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Editing User:Jifodus/CMV file format

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| align="right" | 000C
 
| align="right" | 000C
 
| dword
 
| dword
| delayrate
+
| unknown1
| Sound playback rate, in 1/100 sec per frame.
+
| Unknown value, it's 1 in the begining movies.
  
 
|}
 
|}
 
 
==Sounds==
 
==Sounds==
 
If the version is 0x2711 then this section comes right after the header.
 
If the version is 0x2711 then this section comes right after the header.
Line 50: Line 49:
 
|-
 
|-
 
| align="right" | 0004
 
| align="right" | 0004
| char[sounds][50]
+
| char[50 * sounds]
 
| sound_files
 
| sound_files
| The filenames of each sound that can be played during the movie. Filenames are null-terminated and padded to 50 bytes; the game itself will look for "data\sound\[filename].ogg".
+
| A sound file name is 50 bytes long. It's an array with sounds giving the number of sound files there are.
  
 
|-
 
|-
 
| align="right" | *
 
| align="right" | *
| dword[200][16]
+
| dword[3200]
| sound_time
+
| unknown
| Sound IDs to play during the first 200 "sound ticks" (as per the "delayrate" specified above). Up to 16 sounds can be played during each frame.
+
| It undoubtedly has something to do with sounds. However, the only movie file that has values other than 0xFFFFFFFF in all the slots is dwarf_fortress.cmv so it's purpose is still unknown.<br /><br />I do know from testing that it specifies when sounds get played, but due to the finite number of slots I have not come up with a theory explaining how it relates.
  
 
|}
 
|}
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| align="right" | 0004
 
| align="right" | 0004
 
| byte[size]
 
| byte[size]
| data
+
| sound_files
 
| Zlib's deflate compressed data, comprising no more than 200 sequential [[User:Jifodus/CMV_file_format#Frame|frames]].
 
| Zlib's deflate compressed data, comprising no more than 200 sequential [[User:Jifodus/CMV_file_format#Frame|frames]].
  
 
|}
 
|}
 
 
=Data Format=
 
=Data Format=
 
==Frame==
 
==Frame==

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