Difference between revisions of "User:Claris/Sandbox"
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Revision as of 18:26, 3 February 2015
.MLVL description here.
Note that file IDs are 4 bytes in Prime/Echoes and 8 bytes in Corruption/Returns.
This file format needs more research Reason |
Contents
Header
Size | Description | Games |
---|---|---|
0x4 | Magic 0xDEAFBABE | All |
0x4 | File Version | All |
0x4/0x8 | World Name .STRG | All |
0x4 | Dark World Name .STRG | Echoes |
0x4 | ? | Echoes/Corruption |
0x1 | Boolean, checks whether the next two values exist | Returns |
? | Level Number string (zero-terminated) | Returns |
0x10 | 4 floats | Returns |
0x4/0x8 | World .SAVW | All |
0x4/0x8 | World Skybox .CMDL | All |
Memory Relays (Prime only)
Size | Description | Games |
---|---|---|
0x4 | Memory Relay count | Prime |
For each memory relay:
Size | Description | Games |
---|---|---|
0x4 | Memory Relay Instance ID | Prime |
0x4 | Connected Instance ID | Prime |
0x2 | Message | Prime |
0x1 | ? (Always 0) | Prime |
Areas
Size | Description | Games |
---|---|---|
0x4 | Area count | All |
0x4 | ? | Prime |
For each area:
Size | Description | Games |
---|---|---|
0x4/0x8 | Area Name .STRG | All |
0x30 | Transformation Matrix | All |
0x18 | Axis-Aligned Bounding Box | All |
0x4/0x8 | Area .MREA | All |
0x4/0x8 | Area ID (used by layer-switching objects) | All |
0x4 | Connected area count (CC) | Prime/Echoes/Corruption |
0x2 x CC | Connected area numbers | Prime/Echoes/Corruption |
0x4 | ? (always 0) | Prime/Echoes |
Dependency List (Prime/Echoes)
Starts with DGRP.
Size | Description | Games |
---|---|---|
0x4 | Dependency Offset Count (OC) | Prime/Echoes |
0x4 x OC | Dependency Offsets | Prime/Echoes |
Docks
Size | Description | Games |
---|---|---|
0x4 | Dock count | Prime/Echoes/Corruption |
For each dock:
Size | Description | Games |
---|---|---|
0x4 | Connection Count | Prime/Echoes/Corruption |
For each connection:
Size | Description | Games |
---|---|---|
0x4 | Area Number | Prime/Echoes/Corruption |
0x4 | Dock Number | Prime/Echoes/Corruption |
Size | Description | Games |
---|---|---|
0x4 | ? (Always 4, could be a count for the dock coordinates) | Prime/Echoes/Corruption |
0x30 | 4 sets of dock coordinates | Prime/Echoes/Corruption |
.rel list (Echoes)
Size | Description | Games |
---|---|---|
0x4 | .rel Count (RC) | Echoes |
? x RC | .rels (zero-terminated) | Echoes |
0x4 | .rel Offset Count (OC) | Echoes |
0x4 x OC | .rel Offsets | Echoes |
Remainder
Size | Description | Games |
---|---|---|
0x4 | Always 0; could be something in previous games, such as the dock count, but I have no way of knowing for sure | Returns |
? | Code Name (zero-terminated) | Echoes, Corruption, Returns |
After Areas
Size | Description | Games |
---|---|---|
0x4/0x8 | World .MAPW | Prime/Echoes/Corruption |
0x5 | ? (Always 0) | Prime/Echoes/Corruption |
0x4 | .AGSC count (AC) | Prime |
For each AGSC:
Size | Description | Games |
---|---|---|
0x4 | ? | Prime |
0x4 | .AGSC ID | Prime |
Size | Description | Games |
---|---|---|
0x1 | ? (Always 0) | Prime |
0x4 | Area Layer Info Count (should be identical to Area Count) | All |
For each layer info:
Size | Description | Games |
---|---|---|
0x4 | Layer Count | All |
0x8 | Layer Bit Flags (1 if a layer should be turned on in a new file) | All |
Size | Description | Games |
---|---|---|
0x4 | Layer Name Count (LC) | All |
? x LC | Layer Names (zero-terminated) | All |
0x4 | (Unknown) Count (UC) | Corruption/Returns |
0x10 x UC | ? | Corruption/Returns |
0x4 | Layer Name Offset Count (OC) | All |
0x4 x OC | Layer Name Offsets | All |