Heart Of Darkness LVL: Difference between revisions

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=== Format Specifications ===  
=== Format Specifications ===  


<tt><b>
<div class="toccolours mw-collapsible" id="mw-customcollapsible-myDivision" style="width:800px; overflow:auto;">
char {4}&nbsp;&nbsp;&nbsp;&nbsp; - Header <font color="purple">(null + DOH)</font> <br>
<pre>
byte {10628} - <font color="red"> '' Unknown '' </font> <br>  
// Heart Of Darkness
<br>
// LVL file format
<font color="blue"> ''' // for each file ''' </font> <br>
 
: uint32 {4}&nbsp;&nbsp; - Offset <br>
//header
: uint32 {4}&nbsp;&nbsp; - Raw File Size <br>
4 bytes (char) - magic // ".DOH"
: uint32 {4}&nbsp;&nbsp; - Compressed File Size <br>
1 byte (uint8) - screens count
: uint32 {4}&nbsp;&nbsp; - null <br>
2 bytes - unknown
<br>
1 byte (uint8) - sprites count
byte {X}&nbsp;&nbsp;&nbsp;&nbsp; - padding to 512 bytes <font color="purple">(from 10632)</font> <font color="purple">(length=512-numFiles*16)</font> <br>
 
<br>
 
<font color="blue"> ''' // for each file ''' </font> <br>
//level map
: uint32 {4}&nbsp;&nbsp; - Offset <br>
(screens_count *4) bytes - grid data
: uint32 {4}&nbsp;&nbsp; - Raw File Size <br>
 
: uint32 {4}&nbsp;&nbsp; - Compressed File Size <br>
 
: uint32 {4}&nbsp;&nbsp; - null <br>
//level screen x/y pos
<br>
num_of_screens *
byte {X}&nbsp;&nbsp;&nbsp;&nbsp; - padding to 1152 bytes <font color="purple">(from 10632)</font> <br>
{
<br>
  4 bytes (uint32) - Position X
<font color="blue"> ''' // for each file ''' </font> <br>
  4 bytes (uint32) - Position Y
: byte {X}&nbsp;&nbsp;&nbsp;&nbsp; - File Data <br>
}
: byte {0-2047}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - Padding to a multiple of 2048 bytes <br>
 
<br>
//level screen states
</b></tt>
num_of_screens *
{
  4 bytes - screen state entry
}
 
 
//level objects
x bytes - level objects
 
 
//screen masks
x bytes - screen masks
 
 
//background screens
num_of_screens *
{
  4 bytes (uint32) - offset
  4 bytes (uint32) - size
  4 bytes (uint32) - read size
  x bytes - background screens data
}
 
 
//sprites
num_of_sprites *
{
  4 bytes (uint32) - offset
  4 bytes (uint32) - size
  4 bytes (uint32) - read size 
  x bytes - sprite data
}
</pre>
</div>


=== MultiEx BMS Script ===  
=== MultiEx BMS Script ===  
Line 40: Line 73:
=== Notes and Comments ===  
=== Notes and Comments ===  


None.
* LVL files contains bitmaps, palettes, tables for shadows and sprites.


=== Compatible Programs ===  
=== Compatible Programs ===  


* [[Game Extractor|Game Extractor]]<br>
* [[Game Extractor|Game Extractor]]<br>
* [http://cyxdown.free.fr/hode/ hode]
* [http://cyxdown.free.fr/hode/hod_decoder-5abf5a0.zip hod decoder]
<br><br>
[[Category:Complete Almost Done|Heart Of Darkness LVL]]
[[Category:Platform PC|Heart Of Darkness LVL]]
[[Category:CE None|Heart Of Darkness LVL]]
[[Category:Format_Archive | Type: Archive]]
[[Category:Extension_lvl | Extension: lvl]]
[[Category:BMS_None | BMS: None]]
[[Category:File Format]]

Latest revision as of 09:52, 30 October 2020

LVL


Format Specifications

// Heart Of Darkness
// LVL file format

//header
4 bytes (char) - magic // ".DOH"
1 byte (uint8) - screens count
2 bytes - unknown
1 byte (uint8) - sprites count


//level map
(screens_count *4) bytes - grid data


//level screen x/y pos
num_of_screens *
{
   4 bytes (uint32) - Position X
   4 bytes (uint32) - Position Y
}

//level screen states
num_of_screens *
{
   4 bytes - screen state entry
}


//level objects
x bytes - level objects


//screen masks
x bytes - screen masks


//background screens
num_of_screens *
{
   4 bytes (uint32) - offset
   4 bytes (uint32) - size
   4 bytes (uint32) - read size
   x bytes - background screens data
}


//sprites
num_of_sprites *
{
   4 bytes (uint32) - offset
   4 bytes (uint32) - size
   4 bytes (uint32) - read size  
   x bytes - sprite data
}

MultiEx BMS Script

Not written yet.

Notes and Comments

  • LVL files contains bitmaps, palettes, tables for shadows and sprites.

Compatible Programs