Difference between revisions of "User:Viader"

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Source:
 
Source:
 
http://wiki.enleth.com/homm:homm3-pcx-graphics
 
http://wiki.enleth.com/homm:homm3-pcx-graphics
 +
 +
== Animation formats ==
  
 
<b>Format DEF</b>
 
<b>Format DEF</b>
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</pre>
 
</pre>
 
Note: For some reason entries in snd have format NAME(null)WAVRUBBISH....
 
Note: For some reason entries in snd have format NAME(null)WAVRUBBISH....
 +
 +
 +
== Font formats ==
 +
 +
<b>Format TTF</b>
 +
 +
http://en.wikipedia.org/wiki/TrueType
 +
 +
<b>Format FNT</b>
 +
 +
Bitmap font, specific for Heroes3. Describe soon...
 +
 +
 +
== Mask formats ==
 +
 +
<b>Format MSK</b>
 +
 +
Describe soon...
 +
 +
<b>Format MSG</b>
 +
 +
Describe soon...
  
  

Revision as of 18:18, 23 July 2013

Najpierw pozbierajmy informacje znalezione w internecie :)


Text formats

Format TXT

http://en.wikipedia.org/wiki/Text_file

TXT's use language-specific encoding: - Win-1250/Win-1251/Win-1252/...

Format JSON

http://en.wikipedia.org/wiki/Json


Image formats

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

Animation formats

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

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

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 MPG

http://pl.wikipedia.org/wiki/Moving_Picture_Experts_Group


Palette formats

FORMAT PAL

http://worms2d.info/Palette_file


Archive formats

Format LOD and PAC

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 
}

Source: http://wiki.enleth.com/homm:homm3-lod-archives

Format VID

struct h3vid {
	uint32_t files_count;
	struct h3vid_file[files_count]
}
 
struct h3vid_file {
	char name[40];
	uint32_t offset;
}

Note: Archive VID doesn't contain information about file's size. For h3vid_file[x]:

Size = h3vid_file[x+1].offset - h3vid_file[x].offset.

If we read last file in archive:

Size = archive_size - h3vid_file[x].offset.


Format SND

struct h3snd {
	uint32 files_count;
	struct h3vid_file[files_count]
}
 
struct h3snd_file {
	char name[40];
	uint32 offset;
	uint32 size;
}

Note: For some reason entries in snd have format NAME(null)WAVRUBBISH....


Font formats

Format TTF

http://en.wikipedia.org/wiki/TrueType

Format FNT

Bitmap font, specific for Heroes3. Describe soon...


Mask formats

Format MSK

Describe soon...

Format MSG

Describe soon...


Map formats

Format H3M

Source:

http://corexii.com/h3m_description.english.txt (uncomplete)

http://svn.code.sf.net/p/vcmi/code/tags/0.8/h3m.txt (complete - Polish)


Campaigns formats

Describe soon...