LBA1:Isometric scene: Difference between revisions

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{{Infobox format
| extension = LS1
| lba1 = true
| colour = FF99FF
| defaultsort = scene
}}
Isometric scenes contain information for the active game world content. It contains definitions of Actors and scripts that drive their behaviour.

==Specification:==
{{Cleanup|It should be reformatted to use wikitext instead of <pre> tags.}}

<pre>
<pre>
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
Line 775: Line 786:
2: Agressive
2: Agressive
3: Discrete
3: Discrete


---------------------------------------
- [ Holomap Locations and Cube Zones ]:
---------------------------------------

000: Citadel Island, Prison
001: Citadel Island, outside the citadel
002: Citadel Island, near the tavern
003: Citadel Island, near the pharmacy
004: Citadel Island, near twinsens house
005: Citadel Island, inside Twinsens house
006: Citadel Island, Harbor
007: Citadel Island, Pharmacy
008: White Leaf Desert, Temple of Bú 1st scene
009: Hamalayi Mountains, landing place
010: Principal Island, Library
011: Principal Island, Harbor
012: Principal Island, outside the fortress
013: Principal Island, Lupin Burg
014: Citadel Island, Tavern
015: Hamalayi Mountains, Rabbibunny village
016: Citadel Island, inside a Rabbibunny house
017: Principal Island, Ruins
018: Principal Island, outside the library
019: Principal Island, Militairy camp
020: Citadel Island, Architects house
021: Citadel Island, secret chamber in the house
022: Principal Island, Ticket office
023: Principal Island, Prison
024: Principal Island, Port Belooga
025: Principal Island, Peg Leg Street
026: Principal Island, Shop
027: Principal Island, Locksmith
028: Principal Island, inside a Rabbibunny house
029: Principal Island, Astronimers House
030: Principal Island, Tavern
031: Principal Island, Basement of the Astronomer
032: Principal Island, Stables
033: Citadel Island, Cellar of the Tavern
034: Citadel Island, Sewer of the 1st scene
035: Citadel Island, Warehouse
036: White Leaf Desert, outside the Temple of Bú
037: Principal Island, outside the water tower
038: Principal Island, inside the water tower
039: White Leaf Desert, Militairy camp
040: White Leaf Desert, Temple of Bú 2nd scene
041: White Leaf Desert, Temple of Bú 3rd scene
042: Proxima Island, Proxim City
043: Proxima Island, Museum
044: Proxima Island, near the Inventors house
045: Proxima Island, upper rune stone
046: Proxima Island, lower rune stone
047: Proxima Island, befor the upper rune stone
048: Proxima Island, Forgers house
049: Proxima Island, Prison
050: Proxima Island, Shop
051: Proxima Island, Sewer
052: Principal Island, house at Peg Leg Street
053: Proxima Island, Grobo house
054: Proxima Island, Inventors house
055: Citadel Island, Sewer (secret)
056: Principal Island, Sewer (secret)
057: White Leaf Desert, Maze
058: Principal Island, House with the TV
059: Rebelion Island, Harbor
060: Rebelion Island, Rebel camp
061: Some room (cut-out ?)
062: Hamalayi Mountains, 1st fighting scene
063: Hamalayi Mountains, 2nd fighting scene
064: Hamalayi Mountains, Prison
065: Hamalayi Mountains, outside the transporter
066: Hamalayi Mountains, inside the transporter
067: Hamalayi Mountains, Mutation centre 1st scene
068: Hamalayi Mountains, Mutation centre 2nd scene
069: Hamalayi Mountains, 3rd fighting scene
070: Hamalayi Mountains, Entrance to the prison
071: Hamalayi Mountains, outside the prison
072: Hamalayi Mountains, Catamaran dock
073: Hamalayi Mountains, Bunker near clear water
074: Tippet Island, Village
075: Tippet Island, Secret passage scene 2
076: Tippet Island, near the bar
077: Tippet Island, Secret passage scene 1
078: Tippet Island, near the Dino-Fly
079: Tippet Island, Secret passage scene 3
080: Tippet Island, Twinsun Cafe
081: Hamalayi Mountains, Sacret Carrot
082: Hamalayi Mountains, Backdoor of the prison
083: Fortress Island, inside the fortress
084: Fortress Island, outside the forstress
085: Fortress Island, Secret passage scene 1
086: Fortress Island, Secret in the fortress
087: Fortress Island, near Zoes cell
088: Fortress Island, Swimming pool
089: Fortress Island, Cloning centre
090: Fortress Island, Rune stone
091: Hamalayi Mountains, Behind th sacret carrot
092: Hamalayi Mountains, Clear water lake
093: Fortress Island, outside fortress destroyed
094: Brundle Island, outside the teleportation
095: Brundle Island, inside the teleportation
096: Hamalayi Mountains, Ski resort
097: Brundle Island, Docks
098: Brundle Island, Secret room
099: Brundle Island, near the telepods
100: Fortress Island, Docks
101: Tippet Island, Shop
102: Principal Island, house in port Belooga
103: Brundle Island, Painters house
104: Citadel Island, Ticket Office
105: Principal Island, inside the fortress
106: Polar Island, 2nd scene
107: Polar Island, 3rd scene
108: Polar Island, Before the rocky peak
109: Polar Island, 4th scene
110: Polar Island, The rocky peak
111: Polar Island, on the rocky peak
112: Polar Island, Before the end room
113: Polar Island, Final Battle
114: Polar Island, end scene
115: Polar Island, 1st scene
116: Citadel Island, end sequence (1)
117: Citadel Island, end sequence (2)
118: Citadel Island, Twinsens house destroyed
119: Credits List Sequence




Line 989: Line 874:
- The_End.fla -> End movie with Twinsen and Zoé.
- The_End.fla -> End movie with Twinsen and Zoé.



------------
- [ Midis ]:
------------

00: Citadel Island, Prison
01:
02:
03:
04:
05:
06:
07:
08: End scene
09:
10:
11:
12:
13: Principal Island
14:
15:
16:
17:
18:
19:
20:
21:
22:
23:
24:
25:
26:
27:
28: Adeline Logo ?
29:
30:
31: Adeline Logo


--------------
- [ Samples ]:
--------------

000: Twinsen hit
001: Rabbibunny hit
002: Quetch grumble
003: Truck horn
004: Soldier hit
005: Rabbibunny clone turn
006: Puff (long)
007: Puff (short)
008: Soldiers marching
009: Rabbibunny calculate
010: Dumpster dumps twinsen
011: Item popup
012: Puff (very long)
013: Puff (very long)
014: Grobo hit
015: Rabbibunny clone walk
016: Rabbibunny clone (red) shoot
017: Skeleton attack
018: Rabbibunny clone hit
019: Rabbibunny clone turn
020: Rabbibunny clone shoot
021: Stone rolling
022: Twinsen angry
023: Throwing ball
024: Crab hit
025: Twinsen amazed
026: Soldier shoot
027: Walk over stone 1
028: Walk over stone 2
029: Teleport
030: Twinsen hit
031: Twinsen hits ground
032: Zoé hit
033: Kiss
034: Factory/Citadel area sound
035: Door open
036: Area sound
037: Explode
038:
039:
040:
041: Big item found / task completed
042: Skeleton wake up 1
043: Skeleton wake up 2
044: Rabbibunny clone (green) shoot
045:
046: Stone rolling 1
047: Stone rolling 2
048: Fireball
049:
050: Boobytrap
051:
052:
053:
054: Skeleton walk 1
055: Skeleton walk 2
056: Temple of Bù area sound
057: Twinsen jump
058: Shoot
059:
060: Rabbibunny clone hit
061:
062: Survailence system
063: Clone hit
064: Rabbibunny clone move
065: Truck stop
066: Area sound
067:
068: Quetch hit
069:
070: Hit
071: Grobo attack
072: Elevator move
073: Grobo clone shoot
074: Heartbeat
075: Twinsen land on ground
076: Alarm
077: Rabbibunny clone move
078:
079:
080: Wind
081: Sewer area sound
082: Hit
083: Temple of Bù area sound
084: Clone hit
085: Knock on door
086:
087: Key lock
088: Whistle
089: Ocean
090: Ship's horn
091: Swing 1
092: Swing 2
093: Item found
094: Gate open
095: Twinsen hit
096:
097: Twinsen die
098:
099: Hit
100: Grobo alarm
101: Twinsen in discreet mode 1
102: Twinsen in discreet mode 2
103: Zoé gigle
104: Truck move 1
105: Truck move 2
106: Boat motor
107: Drinking
108: Truck motor
109: Truck stop
110: Digging rabbibunny
111: Space guitar 1
112: Space guitar 2
113: Space guitar 3
114: Space guitar 4
115: Crowd unhappy
116: Crowd happy
117: Walk over stone 3
118: Walk over carpet
119: Walk over metal
120: Walk over wood
121: Walk over snow
122: Walk over stone 4
123: Walk over grind
124: Walk through water
125: Walk over grass
126: Walk over flower
127: Walk over stone 5
128: Walk over grind 2
129: Walk through water 2
130: Walk over sand
131: Walk over metal 2
132: Walk in cave
133: Walk over wood 2
134: Walk over snow 2
135: Walk over wood 3
136: Walk over snow 3
137: Walk through water 3
138: Walk over grass 2
139: Walk over flower 2
140: Walk over stone 6
141: Walk over carpet 4
142: Walk through water 4
143: Proto-pack
144: Water drain
145: Area sound
146: Desert area sound
147: Fisher
148: Bells
149: Swing
150: Lever toggle
151:
152: Fireballs
153: Rabbibunny clone calculate 1
154: Rabbibunny clone calculate 2
155: Rabbibunny clone calculate 3
156: Sacred Carrot area sound
157: Music
158: Horse galloping 1
159: Horse galloping 2
160: Horse
161: Horse galloping 3
162: Horse galloping 4
163: Horse
164: Horse
165: Buzzing 1
166: Motor
167: Area sound
168:
169: Shoot
170: Temple of Bù guards
171:
172:
173: Explode
174: Soldier wake-up
175: Soldier scared
176: Machine gun 1
177: Machine gun 2
178: Explosion
179: Sewer area sound
180: Sewer area sound
181: Water drop in cave 1
182: Water drop in cave 2
183: Sphero jump
184: Sphero hit
185: Sphero clone hit 1
186: Sphero clone hit 2
187:
188: Shoot
189:
190:
191:
192:
193:
194: Clone walking
195: Clone sound
196: Meca-Penguin ticking 1
197: Meca-Penguin ticking 2
198: Sword
199:
200: Truck move 1
201: Truck move 2
202: Construction 1
203: Construction area sound 1
204: Construction area sound 2
205: Dr. FunFrock grin
206: Snore
207: Hiccup
208: Snowboard 1
209: Snowboard 2
210: Snowboard 3
211: Alarm
212: Water
213: Drown 1
214: Drown 2
215: Drown 3
216: Tank hit
217: Swing
218:
219: Construction 2
220: Construction 3
221: Tone 1
222: Tone 2
223: Hovercraft
224: Digging
225: Tone 3
226: Tone 4
227: Buzzing 2
228: Water flush


-------------
- [ Sprites ]:
-------------

000: Tank bullet ???
001: Magic ball
002: Green magic ball
003: Coin
004: Life heart
005: Magic
006: Key
007: Leaf
008: Yellow bullet
009: Red bullet
010: Groboclone white bullet
011: Door #1 (house)
012: Door #2 (house)
013: Fire magic ball
014: Plataform #1
015: Prison door #1 (grid)
016: Prison door #2 (harmed)
017: Prison door #3 (with the F word)
018: Fence #1
019: Fence #2
020: Bomb
021: Bolt bullet
022: Fence #3
023: Fence #4
024: Door #3 (last scene) ???
025: Lever
026: Platform #2 (Prison)
027: Platform #3
028: Moving plataform machine
029: Platform #4 (sewer access)
030: Barrel
031: Wooden door #1 (Twinsen house)
032: Wooden door #2 (Twinsen's house secret scene)
033: Bottle of Syrup
034: Passage to the electric thing #1 ???
035: Metal fence #1
036: Passage to the electric thing #2 ???
037: Prison door #4 (Wooden)
038: FunFrock bust
039: Cadre
040: Grey bullet #1 ???
041: Clover leaf
042: Green magic ball (same as 3 ??? )
043: Red magic ball
044: Transparent yellow magic ball
045: Library door #1
046: Library door #2
047: Package
048: Ground square #1 (Temple of Bù)
049: Quetch statue (Temple of Bù)
050: Wooden door #3 (Temple of Bù)
051: Wooden door #4 (Temple of Bù)
052: Wall (false door ???)
053: Double Lever (Temple of Bù)
054: Metal fence #2 (Temple of Bù)
055: Single Lever (Temple of Bù)
056: Ground square #2 (Temple of Bù)
057: Frozen mushroom
058: Door padlock (Forger's house)
059: Barbed bullet (Temple of Bù)
060: Runic Stone
061: Sendell's sign #1 (near Runic Stone)
062: Sendell's sign #2 (White Leaf Desert)
063: Sendell's sign #3
064: Grey bullet #2 ???
065: Grey bullet #3 ???
066: Grey bullet #4 ???
067: Lever without casing
068: ???
069: Missile
070: Red Bullet
071: Twinsun globe
072: Z (sleeping guard)
073: Platform #5
074: Wall (Sacred Carrot door)
075: Book #1
076: Bricked up door
077: Wall (Library secret passage)
078: Book #2
079: Hatchway #1
080: Hatchway #2
081: Sendell's sign #4 (visible)
082: Sendell's sign #5 (hiden)
083: Metal fence #3
084: Sendell's sign #6
085: Lever #1 (up)
086: Lever #2 (down)
087: Sendell's sign #7 (painted - hiden)
088: Sendell's sign #8 (painted - visible)
089: False frozen ground (Rabbibunny Village)
090: Talk symbol #1 (right)
091: Talk symbol #2 (left)
092: Mushroom
093: Keypad
094: ???
095: Broken lever (clones Factory)
096: False ground (some platform ???)
097: Explosion sequence #4
098: Explosion sequence #5
099: Explosion sequence #6
100: Explosion sequence #7
101: Explosion sequence #1
102: Explosion sequence #2
103: Explosion sequence #3
104: Door #4
105: FunFrock safe
106: Twinsen & Zoé statue (covered)
107: Door #5
108: Platform with Sendell's sign
109: Transparent green magic ball
110: Transparent red magic ball
111: Some sequence #1
112: Some sequence #2
113: Some sequence #3
114: Some sequence #4
115: Some sequence #5
116: Some sequence #6
117: Some sequence #7


-------------
- [ Bodies ]:
-------------

000: Twinsen: Tunic and Sendell's medallion
001: Twinsen: Prison uniform
002: Twinsen: Nurse uniform
003: Twinsen: Tunic
004: Twinsen: Tunic, Sendell's medallion and sabre
005: Twinsen: Tunic, Sendell' medallion and Gawley's horn
006: Twinsen: Tunic, Sendell's medallion and snowboard
007: Twinsen: Tunic, Sendell's medallion and protopack
008: Twinsen: Tunic and protopack
009: Nurse: With clipboard
010: Nurse: With clipboard and pistol
011: Nurse: Baton in holder
012: Nurse: Baton in hand
013: Groboclone: Super
014: Nurse Clothing (very odd)
015: Meca-penguin
016: Garbage truck
017: Grobo: Green vest
018: Soldier: Normal
019: Soldier: Desert
020: Soldier: Himalayan
021: Rabbibunny: Orange male, yellow shirt and blue shorts
022: Rabbibunny: Brown male, blue shirt and grey-blue shorts
023: Rabbibunny: Orange male, yellow shirt and blue shorts, with bottle
024: Rabbibunny: Orange male, green shirt and brown shorts in tatters
025: Rabbibunny: Light brown male, yellow shirt and blue shorts in tatters
026: Rabbibunny: Orange male, white clothes (the painter)
027: Rabbibunny: Orange male, white clothes with brush (the painter)
028: Weird motion-seeking tank (green & yellow)
029: Quetch: Salesman
030: Groboclone: Yellow
031: Groboclone: Green
032: Groboclone: Red
033: Groboclone: Yellow without mask
034: Groboclone: Red without ears
035: Grobo: Yellow clothes and hard hat (bulldozer operator)
036: Rabbiclone: Yellow
037: Yellow triangle
038: Turret from automatic-spray gun thing
039: Robot with 2 legs
040: Robot with 2 legs, sphero in cockpit
041: Tank: Normal
042: Tank: Himalayan
043: Tank: Desert
044: Rabbibunny: Light brown female, orange dress
045: Rabbibunny: Light brown female, green dress
046: Rabbibunny: Brown female, yellow dress
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
473: Construction truck starting 2
474: Constuction worker 1 standing
475: Constuction worker 1 walking
476: Constuction worker 1 digging
477: Constuction worker 1 alert
478: Constuction worker 1 fighting 1
479: Constuction worker 1 fighting 2
480: Constuction worker 1 moving left
481: Constuction worker 1 moving right
482: Constuction worker 1 getting hit 1
483: Constuction worker 1 getting hit 2
484: Constuction worker 1 walking angrily
485: Constuction worker 2 standing 1
486: Constuction worker 2 fighting 1
487: Constuction worker 2 walking
488: Constuction worker 2 standing 2
489: Constuction worker 2 fighting 2
490: Constuction worker 2 getting hit 1
491: Constuction worker 2 getting hit 2
492: Constuction worker 2 moving right
493: Constuction worker 2 moving left
494: Constuction worker 2 walking angrily
495: Constuction worker 2 falling
496: Constuction worker 2 landing
497: Constuction worker 2 alert
498: Constuction worker 3 standing
499: Constuction worker 3 digging
500: Constuction worker 3 pulling up gun and shooting
501: Constuction worker 3 shooting
502: Constuction worker 3 getting hit
503: Constuction worker 3 alert
504: Constuction worker 3 falling
505: Constuction worker 3 landing
506: Tractor starting
507: Tracrot driving forwards
508: Tracrot fighting 1
509: Tracrot fighting 2
510: Tracrot working
511: Tracrot driving backwards
512: Tracrot frozen
513: Tracrot jumping in place
514: Groovy sphero standing
515: Groovy sphero walking


[#] [ END ] ---------------------------------------------------------
[#] [ END ] ---------------------------------------------------------

Latest revision as of 06:56, 24 August 2016

Isometric scene
Extension

LS1

Occurence

LBA1

Colour
Programs supporting this format
References

Find entries of this type

Isometric scenes contain information for the active game world content. It contains definitions of Actors and scripts that drive their behaviour.

Specification:[edit]

--------------------------------------------------------------------------------
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 ] ---------------------------------------------------------