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This files contains all the game resources, in the original game there are four GOBS:
- DARK.GOB: Contains common data and all the levels.
- SPRITES.GOB: Contains enemy and item sprites.
- TEXTURES.GOB: Contains textures.
- SOUNDS.GOB: Contains sounds and musics.
Header
| Value | Size | Type |
|---|---|---|
| GOB\x0a | 4 bytes | String |
| Directory offset | 4 bytes | Unsigned Int 32 |
Directory Header
| Value | Size | Type |
|---|---|---|
| Directory count | 4 bytes | Unsigned Int 32 |
Directory Entry
| Value | Size | Type |
|---|---|---|
| Entry offset | 4 bytes | Unsigned Int 32 |
| Entry size | 4 bytes | Unsigned Int 32 |
| Entry name | 13 bytes | String |
This is a text file that contains:
- A line with the text LEVELS and the amount of levels in the file.
- A list of comma separated values with the name of the level, the filename and a list of directories.
This is a text file that contains:
- A line with CUT 1.0
- A line with the amount of Cutscenes in the file (CUTS <amount>).
- A series of lines with a number separated by a colon and tabulated data with the following info: <resource.lfd> <scene file> <speed> <next scene> <skip scene> <cutmuse.txt SEQ # (midi)> <% midi volume>
Example: CUTSCENE.LST
CUT 1.0
CUTS 39
# <num> <scene file> <next scene> <cutmuse.txt SEQ # (midi)>
# <resource.lfd> <speed> <skip scene> <% midi vol -- 110 = 10% higher than normal>
# INTRODUCTION - 10
10: logo.lfd logo 10 20 0 1 110
20: swlogo.lfd swlogo 10 30 0 0 110
LFDs are used in multiple LucasArts games and they can contain the following data:
- Palettes
- Animations
- Bitmaps
- Sounds
This are text files containing:
- A line with MSG 1.0
- The amount of messages (specified by MSGS <amount>)
- A series of lines with two numbers separated by spaces and then a message separated by a colon.
Example: LOCAL.MSG
MSG 1.0
MSGS 38
# mensajes generales
10 0: "Pulsa una tecla para salir..."
20 0: "Pulsa una tecla para continuar..."
These are text files containing all the level geometry.
Example: TALAY.LEV
LEV 2.1
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# This file has been converted from AutoCAD file 'TALAY'.
#
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LEVELNAME TALAY
PALETTE talay.PAL
MUSIC citymus2.GMD
PARALLAX 1024.0000 1024.0000
#`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~
# T e x t u r e T a b l e
#
#`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~`~
# Lowercase textures are from the 'Extra' list.
TEXTURES 160
TEXTURE: CESUNSET.BM # 0
~~~MORE TEXTURES~~~
NUMSECTORS 327
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# S e c t o r D e f i n i t i o n
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SECTOR 0 #ACAD: 3137F23
NAME powerdoor02
AMBIENT 10
FLOOR TEXTURE 46 3.00 -0.06 2
FLOOR ALTITUDE -2.00
CEILING TEXTURE 90 0.00 0.00 2
CEILING ALTITUDE -10.00
SECOND ALTITUDE 0.00
FLAGS 0 0 24
LAYER 1
VERTICES 00004
X: 180.00 Z: 216.00 # 0
X: 180.00 Z: 208.00 # 1
X: 179.00 Z: 208.00 # 2
X: 179.00 Z: 216.00 # 3
WALLS 4 #ACAD: 3137F28 3137F27 3137F26 3137F25
WALL LEFT: 0 RIGHT: 1 MID: 153 0.00 0.00 0 TOP: 153 0.00 0.00 0 BOT: 153 0.00 0.00 0 SIGN: -1 0.00 0.00 ADJOIN: 28 MIRROR: 1 WALK: 28 FLAGS: 0 0 0 LIGHT: 6
WALL LEFT: 1 RIGHT: 2 MID: 45 0.00 0.02 0 TOP: 118 0.00 0.00 0 BOT: 118 0.00 0.00 0 SIGN: -1 0.00 0.00 ADJOIN: -1 MIRROR: -1 WALK: -1 FLAGS: 0 0 0 LIGHT: 0
WALL LEFT: 2 RIGHT: 3 MID: 153 0.00 0.00 0 TOP: 153 0.00 0.00 0 BOT: 153 0.00 0.00 0 SIGN: -1 0.00 0.00 ADJOIN: 96 MIRROR: 0 WALK: 96 FLAGS: 0 0 0 LIGHT: 6
WALL LEFT: 3 RIGHT: 0 MID: 42 0.00 1.27 0 TOP: 118 0.00 0.00 0 BOT: 118 0.00 0.00 0 SIGN: -1 0.00 0.00 ADJOIN: -1 MIRROR: -1 WALK: -1 FLAGS: 0 0 0 LIGHT: 0
Example: TALAY.INF
INF 1.0
/*ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
ÚÄÙ This file contains information definitions for a single level ÚÄÙ ;
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ*/
LEVELNAME AGAMAR
ITEMS 54
/*ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
ÚÄÙ Complete elevator and Level Goals ÚÄÙ ;
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ*/
item: sector name: complete
seq
class: elevator move_floor
stop: 0 1
stop: 0.1 3
page: 1 takeoff1.voc
stop: 0.2 0
page: 2 takeoff2.voc
stop: 0.3 hold
stop: 0.5 hold
stop: 1 0
message: 5 stupid master_on
message: 5 gen1 master_on
message: 5 gen2 master_on
message: 5 gen3 master_on
message: 5 gen4 master_on
message: 5 gen5 master_on
message: 5 gen6 master_on
message: 5 gen7 master_on
page: 5 m02kyl01.voc
stop: 13 0
page: 6 m02jan01.voc
stop: 28 0
page: 7 m02kyl02.voc
stop: 56 0
page: 8 m02jan02.voc
These are text files with level objectives (or goals).
GOL 1.0
GOAL: 0 TRIG: 0
GOAL: 1 ITEM: 5 # DT weapon
GOAL: 2 TRIG: 1 # Return to your ship for immediate evacuation.
These are text files with level object positions.
O 1.1
/* ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
This file has been created from TALAY.DXF.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~*/
LEVELNAME TALAY
PODS 2
POD: _8X16.3DO
POD: KYL3DO.3DO
SPRS 9
SPR: IARMOR.WAX
SPR: LIT2.WAX
SPR: TALLIT1.WAX
SPR: LIT1.WAX
SPR: STORMFIN.WAX
SPR: OFFCFIN.WAX
SPR: COMMANDO.WAX
SPR: ILIFE.WAX
SPR: IINVINC.WAX
FMES 12
FME: IENERGY.FME
FME: SMALITE1.FME
FME: SMALITE2.FME
FME: DEDBODY3.FME
FME: DEDBODY2.FME
FME: DEDBODY1.FME
FME: IDTGUN.FME
~~~MORE FMES~~~
SOUNDS 0
OBJECTS 352
/* name: me */
CLASS: SPIRIT DATA: 0 X: -4.13 Y: 0.00 Z: 132.74 PCH: 0.00 YAW: 318.20 ROL: 0.00 DIFF: 1
SEQ
TYPE: PLAYER
EYE: TRUE
SEQEND
CLASS: FRAME DATA: 0 X: 309.97 Y: 4.00 Z: 299.08 PCH: 0.00 YAW: 180.00 ROL: 0.00 DIFF: 1
SEQ
TYPE: ENERGY
SEQEND
These are text files containing 3D object geometry:
Example: ARCSTRUT.3DO
3DO 1.2
#
# This file has been converted from 3d Studio file 'arcstrut.asc'.
# The scale factor used was: 1.000000
#
3DONAME arcstrut
OBJECTS 00001
VERTICES 00012
POLYGONS 00014
PALETTE l:\levels\palettes\arc.pal
#-------------------------------------------------------
TEXTURES 0
#---------------------------------------------------------------------------
OBJECT "struts"
TEXTURE -1 #
VERTICES 12
# num: x y z
0: 0.118 -0.010 -5.438
1: 1.500 0.000 -1.402
2: 0.121 -0.010 -0.171
3: 14.035 21.688 14.065
4: 11.733 13.394 16.321
5: 8.627 21.688 17.188
6: -0.118 -0.010 -5.438
7: -1.500 0.000 -1.402
8: -0.121 -0.010 -0.171
9: -14.035 21.688 14.065
10: -11.733 13.394 16.321
11: -8.627 21.688 17.188
TRIANGLES 14
# num: < a > < b > < c > <color> <shading> #<material>
0: 0 1 4 165 GOURAUD # RED4G
1: 0 4 3 165 GOURAUD # RED4G
These are text files containing transformation matrices for animated objects:
There are multiple versions of these files:
- VUE 1: First version. One transform line per frame.
- VERSION 201: Second version (or version 2.0.1), this includes frame indicators, camera position and multiple transforms per frame.
Example: CARGOALL.VUE
vue 1
transform "crago" -0.0299 0.003 0.9995 -0.9944 -0.1014 -0.0295 0.1013 -0.9948 0.0061 -158.4134 -81.4752 -91.499
transform "crago" -0.0301 0.0033 0.9995 -0.9787 -0.2033 -0.0288 0.2031 -0.9791 0.0093 -159.2948 -81.425 -82.0532
transform "crago" -0.0303 0.0035 0.9995 -0.9538 -0.2992 -0.0279 0.299 -0.9542 0.0124 -160.1719 -81.3248 -73.0346
transform "crago" -0.0307 0.0035 0.9995 -0.9213 -0.388 -0.0269 0.3877 -0.9217 0.0152 -161.0444 -81.1713 -64.4697
transform "crago" -0.0311 0.0035 0.9995 -0.8829 -0.4689 -0.0259 0.4685 -0.8833 0.0176 -161.9118 -80.9614 -56.3853
transform "crago" -0.0316 0.0032 0.9995 -0.8405 -0.5413 -0.0249 0.541 -0.8408 0.0199 -162.7741 -80.692 -48.8081
transform "crago" -0.0322 0.0029 0.9995 -0.7958 -0.6051 -0.0239 0.6047 -0.7961 0.0218 -163.631 -80.3599 -41.7647
transform "crago" -0.0328 0.0024 0.9995 -0.7507 -0.6603 -0.0231 0.6599 -0.751 0.0235 -164.482 -79.9621 -35.2819
transform "crago" -0.0335 0.0017 0.9994 -0.7068 -0.7071 -0.0225 0.7066 -0.7072 0.0249 -165.327 -79.4953 -29.3863
transform "crago" -0.0342 0.0009 0.9994 -0.6657 -0.7459 -0.0221 0.7454 -0.6661 0.0261 -166.1658 -78.9565 -24.1046
transform "crago" -0.0349 0 0.9994 -0.6289 -0.7771 -0.022 0.7767 -0.6293 0.0271 -166.9979 -78.3424 -19.4636
transform "crago" -0.0352 0 0.9994 -0.5954 -0.8032 -0.021 0.8027 -0.5957 0.0282 -167.8236 -77.6627 -15.313
transform "crago" -0.0346 0.0018 0.9994 -0.5633 -0.8261 -0.0181 0.8255 -0.5636 0.0296 -168.6432 -76.9306 -11.4772
transform "crago" -0.0335 0.0053 0.9994 -0.5329 -0.8461 -0.0134 0.8455 -0.533 0.0311 -169.4571 -76.1487 -7.9447
transform "crago" -0.0319 0.0104 0.9994 -0.5042 -0.8636 -0.0071 0.863 -0.5041 0.0327 -170.2658 -75.3196 -4.704
transform "crago" -0.0299 0.0169 0.9994 -0.4774 -0.8787 0.0006 0.8782 -0.4771 0.0343 -171.0694 -74.4459 -1.7439
transform "crago" -0.0276 0.0248 0.9993 -0.4525 -0.8917 0.0096 0.8914 -0.4519 0.0358 -171.8684 -73.5301 0.9472
transform "crago" -0.0251 0.0338 0.9991 -0.4294 -0.9029 0.0197 0.9027 -0.4286 0.0372 -172.6631 -72.575 3.3807
transform "crago" -0.0226 0.0438 0.9988 -0.4083 -0.9123 0.0308 0.9126 -0.4071 0.0384 -173.4538 -71.583 5.568
transform "crago" -0.0199 0.0546 0.9983 -0.3891 -0.9202 0.0426 0.921 -0.3876 0.0396 -174.241 -70.5568 7.5206
transform "crago" -0.0172 0.0661 0.9977 -0.3716 -0.9267 0.055 0.9282 -0.3698 0.0405 -175.0248 -69.4989 9.2498
Example: MATT.VUE
VERSION 201
frame 0
transform "kyles" 0 1 0 -1 0 0 0 0 1 541.3742 217.8428 208.4506
transform "01" 1 0 0 0 1 0 0 0 1 748.5 313.7828 197
camera 723.09 492.1508 195.9022 617.0562 288.6565 248.0817 0 32.6531
These are binary files containing color maps. These color maps are equivalence tables for different colors in the palette color space. It's used to transform different texture colors depending on sector or wall lightning values. A fully lighted sector should use the first color map, a non lighted sector should use the last color map.
These are binary files containing palette colors.
These are binary files containing textures.
These are binary files containing sprites.
A .WAX file can contain:
- 32 different state
- 32 different angles per state
- 32 different frames per angle per state
These are binary files containing static sprites, like non animated items or sprites.
These are binary files. They contain a small header followed by a valid MIDI standard file.
These are binary files containing sounds using the Creative Labs VOC file format.