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Difference between revisions of "User:Jifodus/CMV file format"
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(→Sounds: Played around a bit and got extra sounds to play, still don't know how it works) |
m (→Frame: Added a pseudocode example of indexing frame data.) |
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Line 110: | Line 110: | ||
V | V | ||
+X | +X | ||
+ | Or: Index = X * Header.rows + Y | ||
+ | |||
==Attribute== | ==Attribute== | ||
A frame is a single byte long, the bits are layed out as: | A frame is a single byte long, the bits are layed out as: |
Revision as of 19:00, 26 December 2007
File Format
Header
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 | unknown1 | Unknown value, it's 1 in the begining movies. |
Sounds
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[50 * sounds] | sound_files | A sound file name is 50 bytes long. It's an array with sounds giving the number of sound files there are. |
* | dword[3200] | unknown | It undoubtedly has something to do with sounds. However, the only movie file that has values other than 0xFFFFFFFF in all the slots is dwarf_fortress.cmv so it's purpose is still unknown. I do know from testing that it specifies when sounds get played, but due to the finite number of slots I have not come up with a theory explaining how it relates. |
Chunk
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] | sound_files | Zlib's deflate compressed data, comprising no more than 200 sequential frames. |
Data Format
Frame
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
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