FredSRichardson Posted August 25, 2007 Share Posted August 25, 2007 I've been going through some changes DevSin made to NearInfinity. Where there's a change from the old code, I've looked at IESDP to see if there was any inconsistency. I'm not sure which is correct, so I thought I'd post these notes here on the off chance that some new insights will be gleaned: ARE:Ambient IESDP has: 0x0026 2 (bytes) Height of this sound. DevSin takes this out ARE:Actor IESDP has: 0x002c 4 (dword) Spawned flag (0=no, 1=yes). Used in memory. 0x0034 4 (dword) Actor orientation. 0-15, starting south and incrementing clockwise. DevSin has each of these as 2 byte fields ARE:Animation IESDP 0x0034 4 (dword) bit 7: (0) Visible in dark / (1) Invisible in dark DevSin has unknown for bit 7 ARE:Song IESDP 0x0050 4 (dword) Probably used only in PS: T - I suspect it has the meaning as described in SongFlag.IDS in this game. Check AR1363 and AR1700 (PST) DevSin Reverb from REVERB.IDS (if REVERB.IDS exists) ARE:SpawnPoint IESDP 0x007a 2 (word) Spawn method. (1=Rest,2=Revealed) DevSin/NI Has hex value. GAM:PartyNPC IESDP 0x008c 4 (dword) Index into slots.ids for Quick Weapon 1 (0xFFFF = none) 0x008e 4 (dword) Index into slots.ids for Quick Weapon 2 (0xFFFF = none) 0x0090 4 (dword) Index into slots.ids for Quick Weapon 3 (0xFFFF = none) 0x0092 4 (dword) Index into slots.ids for Quick Weapon 4 (0xFFFF = none) . . . 0x00b4 4 (dword) Index into slots.ids for Quick Item 1 (0xFFFF = none) 0x00b8 4 (dword) Index into slots.ids for Quick Item 2 (0xFFFF = none) 0x00bc 4 (dword) Index into slots.ids for Quick Item 3 (0xFFFF = none) DevSin/NI 0x08c 2 Quick weapon slot 1 = <SLOT.IDS> 0x08e 2 Quick weapon slot 2 = <SLOT.IDS> 0x090 2 Quick weapon slot 3 = <SLOT.IDS> 0x092 2 Quick weapon slot 4 = <SLOT.IDS> 0x094 2 Show quick weapon 1? = Yes(0)/No(-1) 0x096 2 Show quick weapon 2? = Yes(0)/No(-1) 0x098 2 Show quick weapon 3? = Yes(0)/No(-1) 0x09a 2 Show quick weapon 4? = Yes(0)/No(-1) . . . 0x0b4 2 Quick item slot 1 = <SLOT.IDS> 0x0b6 2 Quick item slot 2 = <SLOT.IDS> 0x0b8 2 Quick item slot 3 = <SLOT.IDS> 0x0ba 2 Show quick item 1? = Yes(0)/No(-1) 0x0bc 2 Show quick item 2? = Yes(0)/No(-1) 0x0be 2 Show quick item 3? = Yes(0)/No(-1) VVC: IESDP 0x0018 2 (word) Misc. flags bit 1: Tranlucent bit 3: Transparent bit 4: Mirror Y axis bit 5: Mirror X axis bit 9: Blend DevSin: 0x0018 --- bit 1: Transparent bit 3: Translucent IESDP 0x001a 2 (word) Tint: bit 3: Greyscale bit 5: Glowing bit 9: Red DevSin 0x001a bit 1: Blend bit 3: Greyscale bit 5: Brighten bit 9: Desaturate IESDP 0x0020 4 (dword) bit 0: Looping bit 1: Sequence 2 bit 2: Sequence 4 bit 6: Wallgroups do not cover bit 8: Use BAM DevSin 0x0020 bit 0: Looping bit 3: Draw animation bit 6: Not covered by wall WED:Tilemap IESDP 0x0006 1 (byte) The upper 7 bits of this byte are a bitmap indicating which of the overlays are to be drawn. The 0th overlay (the base layer) is always drawn. DevSin Unknown WMP:AreaEntry IESDP 0x0000 8 (resref) Name of this area (as referenced by area links?) 0x0008 8 (resref) AREA resref for this area DevSin These two look like they're swapped. Link to comment
Avenger Posted August 26, 2007 Share Posted August 26, 2007 1. reverb.ids exists in iwd2, and it has an accompanying reverb.2da which contains the actual values of a reverb preset. The field was discovered when iwd2 didn't even exist, so i think that field is present in all of the blackisle line games (pst, iwd, iwd2) For example, PST has no reverb.ids, but has reverb.2da. You could always assume PST's reverb.ids as this (based on reverb.2da): NO_REVERB 0 SMALL_ROOM 1 MEDIUM_ROOM 2 LARGE_ROOM 3 OUTSIDE 4 DUNGEON 5 2. The stuff DevSin calls desaturation is probably used in dream scenes in bg1/bg2. As far as i know desaturation means removing/decreasing all of the hues, but this effect keeps the red color mostly intact. This is why i called it 'red tint'. Link to comment
Avenger Posted August 26, 2007 Share Posted August 26, 2007 About the reverb field, heh, i don't think it works in iwd2 Link to comment
devSin Posted August 28, 2007 Share Posted August 28, 2007 It is the same as the whole-screen dream effect (which isn't ever actually used). I'm pretty sure there's a digital photography term for the effect, but I couldn't ever remember. Hence, desaturation (which, yes, globally reduces the intensity of all colors). I certainly wouldn't say that it's preserving red, though, and it's definitely not a tinting effect. For now, we can call it the "100-year-old newspaper effect." Sepia, duh. So just change "Desaturate" to "Sepia." Link to comment
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