Difference between revisions of "Room Files"
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*OUT 2 is LZSS compressed.<br> | *OUT 2 is LZSS compressed.<br> | ||
*OUT 3 is the LZSS-compressed fieldscript for that room.<br> | *OUT 3 is the LZSS-compressed fieldscript for that room.<br> | ||
− | *OUT 4 is | + | *OUT 4 is the triangle setup of the walkmesh.<br> |
− | *OUT 5 is | + | *OUT 5 is the vertex array of the walkmesh.<br> |
− | *OUT 6 is uncompressed | + | *OUT 6 is uncompressed.<br> |
*OUT 7 is LZSS compressed. It is the background assembly data.<br> | *OUT 7 is LZSS compressed. It is the background assembly data.<br> | ||
*OUT 8 is the LZSS-compressed dialogue script for that room.<br> | *OUT 8 is the LZSS-compressed dialogue script for that room.<br> |
Latest revision as of 21:53, 3 February 2009
Contents
Room Files
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
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
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
The nature of the DRP file is currently unknown.
POINTER TABLE
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
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.