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Vagrant Story/MPD files: Difference between revisions
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{{subpage|game=Vagrant Story}} | |||
MPD files store all map data of a single room, i.e. geometry, enemies, doors, and so on. Textures are not part of the MPD, instead they are stored in the [[Vagrant Story:ZND files|ZND files]]. | |||
+ | == File Format == | ||
weapon blade | |||
+$0 $4 unknown (always 3 if item exists 0 otherwise) | MPD_HEADER ======================================= | ||
$0 4 ptrRoomSection | |||
$4 4 lenRoomSection | |||
$8 4 ptrClearedSection | |||
$C 4 lenClearedSection | |||
$10 4 ptrScriptSection | |||
$14 4 lenScriptSection | |||
$18 4 ptrDoorSection | |||
$1C 4 lenDoorSection | |||
$20 4 ptrEnemySection | |||
$24 4 lenEnemySection | |||
$28 4 ptrTreasureSection | |||
$2C 4 lenTreasureSection | |||
+ RoomSection ==================================== | |||
+RoomHeader | |||
+$00 4 lenGeometrySection | |||
+$04 4 lenCollisionSection | |||
+$08 4 lenSubSection03 | |||
+$0C 4 lenDoorSection | |||
+$10 4 lenLightingSection | |||
+$14 4 lenSubSection06 | |||
+$18 4 lenSubSection07 | |||
+$1C 4 lenSubSection08 | |||
+$20 4 lenSubSection09 | |||
+$24 4 lenSubSection0A | |||
+$28 4 lenSubSection0B | |||
+$2C 4 lenTextureEffectsSection (Fire, SavePoints, ExitArrows etc) | |||
+$30 4 lenSubSection0D | |||
+$34 4 lenSubSection0E | |||
+$38 4 lenSubSection0F | |||
+$3C 4 lenSubSection10 | |||
+$40 4 lenSubSection11 | |||
+$44 4 lenSubSection12 | |||
+$48 4 lenSubSection13 | |||
+$4C 4 lenAKAOSubSection (Audio) | |||
+$50 4 lenSubSection15 | |||
+$54 4 lenSubSection16 | |||
+$58 4 lenSubSection17 | |||
+$5C 4 lenSubSection18 | |||
+ GeometrySection (Polygon groups) | |||
+$00 4 numGroups | |||
for (numGroups) | |||
+$00 $40 GroupHeaderStructure | |||
for (numGroups) | |||
+$00 4 numPoly3gts | |||
+$04 4 numPoly4gts | |||
for (numPoly3gts) | |||
+$00 2 p1x | |||
+$02 2 p1y | |||
+$04 2 p1z | |||
+$06 1 p2x ( Relative to p1 ) | |||
+$07 1 p2y ( Relative to p1 ) | |||
+$08 1 p2z ( Relative to p1 ) | |||
+$09 1 p3x ( Relative to p1 ) | |||
+$0A 1 p3y ( Relative to p1 ) | |||
+$0B 1 p3z ( Relative to p1 ) | |||
+$0C 1 r1 | |||
+$0D 1 g1 | |||
+$0E 1 b1 | |||
+$0F 1 type // 52|54 => triangle. 60|62 => quad. maybe doublesided? | |||
+$10 1 r2 | |||
+$11 1 g2 | |||
+$12 1 b2 | |||
+$13 1 u3 | |||
+$14 1 r3 | |||
+$15 1 g3 | |||
+$16 1 b3 | |||
+$17 1 v3 | |||
+$18 1 u1 | |||
+$19 1 v1 | |||
+$1A 2 texelMask ( Controls texel transparency ) | |||
+$1C 1 u2 | |||
+$1D 1 v2 | |||
+$1E 2 idTexture ( Changes value at runtime ) | |||
for (numPoly4gts) | |||
+$00 2 p1x | |||
+$02 2 p1y | |||
+$04 2 p1z | |||
+$06 1 p2x ( Relative to p1 ) | |||
+$07 1 p2y ( Relative to p1 ) | |||
+$08 1 p2z ( Relative to p1 ) | |||
+$09 1 p3x ( Relative to p1 ) | |||
+$0A 1 p3y ( Relative to p1 ) | |||
+$0B 1 p3z ( Relative to p1 ) | |||
+$0C 1 r1 | |||
+$0D 1 g1 | |||
+$0E 1 b1 | |||
+$0F 1 type // 52|54 => triangle. 60|62 => quad. maybe doublesided? | |||
+$10 1 r2 | |||
+$11 1 g2 | |||
+$12 1 b2 | |||
+$13 1 u3 | |||
+$14 1 r3 | |||
+$15 1 g3 | |||
+$16 1 b3 | |||
+$17 1 v3 | |||
+$18 1 u1 | |||
+$19 1 v1 | |||
+$1A 2 texelMask ( Controls texel transparency ) | |||
+$1C 1 u2 | |||
+$1D 1 v2 | |||
+$1E 2 idTexture ( Changes value at runtime ) | |||
+$20 1 p4x ( Relative to p1 ) | |||
+$21 1 p4y ( Relative to p1 ) | |||
+$22 1 p4z ( Relative to p1 ) | |||
+$23 1 u4 | |||
+$24 1 r4 | |||
+$25 1 g4 | |||
+$26 1 b4 | |||
+$27 1 v4 | |||
+ CollisionSection | |||
+$00 2 TyleWidth | |||
+$02 2 TyleHeight | |||
+$04 4 unknown | |||
for (TyleWidth*TyleHeight) // West to East, South to North | |||
+$00 1 FloorHeight | |||
for (TyleWidth*TyleHeight) // West to East, South to North | |||
+$00 1 CeilingHeight | |||
for (TyleWidth*TyleHeight/2) // appears to be nibble based | |||
+$00 1/2? Incline (angle of the floor tyle) | |||
+$00 ? unknown (some form of bitmask one bit per tyle) | |||
+ SubSection03 | |||
+ DoorSection | |||
for (numDoors) // numDoors = lenDoorSection/0x0C | |||
+$00 1 destZone | |||
+$01 1 destRoom | |||
+$02 6 unknown | |||
+$08 4 idCurrentDoor | |||
+ LightingSection | |||
+ SubSection06 | |||
+ SubSection07 | |||
+ SubSection08 | |||
+ SubSection09 | |||
+ SubSection0A | |||
+ SubSection0B | |||
+ TextureEffectsSection (Fire, SavePoints, ExitArrows etc) | |||
+ SubSection0D | |||
+ SubSection0E | |||
+ SubSection0F | |||
+ SubSection10 | |||
+ SubSection11 | |||
+ SubSection12 | |||
+ SubSection13 | |||
+ AKAOSubSection (Audio) | |||
+ SubSection15 | |||
+ SubSection16 | |||
+ SubSection17 | |||
+ SubSection18 | |||
+ ClearedSection ==================================== | |||
+ ScriptSection ===================================== | |||
+$00 2 lenScriptSection | |||
+$02 2 ptrDialogText | |||
+$04 2 ptrUnknown1 | |||
+$06 2 ptrUnknown2 | |||
+$08 2 Unknown1 (Always == 0?) | |||
+$0A 2 Unknown2 (Always == 0?) | |||
+$0C 2 Unknown3 (Always == 0?) | |||
+$0E 2 Unknown4 (Always == 0?) | |||
+$10 ScriptOpcodes | |||
+$00 ? Opcodes (as per [[Vagrant Story:Script Opcodes|Script Opcodes]]) | |||
+(ptrDialogText) DialogText | |||
+$00 2 numDialogs/ptrDialogText[0] | |||
for (numDialogs-1) | |||
+$00 2 ptrDialogText | |||
for (numDialogs-1) | |||
+$00 $ Dialog Text (as per [[Vagrant Story:TBL|VS Character Set]]) | |||
+(ptrUnknown1) Unknown1 | |||
+$00 ? Unknown data | |||
+(ptrUnknown2) Unknown2 | |||
+$00 2 Unknown data | |||
+ DoorSection ==================================== | |||
+ EnemySection =================================== | |||
+ TreasureSection ================================ | |||
+$000 weapon blade | |||
+$0 $4 ? unknown (always 3 if item exists 0 otherwise) | |||
+$4 $1 [[Vagrant Story:itemnames list|itemnames list]] | +$4 $1 [[Vagrant Story:itemnames list|itemnames list]] | ||
+$5 $1 [[Vagrant Story:items list|items list]] | +$5 $1 [[Vagrant Story:items list|items list]] | ||
Line 32: | Line 193: | ||
+$11 $1 INT | +$11 $1 INT | ||
+$12 $1 AGL | +$12 $1 AGL | ||
+$13 $ | +$13 $1 cost value | ||
+$14 $1 bits 0+1 = damage type bits 3 and above = stat affected | |||
+$15 $3 ? unknown (always zero) | |||
+$18 $4 [[Vagrant Story:range|range]] | +$18 $4 [[Vagrant Story:range|range]] | ||
+$1C $8 classes | +$1C $8 classes | ||
+$24 $8 affinities | +$24 $8 affinities | ||
+$2C $2 [[Vagrant Story:materials list | +$2C $2 [[Vagrant Story:materials list|materials list]] | ||
+$2E $2 ? unknown | +$2E $2 ? unknown (always zero) | ||
weapon grip | +$030 weapon grip | ||
+$0 $2 [[Vagrant Story:itemnames list|itemnames list]] | +$0 $2 [[Vagrant Story:itemnames list|itemnames list]] | ||
+$2 $1 [[Vagrant Story:items list|items list]] | +$2 $1 [[Vagrant Story:items list|items list]] | ||
+$3 $1 [[Vagrant Story:item categories|item categories]] | +$3 $1 [[Vagrant Story:item categories|item categories]] | ||
+$4 $1 | +$4 $1 number of gem slots | ||
+$5 $1 STR | +$5 $1 STR | ||
+$6 $1 INT | +$6 $1 INT | ||
+$7 $1 AGL | +$7 $1 AGL | ||
+$8 $4 types | +$8 $4 types | ||
+$C $4 ?unknown | +$C $4 ? unknown (always zero) | ||
weapon gem slot 1 | +$040 weapon gem slot 1 | ||
+$0 $2 [[Vagrant Story:itemnames list|itemnames list]] | +$0 $2 [[Vagrant Story:itemnames list|itemnames list]] | ||
+$2 $1 [[Vagrant Story:items list|items list]] | +$2 $1 [[Vagrant Story:items list|items list]] | ||
+$3 $1 ? unknown always zero | +$3 $1 ? unknown (always zero) | ||
+$4 $1 ? unknown (most likely this is special effect) | +$4 $1 ? unknown (most likely this is special effect) | ||
+$5 $1 STR | +$5 $1 STR | ||
Line 58: | Line 221: | ||
+$8 $8 classes | +$8 $8 classes | ||
+$10 $8 affinities | +$10 $8 affinities | ||
+$18 $4 ? unknown | +$18 $4 ? unknown (always zero) | ||
weapon gem slot 2 | +$05C weapon gem slot 2 | ||
+$0 $2 [[Vagrant Story:itemnames list|itemnames list]] | +$0 $2 [[Vagrant Story:itemnames list|itemnames list]] | ||
+$2 $1 [[Vagrant Story:items list|items list]] | +$2 $1 [[Vagrant Story:items list|items list]] | ||
+$3 $1 ? unknown always zero | +$3 $1 ? unknown (always zero) | ||
+$4 $1 ? unknown (most likely this is special effect) | +$4 $1 ? unknown (most likely this is special effect) | ||
+$5 $1 STR | +$5 $1 STR | ||
Line 69: | Line 232: | ||
+$8 $8 classes | +$8 $8 classes | ||
+$10 $8 affinities | +$10 $8 affinities | ||
+$18 $4 ? unknown | +$18 $4 ? unknown (always zero) | ||
weapon gem slot 3 | +$078 weapon gem slot 3 | ||
+$0 $2 [[Vagrant Story:itemnames list|itemnames list]] | +$0 $2 [[Vagrant Story:itemnames list|itemnames list]] | ||
+$2 $1 [[Vagrant Story:items list|items list]] | +$2 $1 [[Vagrant Story:items list|items list]] | ||
+$3 $1 ? unknown always zero | +$3 $1 ? unknown (always zero) | ||
+$4 $1 ? unknown (most likely this is special effect) | +$4 $1 ? unknown (most likely this is special effect) | ||
+$5 $1 STR | +$5 $1 STR | ||
Line 80: | Line 243: | ||
+$8 $8 classes | +$8 $8 classes | ||
+$10 $8 affinities | +$10 $8 affinities | ||
+$18 $4 ? unknown | +$18 $4 ? unknown (always zero) | ||
weapon name | +$094 weapon name | ||
+00 $18 $18str weapon name | +00 $18 $18str weapon name | ||
blade | +$0AC blade | ||
+$0 $4 unknown (always 3 if item exists 0 otherwise) | +$0 $4 ? unknown (always 3 if item exists 0 otherwise) | ||
+$4 $1 [[Vagrant Story:itemnames list|itemnames list]] | +$4 $1 [[Vagrant Story:itemnames list|itemnames list]] | ||
+$5 $1 [[Vagrant Story:items list|items list]] | +$5 $1 [[Vagrant Story:items list|items list]] | ||
Line 96: | Line 259: | ||
+$11 $1 INT | +$11 $1 INT | ||
+$12 $1 AGL | +$12 $1 AGL | ||
+$13 $ | +$13 $1 cost value | ||
+$14 $1 bits 0+1 = damage type bits 3 and above = stat affected | |||
+$15 $3 ? unknown (always zero) | |||
+$18 $4 [[Vagrant Story:range|range]] | +$18 $4 [[Vagrant Story:range|range]] | ||
+$1C $8 classes | +$1C $8 classes | ||
+$24 $8 affinities | +$24 $8 affinities | ||
+$2C $2 [[Vagrant Story:materials list | +$2C $2 [[Vagrant Story:materials list|materials list]] | ||
+$2E $2 ? unknown | +$2E $2 ? unknown (always zero) | ||
grip | +$0CC grip | ||
+$0 $4 unknown (always 3 if item exists 0 otherwise) | +$0 $4 unknown (always 3 if item exists 0 otherwise) | ||
+$4 $2 [[Vagrant Story:itemnames list|itemnames list]] | +$4 $2 [[Vagrant Story:itemnames list|itemnames list]] | ||
+$6 $1 [[Vagrant Story:items list|items list]] | +$6 $1 [[Vagrant Story:items list|items list]] | ||
+$7 $1 [[Vagrant Story:item categories|item categories]] | +$7 $1 [[Vagrant Story:item categories|item categories]] | ||
+$8 $1 | +$8 $1 number of gem slots | ||
+$9 $1 STR | +$9 $1 STR | ||
+$A $1 INT | +$A $1 INT | ||
+$B $1 AGL | +$B $1 AGL | ||
+$C $4 types | +$C $4 types | ||
+$10 $4 ?unknown | +$10 $4 ? unknown (always zero) | ||
sheild | +$0DC sheild | ||
+$0 $4 unknown (always 3 if item exists 0 otherwise) | +$0 $4 unknown (always 3 if item exists 0 otherwise) | ||
+$4 $1 [[Vagrant Story:itemnames list|itemnames list]] | +$4 $1 [[Vagrant Story:itemnames list|itemnames list]] | ||
Line 123: | Line 288: | ||
+$C $2 DPcurrent*100 | +$C $2 DPcurrent*100 | ||
+$E $2 PPcurrent | +$E $2 PPcurrent | ||
+$10 $1 | +$10 $1 number of gem slots | ||
+$11 $1 STR | +$11 $1 STR | ||
+$12 $1 INT | +$12 $1 INT | ||
Line 130: | Line 295: | ||
+$1C $8 classes | +$1C $8 classes | ||
+$24 $8 affinities | +$24 $8 affinities | ||
+$2C $2 [[Vagrant Story:materials list | +$2C $2 [[Vagrant Story:materials list|materials list]] | ||
+$2E $2 ? unknown | +$2E $2 ? unknown (always zero) | ||
sheild gem slot 1 | +$11C sheild gem slot 1 | ||
+$0 $2 [[Vagrant Story:itemnames list|itemnames list]] | +$0 $2 [[Vagrant Story:itemnames list|itemnames list]] | ||
+$2 $1 [[Vagrant Story:items list|items list]] | +$2 $1 [[Vagrant Story:items list|items list]] | ||
+$3 $1 ? unknown always zero | +$3 $1 ? unknown (always zero) | ||
+$4 $1 ? unknown (most likely this is special effect) | +$4 $1 ? unknown (most likely this is special effect) | ||
+$5 $1 STR | +$5 $1 STR | ||
Line 142: | Line 307: | ||
+$8 $8 classes | +$8 $8 classes | ||
+$10 $8 affinities | +$10 $8 affinities | ||
+$18 $4 ? unknown | +$18 $4 ? unknown (always zero) | ||
sheild gem slot 2 | +$138 sheild gem slot 2 | ||
+$0 $2 [[Vagrant Story:itemnames list|itemnames list]] | +$0 $2 [[Vagrant Story:itemnames list|itemnames list]] | ||
+$2 $1 [[Vagrant Story:items list|items list]] | +$2 $1 [[Vagrant Story:items list|items list]] | ||
+$3 $1 ? unknown always zero | +$3 $1 ? unknown (always zero) | ||
+$4 $1 ? unknown (most likely this is special effect) | +$4 $1 ? unknown (most likely this is special effect) | ||
+$5 $1 STR | +$5 $1 STR | ||
Line 153: | Line 318: | ||
+$8 $8 classes | +$8 $8 classes | ||
+$10 $8 affinities | +$10 $8 affinities | ||
+$18 $4 ? unknown | +$18 $4 ? unknown (always zero) | ||
sheild gem slot 3 | +$154 sheild gem slot 3 | ||
+$0 $2 [[Vagrant Story:itemnames list|itemnames list]] | +$0 $2 [[Vagrant Story:itemnames list|itemnames list]] | ||
+$2 $1 [[Vagrant Story:items list|items list]] | +$2 $1 [[Vagrant Story:items list|items list]] | ||
+$3 $1 ? unknown always zero | +$3 $1 ? unknown (always zero) | ||
+$4 $1 ? unknown (most likely this is special effect) | +$4 $1 ? unknown (most likely this is special effect) | ||
+$5 $1 STR | +$5 $1 STR | ||
Line 164: | Line 329: | ||
+$8 $8 classes | +$8 $8 classes | ||
+$10 $8 affinities | +$10 $8 affinities | ||
+$18 $4 ? unknown | +$18 $4 ? unknown (always zero) | ||
armour 1 | +$170 armour 1 | ||
+$0 $4 unknown (always 3 if item exists 0 otherwise) | +$0 $4 unknown (always 3 if item exists 0 otherwise) | ||
+$4 $1 [[Vagrant Story:itemnames list|itemnames list]] | +$4 $1 [[Vagrant Story:itemnames list|itemnames list]] | ||
+$5 $1 [[Vagrant Story:items list|items list]] | +$5 $1 [[Vagrant Story:items list|items list]] | ||
+$6 $1 ? unknown | +$6 $1 ? unknown (always zero) | ||
+$7 $1 [[Vagrant Story:item categories|item categories]] | +$7 $1 [[Vagrant Story:item categories|item categories]] | ||
+$8 $2 DPmax*100 | +$8 $2 DPmax*100 | ||
+$A $2 PPmax | +$A $2 PPmax (always zero) | ||
+$C $2 DPcurrent*100 | +$C $2 DPcurrent*100 | ||
+$E $2 PPcurrent | +$E $2 PPcurrent (always zero) | ||
+$10 $1 ? unknown | +$10 $1 ? unknown (always zero) | ||
+$11 $1 STR | +$11 $1 STR | ||
+$12 $1 INT | +$12 $1 INT | ||
Line 182: | Line 347: | ||
+$1C $8 classes | +$1C $8 classes | ||
+$24 $8 affinities | +$24 $8 affinities | ||
+$2C $2 [[Vagrant Story:materials list | +$2C $2 [[Vagrant Story:materials list|materials list]] | ||
+$2E $2 ? unknown | +$2E $2 ? unknown (always zero) | ||
armour 2 | +$1A0 armour 2 | ||
+$0 $4 unknown (always 3 if item exists 0 otherwise) | +$0 $4 unknown (always 3 if item exists 0 otherwise) | ||
+$4 $1 [[Vagrant Story:itemnames list|itemnames list]] | +$4 $1 [[Vagrant Story:itemnames list|itemnames list]] | ||
+$5 $1 [[Vagrant Story:items list|items list]] | +$5 $1 [[Vagrant Story:items list|items list]] | ||
+$6 $1 ? unknown | +$6 $1 ? unknown (always zero) | ||
+$7 $1 [[Vagrant Story:item categories|item categories]] | +$7 $1 [[Vagrant Story:item categories|item categories]] | ||
+$8 $2 DPmax*100 | +$8 $2 DPmax*100 | ||
+$A $2 PPmax | +$A $2 PPmax (always zero) | ||
+$C $2 DPcurrent*100 | +$C $2 DPcurrent*100 | ||
+$E $2 PPcurrent | +$E $2 PPcurrent (always zero) | ||
+$10 $1 ? unknown | +$10 $1 ? unknown (always zero) | ||
+$11 $1 STR | +$11 $1 STR | ||
+$12 $1 INT | +$12 $1 INT | ||
Line 201: | Line 366: | ||
+$1C $8 classes | +$1C $8 classes | ||
+$24 $8 affinities | +$24 $8 affinities | ||
+$2C $2 [[Vagrant Story:materials list | +$2C $2 [[Vagrant Story:materials list|materials list]] | ||
+$2E $2 ? unknown | +$2E $2 ? unknown (always zero) | ||
accessory | +$1D0 accessory | ||
+$0 $4 unknown (always 3 if item exists 0 otherwise) | +$0 $4 unknown (always 3 if item exists 0 otherwise) | ||
+$4 $1 [[Vagrant Story:itemnames list|itemnames list]] | +$4 $1 [[Vagrant Story:itemnames list|itemnames list]] | ||
+$5 $1 [[Vagrant Story:items list|items list]] | +$5 $1 [[Vagrant Story:items list|items list]] | ||
+$6 $1 ? unknown | +$6 $1 ? unknown (always zero) | ||
+$7 $1 [[Vagrant Story:item categories|item categories]] | +$7 $1 [[Vagrant Story:item categories|item categories]] | ||
+$8 $2 DPmax*100 | +$8 $2 DPmax*100 (always zero) | ||
+$A $2 PPmax | +$A $2 PPmax (always zero) | ||
+$C $2 DPcurrent*100 | +$C $2 DPcurrent*100 (always zero) | ||
+$E $2 PPcurrent | +$E $2 PPcurrent (always zero) | ||
+$10 $1 ? unknown | +$10 $1 ? unknown (always zero) | ||
+$11 $1 STR | +$11 $1 STR | ||
+$12 $1 INT | +$12 $1 INT | ||
Line 220: | Line 385: | ||
+$1C $8 classes | +$1C $8 classes | ||
+$24 $8 affinities | +$24 $8 affinities | ||
+$2C $4 ? unknown | +$2C $4 ? unknown (always zero) | ||
gem | +$200 gem | ||
+$0 $4 unknown (always 3 if item exists 0 otherwise) | +$0 $4 unknown (always 3 if item exists 0 otherwise) | ||
+$4 $2 [[Vagrant Story:itemnames list|itemnames list]] | +$4 $2 [[Vagrant Story:itemnames list|itemnames list]] | ||
+$6 $1 [[Vagrant Story:items list|items list]] | +$6 $1 [[Vagrant Story:items list|items list]] | ||
+$7 $1 ? unknown always zero | +$7 $1 ? unknown (always zero) | ||
+$8 $1 ? unknown (most likely this is special effect) | +$8 $1 ? unknown (most likely this is special effect) | ||
+$9 $1 STR | +$9 $1 STR | ||
Line 232: | Line 397: | ||
+$C $8 classes | +$C $8 classes | ||
+$14 $8 affinities | +$14 $8 affinities | ||
+$1C $4 ? unknown | +$1C $4 ? unknown (always zero) | ||
misc items | +$220 misc items | ||
for 4 misc items | |||
+$0 $2 [[Vagrant Story:itemnames list|itemnames list]] | +$0 $2 [[Vagrant Story:itemnames list|itemnames list]] | ||
+$2 $1 ? unknown always 3 | +$2 $1 ? unknown (always 3 if item exists 0 otherwise) | ||
+$3 $1 quantity | +$3 $1 quantity | ||
== Notes == | |||
Polygons are defined as an absolute base vector p1 and offsets p2,p3, and p4 in case of a quad. The offsets need to be scaled, usually by a factor of 8. For example, the absolute p2' is (p1 + p2 * 8). | |||
== Todo == | |||
Some offset vectors are not scaled by 8. The table, e.g. in 001.MPD (group 4) is scaled by 1. It is unknown where this scale factor is defined or applied. Need to investigate this. |
Latest revision as of 02:42, 24 January 2024
This is a sub-page of Vagrant Story.
MPD files store all map data of a single room, i.e. geometry, enemies, doors, and so on. Textures are not part of the MPD, instead they are stored in the ZND files.
File Format
MPD_HEADER ======================================= $0 4 ptrRoomSection $4 4 lenRoomSection $8 4 ptrClearedSection $C 4 lenClearedSection $10 4 ptrScriptSection $14 4 lenScriptSection $18 4 ptrDoorSection $1C 4 lenDoorSection $20 4 ptrEnemySection $24 4 lenEnemySection $28 4 ptrTreasureSection $2C 4 lenTreasureSection + RoomSection ==================================== +RoomHeader +$00 4 lenGeometrySection +$04 4 lenCollisionSection +$08 4 lenSubSection03 +$0C 4 lenDoorSection +$10 4 lenLightingSection +$14 4 lenSubSection06 +$18 4 lenSubSection07 +$1C 4 lenSubSection08 +$20 4 lenSubSection09 +$24 4 lenSubSection0A +$28 4 lenSubSection0B +$2C 4 lenTextureEffectsSection (Fire, SavePoints, ExitArrows etc) +$30 4 lenSubSection0D +$34 4 lenSubSection0E +$38 4 lenSubSection0F +$3C 4 lenSubSection10 +$40 4 lenSubSection11 +$44 4 lenSubSection12 +$48 4 lenSubSection13 +$4C 4 lenAKAOSubSection (Audio) +$50 4 lenSubSection15 +$54 4 lenSubSection16 +$58 4 lenSubSection17 +$5C 4 lenSubSection18 + GeometrySection (Polygon groups) +$00 4 numGroups for (numGroups) +$00 $40 GroupHeaderStructure for (numGroups) +$00 4 numPoly3gts +$04 4 numPoly4gts for (numPoly3gts) +$00 2 p1x +$02 2 p1y +$04 2 p1z +$06 1 p2x ( Relative to p1 ) +$07 1 p2y ( Relative to p1 ) +$08 1 p2z ( Relative to p1 ) +$09 1 p3x ( Relative to p1 ) +$0A 1 p3y ( Relative to p1 ) +$0B 1 p3z ( Relative to p1 ) +$0C 1 r1 +$0D 1 g1 +$0E 1 b1 +$0F 1 type // 52|54 => triangle. 60|62 => quad. maybe doublesided? +$10 1 r2 +$11 1 g2 +$12 1 b2 +$13 1 u3 +$14 1 r3 +$15 1 g3 +$16 1 b3 +$17 1 v3 +$18 1 u1 +$19 1 v1 +$1A 2 texelMask ( Controls texel transparency ) +$1C 1 u2 +$1D 1 v2 +$1E 2 idTexture ( Changes value at runtime ) for (numPoly4gts) +$00 2 p1x +$02 2 p1y +$04 2 p1z +$06 1 p2x ( Relative to p1 ) +$07 1 p2y ( Relative to p1 ) +$08 1 p2z ( Relative to p1 ) +$09 1 p3x ( Relative to p1 ) +$0A 1 p3y ( Relative to p1 ) +$0B 1 p3z ( Relative to p1 ) +$0C 1 r1 +$0D 1 g1 +$0E 1 b1 +$0F 1 type // 52|54 => triangle. 60|62 => quad. maybe doublesided? +$10 1 r2 +$11 1 g2 +$12 1 b2 +$13 1 u3 +$14 1 r3 +$15 1 g3 +$16 1 b3 +$17 1 v3 +$18 1 u1 +$19 1 v1 +$1A 2 texelMask ( Controls texel transparency ) +$1C 1 u2 +$1D 1 v2 +$1E 2 idTexture ( Changes value at runtime ) +$20 1 p4x ( Relative to p1 ) +$21 1 p4y ( Relative to p1 ) +$22 1 p4z ( Relative to p1 ) +$23 1 u4 +$24 1 r4 +$25 1 g4 +$26 1 b4 +$27 1 v4 + CollisionSection +$00 2 TyleWidth +$02 2 TyleHeight +$04 4 unknown for (TyleWidth*TyleHeight) // West to East, South to North +$00 1 FloorHeight for (TyleWidth*TyleHeight) // West to East, South to North +$00 1 CeilingHeight for (TyleWidth*TyleHeight/2) // appears to be nibble based +$00 1/2? Incline (angle of the floor tyle) +$00 ? unknown (some form of bitmask one bit per tyle) + SubSection03 + DoorSection for (numDoors) // numDoors = lenDoorSection/0x0C +$00 1 destZone +$01 1 destRoom +$02 6 unknown +$08 4 idCurrentDoor + LightingSection + SubSection06 + SubSection07 + SubSection08 + SubSection09 + SubSection0A + SubSection0B + TextureEffectsSection (Fire, SavePoints, ExitArrows etc) + SubSection0D + SubSection0E + SubSection0F + SubSection10 + SubSection11 + SubSection12 + SubSection13 + AKAOSubSection (Audio) + SubSection15 + SubSection16 + SubSection17 + SubSection18 + ClearedSection ==================================== + ScriptSection ===================================== +$00 2 lenScriptSection +$02 2 ptrDialogText +$04 2 ptrUnknown1 +$06 2 ptrUnknown2 +$08 2 Unknown1 (Always == 0?) +$0A 2 Unknown2 (Always == 0?) +$0C 2 Unknown3 (Always == 0?) +$0E 2 Unknown4 (Always == 0?) +$10 ScriptOpcodes +$00 ? Opcodes (as per Script Opcodes) +(ptrDialogText) DialogText +$00 2 numDialogs/ptrDialogText[0] for (numDialogs-1) +$00 2 ptrDialogText for (numDialogs-1) +$00 $ Dialog Text (as per VS Character Set) +(ptrUnknown1) Unknown1 +$00 ? Unknown data +(ptrUnknown2) Unknown2 +$00 2 Unknown data + DoorSection ==================================== + EnemySection =================================== + TreasureSection ================================ +$000 weapon blade +$0 $4 ? unknown (always 3 if item exists 0 otherwise) +$4 $1 itemnames list +$5 $1 items list +$6 $1 WEP files +$7 $1 item categories +$8 $2 DPmax*100 +$A $2 PPmax +$C $2 DPcurrent*100 +$E $2 PPcurrent +$10 $1 STR +$11 $1 INT +$12 $1 AGL +$13 $1 cost value +$14 $1 bits 0+1 = damage type bits 3 and above = stat affected +$15 $3 ? unknown (always zero) +$18 $4 range +$1C $8 classes +$24 $8 affinities +$2C $2 materials list +$2E $2 ? unknown (always zero) +$030 weapon grip +$0 $2 itemnames list +$2 $1 items list +$3 $1 item categories +$4 $1 number of gem slots +$5 $1 STR +$6 $1 INT +$7 $1 AGL +$8 $4 types +$C $4 ? unknown (always zero) +$040 weapon gem slot 1 +$0 $2 itemnames list +$2 $1 items list +$3 $1 ? unknown (always zero) +$4 $1 ? unknown (most likely this is special effect) +$5 $1 STR +$6 $1 INT +$7 $1 AGL +$8 $8 classes +$10 $8 affinities +$18 $4 ? unknown (always zero) +$05C weapon gem slot 2 +$0 $2 itemnames list +$2 $1 items list +$3 $1 ? unknown (always zero) +$4 $1 ? unknown (most likely this is special effect) +$5 $1 STR +$6 $1 INT +$7 $1 AGL +$8 $8 classes +$10 $8 affinities +$18 $4 ? unknown (always zero) +$078 weapon gem slot 3 +$0 $2 itemnames list +$2 $1 items list +$3 $1 ? unknown (always zero) +$4 $1 ? unknown (most likely this is special effect) +$5 $1 STR +$6 $1 INT +$7 $1 AGL +$8 $8 classes +$10 $8 affinities +$18 $4 ? unknown (always zero) +$094 weapon name +00 $18 $18str weapon name +$0AC blade +$0 $4 ? unknown (always 3 if item exists 0 otherwise) +$4 $1 itemnames list +$5 $1 items list +$6 $1 WEP files +$7 $1 item categories +$8 $2 DPmax*100 +$A $2 PPmax +$C $2 DPcurrent*100 +$E $2 PPcurrent +$10 $1 STR +$11 $1 INT +$12 $1 AGL +$13 $1 cost value +$14 $1 bits 0+1 = damage type bits 3 and above = stat affected +$15 $3 ? unknown (always zero) +$18 $4 range +$1C $8 classes +$24 $8 affinities +$2C $2 materials list +$2E $2 ? unknown (always zero) +$0CC grip +$0 $4 unknown (always 3 if item exists 0 otherwise) +$4 $2 itemnames list +$6 $1 items list +$7 $1 item categories +$8 $1 number of gem slots +$9 $1 STR +$A $1 INT +$B $1 AGL +$C $4 types +$10 $4 ? unknown (always zero) +$0DC sheild +$0 $4 unknown (always 3 if item exists 0 otherwise) +$4 $1 itemnames list +$5 $1 items list +$6 $1 WEP files +$7 $1 item categories +$8 $2 DPmax*100 +$A $2 PPmax +$C $2 DPcurrent*100 +$E $2 PPcurrent +$10 $1 number of gem slots +$11 $1 STR +$12 $1 INT +$13 $1 AGL +$18 $4 types +$1C $8 classes +$24 $8 affinities +$2C $2 materials list +$2E $2 ? unknown (always zero) +$11C sheild gem slot 1 +$0 $2 itemnames list +$2 $1 items list +$3 $1 ? unknown (always zero) +$4 $1 ? unknown (most likely this is special effect) +$5 $1 STR +$6 $1 INT +$7 $1 AGL +$8 $8 classes +$10 $8 affinities +$18 $4 ? unknown (always zero) +$138 sheild gem slot 2 +$0 $2 itemnames list +$2 $1 items list +$3 $1 ? unknown (always zero) +$4 $1 ? unknown (most likely this is special effect) +$5 $1 STR +$6 $1 INT +$7 $1 AGL +$8 $8 classes +$10 $8 affinities +$18 $4 ? unknown (always zero) +$154 sheild gem slot 3 +$0 $2 itemnames list +$2 $1 items list +$3 $1 ? unknown (always zero) +$4 $1 ? unknown (most likely this is special effect) +$5 $1 STR +$6 $1 INT +$7 $1 AGL +$8 $8 classes +$10 $8 affinities +$18 $4 ? unknown (always zero) +$170 armour 1 +$0 $4 unknown (always 3 if item exists 0 otherwise) +$4 $1 itemnames list +$5 $1 items list +$6 $1 ? unknown (always zero) +$7 $1 item categories +$8 $2 DPmax*100 +$A $2 PPmax (always zero) +$C $2 DPcurrent*100 +$E $2 PPcurrent (always zero) +$10 $1 ? unknown (always zero) +$11 $1 STR +$12 $1 INT +$13 $1 AGL +$18 $4 types +$1C $8 classes +$24 $8 affinities +$2C $2 materials list +$2E $2 ? unknown (always zero) +$1A0 armour 2 +$0 $4 unknown (always 3 if item exists 0 otherwise) +$4 $1 itemnames list +$5 $1 items list +$6 $1 ? unknown (always zero) +$7 $1 item categories +$8 $2 DPmax*100 +$A $2 PPmax (always zero) +$C $2 DPcurrent*100 +$E $2 PPcurrent (always zero) +$10 $1 ? unknown (always zero) +$11 $1 STR +$12 $1 INT +$13 $1 AGL +$18 $4 types +$1C $8 classes +$24 $8 affinities +$2C $2 materials list +$2E $2 ? unknown (always zero) +$1D0 accessory +$0 $4 unknown (always 3 if item exists 0 otherwise) +$4 $1 itemnames list +$5 $1 items list +$6 $1 ? unknown (always zero) +$7 $1 item categories +$8 $2 DPmax*100 (always zero) +$A $2 PPmax (always zero) +$C $2 DPcurrent*100 (always zero) +$E $2 PPcurrent (always zero) +$10 $1 ? unknown (always zero) +$11 $1 STR +$12 $1 INT +$13 $1 AGL +$18 $4 types +$1C $8 classes +$24 $8 affinities +$2C $4 ? unknown (always zero) +$200 gem +$0 $4 unknown (always 3 if item exists 0 otherwise) +$4 $2 itemnames list +$6 $1 items list +$7 $1 ? unknown (always zero) +$8 $1 ? unknown (most likely this is special effect) +$9 $1 STR +$A $1 INT +$B $1 AGL +$C $8 classes +$14 $8 affinities +$1C $4 ? unknown (always zero) +$220 misc items for 4 misc items +$0 $2 itemnames list +$2 $1 ? unknown (always 3 if item exists 0 otherwise) +$3 $1 quantity
Notes
Polygons are defined as an absolute base vector p1 and offsets p2,p3, and p4 in case of a quad. The offsets need to be scaled, usually by a factor of 8. For example, the absolute p2' is (p1 + p2 * 8).
Todo
Some offset vectors are not scaled by 8. The table, e.g. in 001.MPD (group 4) is scaled by 1. It is unknown where this scale factor is defined or applied. Need to investigate this.