I should ask you this:
I'm working on a newer OW editor for NSE 2.X, but I'm missing some info on a couple pointers and bytes in the OW header.
Here's what I know/ask:
There are 32 bytes that make up a sprite, or at least its properties.
Bytes 0-1 are the starter bytes (0xFF and 0xFF)
Byte 2 is the palette index
Byte 3 is ALWAYS 0x11 Why?
Bytes 4-5 have something to do with OW type or size, any idea?
Bytes 6-7 are the frame size
Bytes 8-11 are size Width and Height
Bytes 12-15 have something to do with palette loading, any ideas? These have to be adjusted to reflect palette changes, but I don't know why.
Bytes 16-19 are the first pointer, to what? what is the loaded info doing?
Bytes 20-23 are the second pointer, again to what and why?
Bytes 24-27 are a pointer that has something to do with animation, again what's at this pointer and what is it doing?
Bytes 28-31 are the third pointer, pointing to the pointers to frames in the frame list.
Is there a table of the number of frames for each OW...
-or is it just a matter of what movements are applied to said OW during a script?
How are animations stored? Where is the data that shows what frames to load for each movement?
(In NSE [classic] I stored all the "anim-pointers" and would allow you to change the OW pointer, but I don't know WHAT its pointing to)
I really hope you can help, I don't want to have to revert to the same nasty code that was in NSE [Classic] (lots of guessing),
and I want to make a super-powerful OW editor that anyone can use...
-Thanks in advance