DO/BTB
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Revision as of 08:40, 11 May 2008 by 172.142.131.57 (Talk)
The BTB file consists of chunks of the form:
struct CHUNK_HEADER { unsigned int chunkType; unsigned int chunkSize; // excluding header };
Each chunk consists of 'records' which are similar to chunks, but the record size is *inclusive* of the header.
struct RECORD_HEADER { unsigned int recordType; unsigned int recordSize; // including header };
The observed format of the BTB files in Dark Omen follows in order:
START/END CHUNK, type=0xBEAFEED0, size=0 HEADER CHUNK, type=0, size=<varies> UNKNOWN CHUNK, type=1, size=<varies> OBSTACLES CHUNK, type=2, size=<varies> REGION CHUNK 0, type=3, size=<varies> REGION CHUNK 1, type=3, size=<varies> . . . REGION CHUNK n, type=3, size=<varies> GAME OBJECT CHUNK, type=4, size=<varies> START/END CHUNK, type=0xBEAFEEDO, size=0