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[求助] 求助!~~谁有SLP文件格式的详细说明文档,我想移植到flash上.

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发表于 2011-2-16 14:18:03 | 显示全部楼层 |阅读模式
如题~
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发表于 2011-2-16 16:19:22 | 显示全部楼层
LZ注意,你问的问题属于修改类,应发到游戏修改技术区。
更重要的是,在发帖求助前请你最好能去阅读下相关板块的置顶帖,像这种问题,可以查阅游戏修改技术区的置顶帖https://www.hawkaoe.net/bbs/thread-12620-1-1.html
另外,请善用搜索功能https://www.hawkaoe.net/bbs/search.php
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发表于 2011-2-16 17:51:56 | 显示全部楼层
貌似办不到。。
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发表于 2011-2-16 18:59:46 | 显示全部楼层
Genie uses the SLP format to store its graphics. The reason behind the name "SLP" is unknown, but
it is known that Ensemble Studios used the name internally because each file has the string
"ArtDesk 1.00 SLP Writer" embedded in it. The format allows for special features such as player
colors, but is a bit dated when compared to the possibilities modern standards (such as PNG)
allow. Following is a description of the format.
Data format
The first item in an SLP file is the header, of the following format:
struct file_header
{
        char  version[4];
        long  num_frames;
        char  comment[24];
};
version: Given as a string, usually "2.0N".
num_frames: The total number of frames in the SLP.
comment: The above string "ArtDesk 1.00 SLP Writer".
Following is frame information, one of the following structures for each frame (see num_frames
above):
struct frame_info
{
        unsigned long cmd_table_offset;
        unsigned long outline_table_offset;
        unsigned long palette_offset;
        unsigned long properties;
        long width;
        long height;
        long hotspot_x;
        long hotspot_y;
};
properties: This value is suspected to change which palette the SLP uses, but the possible options
seem to be the same so this has never been confirmed.
hotspot_x, hotspot_y: These points set the hotspot of a frame, which is the "center" of the unit.
A unit's coordinates in a scenario specify the location of this pixel.
Per-frame data
The following data are repeated as a whole for each frame.
The first data are edge structures, one for each row. To conserve disk space, commands (see below)
are only included for the necessary area, and these edges specify the blank space surrounding a
unit.
struct rowedge
{
        short left, right;
};
Following are an array of longs, specifying the offset for the commands (see below) for each row.
These are not actually necessary as the commands can be read sequentially, but can be used for
checking purposes.
After the array is the command data itself. Each command is a single-byte integer followed by
command-specific data. To make the data very compact, the command byte sometimes also contains the
command-specific data. For example, the Color List command (0x00) only uses the least-significant
bits to specify the command type and the rest of the byte is the number of palette indices to
follow.
The following are the known commands:
Value  Command name  Pixel count  Description  
0x00  Color list  >>2  An array of palette indices. This is about as bitmap as it gets in SLPs.  
0x01  Skip  >>2 or next  The specified number of pixels are transparent.  
0x02  Big color list  >>4 * 256 and next  An array of palette indexes. Supports a greater number
of pixels than the above color list.  
0x03  Big skip  >>4 * 256 and next  The specified number of pixels are transparent. Supports a
greater number of pixels than the above skip.  
0x06  Player color list  >>4 or next  An array of player color indexes. The actual palette index
is given by adding ([player number] * 16) + 16 to these values.  
0x07  Fill  >>4 or next  Fills the specified number of pixels with the following palette index.  
0x0A  Player color fill  >>4 or next  Same as above, but using the player color formula (see
Player color list).  
0x0B  Shadow transparent  >>4 or next  Specifies the shadow for a unit, but most SLPs do not use
this.  
0x0E  Shadow player  next  Unknown.  
0x0F  End of row  0  Specifies the end of commands for this row.  
0x4E  Outline  1  When normally drawing a unit, this single pixel acts normally. When the unit is
behind something, this pixel is replaced with the player color.  
0x5E  Outline span  next  Same function as above, but supports multiple pixels.  
Possible pixel count values:
Next byte: Stored in the next byte.
>>2: Command byte right-shifted 2 bits.
>>4 or next: Either the command byte right-shifted 4 bits or in the next byte if the former is 0.
>>2 or next: Either the command byte right-shifted 2 bits or in the next byte if the former is 0.
>>2 * 256 and next: The command byte right-shifted 2 bits and then added to the next byte's value.
>>4 * 256 and next: The command byte right-shifted 4 bits and then added to the next byte's value.
基本不管事,半月上一次。
什么事找我都是真没用。


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 楼主| 发表于 2011-2-16 19:44:43 | 显示全部楼层
原帖由 千骑卷平冈 于 2011-2-16 16:19 发表
LZ注意,你问的问题属于修改类,应发到游戏修改技术区。
更重要的是,在发帖求助前请你最好能去阅读下相关板块的置顶帖,像这种问题,可以查阅游戏修改技术区的置顶帖https://www.hawkaoe.net/bbs/thread-12620-1-1. ...


都看过了没有相关信息.
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 楼主| 发表于 2011-2-16 19:45:39 | 显示全部楼层
原帖由 王文祎 于 2011-2-16 18:59 发表
Genie uses the SLP format to store its graphics. The reason behind the name "SLP" is unknown, but
it is known that Ensemble Studios used the name internally because each file has the string
"ArtDe ...


这个之前也看过了,其中挺多地方没有说清楚,还是一个简版的说明

[ 本帖最后由 huangmipi 于 2011-2-16 20:12 编辑 ]
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发表于 2011-2-16 20:10:48 | 显示全部楼层
威武啊,鬼火没能破解的SLP居然被破解了……
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特级嘉禾勋章三级帝国勋章十字军勋章翔鹰建站十周年纪念章

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发表于 2011-2-16 20:38:33 | 显示全部楼层
问问帝国2的工作人员
004时代:战役时代
我很乐意看到有人在MOD技术上超过我。
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 楼主| 发表于 2011-2-16 20:40:43 | 显示全部楼层
汗~~他们应该不会说的吧~
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 楼主| 发表于 2011-2-17 12:19:28 | 显示全部楼层
救助啊!~~
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