DO/New PRJ Notes
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PRJ File format
The PRJ file format represents the world data (as opposed to the mission-specific data) for a Dark Omen battle.
Overall Structure
The Overall structure of a PRJ File is shown below. It is made up of sections, which appear in this order:
Header: The string "Dark Omen Battle File 1.10 " (32 bytes in total, padded with spaces) 'BASE': Indicates the terrain mesh to use 'WATR': Indicates the water mesh to use (if any) 'FURN': Describes the position of external meshes (buildings, trees etc) 'TERR': The terrain heightmap, used for collision detection with the ground and possibly has other uses 'ATTR': Attribute flags for parts of the terrain 'EXCL': Unknown function at present 'MUSC': The music to use for this level 'TRAC': Camera tracks for the intro 'EDIT': Unknown function at present
Block Formats
Header
The header merely consists of the string "Dark Omen Battle File 1.10 ", which is used to identify the PRJ format.
'BASE'
The base section looks like this:
struct BASE { unsigned char ID[4]; // = 'BASE' unsigned int lengthOfFilenameString; unsigned char filename[BASE.lengthOfFilenameString]; }
The minimum length of the filename is 1, since it is always null-terminated
'WATR'
This section is similar to the BASE section:
struct WATR { unsigned char ID[4]; // = 'WATR' unsigned int lengthOfFilenameString; unsigned char filename[WATR.lengthOfFilenameString]; }
Again, the minimum length of the filename is 1, since it is always null-terminated