User:Claris/Sandbox

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.MLVL description here.

Note that file IDs are 4 bytes in Prime/Echoes and 8 bytes in Corruption/Returns.

Morphball wirerender.png This file format needs more research
Reason


Header

Size Description Games
0x4 Magic 0xDEAFBABE All
0x4 File Version All
0x4/0x8 World Name .STRG All
0x4 Dark World Name .STRG Echoes
0x4 ? Echoes/Corruption
0x1 Boolean, checks whether the next two values exist Returns
? Level Number string (zero-terminated) Returns
0x10 4 floats Returns
0x4/0x8 World .SAVW All
0x4/0x8 World Skybox .CMDL All

Memory Relays (Prime only)

Size Description Games
0x4 Memory Relay count Prime

For each memory relay:

Size Description Games
0x4 Memory Relay Instance ID Prime
0x4 Connected Instance ID Prime
0x2 Message Prime
0x1 ? (Always 0) Prime

Areas

Size Description Games
0x4 Area count All
0x4 ? Prime

For each area:

Size Description Games
0x4/0x8 Area Name .STRG All
0x30 Transformation Matrix All
0x18 Axis-Aligned Bounding Box All
0x4/0x8 Area .MREA All
0x4/0x8 Area ID (used by layer-switching objects) All
0x4 Connected area count (CC) Prime/Echoes/Corruption
0x2 x CC Connected area numbers Prime/Echoes/Corruption
0x4 ? (always 0) Prime/Echoes

Dependency List (Prime/Echoes)

Identical to DGRP.

(DGRP should be updated as it doesn't mention the dependency count or the offset list)

Docks

Size Description Games
0x4 Dock count Prime/Echoes/Corruption

For each dock:

Size Description Games
0x4 Connection Count Prime/Echoes/Corruption

For each connection:

Size Description Games
0x4 Area Number Prime/Echoes/Corruption
0x4 Dock Number Prime/Echoes/Corruption
Size Description Games
0x4 ? (Always 4, could be a count for the dock coordinates) Prime/Echoes/Corruption
0x30 4 sets of dock coordinates Prime/Echoes/Corruption

.rel list (Echoes)

Identical to RSOS, except with .rel files instead of .rso files.

(Page needs to be created)

Remainder

Size Description Games
0x4 Always 0; could be something in previous games, such as the dock count, but I have no way of knowing for sure Returns
? Code Name (zero-terminated) Echoes, Corruption, Returns

After Areas

Size Description Games
0x4/0x8 World .MAPW Prime/Echoes/Corruption
0x5 ? Prime/Echoes/Corruption
0x4 .AGSC count (AC) Prime

For each AGSC:

Size Description Games
0x4 ? Prime
0x4 .AGSC ID Prime
Size Description Games
0x1 ? Prime
0x4 Area Layer Info Count (should be identical to Area Count) All

For each layer info:

Size Description Games
0x4 Layer Count All
0x8 Layer Bit Flags (1 if a layer should be turned on in a new file) All
Size Description Games
0x4 Layer Name Count (LC) All
? x LC Layer Names (zero-terminated) All
0x4 (Unknown) Count (UC) Corruption/Returns
0x10 x UC ? Corruption/Returns
0x4 Layer Name Offset Count (OC) All
0x4 x OC Layer Name Offsets All