Vagrant Story/ARM files: Difference between revisions

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\SMALL\*.ARM are area map files, used by the MAP manu.
\SMALL\*.ARM are area map files, used by the MAP manu.


Minimap Section
  $0 4 num_rooms
  $0 4 num_rooms
  $4 FOR {num_rooms} main_data: // $c bytes per room
  $4 FOR {num_rooms} main_data: // $c bytes per room
Line 7: Line 8:
  $8 2 zone number
  $8 2 zone number
  $a 2 map number
  $a 2 map number
Room Graphics Section
  + FOR {num_rooms} map_graphics:
  + FOR {num_rooms} map_graphics:
  ?
  $0              4              num_vertices
        +              FOR {num_vertices} vertex3f (8 bytes each):
                $0              2              vertex x
                $2              2              vertex y
                $4              2              vertex z
                $6              2              zero padding
        +              FOR {5 faces} polygons:
                $0              4              num polygons
        +              FOR {num polygons} poly4gt or polyline (4 bytes each):
                      second face is always a poly4gt and defines the floor
                      other faces are polylines and define the walls
                $0              1              vertex 1
                $1              1              vertex 2
                $2              1              vertex 3
                $3              1              vertex 4
Room Names Section
  + FOR {num_rooms} room_name:
  + FOR {num_rooms} room_name:
  $0 $24str room name
  $0 $24str room name


[[Category:Vagrant_Story]]
[[Category:Vagrant_Story]]

Revision as of 16:32, 25 December 2009

\SMALL\*.ARM are area map files, used by the MAP manu.

Minimap Section
$0		4	num_rooms
$4		FOR {num_rooms} main_data: // $c bytes per room
	$0		4		? (RAM only)
	$4		4		lenght of map graphics section (RAM: pointer to section)
	$8		2		zone number
	$a		2		map number

Room Graphics Section
+		FOR {num_rooms} map_graphics:
	$0              4               num_vertices
       +              FOR {num_vertices} vertex3f (8 bytes each):
               $0              2               vertex x
               $2              2               vertex y
               $4              2               vertex z
               $6              2               zero padding
       +              FOR {5 faces} polygons:
               $0              4               num polygons
       +              FOR {num polygons} poly4gt or polyline (4 bytes each):
                      second face is always a poly4gt and defines the floor
                      other faces are polylines and define the walls
               $0              1               vertex 1
               $1              1               vertex 2
               $2              1               vertex 3
               $3              1               vertex 4

Room Names Section
+		FOR {num_rooms} room_name:
	$0		$24str	room name