_____________________ Level Data File (.dat) Terrain Elevations = 000000 - 007FFF Number of Tiles = 128 * 128 //The following implies use of hexidecimal numbers. //A hexidecimal byte uses two hexidecimal digits. //Two bytes are used for the elevation of each tile. Byte 00 = Intricate Elevation (00 - FF) Byte 01 = Extreme Elevation (00 - FF) -Recommended maximum of '05' ?MAP? = 008000 - 00FFFF Objects = 014043 - 018043 //Each Object Consists of 55 Bytes //Several Bytes Are Useless Byte 00 = Specific Object... *List Depends on Object Type* Byte 01 = Object Type... 00:??? 01:Follower 02:Building 03:?Psychotic-Wild-Man? 04:?Script? 05:Misc 06:TriggerEvent 07:Spell/Event Byte 02 = Alliance... 00:Player-Tribe 01:Dakini FF:Universal Byte 03 = Unused X Loc variable (00) Byte 04 = Location X... (1-128) Byte 05 = Unused Y Loc variable (00) Byte 06 = Location Y... (1-128) Byte 07 = Knowlege... 02:Building 0B:Spell (Vaults) Byte 08 = Specific Knowledge... *List depends on knowledge type* Byte 09 = Direction of Facing (non-misc)... 1-8 -OR- for knowlege = Permanant Knowlege... 01:Permanent 03:Single-Shot Byte 0A = ??? Byte 0B = Direction of Facing (misc items)... 1-8 Byte 0C = ??? Byte 0D = Data for Event Objects Byte 0E = ??? Byte 0F = ??? Bytes 10 - 37 = Scripting Object Triggers / Unused or Reserved data //3 Objects in a Scripted trigger Event. The Trigger, The Event link, and the Event. //You can replace events with any other kind of in game object, like followers //You can have multiple Event links or Events connected to 1 Trigger. _________________ Header File (.hdr) //For Appearance (60) I only listed the cool ones. there are plenty Bytes 00 - 0F = Initial Spell/Building Knowledge Bytes 28 - 38 = Name of World Byte 58 = Number of Tribes on Map (02 - 04) *Partially Dependant on AI Byte 59 = Dakini AI/Level script Byte 5A = Chumara AI/Level script Byte 5B = Matak AI/Level script Byte 60 = Appearance... 07:Swamp 08:Rock 0C:Default 10:Snow 12:Cool-Blue 14:Lush 15:Tropical 17:Cool-Red 1B:Cool-Green 1C:NightFalls 1D:Lava 23:Psycho-Color Byte 61 = Trees... 00,02,07:Default 01,09-FF:Game-Crash 03:Warped 04:Stumpy 05:Tall 06:MiscTrees 08:OMFG!!!Must-See!!! Byte 62 = Fog of War... 00:NoFog 01:Fog //I will never update this file. If you want the object lists for the map file, you can //figure it out yourself because I just can't be arsed to write them all out. //Also, I never went into much depth in scripted trigger event objects. //Didnt feel like listing the bytes past 10 in the map file. Figure that out too. //I used the hex editor in my C++ compiler. I could have gotten somthing more efficient, //I suppose. Really you can use almost anything. If you wanted, you could use Notepad. //You would just have to convert it with ASCII character map or somthing.