DO/BTB

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Revision as of 08:40, 11 May 2008 by 172.142.131.57 (Talk)
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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
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