6.0 KiB
DATA FORMATS
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.
Map tags:
Name | Description |
---|---|
Minf |
Static Map Info structure |
PNTS |
Array of Point |
EPNT |
Array of Endpoint |
LINS |
Array of Line |
SIDS |
Array of Side |
POLY |
Array of Polygon |
LITE |
Array of Light |
NOTE |
Array of Annotation |
OBJS |
Array of Object |
plac |
Array of Object Frequency |
plat |
Array of Platform Data |
medi |
Array of Media Data |
ambi |
Array of Ambient Sound |
bonk |
Array of Random Sound |
term |
Array of Terminal |
NAME |
NTBS containing map name |
påth |
Unused, supposed to be guardpaths (å is $8C) |
door |
Unused, supposed to be extra door data |
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. With DataVersion
as DataM1
, the format must always be
preprocessed.
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 |
Banished to the shadow realm |
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) |
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) |
Preferences tags:
Name | Description |
---|---|
graf |
Not analyzed (graphics prefs) |
serl |
Not analyzed (serial code) |
netw |
Not analyzed (network prefs) |
plyr |
Not analyzed (player prefs) |
inpu |
Not analyzed (input prefs) |
snd |
Not analyzed (sound prefs) |
envr |
Not analyzed (environment prefs) |
Aleph One tags:
Name | Description |
---|---|
ShPa |
Not analyzed (shapes) |
MMLS |
Not analyzed (MML scripts) |
LUAS |
Not analyzed (Lua scripts) |
Marathon 2 Shapes (.shpA
)
The Shapes file is used for storing animation, sprite, sky and texture data. It uses a fixed, offset-based format for everything, with sprites sorted into collections along with frames and sequences.
Marathon 2 Sounds (.sndA
)
The Sounds file is used for storing information about sounds as well as the actual PCM data.