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Difference between revisions of "User:Jifodus/CMV file format"
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m (sort key for hacking category) |
(→File Format: g_src includes the code for movieplayer, and this is how it actually works) |
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Line 29: | Line 29: | ||
| align="right" | 000C | | align="right" | 000C | ||
| dword | | dword | ||
− | | | + | | delayrate |
− | | | + | | Sound playback rate, in 1/100 sec per frame. |
|} | |} | ||
+ | |||
==Sounds== | ==Sounds== | ||
If the version is 0x2711 then this section comes right after the header. | If the version is 0x2711 then this section comes right after the header. | ||
Line 49: | Line 50: | ||
|- | |- | ||
| align="right" | 0004 | | align="right" | 0004 | ||
− | | char[50 | + | | char[sounds][50] |
| sound_files | | sound_files | ||
− | | | + | | The filenames of each sound that can be played during the movie. Filenames are null-terminated and padded to 50 bytes; the game itself will look for "data\sound\[filename].ogg". |
|- | |- | ||
| align="right" | * | | align="right" | * | ||
− | | dword[ | + | | dword[200][16] |
− | | | + | | sound_time |
− | | | + | | Sound IDs to play during the first 200 "sound ticks" (as per the "delayrate" specified above). Up to 16 sounds can be played during each frame. |
|} | |} | ||
Line 78: | Line 79: | ||
| align="right" | 0004 | | align="right" | 0004 | ||
| byte[size] | | byte[size] | ||
− | | | + | | data |
| Zlib's deflate compressed data, comprising no more than 200 sequential [[User:Jifodus/CMV_file_format#Frame|frames]]. | | Zlib's deflate compressed data, comprising no more than 200 sequential [[User:Jifodus/CMV_file_format#Frame|frames]]. | ||
|} | |} | ||
+ | |||
=Data Format= | =Data Format= | ||
==Frame== | ==Frame== |
Latest revision as of 13:20, 18 June 2013
File Format[edit]
Header[edit]
Offset (+Hex) | Type | Name | Information |
---|---|---|---|
0000 | dword | version | Version numbers: 0x2711 - New movies 0x2710 - Old movies |
0004 | dword | columns | The number of columns. |
0008 | dword | rows | The number of rows. |
000C | dword | delayrate | Sound playback rate, in 1/100 sec per frame. |
Sounds[edit]
If the version is 0x2711 then this section comes right after the header.
Offset (+Hex) | Type | Name | Information |
---|---|---|---|
0000 | dword | sounds | The number of sounds in the file. |
0004 | char[sounds][50] | sound_files | The filenames of each sound that can be played during the movie. Filenames are null-terminated and padded to 50 bytes; the game itself will look for "data\sound\[filename].ogg". |
* | dword[200][16] | sound_time | Sound IDs to play during the first 200 "sound ticks" (as per the "delayrate" specified above). Up to 16 sounds can be played during each frame. |
Chunk[edit]
The Sounds section & Header section comes before this. The remainder of the file is made up this way.
Offset (+Hex) | Type | Name | Information |
---|---|---|---|
0000 | dword | size | The size of the following compressed data. |
0004 | byte[size] | data | Zlib's deflate compressed data, comprising no more than 200 sequential frames. |
Data Format[edit]
Frame[edit]
Offset (+Hex) | Type | Name | Information |
---|---|---|---|
0000 | char[Header.columns * Header.rows] | characters | The characters making up the frame. |
* | attribute[Header.columns * Header.rows] | attributes | The color attributes of each character in the frame. |
Iterate through the frame data:
+---------> +Y | | | | V +X
Or: Index = X * Header.rows + Y
Attribute[edit]
A frame is a single byte long, the bits are layed out as:
0ibbbfff i - Foreground Intensity Bit bbb - Background Color Bits fff - Foreground Color Bits