better documentation

png-branch
an 2019-02-22 17:03:24 -05:00
parent 4edd1af472
commit 8f4a177f09
1 changed files with 57 additions and 27 deletions

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