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UVtools/Scripts/010 Editor/lgs.bt
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Tiago Conceição 12ce4d75aa Change byte to ubyte
2021-08-12 23:32:49 +01:00

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//------------------------------------------------
//--- 010 Editor v8.0.1 Binary Template
//
// File: Longer Orange 10, 30
// Authors: Tiago Conceição
//------------------------------------------------
LittleEndian();
typedef struct() {
uint32 DataSize <fgcolor=cBlack, bgcolor=cWhite>;
ubyte LayerRLE[DataSize] <fgcolor=cBlack, bgcolor=cRed>;
} layerData;
struct HEADER {
char Name[8] <fgcolor=cBlack, bgcolor=cWhite>;
uint32 Uint_08 <fgcolor=cBlack, bgcolor=cRed>;
uint32 Uint_0C <fgcolor=cBlack, bgcolor=cRed>;
uint32 PrinterModel <fgcolor=cBlack, bgcolor=cRed>;
uint32 Uint_14 <fgcolor=cBlack, bgcolor=cRed>;
uint32 MagicKey <fgcolor=cBlack, bgcolor=cRed>;
float PixelPerMmX <fgcolor=cBlack, bgcolor=cRed>;
float PixelPerMmY <fgcolor=cBlack, bgcolor=cRed>;
float ResolutionX <fgcolor=cBlack, bgcolor=cRed>;
float ResolutionY <fgcolor=cBlack, bgcolor=cRed>;
float LayerHeight <fgcolor=cBlack, bgcolor=cRed>;
float ExposureTimeMs <fgcolor=cBlack, bgcolor=cRed>;
float BottomExposureTimeMs <fgcolor=cBlack, bgcolor=cRed>;
float Float_38 <fgcolor=cBlack, bgcolor=cRed>;
float LightOffDelayMs <fgcolor=cBlack, bgcolor=cRed>;
float BottomLightOffDelayMs <fgcolor=cBlack, bgcolor=cRed>;
float BottomHeight <fgcolor=cBlack, bgcolor=cRed>;
float Float_48 <fgcolor=cBlack, bgcolor=cRed>;
float BottomLiftHeight <fgcolor=cBlack, bgcolor=cRed>;
float LiftHeight <fgcolor=cBlack, bgcolor=cRed>;
float LiftSpeed <fgcolor=cBlack, bgcolor=cRed>;
float LiftSpeed_ <fgcolor=cBlack, bgcolor=cRed>;
float BottomLiftSpeed <fgcolor=cBlack, bgcolor=cRed>;
float BottomLiftSpeed_ <fgcolor=cBlack, bgcolor=cRed>;
float Float_64 <fgcolor=cBlack, bgcolor=cRed>;
float Float_68 <fgcolor=cBlack, bgcolor=cRed>;
float Float_6c <fgcolor=cBlack, bgcolor=cRed>;
float Float_70 <fgcolor=cBlack, bgcolor=cRed>;
float Float_74 <fgcolor=cBlack, bgcolor=cRed>;
float Float_78 <fgcolor=cBlack, bgcolor=cRed>;
float Float_7c <fgcolor=cBlack, bgcolor=cRed>;
float Float_80 <fgcolor=cBlack, bgcolor=cRed>;
float Float_84 <fgcolor=cBlack, bgcolor=cRed>;
float Float_88 <fgcolor=cBlack, bgcolor=cRed>;
float Float_8c <fgcolor=cBlack, bgcolor=cRed>;
float Float_90 <fgcolor=cBlack, bgcolor=cRed>;
float MachineZ <fgcolor=cBlack, bgcolor=cRed>;
uint32 Uint_98 <fgcolor=cBlack, bgcolor=cRed>;
uint32 Uint_9c <fgcolor=cBlack, bgcolor=cRed>;
uint32 Uint_a0 <fgcolor=cBlack, bgcolor=cRed>;
uint32 LayerCount <fgcolor=cBlack, bgcolor=cRed>;
uint32 Uint_a8 <fgcolor=cBlack, bgcolor=cRed>;
uint32 PreviewSizeX <fgcolor=cBlack, bgcolor=cRed>;
uint32 PreviewSizeY <fgcolor=cBlack, bgcolor=cRed>;
} header;
ubyte preview_data[header.PreviewSizeX*header.PreviewSizeY*2];
if(header.PrinterModel == 120) // .lgs120
{
struct PNG_PREVIEW {
uint32 pngLength <fgcolor=cBlack, bgcolor=cRed>;
ubyte png[pngLength] <fgcolor=cBlack, bgcolor=cYellow>;
ushort padding <fgcolor=cBlack, bgcolor=cRed>;
} png_preview;
}
struct LAYERS {
local int i;
for( i = 0; i < header.LayerCount; i++ ){
layerData lD();
}
} layers;