author | ecalot
<ecalot> 2005-01-13 00:09:00 UTC |
committer | ecalot
<ecalot> 2005-01-13 00:09:00 UTC |
parent | d81c228dfff444ffe654095b6711363281f7f53c |
FP/doc/FormatSpecifications | +10 | -9 |
FP/doc/FormatSpecifications.tex | +10 | -9 |
diff --git a/FP/doc/FormatSpecifications b/FP/doc/FormatSpecifications index fded64f..f6a82fc 100644 --- a/FP/doc/FormatSpecifications +++ b/FP/doc/FormatSpecifications @@ -351,16 +351,16 @@ Table of Contents 96 1952 links 64 2048 unknown I 3 2112 start_position - 3 2115 unknown III - 1 2116 unknown IV + 3 2115 unknown II + 1 2116 unknown III 24 2119 guard_location 24 2143 guard_direction - 24 2167 unknown II - 24 2191 unknown II + 24 2167 unknown VI (a) + 24 2191 unknown VI (b) 24 2215 guard_skill - 24 2239 unknown II + 24 2239 unknown VI (c) 24 2263 guard_color - 16 2287 unknown II + 16 2287 unknown VI (d) 2 2303 0F 09 (2319) All levels has a size of 2305, except in the original game, that the @@ -369,19 +369,20 @@ Table of Contents 4.4.1 Unknown blocks Blocks described in this section are: Unknown from I to IV. - Unknown III and II blocks doesn't affect the level if changed, if you find + Unknown III and VI blocks doesn't affect the level if changed, if you find out what they are used to we will welcome your specification text. Unknown I may corrupt the level if edited. - We believe unknown IV has something to do with the start position, but we + We believe unknown II has something to do with the start position, but we don't know about it. - As unknown III were all zeros for each level in the original set, it was a + As unknown II were all zeros for each level in the original set, it was a team decision to use those bytes for format extension. If one of them is not the default 00 00 00 hex then the level was extended by the team. Those extensions are only supported by RoomShaker at this moment. To see how those extensions were defined read the appendix I'll write some day. + For the moment you may contact us if you need to know that. 4.4.2 Room mapping This section explains how the main walls and objects are stored. The diff --git a/FP/doc/FormatSpecifications.tex b/FP/doc/FormatSpecifications.tex index fded64f..f6a82fc 100644 --- a/FP/doc/FormatSpecifications.tex +++ b/FP/doc/FormatSpecifications.tex @@ -351,16 +351,16 @@ Table of Contents 96 1952 links 64 2048 unknown I 3 2112 start_position - 3 2115 unknown III - 1 2116 unknown IV + 3 2115 unknown II + 1 2116 unknown III 24 2119 guard_location 24 2143 guard_direction - 24 2167 unknown II - 24 2191 unknown II + 24 2167 unknown VI (a) + 24 2191 unknown VI (b) 24 2215 guard_skill - 24 2239 unknown II + 24 2239 unknown VI (c) 24 2263 guard_color - 16 2287 unknown II + 16 2287 unknown VI (d) 2 2303 0F 09 (2319) All levels has a size of 2305, except in the original game, that the @@ -369,19 +369,20 @@ Table of Contents 4.4.1 Unknown blocks Blocks described in this section are: Unknown from I to IV. - Unknown III and II blocks doesn't affect the level if changed, if you find + Unknown III and VI blocks doesn't affect the level if changed, if you find out what they are used to we will welcome your specification text. Unknown I may corrupt the level if edited. - We believe unknown IV has something to do with the start position, but we + We believe unknown II has something to do with the start position, but we don't know about it. - As unknown III were all zeros for each level in the original set, it was a + As unknown II were all zeros for each level in the original set, it was a team decision to use those bytes for format extension. If one of them is not the default 00 00 00 hex then the level was extended by the team. Those extensions are only supported by RoomShaker at this moment. To see how those extensions were defined read the appendix I'll write some day. + For the moment you may contact us if you need to know that. 4.4.2 Room mapping This section explains how the main walls and objects are stored. The