This commit implements loading and saving options from/to config, and enough UI toolkit magic to allow changes to boolean options to be persisted. We now respect the "play movies" setting and take screen resolution from the config file.
280 lines
8.4 KiB
Markdown
280 lines
8.4 KiB
Markdown
# *.mnu
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These files appear to be the UI definitions for Chaos Gate. Some relate to
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system menus, other to in-game menus. Their names are hardcoded into the
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`WH40K.exe` binary. Each has a `.obj` file associated with it.
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It's an ASCII-formatted text file with a 12-line header, followed by a number
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of descriptor records.
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Here's the top of `MainGame.mnu`:
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```
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MainGame.obj
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BACKGROUND COLOR 0..255..-1 trans : 0
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HYPERTEXT COLOR 0..255 : 120
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FONT TYPE 0..5 : 10
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wh40k_12
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basfnt12
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wh40k_47
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wh40k_12_red
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wh40k_12_blue
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wh40k_12_green
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wh40k_12_yellow
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NULL
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```
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The first line of the header is a `.obj` file containing sprites we want to
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display on-screen. We see entries further down have a `SPRITEID`, which must
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reference entries in that file.
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In `SaveGame.mnu`, we can see multiple `.obj` files can be referenced.
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There are then 3 lines that seem to be fixed descriptor names with values
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that vary. Is this font colour, perhaps? Unsure.
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Next is a variable-length list of font names, referencing files in the `Fonts`
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directory.
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Finally, there's a list of records that specify the menu itself. Truncated
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contents of `SaveGame.mnu`:
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```
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#rem..........Background
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MENUID : 1
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MENUTYPE : 0
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MOVEABLE : 0
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ACTIVE : 1
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SPRITEID : 0
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ACCELERATOR: 0
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DRAW TYPE : 0
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SHARE : -1
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X-CORD : -1
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Y-CORD : -1
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DESC :
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*
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#rem..........MAIN BACKGROUND
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MENUID : 2
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MENUTYPE : 45
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MOVEABLE : 0
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ACTIVE : 1
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SPRITEID : 0
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ACCELERATOR: 0
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DRAW TYPE : 0
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SHARE : -1
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X-CORD : -1
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Y-CORD : -1
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DESC :
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#rem.......... MAIN BACKGROUND
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SUBMENUID : 1
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SUBMENUTYPE: 31
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FONTTYPE : 20
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ACTIVE : 0
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SPRITEID : -1
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ACCELERATOR: 0
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DRAW TYPE : 0
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SHARE : 0
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SOUNDTYPE : 0
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DESC :
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*
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#rem..........Chat List Box Menu
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MENUID : 21
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MENUTYPE : 1
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MOVEABLE : 0
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ACTIVE : 1
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SPRITEID : 764
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ACCELERATOR: 0
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DRAW TYPE : 0
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SHARE : -1
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X-CORD : -1
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Y-CORD : -1
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DESC :
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[...]
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*
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~
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```
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We start processing these as soon as we see `MENUID`, I suppose. Each toplevel
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item is `*`-delimited, and the list is terminated with `~`.
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Each menu has a list of parameters:
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| Name | Examples | Purpose |
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|---------|----------|---------|
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| `MENUID`| `1`, `2`, `3` | Maybe linking between menus? |
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| `MENUTYPE` | `0`, `1`, `2`, `3`, `45`, `300` | ? |
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| `MOVEABLE` | `0` | Unimplemented functionality? |
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| `ACTIVE` | `0`, `1`, `1,0` | ? |
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| `SPRITEID` | `-1`, `0`, `123`, `16,-1,1` | Select from `.obj` file? |
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| `ACCELERATOR` | | ? |
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| `DRAW TYPE` | | ? |
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| `SHARE` | | ? |
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| `X-CORD` | `-1`, `0`, `200` | X coordinate to draw at |
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| `Y-CORD` | `-1`, `0`, `200` | Y coordinate to draw at |
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| `FONTTYPE` | | Choose a font from the above? |
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| `SOUNDTYPE` | | ? |
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| `DESC` | `CHARACTER SELECT`, `51005` | Text, or reference to `Data/USEng.dta` |
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Submenus also show a couple of unique values:
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| Name | Examples | Purpose |
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|---------------|---------------|---------------|
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| `SUBMENUID` | `1`, `2`, `3` | As `MENUID` |
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| `SUBMENUTYPE` | `0`, `1`, `2` | As `MENUTYPE` |
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It seems .mnu files can also include other files, which have the extension
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`.mni` (presumably for "Menu include"). Examples:
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```
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*
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$GenDialog.mni
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$GenLoad.mni
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```
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It looks like we just interpolate the named file into the text when we come
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across one of these lines.
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## (Sub)menu types
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The types seem to refer to different types of UI widget. Here's a list of unique
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values:
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| Value | Meaning |
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|-------|---------|
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| 0 | Background |
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| 1 | Logical menu grouping? |
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| 2 | ? |
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| 3 | Standard button? |
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| 30 | Equipment? |
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| 31 | "Character helmet" / "Slot" |
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| 40 | "X Line Y" |
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| 41 | "X Line Y" |
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| 45 | ? |
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| 45,10,11,9 | ? |
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| 45,11,12,10 | ? |
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| 45,14,15,13 | ? |
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| 45,17,18,16 | ? |
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| 45,3,4,2 | ? |
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| 45,5,6,4 | ? |
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| 45,6,7,5 | ? |
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| 45,7,8,6 | ? |
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| 45,8,9,7 | ? |
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| 45,9,10,8 | ? |
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| 50 | ? |
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| 60 | Other text to display? (`UltEquip.mnu`) |
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| 61 | Text to display |
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| 70 | Hypertext to display |
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| 91 | ? |
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| 100 | ? |
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| 110 | ? |
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| 120 | ? |
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| 200 | Drop-down button? |
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| 205 | Single list box item? |
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| 220 | Psyker power? |
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| 221 | Page? |
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| 228 | Big buttons in `Main.mnu` |
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| 232 | ? |
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| 233 | ? |
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| 300 | Pop-up dialog box |
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| 400,0,0,{8, 16} | ? |
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| 400,22,22,{2, 4, 5, 6, 7, 8, 9, 9, 10, 13, 16} | ? |
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| 400,30,-1,5 | ? |
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| 405,0,0,{8, 16} | ? |
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| 405,22,22,{2, 4, 5, 6, 7, 8, 9, 10, 13, 16} | ? |
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| 405,30,-1,5 | ? |
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## Positioning
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The X-CORD and Y-CORD values would seem to be related, to this, but they are
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universally set to 0 or -1.
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Far more important are the XOffset and YOffset values for each sprite in the
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associated .obj files. Taking these into account is enough to draw `Options.mnu`
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successfully, for instance:
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## Animation
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This seems to be done by choosing a different sprite to draw every N ticks. They
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are laid out sequentially, but I don't yet know how to animate them. It's likely
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to be the same approach as used for other obj files.
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Looking at Main.mnu, it points at the object fail Main.obj. This has 118
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sprites, which can be described as follows:
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| Start | Count | Desc |
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| ------ | ----- | ---- |
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| 0 | 1 | Background image |
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| 1 | 3 | New game button: base, pressed, disabled |
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| 4 | 3 | Load game button: base, pressed, disabled |
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| 7 | 3 | Multiplayer button: base, pressed, disabled |
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| 10 | 3 | Settings button: base, pressed, disabled |
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| 13 | 3 | Quit button: base, pressed, disabled |
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| 16 | 20 | New game button: 20 animation frames |
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| 36 | 20 | Load game button: 20 animation frames |
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| 56 | 20 | Multiplayer button: 20 animation frames |
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| 76 | 20 | Settings button: 20 animation frames |
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| 96 | 20 | Quit button: 20 animation frames |
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| 116 | 1 | Section of background ("Menu title") |
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| 117 | 1 | Version hotspot |
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So we have 5 buttons with very similar characteristics, but at different sprite
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offsets, and two distinct ranges per button, plus some others. Here's some
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attributes plucked from `Main.mnu`:
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| Name | (SUB)MENUTYPE | "Active" | "SPRITEID" | "DRAW TYPE" | "SHARE" |
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| ---------- | ------------- | -------- | ---------- | ----------- | ------- |
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| Background | 1 | 1 | 0 | 0 | -1 |
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| Start menu | 1 | 1 | -1 | 0 | -1 |
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| New game | 228 | 1,0 | 16,-1,1 | 20 | 1 |
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| Load game | 228 | 1,0 | 36,-1,4 | 20 | 4 |
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| MP game | 228 | 1,0 | 56,-1,7 | 20 | 7 |
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| Options | 228 | 1,0 | 76,-1,10 | 20 | 10 |
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| Quit | 228 | 1,0 | 96,-1,13 | 20 | 13 |
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| Menu title | 61 | 1 | -1 | 0 | 116 |
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| V hotspot | 61 | 1 | -1 | 0 | 117 |
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The buttons, menu title and version hotspot are submenus of the start menu.
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### `MENUTYPE`
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This is the only menu where we see a type of 228. ~750 other unique values are
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observed, suggesting structure. For instance, we have `24`, `240`, `241` and
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`2410`, but not `2411` or `2409`. Sometimes we have a comma-separated list,
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e.g.: `400,30,-1,5`.
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A listing of currently-known values:
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| Value | Type |
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| ----- | ---------------- |
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| 0 | Static image |
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| 1 | Menu |
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| 3 | Button |
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| 50 | Invoke? Button? |
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| 61 | "Overlay" |
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| 70 | "Hypertext" |
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| 91 | Checkbox |
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| 220 | Animation sample |
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| 228 | Main menu button |
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| 232 | Slider |
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### `ACTIVE`
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There are only 4 values seen across all menus: `0`, `1`, `1,0`, `102` and `1,1`.
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Perhaps this represents possible states?
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### Sprite selection
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For the background (`MENUTYPE: 1`), this points simply at the sprite index in
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the object file. For the start menu, it's `-1` (no sprite, I assume). For the
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menu title and version hotspot (`MENUTYPE: 61`, it's `-1` too.
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For the buttons, it's a list pointing to the start of the 20 animated frames,
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`-1`, then the start of the 3 static frames.
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`DRAW TYPE` is the number of animated frames. We only use the animated frames
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when the button is focused. `SHARE` repeats the start of the static frames, and
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is the only place they're found for the menu title and version hotspot.
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