LBA1:Isometric scene: Difference between revisions
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Revision as of 09:35, 2 March 2013
Isometric scene | ||
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LS1 |
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Occurence |
LBA1 |
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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.
Specification:
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 2 Author: Alexandre Fontoura [alexfont] Email: [email protected] Last Modification: 23.08.2005 [#] [ 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 Text Bank 01: byte Cube Entry 02..05: unused [ Ambiance ] 06: u16 AlphaLight 08: u16 BetaLight 0A: u16 Amb0_1 ??? 0C: u16 Amb0_2 ??? 0E: u16 Amb0_3 ??? 10: u16 Amb1_1 ??? 12: u16 Amb1_2 ??? 14: u16 Amb1_3 ??? 16: u16 Amb2_1 ??? 18: u16 Amb2_2 ??? 1A: u16 Amb2_3 ??? 1C: u16 Amb3_1 ??? 1E: u16 Amb3_2 ??? 20: u16 Amb3_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 ]
Information provided by: alexfont and ChaosFish