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Added first info on Mac resource file format
| 1 | |
| 2 | ========================================== |
| 3 | THE UNOFFICIAL SYSTEM SHOCK SPECIFICATIONS |
| 4 | ========================================== |
| 5 | |
| 6 | 0.1 Table of contents (INCOMPLETE) |
| 7 | |
| 8 | 0 DOCUMENT META-DATA |
| 9 | |
| 10 | 0.1 Table of contents |
| 11 | |
| 12 | 1 GENERAL FILE INFORMATION |
| 13 | |
| 14 | 1.1 Resource file format |
| 15 | 1.1.1 Resource file header |
| 16 | 1.1.2 Chunk directory |
| 17 | |
| 18 | 1.2 Resource file compression algorithm |
| 19 | 1.2.1 Decoder approach |
| 20 | 1.2.2 Encoder behaviour |
| 21 | |
| 22 | 1.3 Summary of data files |
| 23 | |
| 24 | 1.4 Mac resource files |
| 25 | |
| 26 | 2 GENERIC CHUNK TYPES |
| 27 | |
| 28 | 2.1 Textures and sprites |
| 29 | 2.1.1 Bitmap header |
| 30 | 2.1.2 Bitmap compression |
| 31 | 2.1.3 Pixel 'Animation' |
| 32 | 2.1.4 private palettes |
| 33 | |
| 34 | 2.2 Sounds |
| 35 | |
| 36 | 3 THE MAP ARCHIVE |
| 37 | 3.0.1 Level chunk list |
| 38 | |
| 39 | 3.1 Level map |
| 40 | 3.1.1 Chunk xx02 |
| 41 | 3.1.2 Chunk xx03 |
| 42 | 3.1.3 The level information chunk |
| 43 | 3.1.4 The tile map |
| 44 | 3.1.6 The texture list |
| 45 | |
| 46 | 3.2 Objects |
| 47 | 3.2.1 The master object table |
| 48 | 3.2.2 The object cross-reference table |
| 49 | 3.2.3 The weapons table, class 0 |
| 50 | 3.2.4 The ammo table, class 1 |
| 51 | 3.2.5 The projectile table, class 2 |
| 52 | 3.2.6 The grenades / explosives table, class 3 |
| 53 | 3.2.7 The patches table, class 4 |
| 54 | 3.2.8 The hardware table, class 5 |
| 55 | 3.2.9 The software / logs table, class 6 |
| 56 | 3.2.10 The scenery / decorations table, class 7 |
| 57 | 3.2.11 The items table, class 8 |
| 58 | 3.2.12 The switches / panels table, class 9 |
| 59 | 3.2.13 The doors / gratings table, class 10 |
| 60 | 3.2.14 The animations table, class 11 |
| 61 | 3.2.15 The traps and triggers table, class 12 |
| 62 | 3.2.16 The containers table, class 13 |
| 63 | 3.2.17 The critters table, class 14 |
| 64 | |
| 65 | 4 OBJECT PROPERTIES |
| 66 | |
| 67 | 4.0 WEAPONS TABLE, class 0 |
| 68 | 4.0.0 SEMI-AUTO WEAPON TABLE, class 0/0 |
| 69 | 4.0.1 AUTOMATIC WEAPON TABLE, class 0/1 |
| 70 | 4.0.2 PROJECTILE WEAPON TABLE, class 0/2 |
| 71 | 4.0.3 MELEE WEAPON TABLE, class 0/3 |
| 72 | 4.0.4 ENERGY BEAM WEAPON TABLE, class 0/4 |
| 73 | 4.0.5 ENERGY PROJECTILE WEAPON TABLE, class 0/5 |
| 74 | |
| 75 | 4.1 AMMO CLIP TABLE, class 1 |
| 76 | |
| 77 | 4.2 PROJECTILE TABLE, class 2 |
| 78 | 4.2.0 TRACER TABLE, class 2/0 |
| 79 | 4.2.1 PROJECTILE TABLE, class 2/1 |
| 80 | 4.2.2 class 2/2 |
| 81 | |
| 82 | 4.3 GRENADES / EXPLOSIVES TABLE, class 3 |
| 83 | 4.3.0 GRENADES TABLE, class 3/0 |
| 84 | 4.3.1 EXPLOSIVES TABLE, class 3/1 |
| 85 | |
| 86 | 4.4 PATCHES TABLE, class 4 |
| 87 | |
| 88 | 4.5 HARDWARE TABLE, class 5 |
| 89 | |
| 90 | 4.6 SOFTS TABLE, class 6 |
| 91 | |
| 92 | 4.7 FIXTURES TABLE, class 7 |
| 93 | |
| 94 | 4.8 ITEMS TABLE, class 8 |
| 95 | 4.8.0 Junk |
| 96 | 4.8.1 Debris |
| 97 | 4.8.2 Corpses |
| 98 | 4.8.3 Items |
| 99 | 4.8.4 Access cards |
| 100 | 4.8.5 Cyber items |
| 101 | 4.8.6 Stains |
| 102 | 4.8.7 Quest items |
| 103 | |
| 104 | 4.9 SWITCHES TABLE, class 9 |
| 105 | 4.9.0 Switches |
| 106 | 4.9.1 Receptacles |
| 107 | 4.9.2 Terminals |
| 108 | 4.9.3 Panels |
| 109 | 4.9.4 Vending |
| 110 | 4.9.5 Cybertoggles |
| 111 | |
| 112 | 4.10 PORTALS (DOORS, GRATINGS) TABLE, class 10 |
| 113 | |
| 114 | 4.11 ANIMATED TABLE, class 11 |
| 115 | |
| 116 | 4.12 MARKER TABLE, class 12 |
| 117 | |
| 118 | 4.13 CONTAINER TABLE, class 13 |
| 119 | |
| 120 | 4.14 CRITTER TABLE, class 14 |
| 121 | |
| 122 | 4.15 COMMON OBJECT PROPERTIES |
| 123 | |
| 124 | 5 MUSIC |
| 125 | |
| 126 | |
| 127 | 1.1 THE LG RESOURCE FILE FORMAT |
| 128 | ------------------------------- |
| 129 | |
| 130 | Most of the resource files used by System Shock share the same basic format. |
| 131 | These usually have the file extension `.res'. |
| 132 | |
| 133 | Looking Glass resource files are chunkfiles as is common in games: each file |
| 134 | is made up of sub-files or chunks (my name for them) which may in turn contain |
| 135 | sub-chunks (my really bad name for them). System Shock has several resource |
| 136 | files each containing a set of related chunks. Game maps, graphics, text and |
| 137 | sounds all reside in resource files. Follows the basic format of a resfile. |
| 138 | |
| 139 | |
| 140 | 1.1.1 Resource file header |
| 141 | |
| 142 | The resource file header consists of the first 128 bytes of the file. |
| 143 | |
| 144 | 0000 string "LG Res File v2\r\n\x1A" |
| 145 | 0011 blank not used |
| 146 | 007C int32 file offset to chunk directory |
| 147 | |
| 148 | Although the byte 0x1A is found in all res files immediately after the magic |
| 149 | string, it is not part of the string. It serves as a terminator for an |
| 150 | optional comment that may follow the string header. |
| 151 | For a true res file implementation this should be respected - but for |
| 152 | SystemShock only, treating the 0x1A byte as fixed is ok. |
| 153 | |
| 154 | 1.1.2 Chunk directory |
| 155 | |
| 156 | The chunk directory is a 6 byte header followed directly by directory entries: |
| 157 | |
| 158 | 0000 int16 no. chunks in file |
| 159 | 0002 int32 file offset to beginning of first chunk |
| 160 | |
| 161 | Chunk directory entry : 10 bytes |
| 162 | |
| 163 | 0000 int16 chunk ID (globally unique modulo language versions) |
| 164 | 0002 int24 chunk length (unpacked) |
| 165 | 0005 int8 chunk type : 00 flat uncompressed |
| 166 | 01 flat compressed |
| 167 | 02 subdir uncompressed |
| 168 | 03 subdir compressed |
| 169 | 0006 int24 chunk length (packed in file) |
| 170 | 0009 int8 content type: 00 palette (?data) |
| 171 | 01 text |
| 172 | 02 bitmap |
| 173 | 03 font |
| 174 | 04 video clip |
| 175 | 07 sound effect (Glen Sawyer) |
| 176 | 0F 3D model |
| 177 | 11 audio log / cutscene (Glen Sawyer) |
| 178 | 30 map |
| 179 | |
| 180 | Note: all chunks begin on a 4-byte boundary, so does the chunk directory. |
| 181 | |
| 182 | |
| 183 | ============================== |
| 184 | |
| 185 | Chunk subdir header : 2 bytes + 4 bytes per subblock + 4 bytes |
| 186 | |
| 187 | 0000 int16 no. subblocks |
| 188 | 0002 int32 chunk offset to first subblock |
| 189 | ... |
| 190 | nnnn int32 chunk offset to last subblock |
| 191 | nnnn+4 int32 total length of chunk |
| 192 | |
| 193 | Note: for type 3 (subdir, compressed) chunks the subdir is not compressed; |
| 194 | offsets are offsets in the unpacked data |
| 195 | |
| 196 | Some subdirs have their data immediately after the directory, others have |
| 197 | two bytes space between them. |
| 198 | |
| 199 | |
| 200 | |
| 201 | 1.2 RESOURCE FILE COMPRESSION ALGORITHM |
| 202 | --------------------------------------- |
| 203 | |
| 204 | The compression algorithm used for resfiles is a simple dictionary-based |
| 205 | coding scheme. The data stored in the compressed chunk consists of a |
| 206 | continuous stream of 14-bit words stored big-endian i.e. if the first 7 |
| 207 | bytes in the chunk are |
| 208 | |
| 209 | aaaaaaaa bbbbbbbb cccccccc dddddddd eeeeeeee ffffffff gggggggg |
| 210 | |
| 211 | the corresponding words are |
| 212 | |
| 213 | aaaaaaaabbbbbb bbccccccccdddd ddddeeeeeeeeff ffffffgggggggg |
| 214 | |
| 215 | with the high bit to the left in each case. |
| 216 | |
| 217 | To unpack a word from the compressed data stream, say it has value x. |
| 218 | If x == 0x3fff (16383) it is the end-of-stream marker. Stop. |
| 219 | If x == 0x3ffe (16382) reinitialise the dictionary. Forget all stored |
| 220 | positions and lengths of compressed words and start as if from scratch. |
| 221 | If x is less than 256, write the literal byte x to the uncompressed data. |
| 222 | Otherwise take n = x - 256; re-unpack the n'th word from the compressed data |
| 223 | followed by the next _uncompressed_ byte; if this would take us beyond the |
| 224 | end of the so-far uncompressed data, write a literal zero byte instead. |
| 225 | |
| 226 | |
| 227 | 1.2.1 Decoder approach |
| 228 | |
| 229 | I handle decompression by keeping a dictionary of all 16127 (16384-256-1) |
| 230 | possible reference words (as opposed to literal bytes or the end-of-stream |
| 231 | marker) consisting of position in the uncompressed stream, unpacked length |
| 232 | and original reference from the compressed data. Initialise all the lengths to |
| 233 | 1. Each time we take a word from the compressed stream, make a note of its |
| 234 | position, and if it is a reference word (255 < x < 16383) its value. For a |
| 235 | literal byte we then just write the byte to the output stream. Otherwise look |
| 236 | up the reference in the dictionary; if its length is 1 we have not encountered |
| 237 | it before, set the length to 1 + (length of original reference). Then unpack |
| 238 | it by repeating (length) bytes from (position). |
| 239 | |
| 240 | (I'm not 100% sure about this but it gets all the lengths right and comes up |
| 241 | with reasonable looking unpacked data) |
| 242 | |
| 243 | As promised, here is a sample unpacking routine in C. |
| 244 | |
| 245 | --- |
| 246 | |
| 247 | void unpack_data (unsigned char *pack, unsigned char *unpack, |
| 248 | unsigned long packsize, unsigned long unpacksize) |
| 249 | { |
| 250 | |
| 251 | unsigned char *byteptr; |
| 252 | unsigned char *exptr; |
| 253 | unsigned long word; |
| 254 | int nbits; |
| 255 | int val; |
| 256 | |
| 257 | int ntokens = 0; |
| 258 | static int offs_token [16384]; |
| 259 | static int len_token [16384]; |
| 260 | static int org_token [16384]; |
| 261 | |
| 262 | int i; |
| 263 | |
| 264 | for (i = 0; i < 16384; ++i) |
| 265 | { |
| 266 | len_token [i] = 1; |
| 267 | org_token [i] = -1; |
| 268 | } |
| 269 | memset (unpack, 0, unpacksize); |
| 270 | |
| 271 | byteptr = pack; |
| 272 | exptr = unpack; |
| 273 | nbits = 0; |
| 274 | |
| 275 | while (exptr - unpack < unpacksize) |
| 276 | { |
| 277 | |
| 278 | while (nbits < 14) |
| 279 | { |
| 280 | word = (word << 8) + *byteptr++; |
| 281 | nbits += 8; |
| 282 | } |
| 283 | |
| 284 | nbits -= 14; |
| 285 | val = (word >> nbits) & 0x3FFF; |
| 286 | if (val == 0x3FFF) |
| 287 | { |
| 288 | break; |
| 289 | } |
| 290 | |
| 291 | if (val == 0x3FFE) |
| 292 | { |
| 293 | for (i = 0; i < 16384; ++i) |
| 294 | { |
| 295 | len_token [i] = 1; |
| 296 | org_token [i] = -1; |
| 297 | } |
| 298 | ntokens = 0; |
| 299 | continue; |
| 300 | } |
| 301 | |
| 302 | if (ntokens < 16384) |
| 303 | { |
| 304 | offs_token [ntokens] = exptr - unpack; |
| 305 | if (val >= 0x100) |
| 306 | { |
| 307 | org_token [ntokens] = val - 0x100; |
| 308 | } |
| 309 | ++ntokens; |
| 310 | } |
| 311 | |
| 312 | if (val < 0x100) |
| 313 | { |
| 314 | *exptr++ = val; |
| 315 | } |
| 316 | else |
| 317 | { |
| 318 | val -= 0x100; |
| 319 | |
| 320 | if (len_token [val] == 1) |
| 321 | { |
| 322 | if (org_token [val] != -1) |
| 323 | { |
| 324 | len_token [val] += len_token [org_token [val]]; |
| 325 | } |
| 326 | else |
| 327 | { |
| 328 | len_token [val] += 1; |
| 329 | } |
| 330 | } |
| 331 | for (i = 0; i < len_token [val]; ++i) |
| 332 | { |
| 333 | *exptr++ = unpack [i + offs_token [val]]; |
| 334 | } |
| 335 | |
| 336 | } |
| 337 | |
| 338 | } |
| 339 | |
| 340 | } |
| 341 | |
| 342 | --- |
| 343 | |
| 344 | 1.2.2 Encoder behaviour |
| 345 | |
| 346 | The encoder follows the standard LZW algorithm. |
| 347 | |
| 348 | Futhermore, it has the following features: |
| 349 | - The End-Of-Stream marker is always written at the end, even if the decoder |
| 350 | would know to stop because of reaching the end of the decompressed size. |
| 351 | - Regardless of at which bit-position the encoder stopped, always one extra |
| 352 | 0x00 byte is added to the compressed byte stream. |
| 353 | - When the encoder has its dictionary exhausted it continues to work with it |
| 354 | until it tried to create a new key for the 1000th time. Then, a dictionary |
| 355 | reset is performed (and marked in the stream). |
| 356 | Note that the decoder has to follow accordingly (Hint: it will anyway - even |
| 357 | IF the decoder would create extra keys, it never would read their values |
| 358 | from the stream since that is impossible) |
| 359 | |
| 360 | |
| 361 | 1.3 SUMMARY OF DATA FILES |
| 362 | ------------------------- |
| 363 | |
| 364 | System Shock data files fall into two categories: cached and rarely-accessed |
| 365 | files which are left on the CD, and frequently-accessed files which are stored |
| 366 | on the hard disc. |
| 367 | |
| 368 | |
| 369 | 1.3.1 CD files |
| 370 | |
| 371 | These are always found in directory cdrom/data on the CD. |
| 372 | |
| 373 | archive.dat Level map archive |
| 374 | bwtabl.dat |
| 375 | citalog.res Audio logs (English) |
| 376 | citbark.res Audio trap messages (English) |
| 377 | cutspal.res Palettes for cutscenes |
| 378 | death.res |
| 379 | frnalog.res Audio logs (French) |
| 380 | frnbark.res Audio trap messages (French) |
| 381 | gamepal.res In-game palette data |
| 382 | geralog.res Audio logs (German) |
| 383 | gerbark.res Audio trap messages (German) |
| 384 | gryntabl.dat |
| 385 | intro.res MainMenu screens |
| 386 | ipal.dat Colour cube |
| 387 | lofrintr.res |
| 388 | logeintr.res |
| 389 | lowdeth.res |
| 390 | lowend.res |
| 391 | lowintr.res |
| 392 | mongtabl.dat |
| 393 | objart.res Sprites for objects |
| 394 | objprop.dat Object properties (generic and class-specific) |
| 395 | shadtabl.dat |
| 396 | splash.res Splash screens |
| 397 | splshpal.res Palette for splash screen (Origin) |
| 398 | start1.res |
| 399 | svfrintr.res |
| 400 | svgadeth.res |
| 401 | svgaend.res |
| 402 | svgaintr.res |
| 403 | svgeintr.res |
| 404 | textprop.dat Texture properties |
| 405 | vidmail.res Video mail |
| 406 | whyttabl.dat |
| 407 | win1.res |
| 408 | |
| 409 | |
| 410 | 1.3.2 Hard-disc files |
| 411 | |
| 412 | These start off in directory hd/data of the CDROM, and are copied to the data |
| 413 | subdirectory of your System Shock install on the hard disc |
| 414 | |
| 415 | citmat.res Textures for 3D object models |
| 416 | cybstrng.res Game strings (English) |
| 417 | digifx.res |
| 418 | digiparm.bin |
| 419 | frnstrng.res Game strings (French) |
| 420 | gamescr.res HUD borders, fonts, buttons |
| 421 | gerstrng.res Game strings (German) |
| 422 | handart.res Graphics for wielded weapons |
| 423 | intro.res MainMenu screens |
| 424 | mfdart.res MFD icons (target/email/item display) (English) |
| 425 | mfdfrn.res MFD icons (target/email/item display) (French) |
| 426 | mfdger.res MFD icons (target/email/item display) (German) |
| 427 | obj3d.res 3D object models |
| 428 | objart2.res Graphics for critters |
| 429 | objart3.res Graphics for critters, decals and doors |
| 430 | objprop.dat Object properties |
| 431 | sideart.res Sidebar icons |
| 432 | texture.res Map textures |
| 433 | |
| 434 | |
| 435 | |
| 436 | 1.4 Mac resource files |
| 437 | |
| 438 | The Mac (PPC) version of System Shock 1 has its resources stored in a different |
| 439 | file format. |
| 440 | Note: Unless otherwise stated, within this document everything refers to |
| 441 | the Intel version -- Mac resource files have been deciphered for not a so |
| 442 | long time. |
| 443 | Also: All integer fields in the PPC files are stored in big endian. |
| 444 | |
| 445 | Videos and audios are stored in dedicated files, videos have a readable |
| 446 | file name and audios a number (probably the chunk id). |
| 447 | Audio files are raw PCM (8bit, 22kHz) files and have an 8 byte header: |
| 448 | 0000 uint32 Null |
| 449 | 0004 uint32 ASCII 'mdat' |
| 450 | |
| 451 | Resources are stored in files with the extension .rsrc (With the exception of |
| 452 | Archive.data) and differ to the intel variant by: |
| 453 | - They have not the LG resource file format, but similar |
| 454 | - Chunks are not classified (type) on chunk level nor seem they to be |
| 455 | compressed at all |
| 456 | |
| 457 | |
| 458 | Resource file header: |
| 459 | |
| 460 | Not much has been deciphered as of yet (also contains some strings) |
| 461 | |
| 462 | 0000 uint32 Unknown (typically 0x00000100) |
| 463 | 0004 uint32 file offset to chunk directory |
| 464 | 0008 uint32 Previous value minus 0x00000100 ?? |
| 465 | ... |
| 466 | 007A uint32 total file length |
| 467 | ... |
| 468 | |
| 469 | Since the first three uint32 fields are similar (identical?) to the first |
| 470 | of the chunk directory header, I believe that this is some sort of master- |
| 471 | container file format with its entries linked like a double linked list; |
| 472 | But since yet only files with two entries have been discovered, a sequence |
| 473 | can not be seen... |
| 474 | -- ff1 |
| 475 | |
| 476 | |
| 477 | Chunk directory header: (38 bytes) |
| 478 | |
| 479 | 0000 uint32 File offset to start of chunks? (typically 0x00000100) |
| 480 | 0004 uint32 File offset to chunk directory (pointing to itself?) |
| 481 | 0008 uint32 Previous value minus 0x00000100 ?? |
| 482 | 000C uint32 Length of Chunk Directory - up to file end *) |
| 483 | 0010 6xb Unknown |
| 484 | 0016 uint32 Unknown (typically 0x0000001C) |
| 485 | 001A uint32 Unknown |
| 486 | 001E uint32 Type? Resolves to ASCII: |
| 487 | 'sIMG' objart |
| 488 | 'sA01' archive |
| 489 | 's???' gamepal |
| 490 | 0022 uint16 Number of Chunk Directory Entries minus One |
| 491 | 0024 uint16 Unknown (typically 0x000A) |
| 492 | |
| 493 | *) Note that there are dummy bytes at the end (filler values) if the chunk |
| 494 | entries don't fill up the directory size. |
| 495 | |
| 496 | |
| 497 | Chunk Directory Entry: (12 bytes) |
| 498 | |
| 499 | 0000 uint16 ChunkId |
| 500 | 0002 uint16 Starting with 0x0000, a counter with +2 increment? |
| 501 | 0004 uint32 Start Offset of Chunk, relative to base chunk start |
| 502 | 0008 uint32 Unknown -- always 0x00000000 ? |
| 503 | |
| 504 | Chunk Entry: |
| 505 | 0000 uint32 Data Length |
| 506 | 0004 Nxb Data |
| 507 | |
| 508 | |
| 509 | |
| 510 | objart.rsrc: This file has only one chunk that contains its own header. |
| 511 | |
| 512 | Header: |
| 513 | 0000 uint16 Amount of entries minus One (= 0x06AA) |
| 514 | 0002 n*4b Offset of image start from chunk start |
| 515 | |
| 516 | A referenced entry then has a standard bitmap header, although the |
| 517 | type field seems only to be a byte (the second), with the first |
| 518 | being unknown. No RLE compressed bitmaps currently found. |
| 519 | |
| 520 | |
| 521 | |
| 522 | |
| 523 | 2 GENERIC CHUNK TYPES |
| 524 | ===================== |
| 525 | |
| 526 | |
| 527 | 2.1 TEXTURES AND SPRITES |
| 528 | ------------------------ |
| 529 | |
| 530 | Textures and sprites have content type 2 (bitmap) and use the following general |
| 531 | format: |
| 532 | |
| 533 | |
| 534 | 2.1.1 Bitmap header |
| 535 | |
| 536 | The bitmap header is 28 bytes long, as follows. |
| 537 | |
| 538 | 0000 int32 ??? always 0 |
| 539 | 0004 int16 type (0x00: uncompressed, 0x02: appears like 0x00, 0x04: compressed) |
| 540 | 0006 int16 ??? |
| 541 | 0008 int16 width |
| 542 | 000A int16 height |
| 543 | 000C int16 width in bytes |
| 544 | 000E int8 ??? log2 width |
| 545 | 000F int8 ??? log2 height |
| 546 | 0010 int16 \ |
| 547 | 0012 int16 \ These seem to be used for animation frames to keep the |
| 548 | 0014 int16 / sprite centred. |
| 549 | 0016 int16 / |
| 550 | 0018 int32 ??? (not) always 0 |
| 551 | |
| 552 | The hotspot rect (0x0010-0x0017) is interesting. It bounds a single pixel at |
| 553 | the centre bottom of the sprite (it's only valid for sprites, I think). |
| 554 | |
| 555 | Note on the int32 field at 0x0018: |
| 556 | At chunks with more than one bitmap in it (nsubchunks > 1) this value |
| 557 | was set as: bitmapN.value + (size of subchunkN) == bitmapN+1.value . |
| 558 | I can't read anything out of this system - but perhaps I don't see the |
| 559 | wood from the trees... |
| 560 | |
| 561 | 2.1.2 Bitmap compression |
| 562 | |
| 563 | A compressed (type 4) bitmap can be unpacked as follows: |
| 564 | 00 nn xx write nn bytes of colour xx |
| 565 | nn .. .. 0<nn<0x80 copy nn bytes direct |
| 566 | 80 00 00 skip rest of file (end of compressed data) |
| 567 | 80 mm nn 0<nn<0x80 skip (nn*256+mm) bytes (write transparencies) |
| 568 | 80 nn 80 .. .. copy nn bytes direct |
| 569 | 80 mm nn 0x80<nn<0xC0 copy ((nn&0x3f)*256+mm) bytes |
| 570 | 80 mm nn xx 0xC0<nn write ((nn&0x3f)*256+mm) bytes of colour xx |
| 571 | nn 0x80<nn skip (nn&0x7f) bytes |
| 572 | |
| 573 | Thanks to Joerg Fischer (jofis@cs.uni-sb.de) for kindly sending me the source |
| 574 | code to his texture extractor (you can get it from the hackers' page at TTLG) |
| 575 | which cleared up some questions I had about the bitmap format. Vasily Volkov |
| 576 | (no known e-presence) also had a hand in the decompression. Joerg has asked |
| 577 | that I not distribute the sources myself; email him direct if you want them. |
| 578 | |
| 579 | Note that _all_ bitmaps are subchunks, even when there is only one bitmap |
| 580 | stored in a chunk. This is presumably to simplify the loading logic. |
| 581 | |
| 582 | Textures are uncompressed square bitmaps stored at 4 resolutions each: 16x16, |
| 583 | 32x32, 64x64 and 128x128. There are 273 textures stored, but some (a few) do |
| 584 | not contain useful graphics. Chunks containing textures are: |
| 585 | |
| 586 | 76 16x16 textures (sub-chunks 0-272) |
| 587 | 77 32x32 textures (sub-chunks 0-272) |
| 588 | 707-979 64x64 textures (one chunk each) |
| 589 | 1000-1272 128x128 textures (one chunk each) |
| 590 | |
| 591 | Note on the 80 command: the following two bytes appear to be an uint16 value, |
| 592 | encoded in LittleEndian. It could be that they are swapped in the MAC edition. |
| 593 | |
| 594 | Furthermore, the 80 mm C0 case is not described above, but this one has not |
| 595 | been found in the resource files (yet). |
| 596 | |
| 597 | |
| 598 | Notes on the encoder: |
| 599 | If large areas are to be compressed, the lengths are first expressed with |
| 600 | the 80 commands until the length can be encoded with one of the smaller codes. |
| 601 | |
| 602 | But it appears that the original coder had a maximum length limit of 0x7FFF |
| 603 | since there are rare occasions of large empty areas at the end encoded with |
| 604 | 80 FF 7F 80 00 00 -- we would get the same result without the first 3 bytes. |
| 605 | |
| 606 | It has also been found that the original encoder had some quirks, resulting |
| 607 | in a little less optimal compression; For example, the sequence |
| 608 | 44 02 00 1E had been found where 45 01 1E would have been technically |
| 609 | 'more' correct and with better compression. |
| 610 | It could be that these are the results of extra edits... |
| 611 | |
| 612 | |
| 613 | 2.1.3 Pixel 'Animation' |
| 614 | |
| 615 | The 'animations' that appear with some textures (SHODAN's mail |
| 616 | images, hardware buttons, ...) are done by palette looping. |
| 617 | It seems that there are generally four steps. |
| 618 | Those I have yet found out: |
| 619 | |
| 620 | ?? 0x04 to 0x07 |
| 621 | ?? 0x08 to 0x0B |
| 622 | Sensaround: 0x0C to 0x0F |
| 623 | Motion Booster: 0x10 to 0x13 |
| 624 | SHODAN: seems to use 0x14 to 0x17 |
| 625 | Jump Boots: 0x18 to 0x1B |
| 626 | ?? 0x1C to 0x1F |
| 627 | |
| 628 | ff1: Perhaps energy weapons are done the same way... |
| 629 | 12052002, ff1: must be; furthermore the ones marked with ?? |
| 630 | also ought to be animated (guessed). |
| 631 | 0x00 to 0x03 I hardly think is one loop as it |
| 632 | includes 'special' index 0x00 |
| 633 | |
| 634 | |
| 635 | 2.1.4 private palettes |
| 636 | |
| 637 | Some bitmaps (yet only found at uncompressed ones) have their own special |
| 638 | palette stored past the bitmap bits + 4 bytes. ie: |
| 639 | |
| 640 | HEADER (size 0x001C) |
| 641 | BITMAP BITS (size width * height) |
| 642 | unknown (size 0x0004, int32 - found to be 1, could be flag for pal) |
| 643 | PRIV PALETTE (size 0x0300) |
| 644 | |
| 645 | When in search for some example bitmaps with private palettes, look for |
| 646 | the chunk 0x073A (System Shock), which contains 3 images - the three |
| 647 | intro screens. |
| 648 | |
| 649 | |
| 650 | 2.2 SOUNDS |
| 651 | ---------- |
| 652 | |
| 653 | All sounds are stored in 8bit, mono, linear signed format, either at 11 or |
| 654 | 22kHz. |
| 655 | |
| 656 | Digitised sound effects reside in the file digifx.res and have chunk type 07. |
| 657 | These are simply Creative Labs .voc files embedded in the resfile, one chunk |
| 658 | each. Check Wotsit (www.wotsit.org) for the format. |
| 659 | |
| 660 | Audio logs reside in the files citalog.res (English), geralog.res (German) and |
| 661 | frnalog.res (French) and have chunk type 0x11 (17). Chunk IDs are shared |
| 662 | between the languages (i.e. the same log will have the same ID in each |
| 663 | language file). If the text of a log has chunk ID n, the audio sample will |
| 664 | have chunk ID 300+n. |
| 665 | |
| 666 | Audio logs seem to be embedded movie files of some description but I don't |
| 667 | know which format they are in yet. |
| 668 | |
| 669 | MOVI Format: |
| 670 | |
| 671 | MOVI Chunks are itself chunk directories. Length and type are implicitly |
| 672 | taken from the index table from the first MOVI (master) chunk. |
| 673 | |
| 674 | Master chunk 'MOVI' |
| 675 | HEADER size 256 bytes (including 'MOVI') |
| 676 | 0000 4xint8 'MOVI' |
| 677 | 0004 int32 no. directory entries |
| 678 | 0008 int32 size of index table |
| 679 | 000C int32 size of the contents (excluding HEADER, PAL, INDEX) |
| 680 | 0010 int32 length of movie (in 1/65536 seconds) |
| 681 | 0014 int32 No idea |
| 682 | 0018 int16 width of video |
| 683 | 001A int16 height of video |
| 684 | |
| 685 | 0026 int16 sample rate of audio (?) |
| 686 | |
| 687 | |
| 688 | PALETTE size 3*256 bytes |
| 689 | the initial palette to be used for video. |
| 690 | |
| 691 | |
| 692 | INDEX TABLE list of Index Entries, each of the form: |
| 693 | 0000 3xint8 Timestamp. This is an 8.16 fixed point number |
| 694 | of seconds. |
| 695 | 0003 int8 type of entry: |
| 696 | b0-2 Chunk type |
| 697 | b3-6 Additional info. |
| 698 | Chunk types are: |
| 699 | 0 End of movie |
| 700 | 1 Video frame |
| 701 | 2 Audio (PCM, 8bit, 1Channel) |
| 702 | 3 Subtitle or control (text) |
| 703 | 4 Palette |
| 704 | 5 Dictionary (used in hi-res codec) |
| 705 | 0004 int32 offset of the subchunk (starting from beginning) |
| 706 | |
| 707 | 0 End of movie |
| 708 | This marks the end of the chunk directory. It only really exists so that the |
| 709 | length of the last chunk may be calculated (there is no "length" field, so |
| 710 | length is taken to be [offset next chunk] - [offset this chunk] ). |
| 711 | |
| 712 | 1 Video subchunk |
| 713 | The 4 bits "additional info" in the type field gives the compression format. |
| 714 | 2 are used: low-resolution cutscenes are format 4 (type=0x21) and use the |
| 715 | "type 4" bitmap format described in section 2.1.2. Such a frame is preceded |
| 716 | by an 8-byte bounding box definition (System Shock ignores this; it is always |
| 717 | set to the entire frame size). |
| 718 | 0000 int16 start_x |
| 719 | 0002 int16 start_y |
| 720 | 0004 int16 width |
| 721 | 0006 int16 height |
| 722 | 0008 compressed bitmap data |
| 723 | |
| 724 | High-resolution cutscenes use format 0xf (type=0x79). This compression format |
| 725 | is rather more sophisticated and a lot more complicated. It uses two |
| 726 | auxiliary chunks, which are defined at the start of each scene (alongside the |
| 727 | palette) and which remain constant throughout the scene. These are the auxpal |
| 728 | and dictionary chunks of type 5, described below. |
| 729 | The video chunks themselves are divided into 2 sections. The basic format of |
| 730 | a video frame is |
| 731 | 0000 int16 Offset (in bytes from start of frame) to section 2 (xxxx) |
| 732 | 0002 ... Section 1: main packed data stream |
| 733 | xxxx ... Section 2: pixel data |
| 734 | |
| 735 | A high-resolution video frame is divided into 4x4 pixel tiles (so a 600x300 |
| 736 | frame is 150x75 tiles in size). Each tile is unpacked independently of all |
| 737 | the others. |
| 738 | The real key to the frame is (unsurprisingly) the frame chunk section 1. This |
| 739 | is interpreted as a (big-endian) bitstream with variable word length. To |
| 740 | unpack a frame given its packed chunk and the (previously read) dictionary |
| 741 | and auxpal chunks, we proceed as follows: |
| 742 | 0. Read 12 bits from the packed stream. This forms an offset d (0-0xfff) |
| 743 | into the dictionary chunk. (Not all 12 bits necessarily belong |
| 744 | exclusively to this word, see below). |
| 745 | 1. Take the d'th (counting from 0) 24-bit word from the dictionary chunk. |
| 746 | This is the control word c. A control word is made up as follows: |
| 747 | bits 0-16 (0x01ffff) Parameter field |
| 748 | bits 17-19 (0x0e0000) Type field |
| 749 | bits 20-23 (0xf00000) Count field |
| 750 | 2. A count field of zero is a long offset. The base offset consists of the |
| 751 | type and parameter field taken together (i.e. is a 20-bit offset |
| 752 | 0-0xfffff). The next 4 bits from the packed data stream (after the |
| 753 | offset d) are added to this, and the result forms a new offset into |
| 754 | dictionary chunk. We then return to step 1 to collect a new control |
| 755 | word. This enables much larger dictionary chunks, however the later |
| 756 | parts of the chunk can only be reached at the cost of reduced |
| 757 | compression. |
| 758 | 3. The (nonzero) count field of the current control word is the number of |
| 759 | bits by which to advance the pointer into the pack stream. If this is |
| 760 | less than 12, the low bits of the current offset will of course form |
| 761 | the high bits of the next. Since the dictionary chunk is run-length |
| 762 | encoded (see below), a word may be repeated without taking up more |
| 763 | space on disc, allowing the low bits of the offset to vary in order to |
| 764 | accommodate the next. This is a cunning way of squeezing some bits (on |
| 765 | average) out of the packed tile. |
| 766 | 4. The action that is now taken depends on the type field. Different types |
| 767 | may require parameters to be taken from the frame chunk section 2 and/ |
| 768 | or the auxpal chunk: |
| 769 | Type 0: The parameter field is interpreted as 2 literal pixel values |
| 770 | (8-bit palette indices). These are duplicated twice |
| 771 | horizontally (low high low high, from L-R) and 4x vertically |
| 772 | to make a 4x4 tile. Note that a zero index here is NOT |
| 773 | counted as transparent. |
| 774 | Type 1: The parameter field is interpreted as 2 palette indices |
| 775 | (zero is transparent): the high byte corresponds to a 1 bit |
| 776 | in the pixmap and the low to a 0. The next 16 bits from |
| 777 | frame section 2 are treated as 16 1-bit pixels: bit 0 (0,0), |
| 778 | bit 1 (1,0), bit 4 (0,1) and so on to make a 4x4 tile. |
| 779 | Type 2: The parameter field is interpreted as an offset into the |
| 780 | auxpal chunk giving 4 palette indices. The next 32 bits from |
| 781 | section 2 are treated are 16 2-bit pixels. |
| 782 | Type 3: As type 2, but with 8 palette indices and a 48-bit word of |
| 783 | 3-bit pixels from section 2. |
| 784 | Type 4: As type 3, but 4 bits per pixel, 16 indices, 64 bits. |
| 785 | Type 5: Skip. The parameter field is ignored[1]. The next 5 bits |
| 786 | from the packed stream (section 1) gives the number of tiles |
| 787 | to skip: a value of 0x1f here means skip the rest of the |
| 788 | row. |
| 789 | Type 6: Repeat previous control word[2]. |
| 790 | Type 7: As type 6 (this value is not used). |
| 791 | 5. If the frame has not yet been fully unpacked, return to step 0. |
| 792 | |
| 793 | Notes on the high-resolution frame format: |
| 794 | [1] The real decompression algorithm proceeds row-by-row, making an |
| 795 | intermediate list of all the control words for that row in a row buffer. |
| 796 | The parameter field of a type 5 control word is replaced by the parameter |
| 797 | from the packed stream at this stage, and forms the offset when the row |
| 798 | buffer is unpacked into the image. |
| 799 | [2] This can improve compression ratios if two consecutive tiles or skips can |
| 800 | be represented by the same control word (this doesn't necessarily mean |
| 801 | that tiles are identical, since they may take bitmap or offset data from |
| 802 | the frame). A copy word may well take fewer bits to reach than the |
| 803 | previous full word. |
| 804 | |
| 805 | 2 Audio subchunk |
| 806 | This is just raw 8-bit audio data. |
| 807 | |
| 808 | 3 Subtitle subchunks |
| 809 | 0000 4xint8 subtitle control |
| 810 | 0004 uint16 sizeof of header (?) |
| 811 | 0004 8xint8 unknown |
| 812 | 0010 null terminated string |
| 813 | |
| 814 | |
| 815 | Subtitle control 'AREA' |
| 816 | Presumably it defines the area for the subtitles, it appears only |
| 817 | once in the movie (preceeding all subtitles). |
| 818 | example: "10 165 310 195 CLR" |
| 819 | |
| 820 | Subtitle controls 'STD ', 'FRN ', 'GER ' |
| 821 | which language the subtitle (textpart) is in (given that the game was |
| 822 | written by Americans, std = english, of course). |
| 823 | The null terminated string is the text to display |
| 824 | |
| 825 | |
| 826 | 4 Palette subchunks |
| 827 | Both types 0x04 and 0x4C always come up in pairs and point to the same |
| 828 | offset. (Could be because older and newer type version of the file format). |
| 829 | As the sizes of those subchunks always is 0x0300 bytes I assume they |
| 830 | contain palette information - which is confirmed. |
| 831 | |
| 832 | 5 Dictionary |
| 833 | There are 2 different types of chunk here, which always appear in pairs at |
| 834 | the start of a scene. The auxpal chunk (type=0x05) is very simple: it |
| 835 | consists of an (unpacked) list of palette indices making up the auxpals for |
| 836 | the image tiles (see above). |
| 837 | The dictionary chunk (type=0x0d) contains all the control words for the video |
| 838 | codec. It uses a simple run-length coding scheme: the top 8 bits of each 32- |
| 839 | bit word in the packed chunk gives the number of occurrences, the low 24 bits |
| 840 | are the control word. The basic format of the dictionary chunk is: |
| 841 | 0000 uint32 Size of unpacked chunk (in bytes, 3 to a word) |
| 842 | 0004 ... Packed dictionary chunk. |
| 843 | |
| 844 | |
| 845 | 3 THE MAP ARCHIVE |
| 846 | ================= |
| 847 | |
| 848 | The game maps are stored in the file archive.dat which contains 834 chunks |
| 849 | starting at ID 4000. The sharp-eyed amongst us will note that |
| 850 | 834 == 52 * 16 + 2. I would have thought 64 * 13 would be more logical as |
| 851 | there are 10 levels (1-9 + R) and 3 groves, but the chunk sizes clearly |
| 852 | repeat in blocks of 52. I haven't yet examined the maps thoroughly enough to |
| 853 | figure out the extra 3: perhaps they are to do with cyberspace? |
| 854 | |
| 855 | 3.0.1 Level list |
| 856 | |
| 857 | Reactor Map 0 (chunk 40xx) |
| 858 | Levels 1-9 Map L (chunk 4Lxx) |
| 859 | SHODAN c/space Map 10 (chunk 50xx) |
| 860 | Delta grove Map 11 (chunk 51xx) |
| 861 | Alpha grove Map 12 (chunk 52xx) |
| 862 | Beta grove Map 13 (chunk 53xx) |
| 863 | C/space L1-2 Map 14 (chunk 54xx) |
| 864 | C/space other Map 15 (chunk 55xx) |
| 865 | |
| 866 | (Thanks to Glen Sawyer <glen_s@enol.com> for compiling the list) |
| 867 | |
| 868 | Each map uses 52 blocks but has IDs allocated for 100. Chunks 4000 and 4001 are |
| 869 | not specific to any individual map, so level R uses chunks 4002-4053, level |
| 870 | 1 4102-4153 and so on. |
| 871 | |
| 872 | |
| 873 | 3.0.2 Archive name |
| 874 | |
| 875 | This resides in chunk 4000 and consists of a C-style string containing the |
| 876 | archive name. In the original archive.dat this is "Start game" with a great |
| 877 | deal of trailing garbage to a length of 128 bytes. When the map is first |
| 878 | archived to change levels this becomes "Starting Game" and keeps the trailing |
| 879 | junk. In a save game proper (savgamXX.dat) the save game name makes up the |
| 880 | whole chunk. |
| 881 | |
| 882 | |
| 883 | 3.0.3 Player information |
| 884 | |
| 885 | This resides in chunk 4001. |
| 886 | |
| 887 | |
| 888 | 3.1 LEVEL MAP |
| 889 | ------------- |
| 890 | |
| 891 | The first 6 chunks (xx02-xx07) in each map (seem to) contain information about |
| 892 | the level geometry. |
| 893 | |
| 894 | |
| 895 | 3.1.1 Chunk xx02 |
| 896 | 3.1.2 Chunk xx03 |
| 897 | |
| 898 | These chunks are only 4 bytes long, containing a single 32-bit word. I don't |
| 899 | know what they mean yet tho. |
| 900 | |
| 901 | |
| 902 | 3.1.3 The level information chunk |
| 903 | |
| 904 | This resides in blocks 4004, 4104 etc. and contains miscellaneous information |
| 905 | about the level. |
| 906 | |
| 907 | 0000 int32 \ Map size in tiles |
| 908 | 0004 int32 / |
| 909 | 0008 int32 ?? always 6 could be log2 map size |
| 910 | 000C int32 ?? always 6 |
| 911 | 0010 int32 log2 (no. height units per tile width). If this value is x, |
| 912 | a (non-sloping) tile with height 2**x will be a perfect cube. |
| 913 | 0014 int32 This is a placeholder for the tile map pointer when the chunk |
| 914 | is loaded into memory. It is meaningless on disc |
| 915 | 0018 int32 Cyberspace flag. 1 if level is c/space, 0 otherwise |
| 916 | |
| 917 | |
| 918 | 3.1.4 The tile map |
| 919 | |
| 920 | This resides in blocks 4005, 4105 etc. and is always compressed. The unpacked |
| 921 | chunk has size 0x10000 (aha! 16*64*64, you say). This is a 64x64 grid of |
| 922 | tiles, starting at the bottom left corner of the level, where each tile does |
| 923 | indeed (thanks Jim!) have format |
| 924 | |
| 925 | 0000 int8 Type. I have so far identified |
| 926 | 00 solid |
| 927 | 01 open |
| 928 | 02 diagonal open s/e |
| 929 | 03 diagonal open s/w |
| 930 | 04 diagonal open n/w |
| 931 | 05 diagonal open n/e |
| 932 | 06 slope s->n (all slopes expressed as low->high) |
| 933 | 07 slope w->e |
| 934 | 08 slope n->s |
| 935 | 09 slope e->w |
| 936 | though there are certainly more types defined. Perhaps there |
| 937 | are diagonal slopes as well. |
| 938 | 10-Jun-2000 Glen has now identified the diagonals: |
| 939 | 0A slope se->nw valley |
| 940 | 0B slope sw->ne valley |
| 941 | 0C slope nw->se valley |
| 942 | 0D slope ne->sw valley |
| 943 | 0E slope nw->se ridge |
| 944 | 0F slope ne->sw ridge |
| 945 | 10 slope se->nw ridge |
| 946 | 11 slope sw->ne ridge |
| 947 | A "valley" tile has 3 vertices level and one lower: the floor |
| 948 | is split into 2 triangular sloping sections along the diagonal |
| 949 | from the lower to the opposite vertex. A "ridge" tile has 3 |
| 950 | vertices level and one higher, and is likewise split along the |
| 951 | diagonal. (This means that ridged tiles are no longer |
| 952 | completely convex and need careful handling in 3D). If that |
| 953 | makes sense I'll be impressed 8-) |
| 954 | 0001 int8 Floor |
| 955 | 0002 int8 Ceiling. These are |
| 956 | bit 0-4 height (ceiling is in units DOWN from top) |
| 957 | bit 5-6 orientation |
| 958 | bit 7 hazard flag (floor contains biohazard, ceiling |
| 959 | radiation hazard flag) |
| 960 | 0003 int8 Steepness of slope |
| 961 | 0004 int16 Index into object xref table of first object in tile |
| 962 | 0006 int16 Texture info |
| 963 | 0008 int32 Flags |
| 964 | 000C 4xint8 State (?) These always seem to contain FF 00 00 00 in the |
| 965 | archive.dat file; presumably they contain game flags when |
| 966 | levels are archived in saved games. |
| 967 | |
| 968 | It appears that slopes can refer to floor, ceiling or both, presumably |
| 969 | controlled by bits in the flag word but I haven't identified which ones. |
| 970 | 30-May-2000 It looks as if slope is controlled by bits 12-13 in the flag word |
| 971 | as follows: |
| 972 | xxxxx0xx Floor & ceiling, same direction |
| 973 | xxxxx4xx Floor & ceiling, ceiling opposite dir to tile type |
| 974 | xxxxx8xx Floor only |
| 975 | xxxxxCxx Ceiling only |
| 976 | Only 30 flag bits still to go 8-) |
| 977 | |
| 978 | Some further info about valleys, ridges and inverted ceilings: |
| 979 | An uninverted ceiling of a valley floor looks like a ridge (and vice versa), |
| 980 | so that in each case the ceiling and the floor could fit into the other. |
| 981 | At an inverted ceiling, the 'mirrored' type of the other group is used; |
| 982 | As an example: The inverted ceiling of a SE->NW valley takes the ceiling |
| 983 | info of a NW->SE ridge tile. |
| 984 | To verify these cases look into levels 7 and 9: |
| 985 | 7 (antenna rooms): Here valley (floor) tiles have inverted ceilings, also valleys |
| 986 | 9 (CPU room): Here valley (floor) tiles have non-inverted ceilings, thus ridges |
| 987 | |
| 988 | |
| 989 | Texture info: It appears that each level may use a maximum of 64 textures out |
| 990 | of the 273 available. This strongly suggests that 6 bits are used per |
| 991 | texture. My current best guess at bits in the texture info word is: |
| 992 | 0-5 Wall texture (index into texture list) |
| 993 | 6-10 Ceiling texture |
| 994 | 11-15 Floor texture |
| 995 | It appears that there are only 32 floor/ceiling textures available. The height |
| 996 | bytes don't supply the missing bit; heights are definitely signed. |
| 997 | 13-Jun-2000 That last bit was a lie. Only the bottom 5 bits of the height |
| 998 | bytes are used for tile heights. The others seem to be environmental flags. |
| 999 | Each tile may only store ONE wall texture (unless there are others stored |
| 1000 | elsewhere that I haven't yet found out about). They may clearly pick and |
| 1001 | choose between their own and adjacent textures; current best guess is that |
| 1002 | this is controlled by bit 8 of the flags word. |
| 1003 | |
| 1004 | Flags: |
| 1005 | 80000000 tile visited (automapper) |
| 1006 | 0F0F0000 shade control |
| 1007 | 0000F000 music nibble |
| 1008 | 00000C00 slope control |
| 1009 | 00000200 Spooky music flag? This appears to be set for areas which |
| 1010 | have been largely remodelled by SHODAN's forces. |
| 1011 | 00000100 use adjacent rather than local textures for walls |
| 1012 | 0000001F vertical texture offset adjust |
| 1013 | |
| 1014 | |
| 1015 | 3.1.6 The texture list |
| 1016 | |
| 1017 | This resides in blocks 4007, 4107 etc. and contains a 16-bit word for each |
| 1018 | texture used by the level, up to a maximum of 64. A texture ID as stored in |
| 1019 | the tile map is an index into this list. |
| 1020 | |
| 1021 | |
| 1022 | |
| 1023 | 3.2 OBJECTS |
| 1024 | ----------- |
| 1025 | |
| 1026 | An "object" in System Shock can be anything that isn't part of the basic level |
| 1027 | geometry itself i.e. not a wall or floor texture. This includes all items, |
| 1028 | sprites, 3D models, decals, doors and gratings, and invisible stuff such as |
| 1029 | traps and triggers. |
| 1030 | |
| 1031 | An object is generally identified by class, subclass and type. This forms a |
| 1032 | hierarchy of object classification from coarsest (class) to finest (type). |
| 1033 | This is denoted in this document and elsewhere as class/subclass/type, e.g. |
| 1034 | the Cyberjack is object 12/0/4 . |
| 1035 | |
| 1036 | Object classes are |
| 1037 | 0 Weapons |
| 1038 | 1 Ammo |
| 1039 | 2 Projectiles |
| 1040 | 3 Grenades and explosives |
| 1041 | 4 Patches |
| 1042 | 5 Hardware |
| 1043 | 6 Software & logs |
| 1044 | 7 Scenery and fixtures |
| 1045 | 8 Gettable and other objects |
| 1046 | 9 Switches and panels |
| 1047 | 10 Doors and gratings |
| 1048 | 11 Animated objects (?) |
| 1049 | 12 Traps and markers |
| 1050 | 13 Containers (includes corpses) |
| 1051 | 14 Critters |
| 1052 | |
| 1053 | The object information is stored from chunk xx08 to xx24 inclusive. The first |
| 1054 | two tables give general information about the objects and their positioning in |
| 1055 | the level map. The remaining 15 are each specific to a given object class, and |
| 1056 | contain extra information about the objects in that class. |
| 1057 | |
| 1058 | |
| 1059 | 3.2.1 The master object table |
| 1060 | |
| 1061 | This resides in chunks 4008, 4108 etc. and contains an entry for everything in |
| 1062 | the level that is not part of a tile (i.e. a wall, floor or ceiling). |
| 1063 | Each entry is 27 bytes long as follows: |
| 1064 | |
| 1065 | 0000 int8 in-use flag. 0 slot is free, 1 in use. |
| 1066 | 0001 int8 object class |
| 1067 | 0002 int8 object subclass |
| 1068 | 0003 int16 class index. This is an index into the class specific table in |
| 1069 | one of the following chunks. |
| 1070 | 0005 int16 index into object cross-reference table (next chunk) |
| 1071 | 0007 int16 prev link |
| 1072 | 0009 int16 next link |
| 1073 | 000B int16 x coord (high byte is tile x) |
| 1074 | 000D int16 y coord (high byte is tile y) |
| 1075 | 000F int8 z coord (?) |
| 1076 | 0010 int8 \ |
| 1077 | 0011 int8 } These seem to be the 3 angles for 3d positioning |
| 1078 | 0012 int8 / |
| 1079 | 0013 int8 ?? AI index - is 0xFF for all but damageable things (critters |
| 1080 | and crates) |
| 1081 | 0014 int8 object type |
| 1082 | 0015 int16 Hitpoints? Initial values tend to be round decimal numbers |
| 1083 | 0017 int8 State (sprite frame) |
| 1084 | |
| 1085 | |
| 1086 | 3.2.2 The object cross-reference table |
| 1087 | |
| 1088 | This resides in chunks 4009, 4109 etc. and is used to link map tiles with the |
| 1089 | objects that they contain. The "index" field in the tile map is an index |
| 1090 | into this table. Entries themselves contain an index field which is used to |
| 1091 | chain objects together when there is more than one object in a map tile. |
| 1092 | |
| 1093 | Objects which extend over more than one tile get an entry in this table for |
| 1094 | each tile which partially contains them. Entries for a single object and |
| 1095 | multiple tiles are linked by the 5th field (0008) while entries for a single |
| 1096 | tile and multiple objects are linked by the 4th (0006). |
| 1097 | |
| 1098 | An object cross-ref entry consists of 10 bytes as follows: |
| 1099 | |
| 1100 | 0000 int16 Tile x position |
| 1101 | 0002 int16 Tile y position |
| 1102 | 0004 int16 Index into master object table |
| 1103 | 0006 int16 Cross-ref index for next object in tile |
| 1104 | 0008 int16 Cross-ref index for next tile object extends into |
| 1105 | |
| 1106 | |
| 1107 | 3.2.3 The weapons table, class 0 |
| 1108 | |
| 1109 | This resides in chunks 4010, 4110 etc. and contains special info on weapons. |
| 1110 | Each entry consists of 8 bytes as follows: |
| 1111 | |
| 1112 | 0000 int16 Weapon index in master object table |
| 1113 | 0002 int16 "Prev" link for slot list |
| 1114 | 0004 int16 "Next" link for slot list |
| 1115 | 0006 int8 Ammo type (projectile) or charge (energy) |
| 1116 | 0007 int8 Ammo count (projectile) or ?temperature (energy) |
| 1117 | |
| 1118 | |
| 1119 | 3.2.4 The ammo table, class 1 |
| 1120 | |
| 1121 | This resides in chunks 4011, 4111 etc. and contains special info on ammo clips. |
| 1122 | An ammo clip is an ammo clip is an ammo clip, really, so this chunk isn't |
| 1123 | very interesting; it has 6 bytes in it: |
| 1124 | |
| 1125 | 0000 int16 Ammo clip index in master object table |
| 1126 | 0002 int16 "Prev" link for slot list |
| 1127 | 0004 int16 "Next" link for slot list |
| 1128 | |
| 1129 | |
| 1130 | 3.2.5 The projectile table, class 2 |
| 1131 | |
| 1132 | This resides in chunks 4012, 4112 etc. and is not used in the map archive for |
| 1133 | obvious reasons. It might be used in saved games. |
| 1134 | |
| 1135 | |
| 1136 | 3.2.6 The grenades / explosives table, class 3 |
| 1137 | |
| 1138 | |
| 1139 | 3.2.7 The patches table, class 4 |
| 1140 | |
| 1141 | This resides in chunk 4014, 4114 etc. and contains information about the |
| 1142 | dermal patches. There is no special information on these, so this table just |
| 1143 | contains the master object cross-ref and the links for the slot list. |
| 1144 | |
| 1145 | |
| 1146 | 3.2.8 The hardware table, class 5 |
| 1147 | |
| 1148 | This resides in chunks 4015, 4115 etc. and contains information on hardware. |
| 1149 | Each entry is 7 bytes long: |
| 1150 | |
| 1151 | 0000 int16 Hardware index in master object table |
| 1152 | 0002 int16 "Prev" link for slot list |
| 1153 | 0004 int16 "Next" link for slot list |
| 1154 | 0006 int8 Version |
| 1155 | |
| 1156 | |
| 1157 | 3.2.9 The software / logs table, class 6 |
| 1158 | |
| 1159 | This resides in chunks 4016, 4116 etc. and contains information on software |
| 1160 | and logs. Each entry is 9 bytes long: |
| 1161 | |
| 1162 | 0000 int16 Software index in master object table |
| 1163 | 0002 int16 "Prev" link for slot list |
| 1164 | 0004 int16 "Next" link for slot list |
| 1165 | 0006 int8 (Softs) Version no. of software |
| 1166 | 0007 int8 (Log) Log chunk number (offset from 0x09B8 2488) |
| 1167 | 0008 int8 (Log) Level no. log refers to |
| 1168 | |
| 1169 | |
| 1170 | 3.2.10 The scenery / decorations table, class 7 |
| 1171 | |
| 1172 | This resides in chunks 4017, 4117 etc. and contains information on permanent |
| 1173 | fixtures of the station which aren't parts of walls. Each entry is 16 bytes |
| 1174 | long; the first 6 bytes are the index and slot-list links as follows, and |
| 1175 | the rest depend on the object type. |
| 1176 | |
| 1177 | For WORDS 07:02:03 |
| 1178 | 0006 int16 text (subchunk to chunk 0868 (2152)) |
| 1179 | 0008 int16 font and size |
| 1180 | 000A int16 colour (0 seems to default to red) |
| 1181 | |
| 1182 | For animated screens (Glen figured this one out): |
| 1183 | 0006 int16 Number of frames |
| 1184 | 0008 int16 Loop repeats backwards flag |
| 1185 | 000C int16 Start frame (offset from chunk 321) |
| 1186 | |
| 1187 | Some values of "start frame" are special: |
| 1188 | 246 Static fading into SHODAN's face |
| 1189 | 247 |
| 1190 | 248-255 Surveillance ID, see "surveillance control chunk" below |
| 1191 | |
| 1192 | For values of "start frame" greater than 255 the low 7 bits give a text message |
| 1193 | (subchunk of text chunk 0877 2167) to be rendered onto the screen. Here 127 |
| 1194 | 0x7F is the special value; it is used for the random numbers in the CPU rooms |
| 1195 | on levels 1-6 before the nodes have been destroyed. |
| 1196 | If bit 7 is set for a text message the text scrolls vertically. Each frame |
| 1197 | consists of several strings, starting at (start frame & 0x7f) + (current |
| 1198 | frame). The number of strings per frame is simply the number that will fit on |
| 1199 | the screen; partial lines are not drawn. |
| 1200 | |
| 1201 | |
| 1202 | For bridges subchunk 7 (Glen again): |
| 1203 | 0008 int8 bits 0-3 X size (4 is tile width) |
| 1204 | bits 4-7 Y size (4 is tile width) - 0 is bridge's normal size |
| 1205 | in its 3D model |
| 1206 | 0009 int8 bridge height (0 is default) 32 units per texture height |
| 1207 | 000A int8 bits 0-6 top/bottom texture |
| 1208 | bit 7 set if texture comes from the main textures referred |
| 1209 | to in chunk xx07, otherwise it is taken from the 3D model |
| 1210 | texture maps in citmat.res . |
| 1211 | 000B int8 side textures (similarly) |
| 1212 | |
| 1213 | |
| 1214 | Note that in CYBERSPACE levels (10, 14, 15) fixtures are not used as such, but |
| 1215 | are co-opted as extra softs/logs in case that table becomes full, and act as |
| 1216 | objects of class 6. From a cursory investigation the fixture data in this |
| 1217 | case seems to be: |
| 1218 | 0006 int16 version no. (softs) |
| 1219 | 0008 int16 softs/logs subclass |
| 1220 | 000C int16 softs/logs type |
| 1221 | |
| 1222 | |
| 1223 | 3.2.11 The items table, class 8 |
| 1224 | |
| 1225 | |
| 1226 | |
| 1227 | 3.2.12 The switches / panels table, class 9 |
| 1228 | |
| 1229 | This resides in chunks 4019, 4119 etc. and contains information on switches and |
| 1230 | panels. Each entry is 30 bytes long, having the first 12 Bytes in common; |
| 1231 | the second half is specific to switch type. |
| 1232 | As it seems, the State of the switch (mostly Puzzles) isn't stored within |
| 1233 | this table. |
| 1234 | |
| 1235 | 0000 int16 Panel index in master object table |
| 1236 | 0002 int16 "Prev" link for slot list |
| 1237 | 0004 int16 "Next" link for slot list |
| 1238 | 0006 int16 unknown?? |
| 1239 | 0008 int16 Condition: Variable Index |
| 1240 | 0010 int16 Condition: Message on fail |
| 1241 | |
| 1242 | Number Pads (9 3 7): |
| 1243 | 000C int16 Combination in BCD |
| 1244 | 000E int16 Map Object to trigger |
| 1245 | 0018 int16 Map Object to Extra Trigger (?) |
| 1246 | |
| 1247 | |
| 1248 | Puzzles (9/3/0 to 9/3/3) |
| 1249 | |
| 1250 | These are either wire or block (power) puzzles. The dword at offset 0x10 seems |
| 1251 | to be the determining factor: if bit 28 is set (0x10000000) it is a block |
| 1252 | puzzle, else it is a wire puzzle. |
| 1253 | |
| 1254 | For both types the word at offset 0x0C is a reference to a map object to frob |
| 1255 | when the puzzle is completed. |
| 1256 | |
| 1257 | For a wire puzzle: |
| 1258 | 0010 int8 Size (nibble0: Wires (default: 4 if 0), |
| 1259 | nibble1: Connectors per side (default: 6 if 0)) |
| 1260 | 0011 int8 Power level to be reached (out of 0xFF) |
| 1261 | 0012 int16 unknown |
| 1262 | 0014 int32 Target State of Wires |
| 1263 | 0018 int32 Current State of Wires |
| 1264 | The States are stored in 3bit pairs from right to left |
| 1265 | (first pair: first wire, second pair second, ...) |
| 1266 | the first triple states the left connector, |
| 1267 | the second the right one. |
| 1268 | (so a maximum of 8 connectors is possible and |
| 1269 | maximum of 5 Wires (32 / 6 = 5) |
| 1270 | |
| 1271 | For a block puzzle: |
| 1272 | 0010 int32 "Helper" trigger object for state (is an Action 0x00 Trigger) |
| 1273 | Bit 28 of this field is set to indicate that it is a block puzzle. |
| 1274 | 0016 int32 Puzzle information: |
| 1275 | b4-6 Y coord of power source connector |
| 1276 | b7-8 Source direction (10=left) |
| 1277 | b12-14 Y coord of power destination connector |
| 1278 | b15-16 Destination direction (11=right, 00=up) |
| 1279 | b20-23 Width |
| 1280 | b24-27 Height |
| 1281 | b28-31 Side effect type |
| 1282 | |
| 1283 | The actual state of the puzzle is stored in the "helper" object's trigger info, |
| 1284 | from offset 0x10 on. Each block has 3 bits describing what is in it. Blocks |
| 1285 | are stored from top left to bottom right in the usual order, but the way in |
| 1286 | which they are encoded is slightly complicated. |
| 1287 | Puzzle state is read in 32-bit words starting at the LAST dword in the trigger |
| 1288 | info, and the block descriptors are rotated out at the bottom. When the word |
| 1289 | has been fully examined, any bits left over are kept and combined with enough |
| 1290 | bits from the bottom of the previous word to make up a 3-bit block descriptor. |
| 1291 | Thus the top left block is described by the bottom 3 bits of the last trigger |
| 1292 | word (the bottom 3 bits of the byte at offset 0x1C), the next block to the |
| 1293 | right by bits 3-5 of the same word, and so on until the 11th block, if the |
| 1294 | puzzle is that large. This is made up of the top 2 bits of the last word (bits |
| 1295 | 6-7 of byte 0x1F) as its low 2 bits and the bottom bit of the penultimate word |
| 1296 | (bit 0 of byte 0x18) as the high bit. The 12th block is taken from bits 1-3 of |
| 1297 | the penultimate word, and so on. |
| 1298 | It might be simpler just to look at Trig_get_block_puzzle() in src/trigger.c |
| 1299 | for clarification of the above. |
| 1300 | |
| 1301 | Block types are: |
| 1302 | 00 Empty |
| 1303 | 01 Inactive connector (x) |
| 1304 | 02 Active connector (+) |
| 1305 | 04 Solid block |
| 1306 | 06 Switching node (hollow square) |
| 1307 | |
| 1308 | |
| 1309 | Panels: |
| 1310 | yet unknown |
| 1311 | |
| 1312 | Buttons (9 0 2): |
| 1313 | yet unknown |
| 1314 | |
| 1315 | Cyberjacks: |
| 1316 | 000C int16 X of target Cyberspace |
| 1317 | 0010 int16 Y of target Cyberspace |
| 1318 | 0014 int16 Z of target Cyberspace |
| 1319 | 0018 int16 Level (Cyberspace) |
| 1320 | |
| 1321 | Elevators (9 3 5): |
| 1322 | 000C int16 Map index of Panel of target Level1 |
| 1323 | 000E int16 Map index of Panel of target Level2 |
| 1324 | 0012 int16 Map index of Panel of target Level3 |
| 1325 | 0018 int16 Bitfield of accessible Levels (Actual) |
| 1326 | 001A int16 Bitfield of accessible Levels (Shaft) |
| 1327 | Levels with a 1 in the "shaft" field but not in the "Actual" field |
| 1328 | give a "Shaft damage: Unable to go there" message. |
| 1329 | |
| 1330 | |
| 1331 | |
| 1332 | 3.2.13 The doors / gratings table, class 10 |
| 1333 | |
| 1334 | This resides in chunks 4020, 4120 etc. and contains information on doors and |
| 1335 | gratings. Each entry is 14 bytes long: |
| 1336 | |
| 1337 | 0000 int16 Door index in master object table |
| 1338 | 0002 int16 "Prev" link for slot list |
| 1339 | 0004 int16 "Next" link for slot list |
| 1340 | 0006 int16 ?? trigger cross-ref |
| 1341 | 0008 int16 Message |
| 1342 | 000A int8 Access required 0-31 |
| 1343 | |
| 1344 | |
| 1345 | 3.2.14 The animations table, class 11 |
| 1346 | |
| 1347 | |
| 1348 | 3.2.15 The traps and triggers table, class 12 |
| 1349 | |
| 1350 | This resides in chunks 4022, 4122 etc. and contains information on traps and |
| 1351 | triggers. |
| 1352 | |
| 1353 | A trigger has a type and an action. The type is stored with the generic object |
| 1354 | definition in the master object table and determines how the trigger is set |
| 1355 | off. The action is stored with the trigger definition in this table and |
| 1356 | determines what happens. Types of trigger are |
| 1357 | |
| 1358 | Entry 0C 00 00 Player enters trigger's tile |
| 1359 | Null 0C 00 01 Not set off automatically, must be |
| 1360 | explicitly activated by a switch or |
| 1361 | another trigger |
| 1362 | Floor 0C 00 02 |
| 1363 | Player death 0C 00 03 Player dies. These are used to |
| 1364 | resurrect the player if the |
| 1365 | resurrection machine has been reset |
| 1366 | Deathwatch 0C 00 04 Object is destroyed / dies |
| 1367 | AOE entry 0C 00 05 |
| 1368 | AOE continuous 0C 00 06 |
| 1369 | AI hint 0C 00 07 |
| 1370 | Level 0C 00 08 Player enters level |
| 1371 | Continuous 0C 00 09 |
| 1372 | Repulsor 0C 00 0A Repulsor lift floor |
| 1373 | Ecology 0C 00 0B |
| 1374 | SHODAN 0C 00 0C |
| 1375 | Tripbeam 0C 01 00 |
| 1376 | Biohazard 0C 02 00 |
| 1377 | Rad hazard 0C 02 01 |
| 1378 | Chem hazard 0C 02 02 |
| 1379 | Map note 0C 02 03 Map note placed by player (presumably) |
| 1380 | Music mark 0C 02 04 |
| 1381 | |
| 1382 | Trigger data is 28 bytes long. The first 12 bytes have the same format for all |
| 1383 | triggers; the remaining 16 depend for their interpretation on the action. |
| 1384 | |
| 1385 | 0000 int16 Trigger index in master object list |
| 1386 | 0002 int16 "Prev" link for slot list |
| 1387 | 0004 int16 "Next" link for slot list |
| 1388 | 0006 int8 Action |
| 1389 | 0007 int8 Once-only flag? 0 or 1 |
| 1390 | 0008 4xint8 Condition |
| 1391 | |
| 1392 | The condition is usually a game variable and value, but depends on the trigger |
| 1393 | type; for deathwatch triggers it is the class and type of the object(s) being |
| 1394 | watched. |
| 1395 | |
| 1396 | Trigger actions are |
| 1397 | |
| 1398 | 00 Do nothing / default action (switch) |
| 1399 | |
| 1400 | 01 Transport (elevator panel / cyber term) |
| 1401 | |
| 1402 | 02 Resurrection? |
| 1403 | |
| 1404 | 03 Clone object |
| 1405 | 000C int16 Object to transport. |
| 1406 | 000E int16 Delete flag? |
| 1407 | 0010 int16 Tile destination X |
| 1408 | 0014 int16 Tile destination Y |
| 1409 | 0018 int16 Destination height? |
| 1410 | |
| 1411 | 04 Set variable |
| 1412 | 000C int16 variable to set |
| 1413 | 0010 int16 value |
| 1414 | 0012 int16 ?? action 00 set 01 add |
| 1415 | 0014 int16 Optional message to receive |
| 1416 | |
| 1417 | 06 Activate / Open. Set off triggers, open doors. |
| 1418 | 000C int16 1st object to activate. |
| 1419 | 000E int16 Delay before activating object 1. |
| 1420 | 0010 ... Up to 4 objects and delays stored here. |
| 1421 | |
| 1422 | 07 Change lighting |
| 1423 | 000C int16 Control point 1 |
| 1424 | 000E int16 Control point 2 |
| 1425 | ... ? |
| 1426 | |
| 1427 | 08 View "Static" effect |
| 1428 | |
| 1429 | 09 Moving platform |
| 1430 | 000C int16 Tile x coord of platform |
| 1431 | 0010 int16 Tile y coord of platform |
| 1432 | 0014 int16 Target floor height |
| 1433 | 0016 int16 Target ceiling height |
| 1434 | 0018 int16 Speed |
| 1435 | |
| 1436 | 0C Choice. Set off trigger depending on [what?] |
| 1437 | 000C int16 Trigger 1 |
| 1438 | 0010 int16 Trigger 2 |
| 1439 | |
| 1440 | 0F Player receives email |
| 1441 | 000C int16 Chunk no. of email (offset from 2441 0x0989) |
| 1442 | |
| 1443 | 10 This is used in the radiation treatment area on level R. |
| 1444 | |
| 1445 | 13 Change object state. |
| 1446 | |
| 1447 | 16 Trap message |
| 1448 | 000C int16 "Success" message |
| 1449 | 0010 int16 "Fail" message |
| 1450 | |
| 1451 | 17 Spawn |
| 1452 | 000C int32 Class/subclass/type of object to spawn |
| 1453 | 0010 int16 Control point 1 (object) |
| 1454 | 0012 int16 Control point 2 (object) |
| 1455 | 0014 ?? |
| 1456 | 0018 ?? |
| 1457 | |
| 1458 | 18 Change type. This is used for force bridges / doors |
| 1459 | 000C int16 Object ID to change. |
| 1460 | 0010 int8 New type. |
| 1461 | 0012 ?? |
| 1462 | |
| 1463 | 3.2.16 The containers table, class 13 |
| 1464 | |
| 1465 | This resides in chunks 4023, 4123 etc. and contains information on containers. |
| 1466 | As the name suggests, a container is an object that may contain other objects; |
| 1467 | this includes corpses and dead monsters as well as crates etc. Each entry is |
| 1468 | 21 bytes long: |
| 1469 | |
| 1470 | 0000 int16 Container index in master object table |
| 1471 | 0002 int16 "Prev" link for slot list |
| 1472 | 0004 int16 "Next" link for slot list |
| 1473 | 0006 4xint16 Up to 4 objects contained |
| 1474 | 000E int8 Width (for crates) 0 means use default |
| 1475 | 000F int8 Height (for crates) 0 means use default |
| 1476 | 0010 int8 Depth (for crates) 0 means use default |
| 1477 | 0011 int8 Top texture (for crates) 0 means use default |
| 1478 | 0012 int8 Side texture (for crates) 0 means use default |
| 1479 | 0013 int16 ?? |
| 1480 | |
| 1481 | Crates, like bridges, may specify their dimensions and texture mapping |
| 1482 | information independently of the actual 3D model they are associated with |
| 1483 | (which is just a placeholder and is ignored). Default dimensions are 80x80x80 |
| 1484 | for a "small crate" (13/0/0), 160x160x160 for a "large crate" (13/0/1) and |
| 1485 | 240x240x240 for a "secure crate" (13/0/2). Textures are taken from the |
| 1486 | special model texture block from chunk 2180. |
| 1487 | |
| 1488 | |
| 1489 | |
| 1490 | 3.2.17 The critters table, class 14 |
| 1491 | |
| 1492 | |
| 1493 | ============================== |
| 1494 | |
| 1495 | The surveillance control chunk |
| 1496 | |
| 1497 | This resides in chunks 4043, 4143 etc. and controls surveillance screens i.e. |
| 1498 | those displaying live scenes from within the 3D world. |
| 1499 | |
| 1500 | It contains a maximum of 8 16-bit words giving the object IDs of up to 8 "null" |
| 1501 | trigger objects; these are dummy objects which exist only to provide a |
| 1502 | position and orientation for the camera transform associated with that screen. |
| 1503 | |
| 1504 | Objects referred to in this chunk are linked by special values in the "start |
| 1505 | frame" field of their respective screens. Special start frames 248-255 refer |
| 1506 | to words 0-7 in this chunk. Thus if a screen has start frame 248, the first |
| 1507 | word in the surveillance control chunk is used as an object ID to look up an |
| 1508 | object whose position and orientation are then used to render a scene into a |
| 1509 | bitmap, which in turn is projected onto the screen. |
| 1510 | |
| 1511 | |
| 1512 | =============================== |
| 1513 | Logs, eMails, vMails, Data Fragments (From Rebecca) |
| 1514 | |
| 1515 | Those texts are stored in blocks of Strings (String arrays). Information about |
| 1516 | them is also stored in this block: |
| 1517 | Line Content |
| 1518 | 0 Info |
| 1519 | 1 'Title' (that appears in lists) |
| 1520 | 2 Sender |
| 1521 | 3 Subject |
| 1522 | 4 to n-1 Verbose Text |
| 1523 | n Empty Line ("") |
| 1524 | n+1 to m-1 Terse Text |
| 1525 | m Empty Line ("") |
| 1526 | |
| 1527 | Info Line: has the following format: |
| 1528 | [event ][colour ]LeftId[,[ ]RightId] |
| 1529 | event: 'iEE' or 't' |
| 1530 | EE = Hex Number of Log/eMail to follow immediately |
| 1531 | 't' is set for Texts following a 'iEE' Text |
| 1532 | colour: 'cCC' |
| 1533 | CC = Hex Number of Colour Index in Palette; |
| 1534 | only Sender and Subject are drawn in this colour |
| 1535 | LeftId, RightId: |
| 1536 | decimal subchunk number of left (and right) bitmaps to show; |
| 1537 | (based from main chunk ID 0x28) |
| 1538 | Note that the blank between ',' and RightId is omitted sometimes... |
| 1539 | |
| 1540 | vMails only have a number between 256 and 261 in this line - but don't |
| 1541 | match any bitmaps -- orig SS even skips Sender and Subject Lines (since |
| 1542 | there is no bitmap where they could be shown) |
| 1543 | |
| 1544 | Title, Sender, Subject: always one line |
| 1545 | |
| 1546 | Verbose and Terse Text: |
| 1547 | although the texts are torn apart, those breaks do not mark Newlines. |
| 1548 | Instead, character 0x0A does this. Character 0x02 marks possible |
| 1549 | soft hyphens (but as it turned out, not all texts are formatted this way). |
| 1550 | The string '$N' is a placeholder for the hackers name. |
| 1551 | |
| 1552 | =============================== |
| 1553 | Notes (Sheets lying on the ground on Citadel) |
| 1554 | |
| 1555 | Same as above, those Texts are stored in string arrays. They don't have |
| 1556 | any special formatting or different versions, just one block of Text form |
| 1557 | the first line on and end with one empty line. |
| 1558 | |
| 1559 | |
| 1560 | The object properties list, objprop.dat |
| 1561 | --------------------------------------- |
| 1562 | |
| 1563 | This file is not a resource file, it is a flat file containing tables of |
| 1564 | miscellaneous object information. For each object class, there is a general |
| 1565 | table, followed by a table for each subclass. Each object (with very few |
| 1566 | exceptions) therefore has 2 table entries. If there is nothing of interest to |
| 1567 | be defined, the entry may be a single zero byte. |
| 1568 | |
| 1569 | The object properties file has a "header" consisting of a single 4-byte |
| 1570 | integer, 0x0000002d, purpose unknown to date. |
| 1571 | |
| 1572 | |
| 1573 | 4.0 WEAPONS TABLE, class 0 |
| 1574 | -------------------------- |
| 1575 | |
| 1576 | The generic weapon info begins at file offset 0x0004, and has 2 bytes per |
| 1577 | weapon to a total of 32: |
| 1578 | |
| 1579 | 0000 int8 If I were to hazard a guess, I might surmise that this was |
| 1580 | involved with firing rate |
| 1581 | 0001 int8 This controls what types of clip the weapon takes. |
| 1582 | b0-3 clip types. There is a bit for each of a possible |
| 1583 | 4 types within the subclass, if set the weapon |
| 1584 | accepts that clip (0-3) |
| 1585 | b4-7 clip subclass |
| 1586 | This byte is zero for energy weapons, of course. |
| 1587 | |
| 1588 | In the following, a "common weapon information" structure refers to an 8-byte |
| 1589 | table as follows |
| 1590 | |
| 1591 | 0000 int16 Damage |
| 1592 | 0002 int8 "Offence" value |
| 1593 | 0003 int8 Damage type. This seems to be organised as a bitfield: |
| 1594 | 01 impact |
| 1595 | 02 energy |
| 1596 | 04 EMP |
| 1597 | 08 ion (the ion rifle has this bit set) |
| 1598 | 10 gas |
| 1599 | 20 tranq |
| 1600 | 40 needle (SV needle darts and full-auto rounds) |
| 1601 | 0004 int8 Seems to have to do with special effects. EMP weapons have 0x33 |
| 1602 | here |
| 1603 | 0005 int16 Not used in the main weapons table. Seems to be used for |
| 1604 | critter attack descriptions |
| 1605 | 0007 int8 Armour penetration |
| 1606 | |
| 1607 | |
| 1608 | 4.0.0 SEMI-AUTO WEAPON TABLE, class 0/0 |
| 1609 | |
| 1610 | There is no extra information on these, and the table consists of 5 zero bytes. |
| 1611 | |
| 1612 | |
| 1613 | 4.0.1 SEMI-AUTO WEAPON TABLE, class 0/1 |
| 1614 | |
| 1615 | There is no extra information on these, and the table consists of 2 zero bytes. |
| 1616 | |
| 1617 | |
| 1618 | 4.0.2 PROJECTILE WEAPON TABLE, class 0/2 |
| 1619 | |
| 1620 | This table contains 16 bytes per weapon in this subclass, 32 in total: |
| 1621 | |
| 1622 | 0000 8byte common weapon info |
| 1623 | 0008 int8 |
| 1624 | 0009 int32 Projectile class/subclass/type |
| 1625 | |
| 1626 | |
| 1627 | 4.0.3 MELEE WEAPON TABLE, class 0/3 |
| 1628 | |
| 1629 | This table contains 13 bytes per melee weapon, 26 in total: |
| 1630 | |
| 1631 | 0000 8byte common weapon info |
| 1632 | 0008 int8 Energy usage |
| 1633 | 0009 int8 ?? kickback ?? |
| 1634 | 000a int8 ?? Range ?? |
| 1635 | |
| 1636 | |
| 1637 | 4.0.4 ENERGY BEAM WEAPON TABLE, class 0/4 |
| 1638 | |
| 1639 | This table seems to have the same values as the melee weapons table above. |
| 1640 | |
| 1641 | |
| 1642 | 4.0.5 ENERGY PROJECTILE WEAPON TABLE, class 0/5 |
| 1643 | |
| 1644 | This table contains 18 bytes per projectile weapon, 36 in total: |
| 1645 | |
| 1646 | 0000 8byte common weapon info |
| 1647 | 0008 int8 Energy usage |
| 1648 | 000d int32 Projectile class/subclass/type |
| 1649 | |
| 1650 | |
| 1651 | 4.1 AMMO CLIP TABLE, class 1 |
| 1652 | ---------------------------- |
| 1653 | |
| 1654 | The generic ammo clip info begins at file offset 0x00B0, and has 14 bytes per |
| 1655 | ammo clip to a total of 210: |
| 1656 | |
| 1657 | 0000 8byte common weapon info |
| 1658 | 0008 int8 No. rounds per clip |
| 1659 | 0009 int8 ?? kickback ?? |
| 1660 | 000a int16 |
| 1661 | 000c int8 ?? Range ?? |
| 1662 | 000d int8 |
| 1663 | |
| 1664 | The "specific" info for ammo clips just consists of a single zero byte each. |
| 1665 | |
| 1666 | |
| 1667 | 4.2 PROJECTILE TABLE, class 2 |
| 1668 | ----------------------------- |
| 1669 | |
| 1670 | The generic projectile info begins at file offset 0x0191, and has 1 byte per |
| 1671 | projectile. |
| 1672 | |
| 1673 | |
| 1674 | 4.2.0 TRACER TABLE, class 2/0 |
| 1675 | |
| 1676 | This table has 20 bytes reserved for each projectile in this class, to a total |
| 1677 | of 120. In the file objprop.dat they are all zero. |
| 1678 | |
| 1679 | |
| 1680 | 4.2.1 PROJECTILE TABLE, class 2/1 |
| 1681 | |
| 1682 | This table contains 6 bytes per projectile in this class, to a total of 96. |
| 1683 | These control the cyberspace model colour scheme. Naturally they are only used |
| 1684 | for the c/space projectiles. |
| 1685 | |
| 1686 | |
| 1687 | 4.2.2 class 2/2 |
| 1688 | |
| 1689 | This table has a single zero byte for each object in this class, 2 in all. |
| 1690 | |
| 1691 | |
| 1692 | 4.3 GRENADES / EXPLOSIVES TABLE, class 3 |
| 1693 | ---------------------------------------- |
| 1694 | |
| 1695 | The generic explosives info begins at file offset 0x0283, and has 15 bytes per |
| 1696 | explosives type, to a total of 120. |
| 1697 | |
| 1698 | 0000 8byte common weapon info |
| 1699 | ... |
| 1700 | |
| 1701 | |
| 1702 | 4.3.0 GRENADES TABLE, class 3/0 |
| 1703 | |
| 1704 | This table has a single zero byte for each object in this class, 5 in all. |
| 1705 | |
| 1706 | |
| 1707 | 4.3.1 EXPLOSIVES TABLE, class 3/1 |
| 1708 | |
| 1709 | This table has 3 bytes for each object in this class, to a total of 9. |
| 1710 | |
| 1711 | |
| 1712 | 4.4 PATCHES TABLE, class 4 |
| 1713 | -------------------------- |
| 1714 | |
| 1715 | The patch info begins at file offset 0x0309. |
| 1716 | Generic: 22 bytes, all zeros. |
| 1717 | Specific: 1 byte, all zeros. |
| 1718 | |
| 1719 | |
| 1720 | 4.5 HARDWARE TABLE, class 5 |
| 1721 | --------------------------- |
| 1722 | |
| 1723 | Beginning at file offset 0x03AA. |
| 1724 | Generic: 9 bytes, all zeros. |
| 1725 | Specific: 1 byte, all zeros. |
| 1726 | |
| 1727 | |
| 1728 | 4.6 SOFTS TABLE, class 6 |
| 1729 | ------------------------ |
| 1730 | |
| 1731 | Beginning at file offset 0x0440. |
| 1732 | Generic: 5 bytes, all zeros. |
| 1733 | Specific: 1 byte, all zeros. |
| 1734 | |
| 1735 | |
| 1736 | 4.7 FIXTURES TABLE, class 7 |
| 1737 | --------------------------- |
| 1738 | |
| 1739 | Beginning at file offset 0x04C4. |
| 1740 | Generic: 2 bytes, all zeros. |
| 1741 | Specific: 1 byte, all zeros. |
| 1742 | |
| 1743 | |
| 1744 | 4.8 ITEMS TABLE, class 8 |
| 1745 | ------------------------ |
| 1746 | |
| 1747 | The common items info begins at file offset 0x05ab and has 2 bytes per item in |
| 1748 | class 8, to a total of 160 - all zeros. |
| 1749 | |
| 1750 | 4.8.0 JUNK class 8/0 0x064b 8x1 bytes - zero |
| 1751 | 4.8.1 DEBRIS class 8/1 0x0653 10x1 bytes - zero |
| 1752 | 4.8.2 CORPSES class 8/2 0x065d 15x1 bytes - zero |
| 1753 | 4.8.3 ITEMS class 8/3 0x066c 6x1 bytes - zero |
| 1754 | 4.8.4 ACCESS CARDS class 8/4 0x0672 12x1 bytes - zero |
| 1755 | |
| 1756 | 4.8.5 CYBER ITEMS TABLE, class 8/5 |
| 1757 | |
| 1758 | This table begins at objprop.dat offset 0x067e and contains 6 bytes per cyber |
| 1759 | item, 72 in all, containing the colour scheme for each. |
| 1760 | |
| 1761 | 4.8.6 STAINS class 8/6 0x06c6 9x1 bytes - zero |
| 1762 | 4.8.7 QUEST ITEMS class 8/7 0x06cf 8x2 bytes - zero |
| 1763 | |
| 1764 | |
| 1765 | 4.9 SWITCHES TABLE, class 9 |
| 1766 | --------------------------- |
| 1767 | |
| 1768 | The common switch table begins at objprop.dat offset 0x06df and has but a |
| 1769 | single zero byte per switch object, to a total of 35. |
| 1770 | |
| 1771 | There is NO table for vending machines class 9/4, and no space allotted in |
| 1772 | objprop.dat . These don't appear in the game and were obviously an intended |
| 1773 | element that didn't make it. |
| 1774 | |
| 1775 | 4.9.0 SWITCHES class 9/0 0x0702 9x1 bytes - zero |
| 1776 | 4.9.1 RECEPTACLES class 9/1 0x070b 7x1 bytes - zero |
| 1777 | 4.9.2 TERMINALS class 9/2 0x0712 3x1 bytes - zero |
| 1778 | 4.9.3 PANELS class 9/3 0x0715 11x1 bytes - zero |
| 1779 | 4.9.4 VENDING class 9/4 ------ --- |
| 1780 | 4.9.5 CYBERTOGGLES class 9/5 0x0720 3x1 bytes - zero |
| 1781 | |
| 1782 | |
| 1783 | 4.10 PORTALS (DOORS, GRATINGS) TABLE, class 10 |
| 1784 | ---------------------------------------------- |
| 1785 | |
| 1786 | Beginning at file offset 0x0723. |
| 1787 | Generic: 1 byte, all zeros. |
| 1788 | Specific: 1 byte, all zeros. |
| 1789 | |
| 1790 | |
| 1791 | 4.11 ANIMATED TABLE, class 11 |
| 1792 | ----------------------------- |
| 1793 | |
| 1794 | Beginning at file offset 0x0775. |
| 1795 | Generic: 2 bytes |
| 1796 | |
| 1797 | 0000 uint16 unknown |
| 1798 | |
| 1799 | |
| 1800 | 4.11.0 ???? class 11/0 9x1 bytes - zero |
| 1801 | 4.11.1 ???? class 11/1 11x1 bytes - zero |
| 1802 | |
| 1803 | 4.11.2 ????, class 11/2 |
| 1804 | |
| 1805 | This table contains 1 byte per animated in this subclass: |
| 1806 | |
| 1807 | 0000 byte unknown |
| 1808 | |
| 1809 | |
| 1810 | |
| 1811 | 4.12 MARKER TABLE, class 12 |
| 1812 | --------------------------- |
| 1813 | |
| 1814 | Beginning at file offset 0x07DB. |
| 1815 | Generic: 1 byte, all zeros. |
| 1816 | Specific: 1 byte, all zeros. |
| 1817 | |
| 1818 | |
| 1819 | 4.13 CONTAINER TABLE, class 13 |
| 1820 | ------------------------------ |
| 1821 | |
| 1822 | Beginning at file offset 0x0801. |
| 1823 | Generic: 3 byte, all zeros. |
| 1824 | Specific: 1 byte, all zeros. |
| 1825 | |
| 1826 | |
| 1827 | 4.14 CRITTER TABLE, class 14 |
| 1828 | ---------------------------- |
| 1829 | |
| 1830 | Beginning at file offset 0x08B9. |
| 1831 | Generic: 75 bytes per critter (!): |
| 1832 | |
| 1833 | 0000 75byte unknown |
| 1834 | |
| 1835 | |
| 1836 | 4.14.0 ???? class 14/0 9x1 bytes - zero |
| 1837 | 4.14.1 ???? class 14/1 12x2 bytes - zero |
| 1838 | |
| 1839 | 4.14.2 ????, class 14/2 |
| 1840 | |
| 1841 | 0000 uint16 unknown |
| 1842 | |
| 1843 | 4.14.3 CYBER, class 14/3 |
| 1844 | |
| 1845 | 0000 6byte colour scheme |
| 1846 | |
| 1847 | 4.14.4 ???? class 14/4 2x1 bytes - zero |
| 1848 | |
| 1849 | |
| 1850 | 4.15 COMMON OBJECT PROPERTIES |
| 1851 | ----------------------------- |
| 1852 | |
| 1853 | The very last table in the file is the common object properties; every object |
| 1854 | in the game has an entry here, 27 bytes per object (476 in total): |
| 1855 | |
| 1856 | 0000 int32 ??? mass (in units of 100g) |
| 1857 | 0004 int16 hitpoints |
| 1858 | 0006 int8 armour |
| 1859 | 0007 int8 render type |
| 1860 | 01 3D object |
| 1861 | 02 sprite |
| 1862 | 03 screen |
| 1863 | 04 critter |
| 1864 | 06 fragments (e.g. the Cyberdog) |
| 1865 | 07 not drawn |
| 1866 | 08 oriented surface (door, wall decoration) |
| 1867 | 0B special case handling required |
| 1868 | 0C force door |
| 1869 | 000e int8 vulnerabilities. This has the same bit values as the weapon |
| 1870 | "type" field |
| 1871 | 000f int8 Special vulnerabilities. This relates to the "special effects" |
| 1872 | field of the weapon descriptions. Some objects are |
| 1873 | particularly vulnerable to certain types of weapon, e.g. |
| 1874 | magpulse+robots. |
| 1875 | 0012 int8 "defence" value |
| 1876 | 0014 int16 flags |
| 1877 | 0001 inventory object (main or access card) |
| 1878 | 0002 touchable (something interesting happens when touched; |
| 1879 | projectile / pushable / melee |
| 1880 | 0010 consumable; inv. item is consumed when used |
| 1881 | 0020 blocks 3d (door) when shut i.e. is opaque, don't bother |
| 1882 | drawing behind it |
| 1883 | 0100 solid but openable i.e door |
| 1884 | 0200 solid, can't be walked or fallen through |
| 1885 | 0400 ?? set for some explosions |
| 1886 | 0800 explodes on hit; missile or live grenade |
| 1887 | 0016 int16 3D model: index, in obj3d.res |
| 1888 | 0019 int8 b4-7 no. extra frames |
| 1889 | |
| 1890 | Some notes on render type: 3D objects use the model information from chunk |
| 1891 | (2300 + "3D model" field). Critters are drawn as sprites, but with the |
| 1892 | appropriate frame based on orientation and state. "Fragments" objects have 2 |
| 1893 | bitmaps. The first contains the colour information for the fragments. The |
| 1894 | second gives the z position of each fragment: it is a grey-scale bitmap with |
| 1895 | the shade of grey (offset from colour 0xd0) giving the z value. |
| 1896 | |
| 1897 | |
| 1898 | 5 MUSIC |
| 1899 | ------- |
| 1900 | |
| 1901 | The in-game music in System Shock is context specific, which means the music |
| 1902 | adapts to where you are and what you do (or happens to you). |
| 1903 | To achieve this, the music is split up into sequences that can be joined |
| 1904 | dynamically. System Shock not only does this, but also dynamically lays |
| 1905 | several sequences (of different types) over each other, adding variety. |
| 1906 | |
| 1907 | 5.0 Music files |
| 1908 | --------------- |
| 1909 | |
| 1910 | The music files (.xmi) are XMIDI files for the Miles sound system - pretty |
| 1911 | much common in games of the 90s. |
| 1912 | Some files contain only one sequence - these are for movies and main menu. |
| 1913 | The in-game files are named "thm??.xmi" - The ?? do not match |
| 1914 | to the corresponding level number, but, as the name suggests, are theme indices |
| 1915 | (See Tile info above). |
| 1916 | |
| 1917 | |
| 1918 | 5.0.1 Theme listing |
| 1919 | ------------------- |
| 1920 | |
| 1921 | 0: Only technical chirps; flight deck hangars come to mind |
| 1922 | 1: Medical level |
| 1923 | 2: Level 6 |
| 1924 | 3: Level 2 |
| 1925 | 4: Level 5 & 7 |
| 1926 | 5: Nature (Groves) |
| 1927 | 6: Bridge? |
| 1928 | 7: Elevator. Without doubt. |
| 1929 | 10: Cyberspace |
| 1930 | |
| 1931 | |
| 1932 | 5.1 Music descriptor files |
| 1933 | -------------------------- |
| 1934 | |
| 1935 | For each of the theme files, corresponding .dat and .bin files exist, |
| 1936 | describing the sequences. |
| 1937 | |
| 1938 | ff1: I don't exactly know why there are two descriptor files (with different |
| 1939 | endings) - my best guess is that one is read by the Miles sound engine, and |
| 1940 | the other by the game. |
| 1941 | |
| 1942 | |
| 1943 | 5.1.1 Theme descriptor file .dat |
| 1944 | -------------------------------- |
| 1945 | |
| 1946 | A flat binary file, with sequence specific descriptors: |
| 1947 | |
| 1948 | 0000 int8 Amount of sequences |
| 1949 | 0001 int8 Unknown -- always 0x01 |
| 1950 | 0002 n*16*byte Sequence descriptor. Note: Not all files contain the proper |
| 1951 | number of descriptors. Best guess is that the missing are not used. |
| 1952 | |
| 1953 | Sequence descriptor: |
| 1954 | 0000 int8 ???? often equal to byte at offset 0001 |
| 1955 | 0001 int8 ???? often equal to byte at offset 0000 |
| 1956 | 0002 byte always 0x00 |
| 1957 | 0003 int16 ???? |
| 1958 | 0005 int8 always 0x0A -- could be length identifier of following array |
| 1959 | Note: thm10.dat, last one has 0x00 |
| 1960 | 0006 10*int8 ???? contents in the range of [0x00..0x04] |
| 1961 | |
| 1962 | |
| 1963 | 5.1.2 Theme descriptor file .bin |
| 1964 | -------------------------------- |
| 1965 | |
| 1966 | Also a flat binary file, always a size of 405 bytes, that groups the sequences |
| 1967 | to theme groups. |
| 1968 | In-game there is one 'main' music track and a number of background voices. |
| 1969 | |
| 1970 | The main track has three groups: |
| 1971 | - Idle, quiet sequences; Played when strolling around empty areas |
| 1972 | - Tension sequences; Played with enemies nearby |
| 1973 | - Action sequences; During fights |
| 1974 | |
| 1975 | The number and identity of background voices has not been fixed as of yet, |
| 1976 | but the following factors may be of relevance and need to be determined: |
| 1977 | - Remodelled areas (tiles) -- see remodelled flag at Tile structure |
| 1978 | - Machinery/Electrics nearby |
| 1979 | |
| 1980 | The file seems to be split into three parts: |
| 1981 | - Main track infos |
| 1982 | - background voices |
| 1983 | - unknown data? |
| 1984 | |
| 1985 | At least the bytes of the first two parts specify the indices of a music |
| 1986 | sequence. If set to 0xFF the slot is not used. |
| 1987 | |
| 1988 | File data, first part: |
| 1989 | 0000 - 000F up to 16 entries for quiet sequences |
| 1990 | 0010 - 0017 up to 8 entries for tension |
| 1991 | 0018 - 001F up to 8 entries for action |
| 1992 | 0020 - 0020 one (optional) entry for startup sequence (new game, load game) |
| 1993 | 0021 - 0022 unused, always 0xFF |
| 1994 | 0023 - 0023 Death sequence |
| 1995 | 0024 - 0024 Revival sequence (?) - not always set (makes sense) |
| 1996 | 0025 - 0028 unused, always 0xFF |
| 1997 | |
| 1998 | File data, second part; 32 entries of 10 bytes length: |
| 1999 | 0029 - 0032 background voice; basic theme; note that some have the health alarm there? |
| 2000 | 0033 - 003C mainly one-note piano beats; space? some with alarm? |
| 2001 | 003D - 0046 sounds a bit eery; another background voice? |
| 2002 | 0047 - 0050 one-note piano beats -- slightly different than the other group |
| 2003 | 0051 - 0096 7x10 unused (0xFF) |
| 2004 | 0097 - 00A0 always 5 entries, always the same: the health alarm |
| 2005 | 00A1 - 00AA faster health alarm |
| 2006 | 00AB - 00BE 2x10 unused (0xFF) |
| 2007 | 00BF - 00C8 mechanical beats (some with alarms?) |
| 2008 | 00C9 - 00D2 unused (0xFF) |
| 2009 | 00D3 - 00DC always 5 entries, background for tension change (raising tension?) |
| 2010 | 00DD - 00E6 always 5 entries, background for tension change (falling tension?) |
| 2011 | 00E7 - 0122 6x10 unused (0xFF) |
| 2012 | 0123 - 012C only set for thm0 -- one entry with mechanical beat |
| 2013 | 012D - 0136 thm0 |
| 2014 | 0137 - 0140 thm0 |
| 2015 | 0141 - 014A thm0 |
| 2016 | 014B - 0154 thm0 |
| 2017 | 0155 - 0168 2x10 unused (0xFF) |
| 2018 | |
| 2019 | File data, third part; Unknown: |
| 2020 | 0169 - 0194 ???? -- bytes are set [0x01..0x05 or ..0x07], 0x00 only at the end |
| 2021 | |
| 2022 | |
| 2023 | 5.2 Trivia |
| 2024 | ---------- |
| 2025 | |
| 2026 | Common sequences (health alarm, death, ...) are often around the same index, |
| 2027 | so they are easy to spot in the .bin files. |
| 2028 | |
| 2029 | It is interesting that not all sequences (with meaningful data) are used |
| 2030 | according to .bin files. |
| 2031 | |
| 2032 | The elevator theme has only the idle group set; No tension, fight or background |
| 2033 | voices set (only exception is the death sequence of course). So, regardless |
| 2034 | what happens to you in the elevator, you get that soothing melody ;) |
| 2035 | |
| 2036 | |
| 2037 | 5.x Work in Progress |
| 2038 | -------------------- |
| 2039 | |
| 2040 | Background voices often come in groups of 5 or 7 sequences, yet sometimes |
| 2041 | there doesn't appear to be meaningful data in them (some contain the health |
| 2042 | alarm -- why?) |
| 2043 | |
| 2044 | Are sequences played in the same order they are specified in their group or |
| 2045 | does something affect the order? |
| 2046 | |
| 2047 | The contents of the 10 bytes in the .dat files seem a bit gaussian distributed; |
| 2048 | Also, their sum is close to the first two bytes of the sequence descriptor... |
| 2049 | |
| 2050 | |
| 2051 | |
| 2052 | -------------------------------------------------------------------------- |
| 2053 | |
| 2054 | |
| 2055 | The texture properties file, textprop.dat |
| 2056 | ----------------------------------------- |
| 2057 | |
| 2058 | This is not a resource file, but a flat file containing an 11-byte record for |
| 2059 | each texture in the game, structured as follows: |
| 2060 | |
| 2061 | 0001 int8 Starfield control (for station windows) |
| 2062 | 0002 int8 Animation group |
| 2063 | 0003 int8 Animation index (within group) |
| 2064 | 0004 int8 \ These are usually the same as the low byte of the texture no. |
| 2065 | 0005 int8 / |
| 2066 | 0006 int32 Always 10 |
| 2067 | 000A int8 Climbable flag (1 for e.g. ladders and vines) |
| 2068 | |
| 2069 | |
| 2070 | The 3D model file, obj3d.res |
| 2071 | ---------------------------- |
| 2072 | |
| 2073 | This file contains the model definitions for all 3D objects (not sprites). |
| 2074 | Each model lives in its own chunk, of type 0x0F, of which it is subchunk 0. |
| 2075 | |
| 2076 | Coordinates are (apparently) stored as 24.8 fixed-point numbers. |
| 2077 | |
| 2078 | The model header consists of 8 bytes, followed by the instructions on how to |
| 2079 | draw the object: |
| 2080 | |
| 2081 | 0006 int16 no. faces |
| 2082 | |
| 2083 | Models appear to be based around drawing commands: |
| 2084 | |
| 2085 | 0000 end of sub-hull |
| 2086 | 0000 int16 command = 0x0000 |
| 2087 | |
| 2088 | 0001 define face: |
| 2089 | 0000 int16 command = 0x0001 |
| 2090 | 0002 int16 face length |
| 2091 | 0004 3*fix normal vector |
| 2092 | 0010 3*fix point on face |
| 2093 | 001C ... face drawing commands |
| 2094 | |
| 2095 | 0003 define multiple vertices |
| 2096 | 0000 int16 command = 0x0003 |
| 2097 | 0002 int16 no. vertices |
| 2098 | 0006 3*fix first vertex |
| 2099 | 0012 ... more vertices |
| 2100 | |
| 2101 | 0004 draw flat-shaded polygon: |
| 2102 | 0000 int16 command = 0x0004 |
| 2103 | 0002 int16 no. vertices |
| 2104 | 0004 n*int16 vertices (defined previously in file) |
| 2105 | |
| 2106 | 0005 set colour for flat shading |
| 2107 | 0000 int16 command = 0x0005 |
| 2108 | 0002 int16 colour |
| 2109 | |
| 2110 | 0006 split plane??? this defines a plane and references 2 faces, but I don't know what |
| 2111 | it's actually for |
| 2112 | 0000 int16 command = 0x0006 |
| 2113 | 0002 3*fix normal vector |
| 2114 | 000E 3*fix point on face |
| 2115 | 001A int16 left child offset (from start of this command) |
| 2116 | 001C int16 right child offset (from start of this command) |
| 2117 | |
| 2118 | 000A define vertex: |
| 2119 | 0000 int16 command = 0x000A |
| 2120 | 0002 int16 vertex no. to define |
| 2121 | 0004 int16 reference vertex |
| 2122 | 0006 fix offset from reference in X direction |
| 2123 | |
| 2124 | 000B define vertex: as 0x000A except offset is in Y direction |
| 2125 | 000C define vertex: as 0x000A except offset is in Z direction |
| 2126 | |
| 2127 | 000D define vertex: as 0x000A except 2 offsets X, Y |
| 2128 | 000E X, Z |
| 2129 | 000F Y, Z |
| 2130 | |
| 2131 | 0015 ??? define initial vertex |
| 2132 | 0000 int16 command = 0x0015 |
| 2133 | 0004 3*fix vertex coords |
| 2134 | |
| 2135 | 001C define colour and shade |
| 2136 | 0000 int16 command = 0x001C |
| 2137 | 0002 int16 colour |
| 2138 | 0004 int16 shade |
| 2139 | |
| 2140 | 0025 define texture mapping: |
| 2141 | 0000 int16 command = 0x0025 |
| 2142 | 0002 int16 no. vertices |
| 2143 | 0004 int16 vertex no. of first vertex |
| 2144 | fix texture u coord (fix16.16) |
| 2145 | fix texture v coord (fix16.16) |
| 2146 | 000E int16 vertex no. of second vertex |
| 2147 | ... |
| 2148 | |
| 2149 | 0026 plot texture-mapped face: |
| 2150 | 0000 int16 command = 0x0026 |
| 2151 | 0002 int16 texture no. (stored in citmat.res 475-525) |
| 2152 | 0004 int16 no. vertices |
| 2153 | 0006 n*int16 vertex numbers |
| 2154 | |
| 2155 | |
| 2156 | |
| 2157 | vidmail.res |
| 2158 | ----------- |
| 2159 | |
| 2160 | Video mails. This file has 24 chunks: |
| 2161 | - the first 12 (id 0A40 to 0A4B) |
| 2162 | contain the frames in subchunks |
| 2163 | - the second 12 (id 0A4C to 0A57) |
| 2164 | are video information chunks (type 04) stored in |
| 2165 | one subchunk each |
| 2166 | |
| 2167 | This I have yet found out about the videos: |
| 2168 | - a framerate of about 10 per second |
| 2169 | - some videos are split up into several parts (chunks) |
| 2170 | - the TriOp init jingle is id 0A4A (the first part |
| 2171 | always played) |
| 2172 | - the frames (bitmaps) contain huge areas of |
| 2173 | value 00 which means the previous pixel at |
| 2174 | this position has to be preserved. |
| 2175 | (ff1: But this is not always true as I found out...) |
| 2176 | - the video info structure should store the information |
| 2177 | about keyframes (if there are such) |
| 2178 | |
| 2179 | |
| 2180 | The video information structure (type 04) |
| 2181 | I yet don't know what everything means; |
| 2182 | it's of variable size since it contains a sub-table: |
| 2183 | |
| 2184 | 0000 int16 width of video (always 00C8) |
| 2185 | 0002 int16 height of video (always 0064) |
| 2186 | 0004 int16 corresponding chunk id of frames |
| 2187 | 0006 6xint8 ?? always 00 |
| 2188 | 000C int16 ?? (TriOp jingle: 0001 |
| 2189 | all other: 0000) |
| 2190 | 000E nx5xint8 sub-table of n entries |
| 2191 | mmmm int16 'end tag' always 010C |
| 2192 | |
| 2193 | The video info sub-table |
| 2194 | This table seems to determine how frames should be rendered. |
| 2195 | The from_ and to_ fields are inclusive; |
| 2196 | the first entry has from_frame = 0 and |
| 2197 | the last has to_frame = last frame |
| 2198 | |
| 2199 | 0000 int8 'video command' (my name for it, always 04) |
| 2200 | 0001 int8 from_frame |
| 2201 | 0002 int8 to_frame |
| 2202 | 0003 int8 ?? render operation? (*) |
| 2203 | 0004 int8 ?? flags? (contains 0x00 to 0x04) (*) |
| 2204 | |
| 2205 | *) those last two bytes could be the frame time as Jim |
| 2206 | suggested - but if that is true, where is the information |
| 2207 | how frames are drawn? |
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