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#47 Starting to look at the critters tables, it seems the layout of t…
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…he tables in general was wrong.

Rearranged sizes to have properties line up better.
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dertseha committed May 8, 2017
1 parent 447a68a commit fdd5e0e
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6 changes: 3 additions & 3 deletions levelObjects/14_Critters/critterProperties.md
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Expand Up @@ -7,11 +7,11 @@
0000 [75]byte Unknown


#### Specific 2 Properties
#### Specific 1 Properties

**Specific 2 Properties** (2 bytes)
**Specific 1 Properties** (1 byte)

0000 [2]byte Unknown
0000 [1]byte Unknown


#### Cyberspace Critters Specific Properties
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36 changes: 18 additions & 18 deletions levelObjects/index.md
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Expand Up @@ -41,23 +41,23 @@ The following table lists the object classes together with the available types p
The following table lists the byte sizes of the generic and specific property structures per class.
Many of these bytes are all zero in ```objprop.dat```; In these cases no detailed data definition will be linked.

| Class | Generic | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|:-----:|---------------------------------------------|----|----------|-----------|-----------|-----------|-----------|----|----|
| 0 | [2](00_Weapons/weaponProperties.md) | 1 | 1 | [16][0/2] | [13][0/3] | [13][0/4] | [18][0/5] | - | - |
| 1 | [14](01_AmmoClips/ammoClipProperties.md) | 1 | 1 | 1 | 1 | 1 | 1 | 1 | - |
| 2 | [1](02_Projectiles/projectileProperties.md) | 20 | [6][2/1] | 1 | - | - | - | - | - |
| 3 | [15](03_Explosives/explosiveProperties.md) | 1 | [3][3/1] | - | - | - | - | - | - |
| 4 | 22 | 1 | - | - | - | - | - | - | - |
| 5 | 9 | 1 | 1 | - | - | - | - | - | - |
| 6 | 5 | 1 | 1 | 1 | 1 | 1 | - | - | - |
| 7 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| 8 | 2 | 1 | 1 | 1 | 1 | 1 | [6][8/5] | 1 | 2 |
| 9 | 1 | 1 | 1 | 1 | 1 | 0 | 1 | - | - |
| 10 | 1 | 1 | 1 | 1 | 1 | 1 | - | - | - |
| 11 | [2](11_Animations/animationProperties.md) | 1 | 1 | [1][11/2] | - | - | - | - | - |
| 12 | 1 | 1 | 1 | 1 | - | - | - | - | - |
| 13 | 3 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | - |
| 14 | [75](14_Critters/critterProperties.md) | 1 | 2 | [2][14/2] | [6][14/3] | 1 | - | - | - |
| Class | Generic | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|:-----:|---------------------------------------------|----|-----------|-----------|-----------|-----------|-----------|----|----|
| 0 | [2](00_Weapons/weaponProperties.md) | 1 | 1 | [16][0/2] | [13][0/3] | [13][0/4] | [18][0/5] | - | - |
| 1 | [14](01_AmmoClips/ammoClipProperties.md) | 1 | 1 | 1 | 1 | 1 | 1 | 1 | - |
| 2 | [1](02_Projectiles/projectileProperties.md) | 20 | [6][2/1] | 1 | - | - | - | - | - |
| 3 | [15](03_Explosives/explosiveProperties.md) | 1 | [3][3/1] | - | - | - | - | - | - |
| 4 | 22 | 1 | - | - | - | - | - | - | - |
| 5 | 9 | 1 | 1 | - | - | - | - | - | - |
| 6 | 5 | 1 | 1 | 1 | 1 | 1 | - | - | - |
| 7 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| 8 | 2 | 1 | 1 | 1 | 1 | 1 | [6][8/5] | 1 | 2 |
| 9 | 1 | 1 | 1 | 1 | 1 | 0 | 1 | - | - |
| 10 | 1 | 1 | 1 | 1 | 1 | 1 | - | - | - |
| 11 | [2](11_Animations/animationProperties.md) | 1 | 1 | [1][11/2] | - | - | - | - | - |
| 12 | 1 | 1 | 0 | 1 | - | - | - | - | - |
| 13 | 3 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | - |
| 14 | [75](14_Critters/critterProperties.md) | 3 | [1][14/1] | 1 | [6][14/3] | 1 | - | - | - |


> There is also the case of objects with a specific entry length of 0. This is the case for object types that didn't make it into the game (vending machines).
Expand All @@ -70,7 +70,7 @@ Many of these bytes are all zero in ```objprop.dat```; In these cases no detaile
[3/1]: 03_Explosives/explosiveProperties.md#specific-1-properties
[8/5]: 08_Items/itemProperties.md#cyberspace-items-specific-properties
[11/2]: 11_Animations/animationProperties.md#specific-2-properties
[14/2]: 14_Critters/critterProperties.md#specific-2-properties
[14/1]: 14_Critters/critterProperties.md#specific-1-properties
[14/3]: 14_Critters/critterProperties.md#cyberspace-critters-specific-properties


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