LEB: Difference between revisions

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This format is still in the process of being reverse engineered and so this page is currently incomplete.
This format is still in the process of being reverse engineered and so this page is currently incomplete.


== Format ==
==Format==
'''LEB''' files are in a [[FixedHash]] format, with the data for actors stored in the data section and the names section.
'''LEB''' files are in a [[FixedHash]] format, with the data for actors stored in the data section and the names section.


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|0x0
|0x0
|u64
|u64
|Actor key. This value must match the hex value of the corresponding actor label in the names section.
|'''Actor key'''. This value must match the hex value of the corresponding actor label in the names section.
|-
|-
|0x8
|0x8
|u32(?)
|u32(?)
|Names section offset. This stores the offset in the names section for the start of the label that corresponds to this actor.
|'''Names section offset'''. This stores the offset in the names section for the start of the label that corresponds to this actor.
|-
|-
|0xC
|0xC
|u16
|u16
|[[Actors|Actor ID]]
|[[Actors|'''Actor ID''']]
|-
|-
|0xE
|0xE
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|0x10
|0x10
|u32(?)
|u32(?)
|Room ID. The actor loads when entering the specified room and unloads when leaving it.
|'''Room ID'''. The actor loads when entering the specified room and unloads when leaving it.
|-
|-
|0x14
|0x14
|u32
|u32
|X coordinate. One “tile” is 0xC0000 units, so using the lower 2 bytes here is going to generally be pretty insignificant. Hence them usually being 0
|'''X coordinate'''. One “tile” is 0xC0000 units, so using the lower 2 bytes here is going to generally be pretty insignificant. Hence them usually being 0
|-
|-
|0x18
|0x18
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|0x1C
|0x1C
|u32
|u32
|Y coordinate. One “tile” is 0xC0000 units, so using the lower 2 bytes here is going to generally be pretty insignificant. Hence them usually being 0
|'''Y coordinate'''. One “tile” is 0xC0000 units, so using the lower 2 bytes here is going to generally be pretty insignificant. Hence them usually being 0
|-
|-
|0x20 and beyond
|0x20 and beyond
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