<
From version < 8.1 >
edited by Hugo Peters
on 2021/03/14 19:19
To version < 9.1
edited by Banjeoin
on 2024/02/02 16:54
Change comment: Added new info about some parts of the filesystem!

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -XWiki.Hugo_Peters
1 +XWiki.Banjeoin
Content
... ... @@ -15,9 +15,12 @@
15 15  |7|MUSIC.bin|0x00B03408|MIDI-esque sequenced music, a true goldmine of David Wise goodness
16 16  |8|MPEG.tab|0x010A34F0|Table of offsets into MPEG.bin
17 17  |9|MPEG.bin|0x010A4518|Over one hour worth of MP3 encoded dialog
18 -|10|MUSICACTIONS.bin|0x01E6ABDC|Currently unknown
19 -|11|CAMACTIONS.bin|0x01E6EBDC|Currently unknown
20 -|12|LACTIONS.bin|0x01E6F3DC|Currently unknown
18 +|10|MUSICACTIONS.bin|0x01E6ABDC|//Music Actions (16 bytes per action)//
19 +A collection of music commands/setups that can be called by TriggerPlanes, sequences, etc. Each command has various params controlling fade-in, volume, instrument masking (e.g. used for DFPT's different arrangements), etc.
20 +|11|CAMACTIONS.bin|0x01E6EBDC|//Camera Actions (16 bytes per action)//
21 +A collection of camera commands/setups that can be called by TriggerPlanes etc. Each command has params like FOV, min/max distance from player, height, transition length, 1st person view lockout, etc.
22 +|12|LACTIONS.bin|0x01E6F3DC|//Light Actions (40 bytes per action)//
23 +A collection of lighting commands that can be called by TriggerPlanes etc. or invoked by objects (e.g. SC_Lantern). Stores two RGB colours, along with various parameters like falloff radii, lighting layer, flicker settings, and more. Point lights and directional lights are possible, and can be applied in combination using different lighting layers.
21 21  |13|ANIMCURVES.bin|0x01E6F3DC|Sequence/cutscene tracks for objects.
22 22  Each track consists of multiple curves, such as object position, head rotation, mouth angle and more,
23 23  as well as a timeline of events, such as animation events, dialog events and sound effect events.
... ... @@ -29,11 +29,11 @@
29 29  |19|GAMETEXT.bin|0x01FED382|The game's on-screen localization (menus, subtitles, item descriptions, etc.)
30 30  |20|GAMETEXT.tab|0x01FFE340|Table of offsets into GAMETEXT.bin
31 31  |21|GLOBALMAP.bin|0x02002AD8|The layout of the world map.
32 -|22|TABLES.bin|0x02002D24|Currently unknown
35 +|22|TABLES.bin|0x02002D24|Currently unknown - among other uses it stores a list of which TEX1 textureIDs are capable of texture scrolling (for waterfall effects, etc.)
33 33  |23|TABLES.tab|0x02003030|Table of offsets into TABLES.bin
34 34  |24|SCREENS.bin|0x02003074|Bitmaps with the text "Krystal's adventure..." and "Sabre's adventure...".
35 35  |25|SCREENS.tab|0x0204E094|Table of offsets into SCREENS.bin
36 -|26|VOXMAP.bin|0x0204E0A4|Currently unknown
39 +|26|VOXMAP.bin|0x0204E0A4|Currently unknown, but likely defines which minimap image to use when within different volumes inside the world map.
37 37  |27|VOXMAP.tab|0x020501A4|Table of offsets into VOXMAP.bin
38 38  |28|TEXPRE.tab|0x020501AA|Table of offsets into TEXPRE.bin
39 39  |29|TEXPRE.bin|0x020512EA|Some textures (not used?)
... ... @@ -51,7 +51,7 @@
51 51  |41|BLOCKS.bin|0x02CCBE42|Level mesh chunks.
52 52  |42|BLOCKS.tab|0x0325FE74|Table of offsets into BLOCKS.bin
53 53  |43|TRKBLK.bin|0x03260FB4|Converts indices used by MAPS.bin to level mesh chunk into IDs for BLOCKS.tab
54 -|44|HITS.bin|0x03261024|Collision data.
57 +|44|HITS.bin|0x03261024|Special collision data for each BLOCKS model in the game. These define lines (20 bytes long each) which activate special behaviours (jumping, clinging, stepping up, climbing, crawling, invisible walls, etc.) when the player, a vehicle, or certain enemies cross them.
55 55  |45|HITS.tab|0x032898A4|Table of offsets into HITS.bin
56 56  |46|MODELS.tab|0x0328A9E0|Table of offsets into MODELS.bin
57 57  |47|MODELS.bin|0x0328B9F8|The... models!
... ... @@ -61,12 +61,12 @@
61 61  |51|ANIM.tab|0x0347B36E|Table of offsets into ANIM.bin
62 62  |52|ANIM.bin|0x0347D752|The game's... animations!
63 63  |53|AMAP.tab|0x037AA752|Table of offsets into AMAP.bin
64 -|54|AMAP.bin|0x037AB766|Animation remap tables.
67 +|54|AMAP.bin|0x037AB766|Bone remap tables for each animation in each model's MODANIM list.
65 65  |55|BITTABLE.bin|0x037DE966|The game's default bittable(?). The "Game Bits" system is used to track state in the game.
66 -|56|WEAPONDATA.bin|0x037E0DE6|?
69 +|56|WEAPONDATA.bin|0x037E0DE6|Weapon trail animation data for each of Krystal and Sabre's attack animations, defining the tip and hilt position of their weapon on each keyframe. Krystal/Sabre's OBJECT.bin entries contain a list defining which of their MODANIM entries make use of this data.
67 67  |57|VOXOBJ.tab|0x037E3C1E|Table of offsets into VOXOBJ.bin
68 68  |58|VOXOBJ.bin|0x037E3C26|?
69 -|59|MODLINES.bin|0x037E3C26|Collision/physics data?
72 +|59|MODLINES.bin|0x037E3C26|Using the same data format as HITS.bin, these HITS lines are used for each of the special level-type objects that become Krystal/Sabre's frame of reference whenever they stand on them: the Galleon, floating icebergs, etc.
70 70  |60|MODLINES.tab|0x037E5586|Table of offsets into MODLINES.bin
71 71  |61|SAVEGAME.bin|0x037E562E|The default savegame file.
72 72  |62|SAVEGAME.tab|0x037E6E2E|Table of offsets into SAVEGAME.bin
... ... @@ -85,4 +85,5 @@
85 85  )))
86 86  |71|DLLS.tab|0x03B04BDC|Table of offsets into DLLS.bin
87 87  |72|DLLSIMPORTTAB.bin|0x03B064DC|Table of entrypoints into the main executable that DLLs use to link to specific function/data imports
88 -|73|ENVFXACT.bin|0x03B06CF4|?
91 +|73|ENVFXACT.bin|0x03B06CF4|//Environmental Effect Actions (96 bytes per action)//
92 +A collection of atmospheric commands that can be called by TriggerPlanes etc. There seem to be at least 3 different categories of EnvFxActions for setting up different environmental aspects: fog setups, ambience setups (vertex colour multiplier + skybox gradient texture), horizon setups (distant desert/mountain/etc. texture-strips and cloud textures). This is why TriggerPlanes often call 3 of them at once! The commands can store up to 8 RGB colours (in the case of fog-type commands, or 4 for ambience commands) which the game will blend between for each phase of the game's day/night cycle. These actions can also control which sun/moon sprites are used, and control rainfall/snow/weather effects.