Elma 2/Technical

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Revision as of 01:27, 17 December 2017 by Sunl (talk | contribs) (→‎Levels)
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Levels

How to parse a level byte by byte. Remember little-endianess.

WIP

Polygon objects are oriented so for y, up is negative and down is positive. Line objects are inverted so for y, up is positive and down is negative.


Main .lev Structure

Offset Type Bytes Description
0 char[5] 5 "POT35" for Elma 2 levels
5 int 4 30 if unlocked level, 0 if locked level. Otherwise, assertion error
9 short 2 1 if topology error, 0 if no topology error.
11 int 4 1 if start out facing right (autoturn at level start)
15 char[51] 51 Unused: Level name/description. "Unnamed". Unused but can be hex-edited
66 char[16] 16 LGR name. Unchangeable except by hex edit. Always "default"
82 char[10] 10 Unused: Ground texture name. Unused. Value always overwritten to "texturea" on save. If missing on open, defaults as "ground"
92 char[10] 10 Unused: Sky texture name. Unused. Value always overwritten to "qgrass" on save. If missing on open, defaults as "sky"
102 byte[20] 20 Unused: ? Appears to be useless. Can be hex-edited
122 int 4 Shareware check. Shareware editor always saves this value as 115. Shareware game cannot open any number greater than 120. Full game is probably 135 but to confirm with real game version
126 double 8 Number of polygons + 0.4643643. Maximum 2000.
134 polygon ? Sequential list of polygons with data. "Raw" data for editor purposes
? compile ? Only exists if no topology error, otherwise this object is skipped. "Processed" data for when you actually open a level.
? byte 1 0x2B
? int 1 dec: 192356446 (0x0B77205Eh)
? double 8 Number of objects + 0.4643643. Maximum 500.
? object ? Sequential list of objects
? double 8 Number of pictures + 0.2345672. Maximum 5000.
? picture ? Sequential list of pictures

Polygon

Orientation: positive y is down. These polygons are edited by the editor. The editor uses this info to generate Line Objects

Polygon structure
Offset Type Bytes Description
0 int 4 Type: 1=Normal, 2=Inactive, 3=Platform, 4=Path, 5=Autogenerated Border Polygon
4 int 4 Path Subtype: Door=1, Elevator=2, Falling=3, Continuous Oneway=4, Continuous Twoway=5
8 int 4 Platform's Platform ID or Path's Path ID: 0-999
12 int 4 Path's Platform ID: 0-999
16 int 4 Path's Speed at top
20 int 4 Path's Speed at bottom
24 int 4 Path's Open delay
28 int 4 Path's Close delay
32 int 4 Path's ReOpen delay
36 int 4 Path's ReClose delay
40 int 4 Path's Initially flag: 1=Up, 0=Down
44 int 4 Path's No of platforms
48 int 4 Override flag: 1=Polygon interacts with biker
52 int 4 Style index
56 int 4 Override flag: 1=Border on
60 int 4 Override flag: 1=Border off
64 int 4 Override flag: 1=Whole polygon border colored
68 int 4 Distance
72 int 4 Probably always 0. Probably not important as not included in Balazs' debug file (0040F1FB)
76 byte[300] 300 Probably just padding
376 int 4 Number of vertices
380 vertex (double * 2)[?] vertices * 16 X and Y as two doubles.

Compile Object

Compile Object
Offset Type Bytes Description
0 int 4 n: Total number of vertices across all polygons of type 1 + 5 only.
4 line*n 72*n Sequential list of n line objects
4+72*n double 8 ? value of 60.0 - no effect when hex edited
12+72*n int 4 Random number based on current time. SIGNED integer; crashes if negative number
16+72*n byte 1 1=Beginning of a platform object. 0=No platforms
? platform ? Sequential list of all platform objects, as long as previous byte is 1
? byte 1 0x58h
?
double?
8 ? -406.64166666666665
?
double?
8 ? -74.99166666666666
? ? (1+168)*x
?.text:00415B44 Possibly pathing info related - probably the visuals of the platform
16+72*n byte 1 1=Beginning of a platform-drawing object. 0=No platform-drawing objects
? platdraw ? Sequential list of all platform-drawing objects, as long as previous byte is 1

Line Object

Orientation: positive y is up. Each line object is used by the game to draw on the screen and to make lines solid/non-solid.

LineObject (72 bytes)
Offset Type Bytes Description
0 double 8 a: Vertex's x
8 double 8 b: (-1)*Vertex's y
16 double 8 c: Delta x to reach the next vertex
24 double 8 d: (-1)*Delta y to reach the next vertex
32 double 8 e: Delta x to move one unit towards the next vertex - c/g - 1=sqrt(e^2+f^2)
40 double 8 f: Delta y to move one unit towards the next vertex - d/g - 1=sqrt(e^2+f^2)
48 double 8 g: Line length - sqrt(c^2+d^2)
56 int 4 Texture ID (draws to right of the line)
60 int 4 0 if solid, 1 if cannot touch
64 int 4 Distance (border polygons copy base polygon distance)
68 int 4 Do not draw to the right of the line if = 1 (equivalent to texture id of 0), otherwise draw texture. Not sure if actually used by the default editor but that's what editing this value does

Object Object

Object (344 bytes)
Offset Type Bytes Description
0 double 8 x
8 double 8 y
16 int 4 Type:

1=Flower

2=Food

3=Killer

4=Start

5=Bonus

6=Card

7=Switch

8=Group switch

9=Platform reference

(10="stage") - internal error

(11="fordit") "turn" - no object appears ingame

(12="ugrat") "jump" - black square with no effect

13=Teleport

20 int 4 Group id
24 int 4 Condition 2 Path id
28 int 4 Opener/Closer: 1=A, 0=B
32 int 4 Card color: 0=None, 1=Red, 2=Yellow, 3=Blue
36 int 4 Condition 2 State: 1=Up, 0=Down
40 int 4 Platform id
44 byte[300] 300 Padding

Picture Object

Same as in elma1

Picture (54 bytes)
Offset Type Bytes Description
0 string 10 Picture name
10 string 10 Unused: Texture name
20 string 10 Unused: Mask name
30 double 8 X
38 double 8 Y
46 int 4 Distance
50 int 4 Clipping; 0=U, 1=G, 2=S

Platform Object

This contains info about the lines in a platform for the purposes of collision

Platform
Offset Type Bytes Description
30 double 8 0 - x_min(2)-0.0500000
30 double 8 1 - y_min(3)-0.0500000
30 double 8 2 - x_min of all point.y-platform_reference_object.y
30 double 8 3 - y_min of all point.y-platform_reference_object.y
30 double 8 4 - x_max of all point.x-platform_reference_object.x
30 double 8 5 - y_max of all point.y-platform_reference_object.y
30 double 8 6 - x_min(2)-0.3300000
30 double 8 7 - y_min(3)-0.3300000
30 double 8 8 - same as 2
30 double 8 9 - same as 3
30 double 8 10 - same as 4
30 double 8 11 - same as 5
30 double 8 12 - Platform reference object X
38 double 8 13 - Platform reference object Y
46 int 4 0 - Width of the polygon image probably
46 int 4 1 - Height of the polygon image probably
46 int 4 2 - ?Approximately width/6
46 int 4 3 - ?Approximately height/6
46 int 4 4 - Platform ID of the set
46 int 4 5 - ? defaults to 0
46 int 4 6 - ? defaults to 0
46 int 4 7 - ? defaults to 0
46 int 4 8 - ? defaults to 0
46 int 4 9 - ? defaults to 0
46 int 4 10 - ? defaults to 0
46 int 4 11 - ? defaults to 0
46 int 4 12 - Texture id of center part
46 int 4 13 - Texture id of border
46 int 4 14 - ? defaults to large number
46 int 4 15 - ? defaults to 0
46 int 4 16 - Number of vertices of all polygons belonging to the same platform, excluding non-solid vertices/lines.
4 line*n 72*n Sequential list of n line objects. Note that the 4 int variables are ignored and set to 0. The position of these line objects describe the platform's initial position based on the platform reference object, ignoring the path. This data is only used for to make the platforms solid and is not used to draw the platforms.
30 byte 1 1=Beginning of another platform object. 0=No more platforms to read

Data

Texture IDs

Many more ids exist - these are just some examples. Would be better to extract all the images somewhere instead of manually verifying numbers.

TextureID
Id Texture
0 Do not draw
10 Default Border (solid medium-colored beige)
100 Default ground (sandy rocks)
102 Platform texture (striped blue)
104 Platform border (dark blue)
105 Solid dark green

.mif

Mif file
Offset Type Bytes Description