<
From version < 11.1
edited by Banjeoin
on 2024/05/10 23:57
To version < 10.1 >
edited by Banjeoin
on 2024/05/10 23:47
Change comment: There is no comment for this version

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Content
... ... @@ -41,14 +41,12 @@
41 41  |28|TEXPRE.tab|0x020501AA|Table of offsets into TEXPRE.bin
42 42  |29|TEXPRE.bin|0x020512EA|Some textures (not used?)
43 43  |30|WARPTAB.bin|0x020E023A|Positions into the world map where the player can warp to.
44 -|31|MAPS.bin|0x020E083A|(((
45 -Cell layouts, object lists and more relating to each map. Each map requires 7 files:
46 -
44 +|31|MAPS.bin|0x020E083A|Cell layouts, object lists and more relating to each map. Each map requires 7 files: (((
47 47  1. header (//containing the map grid's width/height, object count, etc.//)
48 48  1. blockIDs (//used in combination with TRKBLK.bin to define the BLOCKS.bin ID for each cell//)
49 49  1. gridVisibility_A1 (//a Potentially Visible Set for each grid cell in the main map layer//)
50 50  1. gridVisibility_A2 (//usually a duplicate of //gridVisibility_A1 //- it's unknown why 2 of these are needed//)
51 -1. objects //(a list of the map's object instances - each object's data has variable length, given by multiplying byte 0x2 by 4)//
49 +1. objects (a list of the map's object instances - each object's data has variable length, given by multiplying the byte 0x2 by 4)
52 52  1. gridVisibility_B1 (//a Potentially Visible Set for each grid cell in the secondary map layer - e.g. for the other half of DFPT//)
53 53  1. gridVisibility_B2 (//usually a duplicate of //gridVisibility_B1 //- it's unknown why 2 of these are needed//)
54 54  )))

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