patterns: Add .fas and .was pattern files (Oska DeskMates) (#176)

* 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
This commit is contained in:
DmitriLeon2000
2023-10-24 14:35:38 +09:00
committed by GitHub
parent a992d1ba92
commit edd0aa9a2f
5 changed files with 224 additions and 0 deletions

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@@ -48,6 +48,7 @@ Everything will immediately show up in ImHex's Content Store and gets bundled wi
| DTA | | [`patterns/max_v104.hexpat`](patterns/max_v104.hexpat) | Mechanized Assault and Exploration v1.04 (strategy game) save file format |
| ELF | `application/x-executable` | [`patterns/elf.hexpat`](patterns/elf.hexpat) | ELF header in elf binaries |
| EVTX | | [`patterns/evtx.hexpat`](patterns/evtx.hexpat) | MS Windows Vista Event Log |
| FAS | | [`patterns/fas_oskasoftware.hexpat`](patterns/fas_oskasoftware.hexpat) [`patterns/fas_oskasoftware_old.hexpat`](patterns/fas_oskasoftware_old.hexpat) (Old versions of Oska DeskMate) | Oska Software DeskMates FAS (Frames and Sequences) file |
| FDT | | [`patterns/fdt.hexpat`](patterns/fdt.hexpat) | Flat Linux Device Tree blob |
| File System | | [`patterns/fs.hexpat`](patterns/fs.hexpat) | Drive File System |
| FLAC | `audio/flac` | [`patterns/flac.hexpat`](patterns/flac.hexpat) | Free Lossless Audio Codec, FLAC Audio Format |
@@ -104,6 +105,7 @@ Everything will immediately show up in ImHex's Content Store and gets bundled wi
| VDF | | [`patterns/vdf.hexpat`](patterns/vdf.hexpat) | Binary Value Data Format (.vdf) files |
| VHDX | | [`patterns/vhdx.hexpat`](patterns/vhdx.hexpat) | Microsoft Hyper-V Virtual Hard Disk format |
| WAV | `audio/x-wav` | [`patterns/wav.hexpat`](patterns/wav.hexpat) | RIFF header, WAVE header, PCM header |
| WAS | | [`patterns\was_oskasoftware.hexpat`](patterns\was_oskasoftware.hexpat) | Oska Software DeskMates WAS/WA3 (WAVE/MP3 Set) file
| WAD | | [`patterns/wad.hexpat`](patterns/wad.hexpat) | DOOM WAD Archive |
| XBEH | `audio/x-xbox-executable` | [`patterns/xbeh.hexpat`](patterns/xbeh.hexpat) | Xbox executable |
| XCI | | [`patterns/xci.hexpat`](patterns/xci.hexpat) | Nintendo Switch XCI cardridge ROM |

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@@ -0,0 +1,111 @@
#pragma author DmitriLeon2000
#pragma description Oska Software DeskMates FAS (Frames and Sequences) file
#pragma endian little
enum Compression : u32 {
BI_RGB,
BI_RLE8,
BI_RLE4,
BI_BITFIELDS,
BI_JPEG,
BI_PNG,
BI_ALPHABITFIELDS,
BI_CMYK,
BI_CMYKRLE8,
BI_CMYKRLE4,
};
struct Colors {
u8 blue;
u8 green;
u8 red;
u8 reserved;
};
struct FASHeader {
char name[50]; // name of the pack, may include garbage data
u16 version; // Format version number
s16 frameIDFirst; // assigned ID of the first frame
s16 frameIDLast; // assigned ID of the last frame
s32 width; // width of the animation (in pixels)
s32 height; // height of the animation (in pixels)
u16 frameSize; // size of the animation ((frameWidth * BPP + 31) // 32 * 4 * frameHeight)
u16 DblHeaderCount; // amount of BitmapInfoHeader pairs (one for color, one for masking)
};
struct BitmapInfoHeader { // bog-standard BitmapInfoHeaderV1
u32 biSize;
s32 biWidth;
s32 biHeight;
u16 biPlanes;
u16 biBitCount;
Compression compression;
u32 biSizeImage;
s32 biXPelsPerMeter;
s32 biYPelsPerMeter;
u32 biClrUsed;
u32 biClrImportant;
};
struct BitmapInfo {
BitmapInfoHeader header;
Colors colorMap[header.biClrUsed == 0 ?
1 << header.biBitCount : header.biClrUsed];
};
struct ExtraSprite {
char name[];
};
struct AnimSequence {
char name[];
char sequence[];
};
struct SeqHeader {
le u32 size;
le u32 count;
le u32 strPointers[count*2];
};
struct Bitmap {
u8 byte[fas.fasHeader.version >= 3 ? fas.fasHeader.frameSize + (fas.frameSizeHigh << 16) : fas.fasHeader.frameSize];
};
struct FramesHeader {
le u32 count;
le s16 frameID[count];
u8 frameDblHdrID[count];
};
struct FAS {
FASHeader fasHeader;
BitmapInfo dibHeaders[fasHeader.DblHeaderCount * 2];
if (fasHeader.version >= 1)
u8 charID;
if (fasHeader.version >= 2)
{
u32 extraEndOffset;
u16 extraSpritesCount;
if (extraSpritesCount)
// char extraSpriteList[touchOffset - 6];
ExtraSprite extraSprites[extraSpritesCount];
}
if (fasHeader.version >= 3)
le u16 frameSizeHigh;
le u16 touchColors;
if (touchColors)
{
u32 touchColorMap[touchColors];
u16 touchWidth;
u8 touchBitmap[this.touchWidth * fasHeader.height];
}
SeqHeader seqHeader;
if (fasHeader.version >= 1)
u8 filenameChecksum; // a checksum for a filename in ASCII
AnimSequence sequences[seqHeader.count];
FramesHeader framesHeader;
};
FAS fas @ 0x00;
Bitmap framesBitmap[fas.framesHeader.count] @ $;

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@@ -0,0 +1,87 @@
#pragma author DmitriLeon2000
#pragma description Oska Software DeskMates FAS (Frames and Sequences) file (Oska DeskMate versions 1.3 and 2.06)
#pragma endian little
enum Compression : u32 {
BI_RGB,
BI_RLE8,
BI_RLE4,
BI_BITFIELDS,
BI_JPEG,
BI_PNG,
BI_ALPHABITFIELDS,
BI_CMYK,
BI_CMYKRLE8,
BI_CMYKRLE4,
};
struct Colors {
u8 blue;
u8 green;
u8 red;
u8 reserved;
};
struct FASHeader {
s32 width; // width of the animation (in pixels)
s32 height; // height of the animation (in pixels)
u16 reserved1;
u16 reserved2;
u16 frameSizeCombined; // a sum of frameSizeColor and frameSizeMask
u16 frameSizeColor; // size of the animation ((frameWidth * 4 + 31) // 32 * 4 * frameHeight)
u16 frameSizeMask; // size of the animation's mask ((frameWidth * 1 + 31) // 32 * 4 * frameHeight)
u16 headerCount; // amount of DIB headers
};
struct BitmapInfoHeader { // bog-standard BitmapInfoHeaderV1
u32 biSize;
s32 biWidth;
s32 biHeight;
u16 biPlanes;
u16 biBitCount;
Compression compression;
u32 biSizeImage;
s32 biXPelsPerMeter;
s32 biYPelsPerMeter;
u32 biClrUsed;
u32 biClrImportant;
};
struct BitmapInfo {
BitmapInfoHeader header;
le u32 colorMap[header.biClrUsed == 0 ?
1 << header.biBitCount : header.biClrUsed];
};
struct AnimSequence {
char name[];
char sequence[];
};
struct SeqHeader {
le u32 size;
le u32 count;
le u32 strPointers[count*2];
};
struct Frame {
u8 colorBitmap[fas.fasHeader.frameSizeColor];
u8 maskBitmap[fas.fasHeader.frameSizeMask];
};
struct FramesHeader {
le u32 count;
le s16 frameID[count];
};
struct FAS {
FASHeader fasHeader;
BitmapInfo dibHeaders[fasHeader.headerCount];
SeqHeader seqHeader;
AnimSequence sequences[seqHeader.count];
FramesHeader framesHeader;
};
FAS fas @ 0x00;
Frame frames[fas.framesHeader.count] @ $;

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@@ -0,0 +1,24 @@
#pragma author DmitriLeon2000
#pragma description Oska Software DeskMates WAS/WA3 (WAVE/MP3 Set) file
#pragma endian little
#include <type/size.pat>
struct Sound {
char name[];
u32 length;
u8 data[length];
};
struct Header {
type::Size<u32> size;
u32 count;
u32 pointers[count * 2];
};
struct WAS {
Header header;
Sound sounds[header.count];
};
WAS was @ 0x00;

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