More investigation into animation
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@@ -17,14 +17,15 @@ remake.
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* `*.dat` # plaintext files defining properties of objects. No single format
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* **PARSED**
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* `Accounting.dat` # key = value => internal/data/accounting.go
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* [`AniObjDef.dat`](ani.mnu) # animated object definitions
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* `AniObjDef.dat` # animated object definitions
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* `GenericData.dat` # Generic Game Settings
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* [`HasAction.dat`](ani.md) # "Are there animation for each of the character" - list of booleans
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* **TODO**
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* `ChaNames.dat` # list of character names
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* `Coordinates.dat` # Weapon Firing Coordinates
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* `Defs.dat` # defines properties for objects and tiles, each of which seems to have an id
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* `GDestroy.dat` # table of what destroys what?
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* `HasAction.dat` # "Are there animation for each of the character" - list of booleans
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* `MiniMap.dat` # lots of seemingly random numbers. IDs?
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* `MissionBriefing.dat` # Contains all Campaign Mission Briefing Text. Sections: "CAMPAIGN MISSION X ... END CAMPAIGN MISSION X"
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* `PWeight.dat` # Personality weights for the individual character types
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@@ -75,8 +76,9 @@ remake.
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* [`MultiMaps/`](maps.md#multimaps)
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* [`*.MAP`](maps.md)
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* [`*.TXT`](maps.md)
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* [✓] [`Obj/`](obj.md)
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* [`*.obj`](obj.md)
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* [`Obj/`](obj.md)
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* [ ] `cpiece.rec` # "Rects for various cursor piece types..."
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* [✓] [`*.obj`](obj.md)
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* [✓] `Pic/`
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* `*.pcx` # Standard .pcx format
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* `RandomMaps/`
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