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Revision as of 09:35, 2 March 2013

Isometric scene
Extension

LS1

Occurence

LBA1

Colour
Programs supporting this format
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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:

--------------------------------------------------------------------------------
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