better documentation
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@ -365,7 +365,9 @@ Example:
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## Wad ##
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Wad files are used for scenario data, images such as those in terminals and the
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main menu, and physics files. Here is a listing of all chunks used within them:
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main menu, and physics files. Here is a listing of all chunks used within them.
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Map tags:
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| Name | Description |
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| ---- | ----------- |
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@ -378,43 +380,71 @@ main menu, and physics files. Here is a listing of all chunks used within them:
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| `LITE` | Array of Light |
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| `NOTE` | Not analyzed (annotations) |
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| `OBJS` | Array of Object |
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| `påth` | Not analyzed (å is $8C) (guardpaths) |
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| `påth` | Not analyzed (guardpaths) (å is $8C) |
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| `plac` | Array of Object Frequency |
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| `door` | No test data (extra door data) |
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| `plat` | Array of Platform Data |
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| `PLAT` | Not analyzed (saved platform data) |
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| `medi` | Array of Media Data |
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| `ambi` | Array of Ambient Sound |
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| `bonk` | Array of Random Sound |
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| `term` | Array of Terminal |
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Map files can be identified by the `Minf` chunk.
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Maps will always have either a `PNTS` or `EPNT` chunk, depending on what the
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map (and editor) use. `PNTS` are plain and have no more information than the
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actual position, while `EPNT` can be loaded directly into memory by the engine.
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`EPNT` also tells the engine that the map is preprocessed and that `iidx` and
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`PLAT` chunks also exist.
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Physics tags:
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| Name | Description |
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| ---- | ----------- |
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| `FXpx` | Array of Effect Definition |
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| `MNpx` | Array of Monster Definition |
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| `PRpx` | Array of Projectile Definition |
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| `PXpx` | Array of Physics Definition |
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| `WPpx` | Array of Weapon Definition |
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Physics definitions may be embedded into a map in Infinity and Aleph One, so
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the only reliable way to check if something is a pure physics file is by
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checking that there are no chunks other than `**px` chunks.
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Image tags:
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| Name | Description |
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| ---- | ----------- |
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| `PICT` | Picture Resource |
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| `clut` | Unused? |
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Images can be identified by the `PICT` chunk.
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Save file tags:
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| Name | Description |
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| ---- | ----------- |
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| `plyr` | Not analyzed (saved player data) |
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| `dwol` | Not analyzed (saved dynamic world data) |
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| `mobj` | Not analyzed (saved object data) |
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| `door` | Not analyzed (saved door data) |
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| `iidx` | Not analyzed (saved map indices) |
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| `alin` | Not analyzed (saved automap lines) |
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| `apol` | Not analyzed (saved automap polygons) |
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| `mOns` | Not analyzed (saved monsters) |
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| `fx ` | Not analyzed (saved effects) |
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| `bang` | Not analyzed (saved projectiles) |
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| `PLAT` | Not analyzed (saved platform data) |
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| `weap` | Not analyzed (saved weapon state) |
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| `cint` | Not analyzed (saved terminal state) |
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Aleph One tags:
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| Name | Description |
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| ---- | ----------- |
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| `ShPa` | Not analyzed (shapes) |
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| `MMLS` | Not analyzed (MML scripts) |
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| `LUAS` | Not analyzed (Lua scripts) |
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| `FXpx` | Array of Effect Definition |
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| `MNpx` | Monster definitions |
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| `PRpx` | Player definitions |
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| `PXpx` | Array of Physics Definition |
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| `WPpx` | Array of Weapon Definition |
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| `PICT` | Picture Resource |
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| `clut` | Unused(?) |
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Map files can be identified by the Minf chunk.
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Map files will always have either a `PNTS` or `EPNT` chunk, depending on what
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the map (and editor) use. `PNTS` are plain and have no more information than
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the actual position, while `EPNT` can be loaded directly into memory by the
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engine. `EPNT` also tells the engine that the map is preprocessed and that an
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`iidx` chunk also exists.
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Images can be identified by the PICT chunk.
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Physics definitions may be embedded into a map, so the only reliable way to
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check if something is a pure physics file is by checking that there are no
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chunks other than `XXpx` chunks.
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The file extensions used for Wad files include `imgA` for `Images`, `sceA` for
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`Map`, and `phyA` for `Physics`.
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## Marathon 2 Shapes (`.shpA`) ##
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