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Vagrant Story/ARM files: Difference between revisions
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Room Graphics Section | Room Graphics Section | ||
+ | + FOR {num_rooms} map_graphics: | ||
$0 4 num_vertices | |||
+ FOR {num_vertices} vertex3f (8 bytes each): | |||
$0 2 vertex x | |||
$2 2 vertex y | |||
$4 2 vertex z | |||
$6 2 zero padding | |||
+ unknown_graphics_sub_section | |||
$0 4 num_unknowns | |||
+ FOR {num_unknowns} (4 bytes each): | |||
$0 4 unknown | |||
+ polygons | |||
$0 4 num_polygons | |||
+ FOR {num_unknowns} (4 bytes each): | |||
$0 1 p1 | |||
$1 1 p2 | |||
$2 1 p3 | |||
$3 1 p4 | |||
+ floor_lines | |||
$0 4 num_floor_lines | |||
+ FOR {num_floor_lines} (4 bytes each): | |||
$0 1 p1 | |||
$1 1 p2 | |||
$2 2 zero padding | |||
+ wall_lines | |||
$0 4 num_wall_lines | |||
+ FOR {num_wall_lines} (4 bytes each): | |||
$0 1 p1 | |||
$1 1 p2 | |||
$2 2 zero padding | |||
+ doors | |||
$0 4 num_doors+1 | |||
+ FOR {num_doors+1} (4 bytes each): | |||
$0 1 vertex ID | |||
$1 1 exit to zone | |||
$2 1 central info (the constants below can be or'd together) | |||
$00 = white point | |||
$01 = no point graphics | |||
$02 = yellow save | |||
$04 = labelled exit | |||
$08 = container + save + workshop | |||
$10 = container | |||
$3 1 lock ID (Label can be Locked/Latch/One-Way/Rood Inverse/Named Key/Named Sigil) | |||
Room Names Section | Room Names Section |
Revision as of 14:44, 4 January 2010
\SMALL\*.ARM are area map files, used by the MAP manu.
Minimap Section $0 4 num_rooms $4 FOR {num_rooms} main_data: // $c bytes per room $0 4 ? (RAM only) $4 4 lenght of map graphics section (RAM: pointer to section) $8 2 zone number $a 2 map number Room Graphics Section + FOR {num_rooms} map_graphics: $0 4 num_vertices + FOR {num_vertices} vertex3f (8 bytes each): $0 2 vertex x $2 2 vertex y $4 2 vertex z $6 2 zero padding + unknown_graphics_sub_section $0 4 num_unknowns + FOR {num_unknowns} (4 bytes each): $0 4 unknown + polygons $0 4 num_polygons + FOR {num_unknowns} (4 bytes each): $0 1 p1 $1 1 p2 $2 1 p3 $3 1 p4 + floor_lines $0 4 num_floor_lines + FOR {num_floor_lines} (4 bytes each): $0 1 p1 $1 1 p2 $2 2 zero padding + wall_lines $0 4 num_wall_lines + FOR {num_wall_lines} (4 bytes each): $0 1 p1 $1 1 p2 $2 2 zero padding + doors $0 4 num_doors+1 + FOR {num_doors+1} (4 bytes each): $0 1 vertex ID $1 1 exit to zone $2 1 central info (the constants below can be or'd together) $00 = white point $01 = no point graphics $02 = yellow save $04 = labelled exit $08 = container + save + workshop $10 = container $3 1 lock ID (Label can be Locked/Latch/One-Way/Rood Inverse/Named Key/Named Sigil) Room Names Section + FOR {num_rooms} room_name: $0 $24str room name