LBA1:Isometric scene: Difference between revisions
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{{Infobox format |
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| extension = LS1 |
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| lba1 = true |
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| colour = FF99FF |
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| defaultsort = scene |
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}} |
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Isometric scenes contain information for the active game world content. It contains definitions of Actors and scripts that drive their behaviour. |
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==Specification:== |
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{{Cleanup|It should be reformatted to use wikitext instead of <pre> tags.}} |
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<pre> |
<pre> |
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Line 775: | Line 786: | ||
2: Agressive |
2: Agressive |
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3: Discrete |
3: Discrete |
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--------------------------------------- |
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- [ Holomap Locations and Cube Zones ]: |
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--------------------------------------- |
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000: Citadel Island, Prison |
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001: Citadel Island, outside the citadel |
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002: Citadel Island, near the tavern |
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003: Citadel Island, near the pharmacy |
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004: Citadel Island, near twinsens house |
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005: Citadel Island, inside Twinsens house |
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006: Citadel Island, Harbor |
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007: Citadel Island, Pharmacy |
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008: White Leaf Desert, Temple of Bú 1st scene |
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009: Hamalayi Mountains, landing place |
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010: Principal Island, Library |
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011: Principal Island, Harbor |
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012: Principal Island, outside the fortress |
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013: Principal Island, Lupin Burg |
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014: Citadel Island, Tavern |
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015: Hamalayi Mountains, Rabbibunny village |
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016: Citadel Island, inside a Rabbibunny house |
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017: Principal Island, Ruins |
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018: Principal Island, outside the library |
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019: Principal Island, Militairy camp |
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020: Citadel Island, Architects house |
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021: Citadel Island, secret chamber in the house |
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022: Principal Island, Ticket office |
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023: Principal Island, Prison |
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024: Principal Island, Port Belooga |
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025: Principal Island, Peg Leg Street |
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026: Principal Island, Shop |
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027: Principal Island, Locksmith |
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028: Principal Island, inside a Rabbibunny house |
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029: Principal Island, Astronimers House |
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030: Principal Island, Tavern |
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031: Principal Island, Basement of the Astronomer |
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032: Principal Island, Stables |
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033: Citadel Island, Cellar of the Tavern |
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034: Citadel Island, Sewer of the 1st scene |
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035: Citadel Island, Warehouse |
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036: White Leaf Desert, outside the Temple of Bú |
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037: Principal Island, outside the water tower |
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038: Principal Island, inside the water tower |
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039: White Leaf Desert, Militairy camp |
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040: White Leaf Desert, Temple of Bú 2nd scene |
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041: White Leaf Desert, Temple of Bú 3rd scene |
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042: Proxima Island, Proxim City |
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043: Proxima Island, Museum |
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044: Proxima Island, near the Inventors house |
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045: Proxima Island, upper rune stone |
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046: Proxima Island, lower rune stone |
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047: Proxima Island, befor the upper rune stone |
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048: Proxima Island, Forgers house |
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049: Proxima Island, Prison |
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050: Proxima Island, Shop |
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051: Proxima Island, Sewer |
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052: Principal Island, house at Peg Leg Street |
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053: Proxima Island, Grobo house |
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054: Proxima Island, Inventors house |
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055: Citadel Island, Sewer (secret) |
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056: Principal Island, Sewer (secret) |
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057: White Leaf Desert, Maze |
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058: Principal Island, House with the TV |
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059: Rebelion Island, Harbor |
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060: Rebelion Island, Rebel camp |
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061: Some room (cut-out ?) |
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062: Hamalayi Mountains, 1st fighting scene |
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063: Hamalayi Mountains, 2nd fighting scene |
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064: Hamalayi Mountains, Prison |
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065: Hamalayi Mountains, outside the transporter |
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066: Hamalayi Mountains, inside the transporter |
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067: Hamalayi Mountains, Mutation centre 1st scene |
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068: Hamalayi Mountains, Mutation centre 2nd scene |
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069: Hamalayi Mountains, 3rd fighting scene |
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070: Hamalayi Mountains, Entrance to the prison |
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071: Hamalayi Mountains, outside the prison |
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072: Hamalayi Mountains, Catamaran dock |
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073: Hamalayi Mountains, Bunker near clear water |
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074: Tippet Island, Village |
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075: Tippet Island, Secret passage scene 2 |
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076: Tippet Island, near the bar |
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077: Tippet Island, Secret passage scene 1 |
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078: Tippet Island, near the Dino-Fly |
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079: Tippet Island, Secret passage scene 3 |
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080: Tippet Island, Twinsun Cafe |
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081: Hamalayi Mountains, Sacret Carrot |
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082: Hamalayi Mountains, Backdoor of the prison |
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083: Fortress Island, inside the fortress |
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084: Fortress Island, outside the forstress |
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085: Fortress Island, Secret passage scene 1 |
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086: Fortress Island, Secret in the fortress |
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087: Fortress Island, near Zoes cell |
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088: Fortress Island, Swimming pool |
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089: Fortress Island, Cloning centre |
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090: Fortress Island, Rune stone |
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091: Hamalayi Mountains, Behind th sacret carrot |
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092: Hamalayi Mountains, Clear water lake |
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093: Fortress Island, outside fortress destroyed |
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094: Brundle Island, outside the teleportation |
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095: Brundle Island, inside the teleportation |
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096: Hamalayi Mountains, Ski resort |
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097: Brundle Island, Docks |
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098: Brundle Island, Secret room |
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099: Brundle Island, near the telepods |
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100: Fortress Island, Docks |
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101: Tippet Island, Shop |
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102: Principal Island, house in port Belooga |
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103: Brundle Island, Painters house |
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104: Citadel Island, Ticket Office |
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105: Principal Island, inside the fortress |
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106: Polar Island, 2nd scene |
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107: Polar Island, 3rd scene |
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108: Polar Island, Before the rocky peak |
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109: Polar Island, 4th scene |
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110: Polar Island, The rocky peak |
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111: Polar Island, on the rocky peak |
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112: Polar Island, Before the end room |
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113: Polar Island, Final Battle |
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114: Polar Island, end scene |
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115: Polar Island, 1st scene |
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116: Citadel Island, end sequence (1) |
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117: Citadel Island, end sequence (2) |
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118: Citadel Island, Twinsens house destroyed |
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119: Credits List Sequence |
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Line 989: | Line 874: | ||
- The_End.fla -> End movie with Twinsen and Zoé. |
- The_End.fla -> End movie with Twinsen and Zoé. |
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------------ |
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- [ Midis ]: |
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------------ |
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00: Citadel Island, Prison |
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01: |
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02: |
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03: |
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04: |
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05: |
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06: |
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07: |
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08: End scene |
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09: |
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10: |
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11: |
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12: |
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13: Principal Island |
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14: |
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15: |
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16: |
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17: |
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18: |
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19: |
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20: |
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21: |
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22: |
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23: |
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24: |
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25: |
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26: |
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27: |
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28: Adeline Logo ? |
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29: |
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30: |
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31: Adeline Logo |
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-------------- |
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- [ Samples ]: |
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-------------- |
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000: Twinsen hit |
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001: Rabbibunny hit |
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002: Quetch grumble |
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003: Truck horn |
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004: Soldier hit |
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005: Rabbibunny clone turn |
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006: Puff (long) |
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007: Puff (short) |
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008: Soldiers marching |
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009: Rabbibunny calculate |
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010: Dumpster dumps twinsen |
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011: Item popup |
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012: Puff (very long) |
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013: Puff (very long) |
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014: Grobo hit |
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015: Rabbibunny clone walk |
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016: Rabbibunny clone (red) shoot |
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017: Skeleton attack |
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018: Rabbibunny clone hit |
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019: Rabbibunny clone turn |
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020: Rabbibunny clone shoot |
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021: Stone rolling |
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022: Twinsen angry |
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023: Throwing ball |
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024: Crab hit |
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025: Twinsen amazed |
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026: Soldier shoot |
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027: Walk over stone 1 |
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028: Walk over stone 2 |
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029: Teleport |
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030: Twinsen hit |
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031: Twinsen hits ground |
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032: Zoé hit |
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033: Kiss |
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034: Factory/Citadel area sound |
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035: Door open |
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036: Area sound |
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037: Explode |
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038: |
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039: |
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040: |
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041: Big item found / task completed |
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042: Skeleton wake up 1 |
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043: Skeleton wake up 2 |
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044: Rabbibunny clone (green) shoot |
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045: |
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046: Stone rolling 1 |
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047: Stone rolling 2 |
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048: Fireball |
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049: |
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050: Boobytrap |
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051: |
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052: |
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053: |
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054: Skeleton walk 1 |
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055: Skeleton walk 2 |
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056: Temple of Bù area sound |
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057: Twinsen jump |
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058: Shoot |
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059: |
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060: Rabbibunny clone hit |
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061: |
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062: Survailence system |
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063: Clone hit |
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064: Rabbibunny clone move |
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065: Truck stop |
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066: Area sound |
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067: |
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068: Quetch hit |
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069: |
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070: Hit |
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071: Grobo attack |
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072: Elevator move |
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073: Grobo clone shoot |
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074: Heartbeat |
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075: Twinsen land on ground |
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076: Alarm |
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077: Rabbibunny clone move |
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078: |
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079: |
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080: Wind |
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081: Sewer area sound |
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082: Hit |
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083: Temple of Bù area sound |
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084: Clone hit |
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085: Knock on door |
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086: |
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087: Key lock |
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088: Whistle |
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089: Ocean |
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090: Ship's horn |
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091: Swing 1 |
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092: Swing 2 |
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093: Item found |
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094: Gate open |
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095: Twinsen hit |
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096: |
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097: Twinsen die |
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098: |
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099: Hit |
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100: Grobo alarm |
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101: Twinsen in discreet mode 1 |
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102: Twinsen in discreet mode 2 |
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103: Zoé gigle |
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104: Truck move 1 |
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105: Truck move 2 |
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106: Boat motor |
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107: Drinking |
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108: Truck motor |
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109: Truck stop |
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110: Digging rabbibunny |
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111: Space guitar 1 |
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112: Space guitar 2 |
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113: Space guitar 3 |
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114: Space guitar 4 |
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115: Crowd unhappy |
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116: Crowd happy |
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117: Walk over stone 3 |
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118: Walk over carpet |
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119: Walk over metal |
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120: Walk over wood |
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121: Walk over snow |
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122: Walk over stone 4 |
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123: Walk over grind |
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124: Walk through water |
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125: Walk over grass |
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126: Walk over flower |
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127: Walk over stone 5 |
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128: Walk over grind 2 |
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129: Walk through water 2 |
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130: Walk over sand |
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131: Walk over metal 2 |
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132: Walk in cave |
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133: Walk over wood 2 |
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134: Walk over snow 2 |
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135: Walk over wood 3 |
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136: Walk over snow 3 |
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137: Walk through water 3 |
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138: Walk over grass 2 |
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139: Walk over flower 2 |
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140: Walk over stone 6 |
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141: Walk over carpet 4 |
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142: Walk through water 4 |
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143: Proto-pack |
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144: Water drain |
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145: Area sound |
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146: Desert area sound |
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147: Fisher |
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148: Bells |
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149: Swing |
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150: Lever toggle |
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151: |
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152: Fireballs |
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153: Rabbibunny clone calculate 1 |
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154: Rabbibunny clone calculate 2 |
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155: Rabbibunny clone calculate 3 |
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156: Sacred Carrot area sound |
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157: Music |
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158: Horse galloping 1 |
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159: Horse galloping 2 |
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160: Horse |
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161: Horse galloping 3 |
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162: Horse galloping 4 |
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163: Horse |
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164: Horse |
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165: Buzzing 1 |
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166: Motor |
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167: Area sound |
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168: |
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169: Shoot |
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170: Temple of Bù guards |
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171: |
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172: |
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173: Explode |
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174: Soldier wake-up |
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175: Soldier scared |
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176: Machine gun 1 |
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177: Machine gun 2 |
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178: Explosion |
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179: Sewer area sound |
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180: Sewer area sound |
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181: Water drop in cave 1 |
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182: Water drop in cave 2 |
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183: Sphero jump |
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184: Sphero hit |
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185: Sphero clone hit 1 |
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186: Sphero clone hit 2 |
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187: |
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188: Shoot |
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189: |
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190: |
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191: |
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192: |
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193: |
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194: Clone walking |
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195: Clone sound |
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196: Meca-Penguin ticking 1 |
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197: Meca-Penguin ticking 2 |
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198: Sword |
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199: |
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200: Truck move 1 |
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201: Truck move 2 |
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202: Construction 1 |
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203: Construction area sound 1 |
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204: Construction area sound 2 |
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205: Dr. FunFrock grin |
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206: Snore |
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207: Hiccup |
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208: Snowboard 1 |
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209: Snowboard 2 |
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210: Snowboard 3 |
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211: Alarm |
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212: Water |
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213: Drown 1 |
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214: Drown 2 |
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215: Drown 3 |
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216: Tank hit |
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217: Swing |
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218: |
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219: Construction 2 |
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220: Construction 3 |
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221: Tone 1 |
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222: Tone 2 |
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223: Hovercraft |
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224: Digging |
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225: Tone 3 |
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226: Tone 4 |
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227: Buzzing 2 |
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228: Water flush |
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------------- |
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- [ Sprites ]: |
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------------- |
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000: Tank bullet ??? |
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001: Magic ball |
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002: Green magic ball |
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003: Coin |
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004: Life heart |
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005: Magic |
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006: Key |
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007: Leaf |
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008: Yellow bullet |
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009: Red bullet |
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010: Groboclone white bullet |
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011: Door #1 (house) |
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012: Door #2 (house) |
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013: Fire magic ball |
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014: Plataform #1 |
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015: Prison door #1 (grid) |
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016: Prison door #2 (harmed) |
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017: Prison door #3 (with the F word) |
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018: Fence #1 |
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019: Fence #2 |
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020: Bomb |
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021: Bolt bullet |
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022: Fence #3 |
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023: Fence #4 |
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024: Door #3 (last scene) ??? |
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025: Lever |
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026: Platform #2 (Prison) |
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027: Platform #3 |
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028: Moving plataform machine |
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029: Platform #4 (sewer access) |
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030: Barrel |
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031: Wooden door #1 (Twinsen house) |
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032: Wooden door #2 (Twinsen's house secret scene) |
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033: Bottle of Syrup |
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034: Passage to the electric thing #1 ??? |
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035: Metal fence #1 |
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036: Passage to the electric thing #2 ??? |
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037: Prison door #4 (Wooden) |
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038: FunFrock bust |
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039: Cadre |
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040: Grey bullet #1 ??? |
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041: Clover leaf |
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042: Green magic ball (same as 3 ??? ) |
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043: Red magic ball |
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044: Transparent yellow magic ball |
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045: Library door #1 |
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046: Library door #2 |
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047: Package |
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048: Ground square #1 (Temple of Bù) |
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049: Quetch statue (Temple of Bù) |
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050: Wooden door #3 (Temple of Bù) |
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051: Wooden door #4 (Temple of Bù) |
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052: Wall (false door ???) |
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053: Double Lever (Temple of Bù) |
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054: Metal fence #2 (Temple of Bù) |
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055: Single Lever (Temple of Bù) |
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056: Ground square #2 (Temple of Bù) |
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057: Frozen mushroom |
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058: Door padlock (Forger's house) |
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059: Barbed bullet (Temple of Bù) |
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060: Runic Stone |
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061: Sendell's sign #1 (near Runic Stone) |
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062: Sendell's sign #2 (White Leaf Desert) |
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063: Sendell's sign #3 |
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064: Grey bullet #2 ??? |
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065: Grey bullet #3 ??? |
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066: Grey bullet #4 ??? |
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067: Lever without casing |
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068: ??? |
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069: Missile |
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070: Red Bullet |
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071: Twinsun globe |
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072: Z (sleeping guard) |
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073: Platform #5 |
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074: Wall (Sacred Carrot door) |
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075: Book #1 |
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076: Bricked up door |
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077: Wall (Library secret passage) |
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078: Book #2 |
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079: Hatchway #1 |
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080: Hatchway #2 |
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081: Sendell's sign #4 (visible) |
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082: Sendell's sign #5 (hiden) |
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083: Metal fence #3 |
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084: Sendell's sign #6 |
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085: Lever #1 (up) |
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086: Lever #2 (down) |
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087: Sendell's sign #7 (painted - hiden) |
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088: Sendell's sign #8 (painted - visible) |
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089: False frozen ground (Rabbibunny Village) |
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090: Talk symbol #1 (right) |
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091: Talk symbol #2 (left) |
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092: Mushroom |
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093: Keypad |
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094: ??? |
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095: Broken lever (clones Factory) |
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096: False ground (some platform ???) |
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097: Explosion sequence #4 |
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098: Explosion sequence #5 |
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099: Explosion sequence #6 |
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100: Explosion sequence #7 |
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101: Explosion sequence #1 |
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102: Explosion sequence #2 |
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103: Explosion sequence #3 |
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104: Door #4 |
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105: FunFrock safe |
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106: Twinsen & Zoé statue (covered) |
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107: Door #5 |
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108: Platform with Sendell's sign |
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109: Transparent green magic ball |
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110: Transparent red magic ball |
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111: Some sequence #1 |
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112: Some sequence #2 |
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113: Some sequence #3 |
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114: Some sequence #4 |
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115: Some sequence #5 |
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116: Some sequence #6 |
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117: Some sequence #7 |
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------------- |
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- [ Bodies ]: |
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------------- |
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000: Twinsen: Tunic and Sendell's medallion |
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001: Twinsen: Prison uniform |
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002: Twinsen: Nurse uniform |
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003: Twinsen: Tunic |
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004: Twinsen: Tunic, Sendell's medallion and sabre |
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005: Twinsen: Tunic, Sendell' medallion and Gawley's horn |
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006: Twinsen: Tunic, Sendell's medallion and snowboard |
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007: Twinsen: Tunic, Sendell's medallion and protopack |
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008: Twinsen: Tunic and protopack |
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009: Nurse: With clipboard |
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010: Nurse: With clipboard and pistol |
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011: Nurse: Baton in holder |
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012: Nurse: Baton in hand |
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013: Groboclone: Super |
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014: Nurse Clothing (very odd) |
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015: Meca-penguin |
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016: Garbage truck |
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017: Grobo: Green vest |
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018: Soldier: Normal |
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019: Soldier: Desert |
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020: Soldier: Himalayan |
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021: Rabbibunny: Orange male, yellow shirt and blue shorts |
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022: Rabbibunny: Brown male, blue shirt and grey-blue shorts |
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023: Rabbibunny: Orange male, yellow shirt and blue shorts, with bottle |
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024: Rabbibunny: Orange male, green shirt and brown shorts in tatters |
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025: Rabbibunny: Light brown male, yellow shirt and blue shorts in tatters |
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026: Rabbibunny: Orange male, white clothes (the painter) |
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027: Rabbibunny: Orange male, white clothes with brush (the painter) |
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028: Weird motion-seeking tank (green & yellow) |
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029: Quetch: Salesman |
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030: Groboclone: Yellow |
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031: Groboclone: Green |
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032: Groboclone: Red |
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033: Groboclone: Yellow without mask |
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034: Groboclone: Red without ears |
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035: Grobo: Yellow clothes and hard hat (bulldozer operator) |
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036: Rabbiclone: Yellow |
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037: Yellow triangle |
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038: Turret from automatic-spray gun thing |
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039: Robot with 2 legs |
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040: Robot with 2 legs, sphero in cockpit |
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041: Tank: Normal |
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042: Tank: Himalayan |
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043: Tank: Desert |
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044: Rabbibunny: Light brown female, orange dress |
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045: Rabbibunny: Light brown female, green dress |
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046: Rabbibunny: Brown female, yellow dress |
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047: Rabbibunny: Brown female, orange dress in tatters |
|||
048: Zoé |
|||
049: Catamaran |
|||
050: Catamaran with pirate flag |
|||
051: Ferryboat |
|||
052: Grobo: Pirate |
|||
053: Rabbibunny: Orange male, blue shirt and white shorts (ferryboat captain) |
|||
054: Fishing boat |
|||
055: Skeleton |
|||
056: Oscillating-blade thing |
|||
057: Small spiked log |
|||
058: Big spiked log |
|||
059: Electro-plant thing |
|||
060: Army boat (driver only) |
|||
061: Army boat (Twinsen & rebels) |
|||
062: Soldier: Normal gunner |
|||
063: Soldier: Desert gunner |
|||
064: Soldier: Himalayan gunner |
|||
065: Radio equipment |
|||
066: Rabbibunny: Orange male, rebel in fatigues and mask |
|||
067: Rabbibunny: Orange male, rebel in fatigues |
|||
068: Sphero: Male rebel in fatigues |
|||
069: Sphero: Male, green clothes |
|||
070: Sphero: Male, yellow clothes |
|||
071: Rabbiclone: Green |
|||
072: Car with Twinsen |
|||
073: Car |
|||
074: Praying mantis |
|||
075: Spheroclone, blue-coloured |
|||
076: Spheroclone, red & yellow |
|||
077: Spheroclone, green & grey |
|||
078: ID card |
|||
079: Gawley's horn |
|||
080: Sendell's medallion |
|||
081: Rabbibunny: Orange oale, white shirt and blue shorts (fisherman) |
|||
082: Motorbike |
|||
083: Horse ridden by Twinsen |
|||
084: Horse |
|||
085: Rabbibunny: Old orange male, with space guitar |
|||
086: Rabbibunny: Old orange Male, with flute |
|||
087: Joe the Elf! |
|||
088: Raymond the Elf |
|||
089: Kestrel |
|||
090: Mutant: Eye |
|||
091: Mutant: Egg |
|||
092: Boulder |
|||
093: Book of Bù |
|||
094: Rabbiclone: Red |
|||
095: Pirate flag |
|||
096: Sewer-snake |
|||
097: Proto-pack |
|||
098: 4-Beamed tank: Normal |
|||
099: 4-Beamed tank: Himalayan |
|||
100: Mutant: Crab |
|||
101: Mutant: Crab without legs |
|||
102: Mutant: Crab, front pincers |
|||
103: Hovercraft with Twinsen |
|||
104: Hovercraft |
|||
105: Rabbibunny: Orange male, hipster |
|||
106: Grobo: Female bartender |
|||
107: Grobo: Male hipster |
|||
108: Mutant: Slime blob |
|||
109: Dino-fly with Twinsen |
|||
110: Dino-fly |
|||
111: Rabbibunny: Guitar player with space guitar |
|||
112: Rabbibunny: Guitar player |
|||
113: Sphero: At drum set |
|||
114: Mutant: Twinsen |
|||
115: Big orange monster-thing |
|||
116: FunFrock |
|||
117: Grobo: Insane flying machine-gun dude |
|||
118: Shark fin, on post |
|||
119: Shark fin |
|||
120: Snowboard |
|||
121: Flag: Red |
|||
122: Flag: Green |
|||
123: Flag: Blue |
|||
124: Flag: Dark blue |
|||
125: Computer |
|||
126: Dump truck |
|||
127: Constuction worker |
|||
128: Constuction worker |
|||
129: Constuction worker |
|||
130: Bulldozer |
|||
131: Sphero: weirdo |
|||
132: Sphero: weirdo |
|||
----------------- |
|||
- [ Animations ]: |
|||
----------------- |
|||
000: Twinsen standing (normal mode) |
|||
001: Twinsen walking (normal mode) |
|||
002: Twinsen walking backwards (normal mode) |
|||
003: Twinsen turning right (normal mode) |
|||
004: Twinsen turning left (normal mode) |
|||
005: Twinsen jumping |
|||
006: Twinsen standing (aggressive mode) |
|||
007: Twinsen fighting |
|||
008: Twinsen running |
|||
009: Twinsen falling |
|||
010: Twinsen throwing magic ball |
|||
011: Twinsen getting hit 1 |
|||
012: Twinsen getting hit 2 |
|||
013: Twinsen getting hit 3 |
|||
014: Twinsen landing (short fall) |
|||
015: Twinsen landing (long fall) |
|||
016: Twinsen wowing |
|||
017: Twinsen getting down |
|||
018: Twinsen leaning from half standing, and crawling |
|||
019: Twinsen dying, game over |
|||
020: Twinsen operating something 1 |
|||
021: Twinsen climbing up ladder |
|||
022: Twinsen operating something 2 |
|||
023: Twinsen jumping in place |
|||
024: Twinsen leaning from standing, and crawling |
|||
025: Twinsen finish climbing up ladder |
|||
026: Twinsen starting climbing up ladder |
|||
027: Twinsen operating something 3 |
|||
028: Twinsen blows horn |
|||
029: Twinsen drowning |
|||
030: Twinsen waving |
|||
031: Twinsen dead |
|||
032: Twinsen turning right (athletic mode) |
|||
033: Twinsen jumping backwards |
|||
034: Twinsen drawing sword |
|||
035: Twinsen fights with sword (normal mode) |
|||
036: Twinsen crawling |
|||
037: Twinsen spilling flask |
|||
038: Twinsen standing (athletic mode) |
|||
039: Twinsen walking backwards (normal mode) |
|||
040: Twinsen turning left (athletic mode) |
|||
041: Twinsen dying |
|||
042: Twinsen dead |
|||
043: Twinsen fights with sword (athletic mode) |
|||
044: Twinsen standing (aggressive mode) |
|||
045: Twinsen walking (aggressive mode) |
|||
046: Twinsen walking backwards (aggressive mode) |
|||
047: Twinsen turning left (aggressive mode) |
|||
048: Twinsen turning right (aggressive mode) |
|||
049: Twinsen kicking |
|||
050: Twinsen butting |
|||
051: Twinsen punching |
|||
052: Twinsen fights with sword (agressive mode) |
|||
053: Twinsen standing (discreet mode) |
|||
054: Twinsen walking (discreet mode) |
|||
055: Twinsen walking backwards (discreet mode) |
|||
056: Twinsen turning left (discreet mode) |
|||
057: Twinsen turning right (discreet mode) |
|||
058: Twinsen hiding |
|||
059: Twinsen fights with sword (discreet mode) |
|||
060: Twinsen standing (with Proto-Pack) |
|||
061: Twinsen hovers forwards (with Proto-Pack) |
|||
062: Twinsen turning left (with Proto-Pack) |
|||
063: Twinsen turning right (with Proto-Pack) |
|||
064: Twinsen moving left (with Proto-Pack) |
|||
065: Twinsen moving right (with Proto-Pack) |
|||
066: Twinsen getting hit (with Proto-Pack) |
|||
067: Twinsen falling (with Proto-Pack) |
|||
068: Twinsen landing (short fall) (with Proto-Pack) |
|||
069: Twinsen landing (long fall) (with Proto-Pack) |
|||
070: Twinsen drowning (with Proto-Pack) |
|||
071: Nurse writing |
|||
072: Nurse (weak) getting hit |
|||
073: Nurse (strong) getting hit |
|||
074: Nurse walking |
|||
075: Nurse rebuking, then walking |
|||
076: Nurse pulling out gun |
|||
077: Nurse shooting |
|||
078: Nurse with club standing |
|||
079: Nurse with club running to alarm button |
|||
080: Nurse with club in "move along" movement |
|||
081: Nurse with club alert |
|||
082: Nurse with club pulling out club |
|||
083: Nurse with club getting hit 1 |
|||
084: Nurse with club getting hit 2 |
|||
085: Nurse with club getting hit 3 |
|||
086: Nurse with club fights with club |
|||
087: Nurse with club walking |
|||
088: Nurse with club pressing alarm button |
|||
089: Nurse with club falling 1 |
|||
090: Nurse with club falling 2 |
|||
091: Nurse with club stamping |
|||
092: Supergro walking |
|||
093: Supergro standing |
|||
094: Supergro shooting |
|||
095: Supergro frozen |
|||
096: Supergro getting hit and moving backwards |
|||
097: Supergro roaring |
|||
098: Supergro falling |
|||
099: Supergro getting hit and moving forwards |
|||
100: Nurse clothing (frozen) |
|||
101: Meca Penguin frozen |
|||
102: Meca Penguin moving and ticking |
|||
103: Garbage truck starting |
|||
104: Garbage truck driving forwars |
|||
105: Garbage truck driving backwards |
|||
106: Garbage truck unloading |
|||
107: Garbage truck stopping |
|||
108: Grobo standing |
|||
109: Grobo walking |
|||
110: Grobo reading |
|||
111: Grobo getting hit (frozen) |
|||
112: Grobo getting hit (animated) |
|||
113: Grobo fighting |
|||
114: Grobo sitting down |
|||
115: Grobo standing up |
|||
116: Grobo sitting |
|||
117: Grobo swinging |
|||
118: Sitting grobo getting hit |
|||
119: Grobo falling |
|||
120: Soldier standing |
|||
121: Soldier walking |
|||
122: Soldier shooting |
|||
123: Soldier alert 1 |
|||
124: Soldier alert 2 |
|||
125: Soldier saluting |
|||
126: Soldier returns gun |
|||
127: Soldier getting hit |
|||
128: Soldier running |
|||
129: Soldier hitting with gun |
|||
130: Soldier sleeping |
|||
131: Soldier waking up |
|||
132: Scared soldier running |
|||
133: Rabbibunny standing |
|||
134: Rabbibunny walking |
|||
135: Rabbibunny running 1 |
|||
136: Rabbibunny saluting |
|||
137: Rabbibunny digging |
|||
138: Rabbibunny hopping |
|||
139: Rabbibunny waiting |
|||
140: Rabbibunny getting hit |
|||
141: Rabbibunny running 2 |
|||
142: Rabbibunny waiter pouring |
|||
143: Rabbibunny drinking |
|||
144: Rabbibunny painter standing |
|||
145: Rabbibunny falling |
|||
146: Rabbibunny falling (frozen) |
|||
147: Rabbibunny getting hit (frozen) |
|||
148: Rabbibunny sitting |
|||
149: Rabbibunny fighting |
|||
150: Rabbibunny climbing up ladder |
|||
151: Rabbibunny painting |
|||
152: Rabbibunny waving 1 |
|||
153: Rabbibunny waving 2 |
|||
154: Rabbibunny clapping |
|||
155: Surveillance device scanning the area |
|||
156: Surveillance device moving |
|||
157: Surveillance device shooting |
|||
158: Surveillance device getting hit 1 |
|||
159: Surveillance device getting hit 2 |
|||
160: Business quetch standing |
|||
161: Business quetch walking |
|||
162: Business quetch getting hit |
|||
163: Business quetch waving |
|||
164: Groboclone standing 1 |
|||
165: Groboclone standing 2 |
|||
166: Groboclone walking |
|||
167: Groboclone pulling out club and fights with club |
|||
168: Groboclone fights with club |
|||
169: Groboclone running |
|||
170: Groboclone in "move along" movement |
|||
171: Groboclone frozen |
|||
172: Groboclone getting hit, moving right |
|||
173: Groboclone getting hit, moving left |
|||
174: Groboclone shooting |
|||
175: Groboclone turning left |
|||
176: Groboclone lying (frozen) |
|||
177: Groboclone falling |
|||
178: (corrupted entry) |
|||
179: Green rabbibunny clone scanning the area |
|||
180: Green rabbibunny clone walking |
|||
181: Green rabbibunny clone getting hit 1 |
|||
182: Green rabbibunny clone getting hit 2 |
|||
183: Green rabbibunny clone shooting |
|||
184: Green rabbibunny clone getting hit 3 |
|||
185: Turret frozen 1 |
|||
186: Turret frozen 2 |
|||
187: Turret frozen 3 |
|||
188: Turret frozen 4 |
|||
189: Turret shooting |
|||
190: Robot standing |
|||
191: Robot walking 1 |
|||
192: Robot walking backwards |
|||
193: Robot jumping |
|||
194: Robot fighting |
|||
195: Robot walking 2 |
|||
196: Robot jumping in place 1 |
|||
197: Robot jumping in place 2 |
|||
198: Robot going up and down |
|||
199: Tank driving |
|||
200: Tank stopping |
|||
201: Tank starting |
|||
202: Tank getting hit |
|||
203: Tank driving backwards |
|||
204: Tank frozen |
|||
205: Tank shootig |
|||
206: Female rabbibunny walking |
|||
207: Female rabbibunny standing |
|||
208: Female rabbibunny walking, looking both sides |
|||
209: Female rabbibunny getting hit |
|||
210: Female rabbibunny flirting |
|||
211: Female rabbibunny talking |
|||
212: Female rabbibunny angry |
|||
213: Female rabbibunny painting |
|||
214: Zoé standing |
|||
215: Zoé walking |
|||
216: Zoé getting hit 1 |
|||
217: Zoé getting hit 2 |
|||
218: Zoé approaching to Twinsen |
|||
219: Zoé kissing |
|||
220: Zoé waving |
|||
221: Zoé operating something |
|||
222: Zoé kicking 1 |
|||
223: Zoé butting |
|||
224: Zoé jumping backwards |
|||
225: Zoé kicking 2 |
|||
226: Zoé falling |
|||
227: Zoé landing |
|||
228: Zoé jumping in place |
|||
229: Zoé turning left, walking |
|||
230: Catamaran swinging in place |
|||
231: Catamaran swimming forwards |
|||
232: Catamaran swimming backwards |
|||
233: Catamaran swimming right |
|||
234: Catamaran swimming left |
|||
235: Ferryboat frozen |
|||
236: Ferryboat swimming forwards |
|||
237: Ferryboat swimming backwards |
|||
238: Grobo sailor walking |
|||
239: Grobo sailor getting hit |
|||
240: Grobo sailor standing |
|||
241: Rabbibunny sailor saluting |
|||
242: Boat swimming forwards |
|||
243: Boat swinging in place |
|||
244: Skeleton sleeping (frozen) |
|||
245: Skeleton waking up |
|||
246: Skeleton standing |
|||
247: Skeleton walking agnry |
|||
248: Skeleton fighting with knife |
|||
249: Skeleton kicking |
|||
250: Skeleton getting hit 1 |
|||
251: Skeleton getting hit 2 |
|||
252: Skeleton getting hit 3 |
|||
253: Skeleton getting hit 4 |
|||
254: Skeleton walking |
|||
255: Skeleton falling |
|||
256: Skeleton bowing |
|||
257: Spikes frozen |
|||
258: Spikes moving forwards |
|||
259: Spikes moving backwards |
|||
260: Spikes cylinder frozen |
|||
261: Spikes cylinder rolling in place |
|||
262: Spikes cylinder rolling forwards |
|||
263: Electro-plant frozen |
|||
264: Electro-plant expanding |
|||
265: Rebels boat swinging in place |
|||
266: Rebels boat swimming forwards |
|||
267: Rebels boat opening |
|||
268: Rebels boat swimming backwards |
|||
269: Soldier with machine gun observing |
|||
270: Soldier with machine gun getting hit 1 |
|||
271: Soldier with machine gun getting hit 2 |
|||
272: Soldier with machine gun shooting |
|||
273: Radar working |
|||
274: Rabbinuby rebel standing |
|||
275: Rabbinuby rebel crouched |
|||
276: Rabbinuby rebe lwalking |
|||
277: Rabbinuby rebel standing and shooting |
|||
278: Rabbinuby rebel crouched shooting |
|||
279: Rabbinuby rebel jumping |
|||
280: Rabbinuby rebel moving on |
|||
281: Rabbinuby rebel getting hit |
|||
282: Rabbinuby rebel throwing grenade |
|||
283: Sphero rebel standing |
|||
284: Sphero rebel walking |
|||
285: Sphero rebel getting hit 1 |
|||
286: Sphero rebel getting hit 2 |
|||
287: Sphero rebel throwing grenade |
|||
288: Sphero rebel shooting |
|||
289: Sphero standing |
|||
290: Sphero walking |
|||
291: Sphero hopping |
|||
292: Sphero jumping backwards |
|||
293: Sphero jumping in place |
|||
294: Sphero getting hit 1 |
|||
295: Sphero getting hit 2 |
|||
296: Sphero waving |
|||
297: Rabbibunny clone with coputer walking |
|||
298: Rabbibunny clone with coputer scanning the area |
|||
299: Rabbibunny clone with coputer getting hit 1 |
|||
300: Rabbibunny clone with coputer getting hit 2 |
|||
301: Rabbibunny clone with coputer getting hit (frozen) |
|||
302: Rabbibunny clone with coputer shooting |
|||
303: Car starting |
|||
304: Car driving |
|||
305: Car driving backwards |
|||
306: Car stopping |
|||
307: Carm frozen |
|||
308: Praying mantis standing |
|||
309: Praying mantis walking |
|||
310: Praying mantis getting hit 1 |
|||
311: Praying mantis getting hit 2 |
|||
312: Praying mantis getting hit 3 |
|||
313: Praying mantis fighting 1 |
|||
314: Praying mantis fighting 2 |
|||
315: Sphero clone standing |
|||
316: Sphero clone walking |
|||
317: Sphero clone getting hit 1 |
|||
318: Sphero clone getting hit 2 |
|||
319: Sphero clone getting hit 3 |
|||
320: Sphero clone shooting |
|||
321: ID (frozen) |
|||
322: Object spinning |
|||
323: Rabbiubnny fisher fishing 1 |
|||
324: Rabbibunny fisher fishing 2 |
|||
325: Rabbibunny fisher fishing 3 |
|||
326: Rabbibunny fisher standing up |
|||
327: Rabbibunny fisher walking |
|||
328: Motorcycle starting |
|||
329: Motorcycle driving |
|||
330: Motorcycle driving backwards |
|||
331: Horse standing |
|||
332: Horse walking |
|||
333: Horse braying |
|||
334: Horse standing wildly |
|||
335: Horse moving right |
|||
336: Horse moving left |
|||
337: Horse running |
|||
338: Horse running and jumping |
|||
339: Horse walking fast |
|||
340: Horse jumping |
|||
341: Horse running wildly |
|||
342: Horse jumping in place |
|||
343: Rabbibunny sitting |
|||
344: Rabbibunny sitting playing guitar 1 |
|||
345: Rabbibunny talking |
|||
346: Rabbibunny sitting playing guitar 2 |
|||
347: Rabbibunny playing guitar wildly 1 |
|||
348: Rabbibunny standing up |
|||
349: Rabbibunny sitting playing guitar 3 |
|||
350: Rabbibunny playing flute |
|||
351: Elf standing |
|||
352: Elf walking |
|||
353: Elf getting hit |
|||
354: Bird standing |
|||
355: Bird flying down and forwards |
|||
356: Bird flying up and forwards |
|||
357: Eye creature hopping in place |
|||
358: Eyte creature hopping forwards |
|||
359: Eye creature hopping left and right |
|||
360: Eye creature hopping in circles |
|||
361: Eye creature hopping backwards |
|||
362: Eye creature hop-rolling forwards |
|||
363: Rock frozen |
|||
364: Rock rolling forwards 1 |
|||
365: Rock rolling forwards 2 |
|||
366: Rock rolling in place |
|||
367: Rock getting thrown |
|||
368: Book of Bù spinning |
|||
369: Red rabbibunny clone spinning head |
|||
370: Red rabbibunny clone walking 1 |
|||
371: Red rabbibunny clone getting hit and moving right |
|||
372: Red rabbibunny clone getting hit and moving left |
|||
373: Red rabbibunny clone with power off (frozen) |
|||
374: Red rabbibunny clone walking 2 |
|||
375: Red rabbibunny clone shooting Meca Penguin |
|||
376: Red rabbibunny clone getting hit and moving backwards |
|||
377: Red rabbibunny clone shooting |
|||
378: Pirate flag (frozen) |
|||
379: Snake lying |
|||
380: Snake getting out head and stinging |
|||
381: Snake stinging |
|||
382: Snake getting hit 1 |
|||
383: Snake getting hit 2 |
|||
384: Snake crawling forwards 1 |
|||
385: Snake crawling forwards 2 |
|||
386: Snake getting hit 3 |
|||
387: Snake getting hit 4 |
|||
388: Proto-Pack (frozen) |
|||
389: Proto-Pack driving forwards |
|||
390: Big machine gun (frozen) |
|||
391: Big machine gun shooting |
|||
392: Giant crab standing |
|||
393: Giant crab turning left and walking right |
|||
394: Giant crab fighting |
|||
395: Giant crab getting hit and moving backwards |
|||
396: Giant crab getting hit and moving forwards |
|||
397: Giant crab frozen |
|||
398: Hydroglider swinging in place |
|||
399: Hydroglider driving |
|||
400: Groovy rabbibunny standing |
|||
401: Groovy rabbibunny stamping |
|||
402: Groovy rabbibunny walking |
|||
403: Groovy grobo standing |
|||
404: Groovy grobo walking |
|||
405: Groovy grobo getting hit and moving backwards |
|||
406: Groovy grobo running |
|||
407: Goo creature standing 1 |
|||
408: Goo creature moving forwards |
|||
409: Goo creature standing 2 |
|||
410: Goo creature standing bubbling 1 |
|||
411: Goo creature standing bubbling 2 |
|||
412: Goo creature fighting |
|||
413: Goo creature moving forwards fast |
|||
414: Dino-Fly standing |
|||
415: Dino-Fly starting to fly |
|||
416: Dino-Fly jumping backwards |
|||
417: Dino-Fly flying |
|||
418: Rabbibunny playing guitar wildly 2 |
|||
419: Guitarist rabbibunny walking |
|||
420: Sphero with drums (frozen) |
|||
421: Sphero with drums playing |
|||
422: Twinsen clone lying |
|||
423: Twinsen clone standing |
|||
424: Twinsen clone waking up |
|||
425: Huge orange creature standing |
|||
426: Huge orange creature sniffing |
|||
427: Huge orange creature jumping in place |
|||
428: Huge orange creature bumping forwards |
|||
429: Huge orange creature falling |
|||
430: Huge orange creature rolling forwards |
|||
431: Huge orange creature hopping forwards |
|||
432: Huge orange creature getting hit and moving backwards |
|||
433: Huge orange creature frozen |
|||
434: FunFrock standing |
|||
435: FunFrock walking |
|||
436: FunFrock running |
|||
437: FunFrock fighting with sword |
|||
438: FunFrock jumping 1 |
|||
439: FunFrock wakling right |
|||
440: FunFrock wakling left |
|||
441: FunFrock getting hit 1 |
|||
442: FunFrock getting hit 2 |
|||
443: FunFrock landing |
|||
444: FunFrock jumping 2 |
|||
445: FunFrock falling |
|||
446: FunFrock going up and down |
|||
447: FunFrock talking |
|||
448: FunFrock throwing ball |
|||
449: Flying grobo flying in place |
|||
450: Flying grobo flying forwards |
|||
451: Flying grobo flying forwards, shooting |
|||
452: Flying grobo getting hit, moving backwards |
|||
453: Flying grobo getting hit, moving forwards |
|||
454: Fake shark frozen |
|||
455: Fake shark moving forwards |
|||
456: Fake shark moving forwards going up and down |
|||
457: Snowboard (frozen) |
|||
458: Flag waving |
|||
459: Twinsen with snowboard standing |
|||
460: Twinsen with snowboard skiing 1 |
|||
461: Twinsen with snowboard skiing 2 |
|||
462: Twinsen with snowboard skiing 3 |
|||
463: Twinsen with snowboard skiing 4 |
|||
464: Twinsen with snowboard skiing 5 |
|||
465: Twinsen with snowboard skiing 6 |
|||
466: Twinsen with snowboard skiing 7 |
|||
467: Twinsen with snowboard skiing 8 |
|||
468: Computer working |
|||
469: Computer getting hit |
|||
470: Construction truck driving forwards |
|||
471: Construction truck starting 1 |
|||
472: Construction truck driving backwards |
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473: Construction truck starting 2 |
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474: Constuction worker 1 standing |
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475: Constuction worker 1 walking |
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476: Constuction worker 1 digging |
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477: Constuction worker 1 alert |
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478: Constuction worker 1 fighting 1 |
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479: Constuction worker 1 fighting 2 |
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480: Constuction worker 1 moving left |
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481: Constuction worker 1 moving right |
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482: Constuction worker 1 getting hit 1 |
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483: Constuction worker 1 getting hit 2 |
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484: Constuction worker 1 walking angrily |
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485: Constuction worker 2 standing 1 |
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486: Constuction worker 2 fighting 1 |
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487: Constuction worker 2 walking |
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488: Constuction worker 2 standing 2 |
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489: Constuction worker 2 fighting 2 |
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490: Constuction worker 2 getting hit 1 |
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491: Constuction worker 2 getting hit 2 |
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492: Constuction worker 2 moving right |
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493: Constuction worker 2 moving left |
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494: Constuction worker 2 walking angrily |
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495: Constuction worker 2 falling |
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496: Constuction worker 2 landing |
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497: Constuction worker 2 alert |
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498: Constuction worker 3 standing |
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499: Constuction worker 3 digging |
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500: Constuction worker 3 pulling up gun and shooting |
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501: Constuction worker 3 shooting |
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502: Constuction worker 3 getting hit |
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503: Constuction worker 3 alert |
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504: Constuction worker 3 falling |
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505: Constuction worker 3 landing |
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506: Tractor starting |
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507: Tracrot driving forwards |
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508: Tracrot fighting 1 |
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509: Tracrot fighting 2 |
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510: Tracrot working |
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511: Tracrot driving backwards |
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512: Tracrot frozen |
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513: Tracrot jumping in place |
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514: Groovy sphero standing |
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515: Groovy sphero walking |
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[#] [ END ] --------------------------------------------------------- |
[#] [ END ] --------------------------------------------------------- |
Latest revision as of 06:56, 24 August 2016
Isometric scene | ||
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Extension |
LS1 |
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Occurence |
LBA1 |
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Colour |
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Programs supporting this format | ||
References | ||
Isometric scenes contain information for the active game world content. It contains definitions of Actors and scripts that drive their behaviour.
Specification:[edit]
This page may need some cleanup. It should be reformatted to use wikitext instead of <pre> tags. |
-------------------------------------------------------------------------------- L I T T L E B I G A D V E N T U R E 1 Scene Format - used for LBA Story Coder Revision 4 Author: Alexandre Fontoura [alexfont] Last Modification: 08.04.2006 [#] [ INFORMATION ] ------------------------------------------------------------ This document describes the format in which the LBA1\Relentless scenes are stored in. I used this information in the generation of my Story Coder. If you find any errors in this document please email me the details, also if you find new stuff please notify me. This information is provided AS IS. [#] [ NOTES ] ------------------------------------------------------------------ - Actors: Such as characters, doors, moving plataforms, invisible actors, and so on... - Zones: Special actions, like change to another scene, up in a ladder, and so on... - Tracks: Tell the actor where to go. - Move Script: The way the actor "move" in the game. - Life Script: The way the actor act in the game. [#] [ FORMAT ] ----------------------------------------------------------------- u16 = unsigned short (16bit) s16 = signed short (16bit) byte (8bit) + = to add in the previeous script bytes -------------------------------------------------------------------------------- 00: byte Island number 01: byte GameOver Cube 02..05: unused [ Ambiance ] 06: u16 AlphaLight 08: u16 BetaLight 0A: u16 SampleAmbiance[0] 0C: u16 SampleRepeat[0] 0E: u16 SampleRnd[0] 10: u16 SampleAmbiance[1] 12: u16 SampleRepeat[1] 14: u16 SampleRnd[1] 16: u16 SampleAmbiance[2] 18: u16 SampleRepeat[2] 1A: u16 SampleRnd[2] 1C: u16 SampleAmbiance[3] 1E: u16 SampleRepeat[3] 20: u16 SampleRnd[3] 22: u16 Second_Min 24: u16 Second_Ecart 26: byte Music (Midis Index) [ / Ambiance ] [ Hero Start ] 27: s16 Hero Position X 29: s16 Hero Position Y 2B: s16 Hero Position Z [ / Hero Start ] 2D: u16 (*) Number of Bytes used by Hero Move Script Here you will get the bytes using the further Life Script list "Number of Bytes used by Hero Move Script" times. 2F: (*) [ Move Script ] +00: u16 (**) Number of Bytes used by Hero Life Script Here you will get the bytes using the further Life Script list "Number of Bytes used by Hero Life Script" times. 02: (**) [ Life Script ] +00: u16 Number of actors in scene 02: Do this "number actors in scene" times - 1 (Less 1 because Twinsen is counted in "Number of actors in scene") [ Actors ] 00: u16 Static Flag (See further Static Flag List) 02: u16 File3D index 04: byte Body - File3D Instance 05: byte Animation - File3D Instance 06: byte Sprites index 07: u16 X Coordinates 09: u16 Y Coordinates 0B: u16 Z Coordinates 0D: byte Strength Of Hit 0E: u16 Bonus type (See further Bonus Type List) 10: u16 Character Angle 12: u16 Rotation Speed 14: u16 Behaviour 16: u16 Crop Left 18: u16 Crop Top 1A: u16 Crop Right 1C: u16 Crop Bottom 1E: byte Bonus Amount 1F: byte Talk Color 20: byte Armour 21: byte Life Points 22: u16 (*) Number of Bytes used by Actor Move Script Here you will get the bytes using the further Life Script list "Number of Bytes used by Move Script" times. 24: (*) [ Move Script ] +00: u16 (**) Number of Bytes used by Twinsen Life Script Here you will get the bytes using the further Life Script list "Number of Bytes used by Life Script" times. 02: (**) [ Life Script ] [ / Actors ] +00: u16 Number of Zones 02: Do this "number zones in scene" times [ Zones ] 00: u16 Bottom Left - X Coordinates 02: u16 Bottom Left - Y Coordinates 04: u16 Bottom Left - Z Coordinates 06: u16 Top Right - X Coordinates 08: u16 Top Right - Y Coordinates 0A: u16 Top Right - Z Coordinates 0C: u16 Zone Type (See further Zone Type List) 0E: u16 Info0 (See further Zone Type List) 10: u16 Info1 (See further Zone Type List) 12: u16 Info2 (See further Zone Type List) 14: u16 Snap [ / Zones] +00: u16 Number of tracks 02: Do this "number tracks in scene" times [ Tracks ] 00: u16 X Coordinates 02: u16 Y Coordinates 04: u16 Z Coordinates [ / Tracks ] [#] [ Lists ] ------------------------------------------------------------------ --------------------- - [ Island Numbers ]: --------------------- . 0 -> Citadel Island . 1 -> Principal Island . 2 -> White Leaf Desert . 3 -> Proxima Island . 4 -> Rebelion Island . 5 -> Hamalayi mountains - southern range . 6 -> Hamalayi mountains - northern range . 7 -> Tippet Island . 8 -> Brundle Island . 9 -> Fortress Island . 10 -> Polar Island ----------------- - [ Bonus Type ]: ----------------- . money -> BonusTypeValue & 0x0010; . life -> BonusTypeValue & 0x0020; . magic -> BonusTypeValue & 0x0040; . key -> BonusTypeValue & 0x0080; . clove -> BonusTypeValue & 0x0100; ---------------- - [ Zone Type ]: ---------------- . 0 -> Cube Zones -> change scenes Info0 -> Scene index Info1 -> X Info2 -> Y Info3 -> Z . 1 -> Camera Zones -> move camera Info0 -> X (camera coordinates) Info1 -> Y (camera coordinates) Info2 -> Z (camera coordinates) . 2 -> Sceneric Zones -> set zone variable (for life scripts) Info0 -> Zone id . 3 -> Grid Zones -> clip the cube (like when the background is cut in the library) Info0 -> Cube index ( grid index: 120 (total scenes) + cube index ) . 4 -> Object Zones -> find something like coins, life, ... Info1 -> Bonus Paramenter Info2 -> Bonus Amount Snap -> Used in game to know if the bonus was already used. (0 -> Not used, 1-> Used) . 5 -> Text Zones -> show a text (when reading sign) Info0 -> Text index in the current Text Bank Info1 -> Text Color (same as Talk Color) . 6 -> Ladder Zones - ------------------ - [ Static flag ]: ------------------ . staticValue & 0x1 -> Compute collision with objects . staticValue & 0x2 -> Compute collision with bricks . staticValue & 0x4 -> Is zonable (the actor is subjects to zone) . staticValue & 0x8 -> Uses clipping (the sprite will be drawn cut) . staticValue & 0x10 -> Can be pushed . staticValue & 0x20 -> Is dead . staticValue & 0x40 -> Can drown . staticValue & 0x80 -> ??? . staticValue & 0x100 -> ??? . staticValue & 0x200 -> Hidden . staticValue & 0x400 -> Is sprite actor . staticValue & 0x800 -> Can Fall . staticValue & 0x1000 -> Doesn't cast shadow . staticValue & 0x2000 -> Is backgrounded . staticValue & 0x4000 -> Can move . staticValue & 0x8000 -> Use Mini ZV (Zone Volumique - volume occuped by the model) (option used by sprites I guess, since all models have an ZV). ------------------------- - [ Move Script Macros ]: ------------------------- [ data type ] - you need to specify one parameter for that operation. **[ data type ] - various parameters to specify for that operation. Each macro name specify one byte in the script. _____________________________________________________ | | | Opcode: Command Name -> Description | |_____________________________________________________| 00: END -> End of Actor Move Script 01: NOP -> No Operation 02: BODY [ byte ] -> Choose new body for the current actor (Parameter = File3D Body Instance) 03: ANIM [ byte ] -> Choose new animation for the current actor (Parameter = File3D Animation Instance) 04: GOTO_POINT [ byte ] -> Tell the actor to go to a new position (Parameter = Track Index) 05: WAIT_ANIM -> Wait the end of the current animation 06: LOOP -> Loop a certain label. 07: ANGLE [ s16 ] -> Make the actor turn around 08: POS_POINT [ byte ] -> Set new postion for the current actor (Parameter = Track Index) 09: LABEL [ byte ] -> Specify a new label (Parameter = Label Number) 0A: GOTO [ s16 ] -> Go to a certain label (Parameter = Label Number) 0B: STOP -> Tell the actor to stop the current animation 0C: GOTO_SYM_POINT [ byte ] -> Tell the actor to go to a symbolic point 0D: WAIT_NB_ANIM [ byte ] [ dummy ] -> Wait a certain number of frame update in the current animation 0E: SAMPLE [ s16 ] -> Play a sample (Parameter = Sample index) 0F: GOTO_POINT_3D [ byte ] -> Tell the actor to go to a new position (Parameter = Track Index) 10: SPEED [ s16 ] -> Specify a new rotation speed for the current actor (Parameter = Rotation speed) [ 0 means fast, 32767 means slow ] 11: BACKGROUND [ byte ] -> Set actor as background (Parameter = 1 (true); = 0 (false)) 12: WAIT_NB_SECOND [ byte ] [s32 dummy] -> Number os seconds to wait. 13: NO_BODY -> To not use Bodies. 14: BETA [ s16 ] -> Change actor orientation. (Parameter = New Angle) 15: OPEN_LEFT [ s16 ] -> Open the door (left way) (Parameter = distance to open). 16: OPEN_RIGHT [ s16 ] -> Open the door (right way) (Parameter = distance to open). 17: OPEN_UP [ s16 ] -> Open the door (up way) (Parameter = distance to open). 18: OPEN_DOWN [ s16 ] -> Open the door (down way) (Parameter = distance to open). 19: CLOSE -> Close the door. 1A: WAIT_DOOR -> Wait till door close. 1B: SAMPLE_RND [ s16 ] -> Generate a random sample. 1C: SAMPLE_ALWAYS [ s16 ] -> Play always the sample (Parameter = Sample index) 1D: SAMPLE_STOP [ s16 ] -> Stop playing the sample 1E: PLAY_FLA [ string ] -> Play FLA cutscenes (Parameter = Cutscene Name) 1F: REPEAT_SAMPLE [ s16 ] -> Repeat sample (Parameter = Sample index). 20: SIMPLE_SAMPLE [ s16 ] -> Play a sample (Parameter = Sample index) 21: FACE_TWINKEL [ s16 dummy ] -> The actor rotate to Twinsen direction (Parameter = -1 (near); = 0 (far)) 22: ANGLE_RND [ s16 ] [ s16 ] -> Generate an random angle for the current actor ------------------------- - [ Life Script Macros ]: ------------------------- [ data type ] - you need to specify one parameter for that operation. **[ data type ] - various parameters to specify for that operation. Each macro name specify one byte in the script. _____________________________________________________ | | | Opcode: Command Name -> Description | |_____________________________________________________| 00: END -> End of Actor Life Script 01: NOP -> No Operation 02: SNIF * -> To execute a switch no if. It's used to toggle the switch. 03: OFFSET [ s16 ] -> To jump to another offset in the current script. (Parameter = Offset) 04: NEVERIF * -> Will never execute that condition. 05: -> unused 06: NO_IF * -> Will not execute the condition. 07: -> unused 08: -> unused 09: -> unused 0A: LABEL [ byte ] -> Specify a new label (Parameter = script offset) 0B: RETURN -> To stop running the current script 0C: IF * -> Do a certain statement according the condition. 0D: SWIF * -> To execute a switch if. 0E: ONEIF * -> Will only execute that condition one time. 0F: ELSE * -> Else statement for an IF condition. 10: ENDIF -> End of a conditional statement (e.g. IF) 11: BODY [ byte ] -> Choose new body for the current actor (Parameter = File3D Body Instance) 12: BODY_OBJ [ byte ] [ byte ] -> Choose new body for the actor passed as parameter (Parameter = Actor Index, Parameter = File3D Body Instance) 13: ANIM [ byte ] -> Choose new animation for the current actor (Parameter = File3D Animation Instance) 14: ANIM_OBJ [ byte ] [ byte ] -> Choose new animation for the actor passed as parameter (Parameter = Actor Index, Parameter = File3D Animation Instance) 15: SET_LIFE [ s16 ] -> Same as SET_COMPORTAMENT 16: SET_LIFE_OBJ [ byte ] [ s16 ] -> Same as SET_COMPORTAMENT_OBJ 17: SET_TRACK [ s16 ] -> Set a new track for the current actor. (Parameter = Track offset) 18: SET_TRACK_OBJ [ byte ] [ s16 ] -> Set a new track for tha actor passed as parameter (Parameter = Actor Index, Parameter = Track offset) 19: MESSAGE [ s16 ] -> Choose a message to display. (Parameter = Text Index in the current Text Bank) 1A: FALLABLE [ byte ] -> To set the current actor static flag fallable. (Parameter = value & 1) 1B: SET_DIR [ byte ] [ byte ] -> To set direction for current actor. 1C: SET_DIR_OBJ [ byte ] [ byte ] [ byte ] -> To set direction 1D: CAM_FOLLOW [ byte ] -> Camara follow the actor (Parameter = Actor to Follow) 1E: COMPORTEMENT_HERO [ byte ] -> Set a new behavior for Twinsen (Paramenter = Behavior Index) 1F: SET_FLAG_CUBE [ byte ] [ byte ] -> Set a new value for the cube flag (Paramter = Cube Flag Index, Parameter = Value) 20: COMPORTEMENT [ byte ] -> Set a new behaviour for the current actor. (Paramter = Comportament number) 21: SET_COMPORTEMENT [ s16 ] -> Set a new comportament for the current actor. (Parameter = Comportament Offset) 22: SET_COMPORTEMENT_OBJ [ byte ] [ s16 ] -> Set a new comportament for the actor passed as parameter. (Paramter = Actor Index, Parameter = Comportament Offset) 23: END_COMPORTEMENT -> End of comportament. 24: SET_FLAG_GAME [ byte ] [ byte ] -> Set a new value for the game flag (Paramter = Game Flag Index, Parameter = Value) 25: KILL_OBJ [ byte ] -> Kill the actor passed as paramenter (Parameter = Actor Index) 26: SUICIDE -> Kill the current actor 27: USE_ONE_LITTLE_KEY -> Use one key collected in the behaviors menu. 28: GIVE_GOLD_PIECES [ s16 ] -> To give money. (Paramenter = Cost) 29: END_LIFE -> The game will not play the current actor script anymore 2A: STOP_L_TRACK -> The current actor will stop doing the track. 2B: RESTORE_L_TRACK -> The current actor will resume the tracked started before. 2C: MESSAGE_OBJ [ byte ] [ s16 ] -> The actor passed as parameter will say that massage (Parameter = Actor Index, Parameter = Text Index in the current Text Bank) 2D: INC_CHAPTER -> To increment the current chapter value 2E: FOUND_OBJECT [ byte ] -> Found an object. (Parameter = Object Index) 2F: SET_DOOR_LEFT [ s16 ] -> Set a new value to open the door (left way) (Parameter = distance to open). 30: SET_DOOR_RIGHT [ s16 ] -> Set a new value to open the door (right way) (Parameter = distance to open). 31: SET_DOOR_UP [ s16 ] -> Set a new value to open the door (up way) (Parameter = distance to open). 32: SET_DOOR_DOWN [ s16 ] -> Set a new value to open the door (down way) (Parameter = distance to open). 33: GIVE_BONUS [ byte ] -> Give actor bonus. (Parameter = 0 (Don't change the actor bonus), > 0 (Change to another bonus)) 34: CHANGE_CUBE [ byte ] -> Change to another room. (Parameter = Scene Index) 35: OBJ_COL [ byte ] -> To set the current actor to collid with objects. (Parameter = 1(True) = other values(False)) 36: BRICK_COL [ byte ] -> To set the current actor to collid with bricks. (Parameter = 1(True), = 2(True and the actor is dead), = other values(False)) 37: OR_IF * -> To use various conditions for the same IF statement. (Use above an IF condition) 38: INVISIBLE [ byte ] -> Put an actor invisible (Parameter = 1(True), = 0(False)) 39: ZOOM [ byte ] -> Camara zoom in and zoom out. (Parameter = 1(in) = 0(out)) 3A: POS_POINT [ byte ] -> Set new postion for the current actor (Parameter = Track Index) 3B: SET_MAGIC_LEVEL [ byte ] -> To set the magic level. (Paramater = Magic Level) 3C: SUB_MAGIC_POINT [ byte ] -> Substract the magic points. (Parameter = Points Value) 3D: SET_LIFE_POINT_OBJ [ byte ] [ byte ] -> Set new a life point. (Parameter = Actor Index, Parameter = Points Value) 3E: SUB_LIFE_POINT_OBJ [ byte ] [ byte ] -> Substract the life points. (Parameter = Actor Index, Parameter = Points Value) 3F: HIT_OBJ [ byte ] -> Hit an actor. (Parameter = Actor Index) 40: PLAY_FLA [ string ] -> Play FLA cutscenes (Parameter = Cutscene Name) 41: PLAY_MIDI [ byte ] -> Play Midis (Parameter = Midis Index) 42: INC_CLOVER_BOX -> To increment the clover box current value. 43: SET_USED_INVENTORY [ byte ] -> To set an inventory object as used (Parameter = Object Index) 44: ADD_CHOICE [ s16 ] -> Add an option for the asked choice . (Parameter = Text Index in the current Text Bank) 45: ASK_CHOICE [ s16 ] -> The current actor will ask something (parameter) with choices to choose. (Parameter = Text Index in the current Text Bank) 46: BIG_MESSAGE [ s16 ] -> Show text in full screen. (Parameter = Text Index in the current Text Bank) 47: INIT_PINGOUIN [ byte ] -> To initiate the hidden meca-pingouin in the current scene. (Parameter = Actor Index) 48: SET_HOLO_POS [ byte ] -> To set an holomap position. (Parameter = Holomap/Scene Index) 49: CLR_HOLO_POS [ byte ] -> To clear an holomap position. (Parameter = Holomap/Scene Index) 4A: ADD_FUEL [ byte ] -> Add to the current fuel value the passed parameter. (Parameter = Fuel Amount) 4B: SUB_FUEL [ byte ] -> Substract the to fuel value the value passed as parameter. (Parameter = Fuel Amount) 4C: SET_GRM [ byte ] -> To set a GRID disappearing ceiling piece (Parameter = Disappearing ceiling piece Index) 4D: SAY_MESSAGE [ s16 ] -> The current actor will say the message passed as paramenter. (Parameter = Actor Index) 4E: SAY_MESSAGE_OBJ [ byte ] [ s16 ] -> The actor passed as parameter will say the message passed as paramenter. (Parameter = Actor Index, Parameter = Text Index in the current Text Bank) 4F: FULL_POINT -> Set Twinsen life point as full. 50: BETA [ s16 ] -> Change actor orientation. (Parameter = New Angle) 51: GRM_OFF -> To unset the GRID disappearing ceiling piece. 52: FADE_PAL_RED -> Fade palette to red 53: FADE_ALARM_RED -> Fade alarm to red 54: FADE_ALARM_PAL -> Fade alarm to palette 55: FADE_RED_PAL -> Fade red to palette 56: FADE_RED_ALARM -> Fade red to alarm 57: FADE_PAL_ALARM -> Fade palette to alarm 58: EXPLODE_OBJ [ byte ] -> Explode an object. (Parameter = Object Index) 59: BULLE_ON -> Turn On "tool tips" while actors talk. 5A: BULLE_OFF -> Turn Off "tool tips" while actors talk. 5B: ASK_CHOICE_OBJ [ byte ] [ s16 ] -> The actor will ask something with choices to choose. (Parameter = Actor Index, Parameter = Text Index in the current Text Bank) 5C: SET_DARK_PAL -> Set a dark palette. 5D: SET_NORMAL_PAL -> Set main palette. 5E: MESSAGE_SENDELL -> Show Sendell message. 5F: ANIM_SET [ byte ] -> Set new animation for the current actor (Parameter = Animation Index) 60: HOLOMAP_TRAJ [ byte ] -> Choose a new holomap trajectory. (Parameter = Trajectory) 61: GAME_OVER -> Game over. 62: THE_END -> End of the game. 63: MIDI_OFF -> Stop the current played Midi. 64: PLAY_CD_TRACK [byte] -> Play a CD Track (Paramenter = CD Track). 65: PROJ_ISO -> Set Isometric Projections 66: PROJ_3D -> Set 3D Projections 67: TEXT [s16] -> Only display the text. (e.g. like in the credit list) (Parameter = Text Index in the current Text Bank) 68: CLEAR_TEXT -> Clear displayed text in the screen. 69: BRUTAL_EXIT -> Exit the script execution. The above macros that have the * mark use the further conditions. Also all that macros have offset values at the end of the line to point to the next condition or block code for binary scenes. This doens't happen for text scenes. Here's an example to undertand that better: [#### Move script ####] 00: LABEL 0 02: ANIM 11 04: WAIT_ANIM 05: ANIM 0 07: LABEL 100 09: STOP 0A: END [#### Life script ####] - For Binary Scenes: 00: SWIF ACTION == 1 29 06: IF ZONE == 0 18 12: SET_DIR 0 14: SET_TRACK 7 17: SET_COMPORTEMENT 35 20: IF FLAG_GAME 145 == 1 25 27: SUICIDE 28: ELSE 29 31: SET_COMPORTEMENT 35 34: END_COMPORTEMENT 35: SWIF L_TRACK < 100 45 41: GIVE_BONUS 0 43: IF L_TRACK == 0 55 49: SET_FLAG_GAME 145 1 52: SUICIDE 53: END_COMPORTEMENT 54: END - For Text Scenes: COMPORTEMENT 0 SWIF ACTION == 1 IF ZONE == 0 SET_DIR 0 SET_TRACK 100 SET_COMPORTEMENT 1 ENDIF IF FLAG_GAME 145 == 1 SUICIDE ELSE SET_COMPORTEMENT 1 ENDIF ENDIF END_COMPORTEMENT COMPORTEMENT 1 SWIF L_TRACK < 100 GIVE_BONUS 0 ENDIF IF L_TRACK == 0 SET_FLAG_GAME 145 1 SUICIDE ENDIF END_COMPORTEMENT END - [ Conditions ]: _____________________________________________________ | | |Opcode| Operation Name | Description | |_____________________________________________________| 00: COL operator [byte] -> Current actor collision with another actor. (Parameter = Actor Index) 01: COL_OBJ [byte] operator [byte] -> Actor collision with the actor passed as parameter. (Parameter = Actor Index, Parameter = Actor Index) 02: DISTANCE [byte] operator [s16] -> Distance between the current actor and the actor passed as parameter. (Parameter = Actor Index, Parameter = Distance between) 03: ZONE operator [byte] -> Current actor tread on zone passed as parameter. (Parameter = Zone Index) 04: ZONE_OBJ [byte] operator [byte] -> The actor passed as parameter will tread on zone passed as parameter. (Parameter = Actor Index, Parameter = Zone Index) 05: BODY operator [byte] -> Body of the current actor. (Parameter = Body Index) 06: BODY_OBJ [byte] operator [byte] -> Body of the actor passed as parameter. (Parameter = Body Index) 07: ANIM operator [byte] -> Body Animation of the current actor. (Parameter = Animation Index) 08: ANIM_OBJ [byte] operator [byte] -> Body Animation of the actor passed as parameter. (Parameter = Animation Index) 09: L_TRACK operator [byte] -> Current actor track. (Parameter = Track Index) 0A: L_TRACK_OBJ [byte] operator [byte] -> Track of the actor passed as parameter. (Parameter = Track Index) 0B: FLAG_CUBE [byte] operator [byte] -> Game Cube Flags. (Parameter = Cube Flag Index, Parameter = 0 (not set), = 1 (set)) 0C: CONE_VIEW [byte] operator [s16] -> The actor passed as parameter have a "vision in circle". (Parameter = Actor Index, Parameter = Distance) 0D: HIT_BY operator [byte] -> Current actor hited by the actor passed as parameter. (Parameter = Actor Index) 0E: ACTION operator [byte] -> Hero action behavior. (Parameter = Behaviour Index) 0F: FLAG_GAME [byte] operator [byte] -> Game Flags (See further list). (Parameter = Flag Index, Parameter = 0 (not set), = 1 (set)) 10: LIFE_POINT operator [byte] -> Current actor life points. (Parameter = Life points) 11: LIFE_POINT_OBJ [byte] operator [byte] -> Life points of the current actor passed as parameter. (Parameter = Life points) 12: NB_LITTLE_KEYS operator [byte] -> Number of keys. (Parameter = Number of keys) 13: NB_GOLD_PIECES operator [s16] -> Coins/Gold Amount. (Parameter = Coins/Gold amount) 14: COMPORTEMENT_HERO operator [byte] -> Hero behaviour. (Parameter = Behaviour Index) 15: CHAPTER operator [byte] -> Story Chapters. (Parameter = Chapter Index) 16: DISTANCE_3D [byte] operator [s16] -> Distance between the actor passed as parameter and the current actor. (Parameter = Actor Index, Parameter = Distance) 17: -> unused 18: -> unused 19: USE_INVENTORY [byte] operator [byte] -> Use inventory object. (Parameter = Object Index in the inventory, Paramenter = 0 (Not in Inventory), = 1 (In the Inventory)) 1A: CHOICE operator [s16] -> Menu choice. (Parameter = Text Index in the current Text Bank) 1B: FUEL operator [byte] -> Amount of fuel gas the Hero have in his inventory. (Parameter = Gas amount) 1C: CARRY_BY operator [byte] -> The current is carried by the actor passed as paramenter. (Parameter = Actor Index) 1D: CDROM operator [byte] -> CDROM audio tracks. (Parameter = Audio Tracks Index) - [ Operators ]: 00: == -> Equal to 01: > -> Greater Than 02: < -> Less Than 03: >= -> Greater Than Or Equal To 04: <= -> Less Than Or Equal To 05: != -> Not equal to [#] [ SPECIAL THANKS ] --------------------------------------------------------- Vicent Hamm [yaz0r] for explain me the scene format and for put up with me ;) Also for all people involved with the LBA Info Project. [#] [ Completements for Scripting ] -------------------------------------------- The next resources are from LBA1, anyway if you deserve to change it for a new game using the LBA1 engine you can do it without problems. This is just to remind that the next resources are needed to know coding the story. Some of the resource aren't complete, due to incomplite description in the LBA Info Project resources. Note that the values are in decimal. ----------------- - [ Game Flags ]: ----------------- Inventory: \_ 0 - Not in Inventory |_ 1 - In the Inventory 000: Holomap 001: Magic ball 002: FunFrock's saber 003: Gawleys horn 004: Tunic 005: Book of Bù 006: Sendels's medallion 007: Flask of clear water 008: Red card 009: Blue card 010: ID card 011: Mr. Mies' pass 012: Proto-Pack 013: Snowboard 014: Meca Penguin 015: Gas 016: Pirate flag 017: Magic flute 018: Space guitar 019: Hair dryer 020: Ancesteral key 021: Bottle of sirup 022: Empty bottle 023: Ferry ticket 024: Keypad 025: Coffee can 026: Bonuses list 027: Clover leaf Quests: \_ 0 - Not maded |_ 1 - Already maded 028: Quest 1 = Met the cousin of the locksmith 029: Quest 2 = Twinsen's house destroyed 030: Quest 3 = Opened funfrocks safe 031: Quest 4 = Placed statue in the first scene of Bu 032: Quest 5 = Lock smith not home 033: Quest 6 = Found clover bosx in the bar 034: Quest 7 = Got kashes from astromoners chest 035: Quest 8 = Escaped through cimney 036: Quest 9 = Found 25 kashes in the chest near the citadel 037: Quest 10 = Cleaned water tower water 038: Quest 11 = Read the book of the prophecy 039: Quest 12 = Aranged crates 040: Quest 13 = Telepods destroyed 041: Quest 14 = Turned on the museum alarm 042: Quest 15 = Gave book to old guy 043: Quest 16 = Password for the marked stone 044: Quest 17 = Password for the eclypse stone 045: Quest 18 = Freed the marked stone 046: Quest 19 = Freed the marked stone 047: Quest 20 = Reopened the bar 048: Quest 21 = ?? found beech side entrance to cave -> 48: !-Twinkel Loin:OK 049: Quest 22 = Placed statue in first level of Bu 050: Quest 23 = ?? -> 50: 3-Amphore1 BU2 051: Quest 24 = Broke seal to the marked stone 052: Quest 25 = Access to the secret document section of the library, ?? get's zero'ed on port beluga after quest 11 053: Quest 26 = Talked to forger 054: Quest 27 = Museum sewer entrance open 055: Quest 28 = Tunnel in the rabbibunny village open 056: Quest 29 = Broke seal in the white leaf desert 057: Quest 30 = Found clover box on the island near peg leg street 058: Quest 31 = museum has been robbed 059: Quest 32 = Broke sendell seal in citadel island 060: Quest 33 = Broke sendell seal in the old burg 061: Quest 34 = Found cave beneath house 062: Quest 35 = Killed pharmacist 063: Quest 36 = Globbered a clone 064: Quest 37 = Went through the secret passage to the lock smith 065: Quest 38 = Went outside with locksmith 066: Quest 39 = Opened gate to upper old burg 067: Quest 40 = Spoke with the rebel leader 068: Quest 41 = Bought the catamaran 069: Quest 42 = Spoke to the rebel in the harbor bunker 070: Quest 43 = Inventory disabled 071: Quest 44 = Destroyed the radar on the hamalayi 072: Quest 45 = First hamalayi scene with the rebel (zeroed on 46) 073: Quest 46 = Second hamalayi scene with the rebel (zeroed in the next scene) 074: Quest 47 = Third hamalayi scene with the rebel (zeroed in the next scene) 075: Quest 48 = New rebel 076: Quest 49 = Sacret carrot being opened, zeroed after 68 077: Quest 50 = Tank in fort on the Hamalayi 078: Quest 51 = Tank in the hamalayi taken 079: Quest 52 = Destroyed the mutant eggs 080: Quest 53 = Opened door in the mutant factory (middle) 081: Quest 54 = Opened door in the mutant factory (lower) 082: Quest 55 = Talked with chatter lady on the old burg (Julia) 083: Quest 56 = ?? something with clear water -> 83: ?-eau claire verse 084: Quest 57 = Sailor wants a drink 085: Quest 58 = Took the jeep to the rabbibunny village 086: Quest 59 = Received quest to retreive a hairdryer 087: Quest 60 = Librarian complaint about the citys tap water 088: Quest 61 = Freed the rebel leader 089: Quest 62 = Arrived on the hamalayi with the rebels 090: Quest 63 = Gave away the space guitar 091: Quest 64 = Entrance to the secret passage to Dinofly open 092: Quest 65 = Information about zoe from the sailor 093: Quest 66 = Opened door with the hidden key in the secret passage to Dinofly 094: Quest 67 = Took dinofly 095: Quest 68 = Sacret carrot is open 096: Quest 69 = Arrived in the middle of white leaf desert, got reset after you freed joe 097: Quest 70 = Attached pirate flag to ship 098: Quest 71 = ?? -> 8: 4-parl‚ au faussair 099: Quest 72 = Info about LeBournes treasure 100: Quest 73 = Temple of bu, 2nd scene, finished sub room #1 101: Quest 74 = Temple of bu, 2nd scene, finished sub room #2 102: Quest 75 = Temple of bu, 2nd scene, finished sub room #3 103: Quest 76 = Got a ferry ticket 104: Quest 77 = ?? -> 104: 2-archi a l1t‚rieur 105: Quest 78 = Freed the rebel leader 106: Quest 79 = Broke Sendell seal in secret cave 107: Quest 80 = Killed the groboclone in the closed bar 108: Quest 81 = ?? ski piste open -> 108: 9-Vanne pisc ouver 109: Quest 82 = ?? -> 109: 9-Bette ftres tuee 110: Quest 83 = Opened 1st gate 111: Quest 84 = Placed statue in 3rd scene 112: Quest 85 = ?? -> 112: 9-Porte zoe ouvert 113: Quest 86 = Saved Joe the elf 114: Quest 87 = ?? -> 114: 9-Sceau eclater 115: Quest 88 = Saved the rabbibunny from the mutant 116: Quest 89 = ?? -> 116: 10-FTRES d‚truite 117: Quest 90 = Broke seal on Brundle Island 118: Quest 91 = Saved Raymond the elf 119: Quest 92 = Took hydroglyder 120: Quest 93 = Opened the door in funky town 121: Quest 94 = Opened lock on forgers house 122: Quest 95 = ?? Used keypad -> 122: 9-DigiCode Pos‚ 123: Quest 96 = ?? -> 123: 11-Funfrok a parl‚ 124: Quest 97 = ?? -> 124: 9-Portail ouvert 125: Quest 98 = ?? -> 125: 9-Infirmier tu‚ 126: Quest 99 = ?? -> 126: 9-LapiRouge tu‚ 127: Quest 100 = ?? -> 127: 9-Peintre dehors 128: Quest 101 = ?? -> 128: 2-Lapi chez frŠre 129: Quest 102 = ?? -> 129: 11-Sceau Sendell ok 130: Quest 103 = ?? -> 130: 11-Rochers d‚truits 131: Quest 104 = ?? -> 131: 2-Lapi lib‚r‚ 132: Quest 105 = Clover box in sewer citadel island 133: Quest 106 = ?? -> 133: 11-Portail ouvert 134: Quest 107 = ?? -> 134: 10-Lapi chef sorti 135: Quest 108 = ?? -> 135: 10-Lapi a creus‚ 136: Quest 109 = ?? -> 136: 10-char&gardes tu‚s 137: Quest 110 = ?? -> 137: 11-Funfrock tomb‚ 138: Quest 111 = Took the boat to the white leaf desert 139: Quest 112 = ?? -> 139: 11-FunFrock tu‚ 140: Quest 113 = ?? -> 140: 6-Kroptman parti 141: Quest 114 = Opened clear water lake 142: Quest 115 = Spoke with the old man in thw white leaf desert 143: Quest 116 = Information about LeBourne from sailor (to speak with the Old Brug shop keeper) 144: Quest 117 = Activated secret grobo statue 145: Quest 118 = Found 150 kashes in the secret area of the old burg 146: Quest 119 = ?? -> 146: 11-Zoe a parl‚ 147: Quest 120 = Opened gate to the shuttle 148: Quest 121 = ?? -> 148: Seb en a une petite 149: Quest 122 = Found dinofly 150: Quest 123 = ?? -> 150: verser o clair run1 151: Quest 124 = ?? -> 151: verser o clair run2 152: Quest 125 = Destroyed a mutant 153: Quest 126 = Destroyed a mutant 154: Quest 127 = Destroyed a mutant 155: Quest 128 = Destroyed a mutant 156: Quest 129 = ?? -> 156: 11-Zoe descendue 157: Quest 130 = Broke seal of the destroyed house on principal island 158: Quest 131 = ?? -> 158: 2-Repr‚sentant vu 159..199: unused 200: Baffe.fla -> Hit 201: Baffe2.fla -> Hit, band-aid 202: Baffe3.fla -> Hit, black eye 203: Bateau.fla -> Ferry #1 204: TempleBu.fla -> Temple of Bu 205: Flute2.fla -> White Leaf Desert, flute 206: Navette.fla -> Hamalayi Mountains, chuttle 207: Neige2.fla -> Hamalayi Mountains, storm 208: Surf.fla -> Hamalayi Mountains, ski lift 209: Bateau2.fla -> Ferry #2 210: Capture.fla -> Fortress, Zoe Clone 211: Verser.fla -> Fortress, Rune stone (cut from the game) 212: Verser2.fla -> Fortress, Rune stone 213: Fortress.fla -> Fortress, explosion 214: Sendel2.fla -> Sendel give powers to Twinsen & Zoé. 215: Baffe5.fla -> Hit, reject 216: Explod.fla -> Twinsun explosion (on top of the well) 217: Glass2.fla -> Clear water lake 218: Sendel.fla -> Twinsen in Well of Sendell 219: Explod2.fla -> Twinsun explosion 220..255: unused --------------- - [ Chapters ]: --------------- 00: Inprisoned 01: Escape from the citadel 02: Zoe got captured 03: - looking for a young girl 04: - looking for a "friend" 05: The legend of Sendell 06: The book of Bu 07: Pirate LeBorne 08: - "good day" 09: - "good day" 10: - ?? nothing 11: - ?? nothing 12: - ?? nothing 13: - looking for plans 14: - still looking for plans 15: The final showdown - "good day" ------------------- - [ Magic Levels ]: ------------------- 0: No Magic Levels 1: Yellow Ball 2: Green Ball 3: Red Ball 4: Fire Ball ------------------------- - [ Twinsen Behaviours ]: ------------------------- 0: Normal 1: Athletic 2: Agressive 3: Discrete ---------------------- - [ Inventory Items ]: ---------------------- 00: Holomap 01: Magic ball 02: FunFrock's saber 03: Gawleys horn 04: Tunic 05: Book of Bù 06: Sendels's medallion 07: Flask of clear water 08: Red card 09: Blue card 10: ID card 11: Mr. Mies' pass 12: Proto-Pack 13: Snowboard 14: Meca Penguin 15: Gas 16: Pirate flag 17: Magic flute 18: Space guitar 19: Hair dryer 20: Ancesteral key 21: Bottle of sirup 22: Empty bottle 23: Ferry ticket 24: Keypad 25: Coffee can 26: Bonuses list 27: Clover leaf ------------------------- - [ Disappearing Grids ]: ------------------------- 00: Disappearing ceiling piece 1 for *1 01: Disappearing ceiling piece 2 for *1 02: Disappearing ceiling piece 3 for *1 03: Disappearing ceiling piece 4 for *1 04: Disappearing ceiling piece for *6 05: Disappearing ceiling piece for *11 06: Disappearing ceiling piece for *39 07: Disappearing ceiling piece for *22 08: Disappearing ceiling piece for *89 09: Disappearing ceiling piece for *88 10: Disappearing ceiling piece for *93 11: Disappearing ceiling piece for *100 12: Disappearing ceiling piece for *96 13: Disappearing ceiling piece for *37 * Related with Holomap Locations and Cube Zones -------------------------- - [ FLA file names list ]: -------------------------- - Baffe.fla -> Hit - Baffe2.fla -> Hit, band-aid - Baffe3.fla -> Hit, black eye - Bateau.fla -> Ferry #1 - TempleBu.fla -> Temple of Bu - Flute2.fla -> White Leaf Desert, flute - Navette.fla -> Hamalayi Mountains, chuttle - Neige2.fla -> Hamalayi Mountains, storm - Surf.fla -> Hamalayi Mountains, ski lift - Bateau2.fla -> Ferry #2 - Capture.fla -> Fortress, Zoe Clone - Verser.fla -> Fortress, Rune stone (cut from the game) - Verser2.fla -> Fortress, Rune stone - Fortress.fla -> Fortress, explosion - Sendel2.fla -> Sendel give powers to Twinsen & Zoé. - Baffe5.fla -> Hit, reject - Explod.fla -> Twinsun explosion (on top of the well) - Glass2.fla -> Clear water lake - Sendel.fla -> Twinsen in Well of Sendell - Explod2.fla -> Twinsun explosion - Dragon3.fla -> Little Big Adventure logo intro. - Introd.fla -> The Twinsen's Dream. (Intro movie) - LBA.fla -> LBA label movie from the demo version. - The_End.fla -> End movie with Twinsen and Zoé. [#] [ END ] ---------------------------------------------------------