Difference between revisions of "User:Viader"
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Najpierw pozbierajmy informacje znalezione w internecie :) | Najpierw pozbierajmy informacje znalezione w internecie :) | ||
− | <b> Format | + | <b>Text formats<b> |
+ | |||
+ | <b>Format TXT</b> | ||
+ | http://en.wikipedia.org/wiki/Text_file //NOTE: check encoding - probably ASCII | ||
+ | |||
+ | <b>Format JSON</b> | ||
+ | Describe soon... | ||
+ | |||
+ | <b>Image formats<b> | ||
+ | |||
+ | <b>Format BMP</b> | ||
+ | http://en.wikipedia.org/wiki/BMP_file_format | ||
− | < | + | <b>Format JPG</b> |
− | + | https://en.wikipedia.org/wiki/JPEG | |
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+ | <b>Format PNG</b> | ||
+ | http://en.wikipedia.org/wiki/Portable_Network_Graphics | ||
− | + | <b>Format TGA</b> | |
− | + | https://en.wikipedia.org/wiki/Truevision_TGA | |
<b> Format PCX </b> | <b> Format PCX </b> | ||
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http://wiki.enleth.com/homm:homm3-def-animations | http://wiki.enleth.com/homm:homm3-def-animations | ||
− | <b> | + | <b>Music formats<b> |
+ | |||
+ | <b>Format MP3</b> | ||
+ | http://en.wikipedia.org/wiki/MP3 | ||
+ | |||
+ | <b>Format OGG</b> | ||
+ | https://en.wikipedia.org/wiki/Ogg | ||
+ | |||
+ | <b>Format 82M</b> | ||
+ | Renamed WAVE format | ||
+ | https://ccrma.stanford.edu/courses/422/projects/WaveFormat/ | ||
+ | |||
+ | |||
+ | |||
+ | <b>Video formats<b> | ||
+ | |||
+ | <b>Format AVI</b> | ||
+ | http://en.wikipedia.org/wiki/Audio_Video_Interleave | ||
+ | |||
+ | <b>Format SMK</b> | ||
+ | http://en.wikipedia.org/wiki/Smacker_video | ||
+ | |||
+ | <b>Format BIK</b> | ||
+ | http://en.wikipedia.org/wiki/Bink_Video | ||
+ | |||
+ | <b>Format MJPG</b> //better link needed | ||
+ | http://www.digitalpreservation.gov/formats/fdd/fdd000063.shtml#notes | ||
+ | |||
+ | <b>Format MPQ</b> rather not Blizzard format... | ||
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− | + | <b>Palette formats<b> | |
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<b>FORMAT PAL</b> | <b>FORMAT PAL</b> | ||
+ | http://worms2d.info/Palette_file | ||
+ | |||
+ | <b>Palette formats<b> | ||
+ | |||
+ | <b> Format LOD </b> | ||
+ | |||
+ | <pre>struct h3lod { | ||
+ | uint32_t magic; // always 0x00444f4c, that is, a null-terminated "LOD" string | ||
+ | uint32_t type; // 200 for base archives, 500 for expansion pack archives, probably completely arbitrary numbers | ||
+ | uint32_t files_count; // obvious | ||
+ | uint8_t unknown[80]; // 80 bytes of hell knows what - in most cases that's all zeros, but in H3sprite.lod there's a bunch of seemingly irrelevant numbers here, any information is welcome | ||
+ | struct h3lod_file[10000]; // file list | ||
+ | } | ||
+ | |||
+ | struct h3lod_file { | ||
+ | char name[16]; // null-terminated, sometimes null-padded too, sometimes padded with, well, something after the null | ||
+ | uint32_t offset; // includes the header size, no preprocessing required | ||
+ | uint32_t size_original; // before compression, that is | ||
+ | uint32_t type; // what's in the file - probably not used by the game directly, more on that below | ||
+ | uint32_t size_compressed; // how many bytes to read, starting from offset - can be zero for stored files, use size_original in such case | ||
+ | }</pre> | ||
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− | + | <b>Map formats<b> | |
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<b>Format H3M</b> | <b>Format H3M</b> |
Revision as of 11:38, 22 July 2013
Najpierw pozbierajmy informacje znalezione w internecie :)
Text formats<b>
<b>Format TXT http://en.wikipedia.org/wiki/Text_file //NOTE: check encoding - probably ASCII
Format JSON Describe soon...
Image formats<b>
<b>Format BMP http://en.wikipedia.org/wiki/BMP_file_format
Format JPG https://en.wikipedia.org/wiki/JPEG
Format PNG http://en.wikipedia.org/wiki/Portable_Network_Graphics
Format TGA https://en.wikipedia.org/wiki/Truevision_TGA
Format PCX
struct h3pcx_color_indexed { uint8_t r; uint8_t g; uint8_t b; }; struct h3pcx_indexed { uint32_t bitmap_size; // equals to width*height - 1 byte per pixel uint32_t width; uint32_t height; uint8_t bitmap[width*height]; h3pcx_color_indexed palette[256]; }; struct h3pcx_color_bgr { uint8_t b; uint8_t g; uint8_t r; }; struct h3pcx_bgr { uint32_t bitmap_size; // equals to 3*width*height - 3 bytes per pixel uint32_t width; uint32_t height; h3pcx_color_bgr bitmap[width*height]; };
Source: http://wiki.enleth.com/homm:homm3-pcx-graphics
Format DEF
struct h3def_color_indexed { uint8_t r; uint8_t g; uint8_t b; }; struct h3def_header { uint32_t type; uint32_t width; uint32_t height; uint32_t sequences_count; h3def_color_indexed palette[256]; }; struct h3def_sequence { uint32_t type; uint32_t length; uint32_t unknown1; uint32_t unknown2; char *names[length]; uint32_t offsets[length]; }; struct h3def_frame_header { uint32_t data_size; uint32_t type; uint32_t width; uint32_t height; uint32_t img_width; uint32_t img_height; uint32_t x; uint32_t y; };
Source: http://wiki.enleth.com/homm:homm3-def-animations
Music formats<b>
<b>Format MP3 http://en.wikipedia.org/wiki/MP3
Format OGG https://en.wikipedia.org/wiki/Ogg
Format 82M Renamed WAVE format https://ccrma.stanford.edu/courses/422/projects/WaveFormat/
Video formats<b>
<b>Format AVI http://en.wikipedia.org/wiki/Audio_Video_Interleave
Format SMK http://en.wikipedia.org/wiki/Smacker_video
Format BIK http://en.wikipedia.org/wiki/Bink_Video
Format MJPG //better link needed http://www.digitalpreservation.gov/formats/fdd/fdd000063.shtml#notes
Format MPQ rather not Blizzard format...
Palette formats<b>
<b>FORMAT PAL http://worms2d.info/Palette_file
Palette formats<b>
<b> Format LOD
struct h3lod { uint32_t magic; // always 0x00444f4c, that is, a null-terminated "LOD" string uint32_t type; // 200 for base archives, 500 for expansion pack archives, probably completely arbitrary numbers uint32_t files_count; // obvious uint8_t unknown[80]; // 80 bytes of hell knows what - in most cases that's all zeros, but in H3sprite.lod there's a bunch of seemingly irrelevant numbers here, any information is welcome struct h3lod_file[10000]; // file list } struct h3lod_file { char name[16]; // null-terminated, sometimes null-padded too, sometimes padded with, well, something after the null uint32_t offset; // includes the header size, no preprocessing required uint32_t size_original; // before compression, that is uint32_t type; // what's in the file - probably not used by the game directly, more on that below uint32_t size_compressed; // how many bytes to read, starting from offset - can be zero for stored files, use size_original in such case }
Map formats<b>
<b>Format H3M