DO/New PRJ Notes

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(Overall Structure)
(Overall Structure)
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==Overall Structure==
==Overall Structure==
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The Overall structure of a PRJ File is shown below. It is made up of sections:
+
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)
  Header: The string "Dark Omen Battle File 1.10      " (32 bytes in total, padded with spaces)

Revision as of 20:44, 17 November 2008

Contents

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];
}
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