2018-03-18 04:23:34 +00:00
|
|
|
# Obj format information
|
|
|
|
|
|
|
|
The names of Obj files are highly suggestive of them being objects that can be
|
|
|
|
placed on [maps](map.md). Each map cell seems to have space for four objects to
|
|
|
|
be placed on it - a `SURFACE`, `LEFT`, `RIGHT`, and `CENTER`. Maps reference
|
|
|
|
objects in a space-efficient way via sets, which seem to be a kind of object
|
|
|
|
palette.
|
|
|
|
|
|
|
|
## Assign
|
|
|
|
|
|
|
|
The `Assign/` directory contains a matching `.asn` file for each `Obj/*.obj`.
|
|
|
|
It's a plain-text format which seems to assign properties to frames, and has
|
|
|
|
references to a `<name>.flc` file which does not exist in the tree.
|
|
|
|
|
|
|
|
Theory: .obj files were originally generated from `.flc` files. This is an
|
|
|
|
AutoDesk format for visual data, so this suggests the .obj files contain pixels
|
|
|
|
\o/
|
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
`blank.asn` references 6 frames (0-5):
|
|
|
|
|
|
|
|
```
|
|
|
|
# single pixel tile
|
|
|
|
# transpix.obj/.asn
|
|
|
|
#/--> transpix.flc
|
|
|
|
#
|
|
|
|
|
|
|
|
0-5:DEF 1;
|
|
|
|
|
|
|
|
|
|
|
|
0-5:TYPE 13;
|
|
|
|
|
|
|
|
|
|
|
|
END OF FILE
|
|
|
|
```
|
|
|
|
|
|
|
|
`jungtil.asn` references 18 frames (0-17):
|
2018-03-18 04:23:34 +00:00
|
|
|
|
|
|
|
```
|
|
|
|
# jungle floor
|
|
|
|
# jungtil.obj/.asn
|
|
|
|
# /--> d:\warflics\missions\jungtil.flc
|
|
|
|
#
|
|
|
|
|
|
|
|
0:DEF 2;
|
|
|
|
1-11:DEF 454;
|
|
|
|
|
|
|
|
|
|
|
|
#damaged frames!!!!
|
|
|
|
12:DEF 2;
|
|
|
|
13-16:DEF 454;
|
|
|
|
17:DEF 454;
|
|
|
|
|
|
|
|
|
|
|
|
0:TYPE 2;
|
|
|
|
1-11:TYPE 0;
|
|
|
|
12:TYPE 2;
|
|
|
|
13-16:TYPE 0;
|
|
|
|
17:TYPE 0;
|
|
|
|
|
|
|
|
|
|
|
|
0:DESTROY 12;
|
|
|
|
1-3:DESTROY 13;
|
|
|
|
4-6:DESTROY 14;
|
|
|
|
7-9:DESTROY 15;
|
|
|
|
10-11:DESTROY 16;
|
|
|
|
17:DESTROY 15;
|
|
|
|
|
|
|
|
1-11:Dmg1Lnk 17;
|
|
|
|
|
|
|
|
END OF FILE
|
|
|
|
```
|
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
So it seems this visual data can have quite complicated attributes. At a minimum
|
|
|
|
we see:
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
* `TYPE`
|
|
|
|
* `DEF`
|
|
|
|
* `DESTROY`
|
|
|
|
* `Dmg1Lnk`
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
The `type` field **may** tell us what format each sprite is in.
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
## OBJ container structure
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
`.obj` files represent visual data. They contain a number of sprites, which are
|
|
|
|
assigned attributes in `.asn` files and referenced from `.map` files.
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
The container format is worked out, but the per-sprite data is still unknown, so
|
|
|
|
I'm documenting the former here while still investigating the latter.
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
The file begins with a header, with all values 32-bit little-endians:
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
| Offset | Meaning |
|
|
|
|
| ------ | ------- |
|
|
|
|
| 0x0000 | Number of sprites |
|
|
|
|
| 0x0004 | Offset of sprite directory |
|
|
|
|
| 0x0008 | Size of sprite directory |
|
|
|
|
| 0x000c | Offset of the sprite data |
|
|
|
|
| 0x0010 | Size of the sprite data |
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
The sprite directory contains an 8-byte record per sprite. That record contains
|
|
|
|
two 32-bit little-endians:
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
| Offset | Meaning |
|
|
|
|
| ------ | ------- |
|
|
|
|
| 0x0000 | Relative offset of sprite in data block |
|
|
|
|
| 0x0004 | Size of sprite in data block |
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
For sanity checks, we can ensure that:
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
* The header, sprite directory and data blocks do not overlap or extend past the
|
|
|
|
end of the file
|
|
|
|
* None of the individual sprites overlap each other or extend past the end of
|
|
|
|
the data block
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
## Sprite structure
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
If the `type` field of an `.asn` field *does* tell us how to interpret sprite
|
|
|
|
data, I'll need to split this up per type. For now, I'm investigating a small
|
|
|
|
number of files in depth, and comparing across files in a shallow manner, so all
|
|
|
|
I need to do is manually select sets with the same type in the latter case.
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
First, the `blank.obj` file. `blank.asn` helpfully tells us that it's a single-
|
|
|
|
pixel tile and assigns it a type of 13. There are six sprites, all of which are
|
|
|
|
identical. Data dump:
|
2018-03-18 04:23:34 +00:00
|
|
|
|
|
|
|
```
|
2018-03-20 02:20:02 +00:00
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
0 1 2 3 4 5 6 7 01234567 0 1 2 3 4 5 6 7
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
0x0000 10 01 61 01 01 00 01 00 | a | 16 1 97 1 1 0 1 0
|
|
|
|
0x0008 00 00 00 00 03 00 00 00 | | 0 0 0 0 3 0 0 0
|
|
|
|
0x0010 00 00 00 00 00 00 00 00 | | 0 0 0 0 0 0 0 0
|
|
|
|
0x0018 01 fd 00 | | 1 253 0
|
2018-03-18 04:23:34 +00:00
|
|
|
```
|
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
Total size is 27 bytes, so if there *is* only one pixel, it's tempting to
|
|
|
|
suggest that the first 24 bytes are header, and the final 3 bytes represent that
|
|
|
|
one pixel.
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
I think this is rendered as a 1px dot with the colour `#ff00ff` in WH40K_TD.exe:
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|

|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
In the 64x64 tile, the dot is in the very centre.
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
The colour itself doesn't show up in the data directly, so it's not a simple RGB
|
|
|
|
array of pixels. WH40K_TD.exe is a 16-bit-colour application and may use a
|
|
|
|
palette, but these factoids don't help me make immediate sense of the data. If
|
|
|
|
there's a palette in the first 24 bytes, it's not obvious.
|
2018-03-18 04:23:34 +00:00
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
There are 45 `TYPE 13` .obj files in the game. Comparing the above with the
|
|
|
|
start of the second sprite in `pillar.obj`:
|
2018-03-18 04:23:34 +00:00
|
|
|
|
|
|
|
```
|
2018-03-20 02:20:02 +00:00
|
|
|
----------------------------------------------
|
|
|
|
0 1 2 3 4 5 6 7 01234567
|
|
|
|
----------------------------------------------
|
|
|
|
0x0000 fa 00 25 01 2e 00 48 00 | H | 250 0 37 1 46 0 72 0
|
|
|
|
0x0008 00 00 00 00 f4 0c 00 00 | | 0 0 0 0 244 12 0 0
|
|
|
|
0x0010 00 00 00 00 00 00 00 00 | | 0 0 0 0 0 0 0 0
|
|
|
|
0x0018 80 0f 90 1a 4b 1a 1b 4b | K K | 128 15 144 26 75 26 27 75
|
|
|
|
0x0020 1a 4c 1a 4b 19 19 49 19 | L K I | 26 76 26 75 25 25 73 25
|
|
|
|
0x0028 4a 18 4a 80 0f 00 80 0b | J J | 74 24 74 128 15 0 128 11
|
|
|
|
0x0030 98 1a 4c 1a 4c 1a 9e 1a | L L | 152 26 76 26 76 26 158 26
|
|
|
|
0x0038 4c 1b 4b 1a 1a 49 19 48 | L K I H | 76 27 75 26 26 73 25 72
|
|
|
|
0x0040 18 18 48 19 4b 19 4b 19 | H K K | 24 24 72 25 75 25 75 25
|
|
|
|
0x0048 9d 80 0b 00 80 08 9e 1a | | 157 128 11 0 128 8 158 26
|
|
|
|
0x0050 4a 1a 1b 4d 9e 1a 4c 1b | J M L | 74 26 27 77 158 26 76 27
|
|
|
|
0x0058 1b 4c 1b 4c 1a 1a 49 18 | L L I | 27 76 27 76 26 26 73 24
|
|
|
|
0x0060 48 17 49 18 19 4a 19 4b | H I J K | 72 23 73 24 25 74 25 75
|
|
|
|
0x0068 19 9d 4a 1a 49 80 08 00 | J I | 25 157 74 26 73 128 8 0
|
|
|
|
0x0070 80 07 a0 19 4b 1a 1b 4c | K L | 128 7 160 25 75 26 27 76
|
|
|
|
0x0078 1b 1b 4d 9e 1b 4c 1b 4d | M L M | 27 27 77 158 27 76 27 77
|
2018-03-18 04:23:34 +00:00
|
|
|
```
|
|
|
|
|
2018-03-20 02:20:02 +00:00
|
|
|
The first 24 bytes look quite different to the remainder of this file, lending
|
|
|
|
weight to the 24-byte header theory.
|
2018-03-19 11:42:57 +00:00
|
|
|
|
|
|
|
|