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    Data Editing

    AoEd/RoRd Tutorial – Part 2: Data Structure (1)

    2a. Sound Slot

    The sound slot database would be extracted to “sounds.txt” by AoEd/RoRd. Here is the explanation of the codes inside the file:

    · sound_count: This controls how many sound slot(s) the database would create. (0~32767)
    · sound_%%_id: This is the ID of the sound slot and must be the same value of %%. (0~32767)
    · sound_%%_item_count: This controls how many sound item(s) this sound slot would have. (0~32767)
    · sound_%%_300k: The value here is always 300000.
    · sound_%%_item_**_name: This would be the name of the sound slot and won’t directly affect the gameplay process. Remember not to type more than 12 characters here.
    · sound_%%_item_**_slp: This stores the ID of the wav file within sounds.drs that this sound item would play. (0~32767)
    · sound_%%_item_**_probability: The percentage of which this sound item would be played when the subject sound slot is loaded. (0~100)

    2b. Data Structure of Graphic Slot

    The graphic slot database could be found in “graphics_head.txt” and “graphics_others.txt”after converting the data to text files in AoEd/RoRd. Its structure is described as the following:

    · graphic_count: This controls how many graphic slot(s) the database would create. (0~32767)
    · graphic_header_pointers_##: Every graphic slot should have a header pointer with non-zero value to let the game recognize its existence. (0~2147483647)
    · graphic_%%_name1: This would be the name of the graphic slot and won’t directly affect the gameplay process. Remember not to type more than 20 characters here.
    · graphic_%%_name2: This would be the name of the graphic slot and won’t directly affect the gameplay process. Remember not to type more than 12 characters here.
    · graphic_%%_slp: This stores the ID of the wav file within graphic.drs that this graphic slot would display. (0~32767)
    · graphic_%%_unknown01a: ?
    · graphic_%%_unknown01b: ?
    · graphic_%%_replay: This controls whether the animation of the graphic would replay or not. (0 = no, 1 = yes)
    · graphic_%%_unknown01c: ?
    · graphic_%%_delta_count: This controls how many delta(s) this graphic slot would create. A delta is another graphic slot that would be jointed to this one. (0~32767)
    · graphic_%%_sound: This is the ID of the sound slot that would be played when the graphic is displayed on screen. (0~32767)
    · graphic_%%_extras: This controls whether this graphic would have graphic_%%_extra data or not. (0 = no, 1 = yes)
    · graphic_%%_numframes: This controls the number of frame(s) in the SLP file PER ANGLE. (0~32767)
    · graphic_%%_angles: This controls the number of angle(s) this graphic slot would have. (0~32767)
    · graphic_%%_unknown02: ?
    · graphic_%%_unknown03: ?
    · graphic_%%_id: This is the ID of the graphic slot and must be the same value of %%. (0~32767)
    · graphic_%%_type: ?
    · graphic_%%_delta_##: The first value is the ID of the delta (jointed graphic slot). What other values control are unknown, but seem to include the displacement of the delta. (0~32767)
    · graphic_%%_extra: ? (0~32767) 

    Pages: 1 2 3 4

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