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Difference between revisions of "User:Jifodus/CMV file format"

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(→‎File Format: g_src includes the code for movieplayer, and this is how it actually works)
 
(One intermediate revision by one other user not shown)
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[[Category:Hacking]]
+
[[Category:Hacking|CMV file format]]
 
=File Format=
 
=File Format=
 
==Header==
 
==Header==
Line 29: Line 29:
 
| align="right" | 000C
 
| align="right" | 000C
 
| dword
 
| dword
| unknown1
+
| delayrate
| Unknown value, it's 1 in the begining movies.
+
| 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 * sounds]
+
| char[sounds][50]
 
| sound_files
 
| sound_files
| A sound file name is 50 bytes long. It's an array with sounds giving the number of sound files there are.
+
| 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[3200]
+
| dword[200][16]
| unknown
+
| sound_time
| 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.<br /><br />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.
+
| 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]
| sound_files
+
| 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