;
uint32 maskOffset;
static int size() {
return 36;
}
void read(byte *addr);
void write(byte *addr);
};
// Screen Header
struct ScreenHeader {
uint16 width; // dimensions of the background screen
uint16 height;
uint16 noLayers; // number of layer areas
static int size() {
return 6;
}
void read(byte *addr);
void write(byte *addr);
};
// Layer Header
// Note that all the layer headers are kept together, rather than being placed
// before each layer mask, in order to simplify the sort routine.
struct LayerHeader {
uint16 x; // coordinates of top-left pixel of area
uint16 y;
uint16 width;
uint16 height;
uint32 maskSize;
uint32 offset; // where to find mask data (from start of
// standard file header)
static int size() {
return 16;
}
void read(byte *addr);
void write(byte *addr);
};
//----------------------------------------------------------
// (3) SCRIPT OBJECT FILES
//----------------------------------------------------------
// a script object file consists of:
//
// standard file header
// script object header
// script object data
//----------------------------------------------------------
// (5) PALETTE FILES
//----------------------------------------------------------
// a palette file consists of:
//
// standard file header
// 4 * 256 bytes of palette data
// 256k palette match table
// an object hub - which represents all that remains of the compact concept
class ObjectHub {
// int32 type; // type of object
// uint32 logic_level; // what level?
// uint32 logic[3] // NOT USED
// uint32 script_id[3] // need this if script
// uint32 script_pc[3] // need this also
private:
byte *_addr;
public:
ObjectHub() {
_addr = NULL;
}
static int size() {
return 44;
}
byte *data() {
return _addr;
}
void setAddress(byte *addr) {
_addr = addr;
}
byte *getScriptPcPtr(int level) {
return _addr + 32 + 4 * level;
}
uint32 getLogicLevel() {
return READ_LE_UINT32(_addr + 4);
}
uint32 getScriptId(int level) {
return READ_LE_UINT32(_addr + 20 + 4 * level);
}
uint32 getScriptPc(int level) {
return READ_LE_UINT32(_addr + 32 + 4 * level);
}
void setLogicLevel(uint32 x) {
WRITE_LE_UINT32(_addr + 4, x);
}
void setScriptId(int level, uint32 x) {
WRITE_LE_UINT32(_addr + 20 + 4 * level, x);
}
void setScriptPc(int level, uint32 x) {
WRITE_LE_UINT32(_addr + 32 + 4 * level, x);
}
};
// (6) text module header
struct TextHeader {
uint32 noOfLines; // how many lines of text are there in this
// module
static int size() {
return 4;
}
void read(byte *addr);
void write(byte *addr);
};
// a text file has:
//
// ResHeader
// TextHeader
// look up table, to
// line of text,0
// line of text,0
//----------------------------------------------------------
// SCREENS.CLU file
//----------------------------------------------------------
// This file is present in PSX version of the game only.
// It keeps parallax and background images, aligned at 1024 bytes
// for faster access by the psx cd drive.
//
// SCREENS.CLU structure:
// In first 2048 Bytes there's an offset table. Each entry is an
// 32bit offset for a background/parallax group. If entry is 0, screen
// does not exist.
// To find matching screen for the location, you must count LOCATION_NO
// words and then go to the corresponding offset indicated by last 32bit
// word.
// Each screen then begins with a PSXScreensEntry entry:
struct PSXScreensEntry {
uint16 fgPlxXres; // If these values are 0, subsequent fgPlx* values must be
uint16 fgPlxYres; // ignored, as this means foreground parallax is not present.
uint32 fgPlxOffset; // This offset is relative, counting from the beginning of Resource Header
uint32 fgPlxSize; // Size of parallax, the size is aligned at 1024 bytes.
// fgPlxSize/1024 gives number of sector the parallax is divided into.
uint16 bgXres;
uint16 bgYres;
uint32 bgOffset; // relative
uint32 bgSize;
uint16 bgPlxXres; // same considerations for fg parallaxes apply
uint16 bgPlxYres;
uint32 bgPlxOffset; // relative
uint32 bgPlxSize;
static int size() {
return 36;
}
void read(byte *addr);
void write(byte *addr);
};
// PSXFontEntry is present in font resource file, it is used
// to address a single char in the character atlas image.
struct PSXFontEntry {
uint16 offset;
uint16 skipLines;
uint16 charWidth;
uint16 charHeight;
static int size() {
return 8;
}
void read(byte *addr);
void write(byte *addr);
};
} // End of namespace Sword2
#endif
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