.MLVL description here.
Note that file IDs are 4 bytes in Prime/Echoes and 8 bytes in Corruption/Returns.
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This file format needs more research Reason
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Size
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Description
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Games
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0x4
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Magic 0xDEAFBABE
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All
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0x4
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File Version
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All
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0x4/0x8
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World Name .STRG
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All
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0x4
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Dark World Name .STRG
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Echoes
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0x4
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?
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Echoes/Corruption
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0x1
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Boolean, checks whether the next two values exist
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Returns
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?
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Level Number string (zero-terminated)
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Returns
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0x10
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4 floats
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Returns
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0x4/0x8
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World .SAVW
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All
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0x4/0x8
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World Skybox .CMDL
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All
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Memory Relays (Prime only)
Size
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Description
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Games
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0x4
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Memory Relay count
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Prime
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For each memory relay:
Size
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Description
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Games
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0x4
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Memory Relay Instance ID
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Prime
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0x4
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Connected Instance ID
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Prime
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0x3
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?
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Prime
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Areas
Size
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Description
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Games
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0x4
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Area count
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All
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0x4
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?
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Prime
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For each area:
Size
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Description
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Games
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0x4/0x8
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Area Name .STRG
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All
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0x30
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Transformation Matrix
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All
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0x18
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Axis-Aligned Bounding Box
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All
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0x4/0x8
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Area .MREA
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All
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0x4/0x8
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Area ID (used by layer-switching objects)
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All
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0x4
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Connected area count (CC)
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Prime/Echoes/Corruption
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0x2 x CC
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Connected area numbers
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Prime/Echoes/Corruption
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0x4
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? (always 0)
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Prime/Echoes
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Dependency List (Prime/Echoes)
Identical to DGRP.
(DGRP should be updated as it doesn't mention the dependency count or the offset list)
Docks
Size
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Description
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Games
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0x4
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Dock count
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Prime/Echoes/Corruption
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For each dock:
Size
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Description
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Games
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0x4
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Connection Count
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Prime/Echoes/Corruption
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For each connection:
Size
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Description
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Games
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0x4
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Area Number
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Prime/Echoes/Corruption
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0x4
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Dock Number
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Prime/Echoes/Corruption
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Size
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Description
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Games
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0x4
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? (Always 4, could be a count for the dock coordinates)
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Prime/Echoes/Corruption
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0x30
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4 sets of dock coordinates
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Prime/Echoes/Corruption
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.rel list (Echoes)
Identical to RSOS, except with .rel files instead of .rso files.
(Page needs to be created)
Remainder
Size
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Description
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Games
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0x4
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Always 0; could be something in previous games, such as the dock count, but I have no way of knowing for sure
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Returns
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?
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Code Name (zero-terminated)
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Echoes, Corruption, Returns
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After Areas
Size
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Description
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Games
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0x4/0x8
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World .MAPW
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Prime/Echoes/Corruption
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0x5
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?
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Prime/Echoes/Corruption
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0x4
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.AGSC count (AC)
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Prime
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For each AGSC:
Size
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Description
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Games
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0x4
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?
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Prime
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0x4
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.AGSC ID
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Prime
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Size
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Description
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Games
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0x1
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?
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Prime
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0x4
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Area Layer Info Count (should be identical to Area Count)
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All
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For each layer info:
Size
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Description
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Games
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0x4
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Layer Count
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All
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0x8
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Layer Bit Flags (1 if a layer should be turned on in a new file)
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All
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Size
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Description
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Games
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0x4
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Layer Name Count (LC)
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All
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? x LC
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Layer Names (zero-terminated)
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All
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0x4
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(Unknown) Count (UC)
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Corruption/Returns
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0x10 x UC
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?
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Corruption/Returns
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0x4
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Layer Name Offset Count (OC)
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All
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0x4 x OC
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Layer Name Offsets
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All
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