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patterns/fas/was: Update FAS, WAS/WA3 pattern files and README.md (#425)
* Add .fas and .was pattern files (Oska DeskMates) * Update .was pattern file * Update .was/.wa3 pattern file * Update README.md * Update README.md * Update .fas & .was pattern files * Update README.md * Update fas_oskasoftware_old.hexpat * Added WAS test file * Update WAS test file * Update was_oskasoftware.hexpat * Update was_oskasoftware.hexpat * Update fas_oskasoftware_old.hexpat * Update fas_oskasoftware.hexpat * Update README.md Replacing backward slashes with forward ones in the `WAS` row. * Update fas_oskasoftware_old.hexpat * Update was_oskasoftware.hexpat
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@@ -191,7 +191,7 @@ Everything will immediately show up in ImHex's Content Store and gets bundled wi
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| VHDX | | [`patterns/vhdx.hexpat`](patterns/vhdx.hexpat) | Microsoft Hyper-V Virtual Hard Disk format |
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| VOX | | [`patterns/vox.hexpat`](patterns/vox.hexpat) | MagicaVoxel scene description format |
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| WAV | `audio/x-wav` | [`patterns/wav.hexpat`](patterns/wav.hexpat) | RIFF header, WAVE header, PCM header |
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| WAS | | [`patterns\was_oskasoftware.hexpat`](patterns\was_oskasoftware.hexpat) | Oska Software DeskMates WAS/WA3 (WAVE/MP3 Set) file
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| WAS | | [`patterns/was_oskasoftware.hexpat`](patterns/was_oskasoftware.hexpat) | Oska Software DeskMates WAS/WA3 (WAVE/MP3 Set) file
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| WAD | | [`patterns/wad.hexpat`](patterns/wad.hexpat) | DOOM WAD Archive |
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| WebP | `image/webp` | [`patterns/webp.hexpat`](patterns/webp.hexpat) | Google WebP image |
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| XBEH | `audio/x-xbox-executable` | [`patterns/xbeh.hexpat`](patterns/xbeh.hexpat) | Xbox executable |
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@@ -1,5 +1,5 @@
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#pragma author DmitriLeon2000
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#pragma description Oska Software DeskMates FAS (Frames and Sequences) file
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#pragma description Oska Software DeskMates FAS (Frames and Sequences)
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#pragma endian little
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enum Compression : u32 {
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@@ -69,7 +69,7 @@ struct SeqHeader {
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};
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struct Bitmap {
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u8 byte[fas.fasHeader.version >= 3 ? fas.fasHeader.frameSize + (fas.frameSizeHigh << 16) : fas.fasHeader.frameSize];
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u8 byte[parent.fasHeader.version >= 3 ? parent.fasHeader.frameSize + (parent.frameSizeHigh << 16) : parent.fasHeader.frameSize] [[sealed]];
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};
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struct FramesHeader {
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@@ -105,7 +105,7 @@ struct FAS {
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u8 filenameChecksum; // a checksum for a filename in ASCII
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AnimSequence sequences[seqHeader.count];
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FramesHeader framesHeader;
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Bitmap framesBitmap[framesHeader.count];
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};
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FAS fas @ 0x00;
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Bitmap framesBitmap[fas.framesHeader.count] @ $;
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@@ -1,5 +1,5 @@
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#pragma author DmitriLeon2000
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#pragma description Oska Software DeskMates FAS (Frames and Sequences) file (Oska DeskMate versions 1.3 and 2.06)
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#pragma description Oska Software DeskMates FAS (Frames and Sequences) (Oska DeskMate 1.03 and 2.06)
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#pragma endian little
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enum Compression : u32 {
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@@ -65,8 +65,8 @@ struct SeqHeader {
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};
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struct Frame {
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u8 colorBitmap[fas.fasHeader.frameSizeColor];
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u8 maskBitmap[fas.fasHeader.frameSizeMask];
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u8 colorBitmap[parent.fasHeader.frameSizeColor] [[sealed]];
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u8 maskBitmap[parent.fasHeader.frameSizeMask] [[sealed]];
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};
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struct FramesHeader {
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@@ -80,8 +80,7 @@ struct FAS {
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SeqHeader seqHeader;
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AnimSequence sequences[seqHeader.count];
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FramesHeader framesHeader;
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Frame frames[framesHeader.count];
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};
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FAS fas @ 0x00;
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Frame frames[fas.framesHeader.count] @ $;
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@@ -7,8 +7,8 @@ import type.size;
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struct Sound {
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char name[];
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u32 length;
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u8 data[length];
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};
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u8 data[length] [[sealed]];
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} [[name(name), hex::visualize("sound", data, 1, 8000)]];
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struct Header {
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type::Size<u32> size;
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