Right, 6 bytes, I was a bit tired and confused when writing that XD
Anyways, that means we have 6 byte variables, 3 shorts, or anything in between.
If we assume that what the sd pages actually store is links between tags and the images and mouse-over information, what could these 3-6 values for each tag mean in context?
Looking at the more interesting examples of cursors, I think it's safe to assume they have something to do with user interaction; it's a good bet to say that, for the cursor, they somehow define which point exactly is responsible for clicking when the player clicks her mouse-button.
Under that assumption, I'd interpret the first two bytes as flags for something, the following 4 bytes would be the coordinates (2 shorts) of the click-interaction.
After having a look at the files right now (you got me interested again for a while), and comparing them to the actual tgas, it seems that my assumption for the latter 4 bytes is correct. For cursors, they correspond exactly with the (relative) coordinates of the arrow-tip.
Well, we'll still have to figure out the flags but so far, good work
Edit: Ok, I had another idea. I guess the first byte is passive clickability (i.e. a button vs a background image), if you have a 1 it's clickable if not, it isn't - this may be used for the event system or something. The second byte is active clickability (i.e. a cursor) or some other mouse-interaction (like scrolling).
So for your examples, the button is clickable but can not click itself, the cursors and arrows can click or scroll, the background can neither. Makes sense at least, even in context.
Could you do me the favor of testing it? I don't have access to the game right now ;)
However, iirc, the sd pages don't work in a mod folder unless you put a copy in the vanilla data folder, too. Maybe that's why you didn't experience any ill effects earlier (because your files weren't actually used), I think file_first works poorly with them, too.
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