Heart Of Darkness LVL: Difference between revisions
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=== Format Specifications === | === Format Specifications === | ||
< | <div class="toccolours mw-collapsible" id="mw-customcollapsible-myDivision" style="width:800px; overflow:auto;"> | ||
<pre> | |||
// 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 | |||
} | |||
</pre> | |||
</div> | |||
< | |||
</ | |||
=== MultiEx BMS Script === | === MultiEx BMS Script === | ||
| Line 59: | Line 73: | ||
=== Notes and Comments === | === Notes and Comments === | ||
* LVL files contains bitmaps, palettes, tables for shadows and sprites. | |||
=== Compatible Programs === | === Compatible Programs === | ||
Latest revision as of 09:52, 30 October 2020
LVL
- Game : Heart Of Darkness
- Format Type : Archive
- Endian Order : Little Endian
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