WAX Files
They contain the sprites. (samples : STORMTROOPERS, BONUS LIVES ...)
They are a collection of embedded CELLS (FME files stripped of their FME_Header1).
WAX file structure:
WAX_Header IS
{
Version long // constant = 0x00100100
Nseqs long // number of SEQUENCES
Nframes long // number of FRAMES
Ncells long // number of CELLS
Xscale long // unused
Yscale long // unused
XtraLight long // unused
pad4 long // unused
WAXES long[32] // pointers to WAXES // = different actions
}
WAX IS
{
Wwidth long // World Width
Wheight long // World Height
FrameRate long // Frames per second
Nframes long // unused = 0
pad2 long // unused = 0
pad3 long // unused = 0
pad4 long // unused = 0
SEQS long[32] // pointers to SEQUENCES // = views from different angles
}
Note: World Width and World Height are values which define how big the sprite actually appears in-game.
SEQUENCE IS
{
pad1 long // unused = 0
pad2 long // unused = 0
pad3 long // unused = 0
pad4 long // unused = 0
FRAMES long[32] // pointers to FRAMES // = the animation frames
}
FRAME IS
{
InsertX long // Insertion point, X coordinate // Negative values shift the cell left// Positive values shift the cell right
InsertY long // Insertion point, Y coordinate // Negative values shift the cell up// Positive values shift the cell down
Flip long // 0 = not flipped // 1 = flipped horizontally
Cell long // pointer to CELL// = single picture
UnitWidth long // Unused
UnitHeight long // Unused
pad3 long // Unused
pad4 long // Unused
}
CELL_Header IS
{
SizeX long // Size of the CELL, X value
SizeY long // Size of the CELL, Y value
Compressed long // 0 = not compressed // 1 = compressed
DataSize long // Datasize for compressed CELL,// equals length of the CELL// If not compressed, DataSize = 0
ColOffs long // Always 0, because columns table // follows just after
pad1 long // Unused
}
An explanation of how it all works:
The 32 WAXes pointed to by the .WAX file header are 32 possible states that the sprite can be in (usually only up to 14 are used). The logic controls what WAX is shown when, so that the sprite appears to be doing what the logic actually is doing.
All enemies apart from the REMOTE follow this general pattern:
WAX # | state |
0 | moving -- eg. walking, floating |
1 | attacking (primary) |
2 | dying (from punch) |
3 | dying (from shot or explosion) |
4 | lying dead |
5 | staying still (i.e. not sighted player yet) |
6 | follow through of primary attack -- eg. kick from gun |
7 | secondary attack -- eg. TD for reeyees, green junk for int. droid, .. |
8 | follow through of secondary attack |
9 | jump (Kell Dragon) |
10 | |
11 | |
12 | getting injured (dianoga looking around) |
13 | special action - Using shield for D_TROOP1, flying for D_TROOP2 and D_TROOP3, submerging for dianoga... |
Note: The Phase 3 varies from this pattern quite a bit. Where a state doesn't apply for a particular enemy logic, the WAX will usually just be the enemy walking or moving towards you. It won't be called for by the logic.
The remote has 4 states:
WAX # | state |
0 | moving |
1 | staying still -- before siting player |
2 | dying |
3 | dying |
LOGIC: SCENERY has 2 simple states:
WAX # | state |
0 | normal |
1 | attacked |
LOGIC: BARREL has 2 states:
WAX # | state |
0 | normal |
1 | exploding |
LOGIC: ANIM, as well as weapon projectiles, explosions, splashing water etc. have 1 continuous state.
The 32 pointers to SEQUENCES in each WAX structure point to the view of the WAX (state) from 32 different angles as you move around it (0, 11.25, 22.50....348.75). The first pointer (angle 0) is when the logic is facing you.
The pointers to FRAMEs in each SEQUENCE structure point to the FRAMEs that make up an animation sequence for each point of view. FRAMEs are the header 1 of FME files. The SEQUENCE consists of 32 FRAME entries. Usually no more than 5 are used, but the dianoga has 27 frames of animation for one of its states (WAX 12, when it looks around for you) ! The entries = 0 are unused.
Each FRAME points to a CELL, which is a picture with the same format as .FME files with header 2 of FME files.