Okay the game was written in C and C++ so knowing .NET is useless. C and C++ code was compiled into x86 machine language which means you need to be able to read that and figure out what it would have looked like as C or C++.
Jango you don't want a .LVL editor because:
.LVL = An archive like rar or zip that contains game "files"
.CAM = Back ground image stored in a LVL file
.BND = Many things in one file stored in a LVL file
One of the BND's will be called XXPath.BND which contains information of what cams to use, where sligs go and all the scripting.
So @Scraby this info was already known, you have level, camera, and part. But you'll notice the file names don't quite match up properly since its done by the id in the file itself..
Also by looking at the image I posted you can see how its laid out as a pesudo array in the file with something strange in the last element.
Once I collect all the file offsets for all of section 1 part 1 scripts then we'll have some real info to look at.
What I've found is that
1. There is a load of sections of info to load glow lights and everything else
2. Each cam just seems to "point" to these, so the game glow light can be used in many screens..
What I don't know is
1. The params for this, does it contain X/Y for a glow light? It appears that it also contains a flag to say what kind of light it is? Green, Orange or whatever else there is..
2. How the offset to this info is calculated (I'm doubting these are all hard coded in)
3. How it knows how many items belong to each cam
4. How the offset in the file for each cam is known or calculated
Edit 5: How the collision info for each cam is known
Edit: Uh to actually finish my point, you want a path editor, not lvl archive editor, I've already created one of those
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Crawling sligs will shout "Mommy!" while running around and then the slig mommy will appear and help them put their pants on.
Last edited by Paul; 04-03-2010 at 07:52 AM..
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