Triss
Sorceror
I was generating some paperdoll images and gump art was not matching.
The old relation between a given object's Animation in tiledata and the gump data holds, but Ultima SDK can no longer read this data correctly, resulting in the data found in the item table to have the incorrect Animation ID.
I have not verified if the Item tiledata has changed encoding, because land data (which is found first in the file) has changed significantly. I am assuming Item tile data is different as well because of how much encoding of land data changed.
A comparison between 5.0.4d and 7.0.16.3 shows rather significant changes to header entries (0, 32, 64; anything that does not pass a bit wise and with 0x1F). Flags are also different on each respective tile. Header bytes on the first entry have been moved forward 4 bytes. The only data that remained the same is the ASCII name and texture ID word (Int16)-- and not even that is much to stand on because every other header entry appears to contain an extra 4 slots available for the name. (Don't quote me on the last bit here, that's the part I'm still analyzing)
I am still working on updating Tiledata.cs within the Ultima.dll source on CodePlex but wanted to know if anyone had any insights into the format change.
The old relation between a given object's Animation in tiledata and the gump data holds, but Ultima SDK can no longer read this data correctly, resulting in the data found in the item table to have the incorrect Animation ID.
I have not verified if the Item tiledata has changed encoding, because land data (which is found first in the file) has changed significantly. I am assuming Item tile data is different as well because of how much encoding of land data changed.
A comparison between 5.0.4d and 7.0.16.3 shows rather significant changes to header entries (0, 32, 64; anything that does not pass a bit wise and with 0x1F). Flags are also different on each respective tile. Header bytes on the first entry have been moved forward 4 bytes. The only data that remained the same is the ASCII name and texture ID word (Int16)-- and not even that is much to stand on because every other header entry appears to contain an extra 4 slots available for the name. (Don't quote me on the last bit here, that's the part I'm still analyzing)
I am still working on updating Tiledata.cs within the Ultima.dll source on CodePlex but wanted to know if anyone had any insights into the format change.