Room Files
Contents
Room Files[edit]
Room Files contain various compressed scripts (including fieldscripts, which govern mundane NPC behavior as well as story events) and graphical data for each area of the game.
Overall Structure[edit]
The Yazoo dumper utility splits each Room File into "code," "GFX," and "unknown" folders. In addition, there is a pointer table that the dumper leaves out. The various dumped files and the pointer table fit together as follows:
CODE
- Scripts: OUTs 0 ~ 10
- NPC Models: OUTs 10+
UNKNOWN
- DRP file
POINTER TABLE
GFX
- A number of backgrounds
- A number of textures to be applied to the NPC models in the CODE folder.
CODE Folder Contents[edit]
Details are sketchy at the moment, but this much is known so far...
- OUT 1 is a CLUT to be applied to the backgrounds in the GFX folder.
- OUT 2 is LZSS compressed.
- OUT 3 is the LZSS-compressed fieldscript for that room.
- OUT 4 is the triangle setup of the walkmesh.
- OUT 5 is the vertex array of the walkmesh.
- OUT 6 is uncompressed.
- OUT 7 is LZSS compressed. It is the background assembly data.
- OUT 8 is the LZSS-compressed dialogue script for that room.
- OUT 9 contains sound data, as evinced by the presence of AKAO tags.
- OUT 10 is very short, and of unknown purpose.
- OUT 11+ are NPC models, including villagers and dungeon enemy models. 12 bytes of data precede the model headers, but their purpose is currently a mystery.
- Note: The Yazoo dumper generates a number of .act Photoshop-compatible palettes from OUT 1. These are not present in the game image.
UNKNOWN Folder Contents[edit]
The nature of the DRP file is currently unknown.
POINTER TABLE[edit]
A pointer table directly precedes the room's various graphical elements (pre-rendered backgrounds and NPC model textures). It is structured as follows...
NG NG NG NG GO GO GO GO... Where... NG = Number of Graphical elements in the room GO = Offset of the first Graphical element, relative to the pointer table's beginning. ...= Another GO is given for as many graphical elements as exist in the room.
GFX Folder[edit]
Two types of graphics complete each Room File: pre-rendered backgrounds and NPC textures.
Pre-Rendered Backgrounds
These behave like Classic TIMs, with the exception that they lack CLUTs -- the game engine pulls the appropriate palette from OUT 1 in the CODE folder in terms of the Yazoo dumper files. They have an 8BPP image depth.
NPC Model Textures
These are your run-of-the-mill Classic TIMs.