More .obj investigation. Looking for records in sprite data
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@@ -251,16 +251,24 @@ d: 116 * 100 = 11600. 7368 - 24 = 7344. 5.1 bits / pixel
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We still don't know what the first 32 bits are all about. Perhaps they can help
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to explain the differences in putative bpp.
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0x002-0x003 changes in step with total number of pixels?
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0x002-0x003 changes in step with total number of pixels, but that doesn't seem
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to account for the difference.
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| ID | 0x2-0x3 | dec LE | Number of pixels |
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| -- | ------- | ------ | ---------------- |
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| a | 61 01 | 353 | 1 |
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| b | 25 01 | 293 | 3312 |
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| d | 19 01 | 281 | 11600 |
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| c | 16 01 | 278 | 11948 |
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Considering sprites with a 1,1 x,y.
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```
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u0 u1 u2 u3 X Y pixeldata
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bgtree_m 24 : ee 00 5e 01 01 01 01 1f 00
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blank 0 : 10 01 61 01 01 01 01 fd 00
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transpix 0 : 11 01 3c 01 01 01 01 ae 00
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```
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Sprites seem to end with a \x00 byte in-general, but we *only* see 0x01 in the
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first byte of data for these 1x1 tiles.
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Sprites with `X= 128 Y=63` *almost always* seem to have a u0..u3 of
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`d1 00 42 01` with a few exceptions, e.g. `treemac{1,2}.obj`
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Not clear what it means. If anything!
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WH40K_TD.exe loops around "ReadInMissionFLCs", incl. address 0x0041dd10, where
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it loads in all the .asc and .obj files in a set.
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