OBD:PSpc

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Revision as of 22:32, 13 September 2007 by Neo (talk | contribs) (added explanation)
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ONI BINARY DATA
PNTA << Other file types >> PSpL
PSpc : Part Specification
switch to XML:PSpc page
Overview @ Oni Stuff
OBD.png


Pspc all.gif


Offset Type Raw Hex Value Description
0x00 res_id 01 39 00 00 57 00057-level_3_part.PSpc
0x04 lev_id 01 00 00 06 3 level 3
0x08 int16 00 00 0 x-coordinate of the first point on the texture
... ... ... ... ...
0x4E int16 00 00 0 y-coordinate of the last point on the texture
0x50 link 01 38 00 00 0 link to 00056-h_03.TXMP
0x54 char[12] AD DE dead unused


It's something like a texture coordinate array. But it's a bit strange, because there are a lot of [0, 0] points in it. So I've no idea how Oni reads this data.

What's stored
There are 9 rectangles stored in PSpc: 4 corners, 4 sides and one interior rectangle. Typically all 9 are used (to draw buttons for example) or only one is used (the top left corner, to draw checkboxes for example). There are cases where the top left corner and the interior rectangle are present which indicates that the code can choose what part to draw.
The reason for using 9 rectangles is to allow drawing of buttons (and anything else that has a border) in various sizes without distorting the image.
  • the corners are never rescaled
  • horizontal sides can be stretched horizontally
  • vertical sides can be stretched vertically
  • the interior can be stretched both ways
Of course that means that the sides and the interior must be "special" images that can be stretched without visible distortion.
How it is stored
Each 2 int16 fields makes a texture coordinate. The first 9 texture are coordinates are the top left coordinate of each of the 9 rectangles and the next 9 coordinates are the bottom right coordinate of each of the 9 rectangles. When both coordinates are 0 then the rectangle is not used. The order of the coordinates is top bottom and left to right.
ONI BINARY DATA
PNTA << Other file types >> PSpL
PSpc : Part Specification
Message file