Lawliet
很zuo的男人
级别: 火花会员
编号: 93177
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火 花 币: 21955 HHB
注册时间:2008-08-30
最后登陆:2012-09-29
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我从来没有试过扩容。。。
现在手头也没工具和游戏ROM,给你一份notes,自己看吧。
By Zeld:
Load from Portrait ID # * 28 + basepointer = portrait data pointer
Each entry in the table contains 7 words (FE 6 only has 4):
1st is mug pointer Null for special cases Portraits that don't have this specified are "cards", except in FE 6 One giant 32x4 tile image Compressed in FE 7 Not compressed in FE 8; mug data is preceded by a 4 byte header that seems to always be 0x00100400 FE 6 has 8 trailing tiles after the 32x4 data for the closed mouth frame 2nd is chibi pointer Null for special cases Incomplete portraits have all but this specified In FE 6, even incomplete portraits have this specified to at least point to garbage, because null pointers indicate cards 4x4 tile image Compressed for FE 7 and FE 8 but not for FE 6 3rd is mug/chibi palette pointer Also used in special cases Not compressed 4th is mouth frame pointer Order is smiling open, half, closed and then normal open, half, and closed Arranged vertically in 4x2 tile pieces (6 pieces) Null for special cases Not compressed In FE 6, this word is not a pointer, but a struct: 1st byte - X offset from center to outer edge of mouth frames 2nd byte - Y offset from top to bottom of mouth frames 3rd byte - Unknown boolean 4th byte - Padding 5th is generic portrait pointer Usually null 10x9 tile image Compressed 6th is a set of 4 bytes containing coordinate data (formated as tile count offset) 1st byte - X offset from center to outer edge of mouth frames 2nd byte - Y offset from top to bottom of mouth frames 3rd byte - X offset from center to outer edge of blinking frames 4th byte - Y offset from top to bottom of blinking frames All the above are 0 for special cases 7th is eye control word Usually 1 1 - Normal 6 - Closed; makes closed eye frame the only frame used
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Posted:2009-03-17 21:11| |
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