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:
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Note: World Width and World Height are values which define how big the sprite actually appears in-game.
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WAX # | state |
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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 sited 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.