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==Format== | ==Format== | ||
'''LEB''' files are in a [[FixedHash]] format, with the data for actors stored in the data section and the names section. There is consistency in how the FixedHash is built for '''LEB''' files, with the exception of | '''LEB''' files are in a [[FixedHash]] format, with the data for actors stored in the data section and the names section. There is consistency in how the FixedHash is built for '''LEB''' files, with the exception of Lv07EagleTower_05E (the lower part of the Eagle boss room), which for some reason is different than all other rooms. Aside from this room, LEBs always have 0x17 hash table buckets and 0x4 child FixedHash nodes. The buckets are always the same, so the start of LEB files always look like: | ||
<code>3d01 1700 0400 0000 ffff ffff 0000 0000</code> | <code>3d01 1700 0400 0000 ffff ffff 0000 0000</code> | ||
Line 26: | Line 26: | ||
!Node Index | !Node Index | ||
!Name Offset | !Name Offset | ||
!Name Hash | |||
!Next entry offset | !Next entry offset | ||
!Data Offset | |||
|- | |- | ||
|0xFFF0 | |0xFFF0 | ||
|Offset of <code>version</code>in the names section | |Offset of <code>version</code>in the names section | ||
|Hash of <code>version</code> | |||
|0xFFFFFFFF | |0xFFFFFFFF | ||
|Offset to section 1 | |||
|- | |- | ||
|0xFFF0 | |0xFFF0 | ||
|Offset of <code> | |Offset of <code>infomation</code>in the names section [sic] | ||
|Hash of <code>infomation</code> | |||
|0xFFFFFFFF | |0xFFFFFFFF | ||
|Offset to section 2 | |||
|- | |- | ||
|0x0 | |0x0 | ||
|Offset of <code>point</code>in the names section | |Offset of <code>point</code>in the names section | ||
|Hash of <code>point</code> | |||
|0xFFFFFFFF | |0xFFFFFFFF | ||
|Offset to section 3 | |||
|- | |- | ||
|0x1 | |0x1 | ||
|Offset of <code>rail</code>in the names section | |Offset of <code>rail</code>in the names section | ||
|Hash of <code>rail</code> | |||
|0xFFFFFFFF | |0xFFFFFFFF | ||
|Offset to section 4 | |||
|- | |- | ||
|0x2 | |0x2 | ||
|Offset of <code>actor</code>in the names section | |Offset of <code>actor</code>in the names section | ||
|Hash of <code>actor</code> | |||
|0x10 | |0x10 | ||
|Offset to Actors Section | |||
|- | |- | ||
|0x3 | |0x3 | ||
|Offset of <code>grid</code>in the names section | |Offset of <code>grid</code>in the names section | ||
|Hash of <code>grid</code> | |||
|0xFFFFFFFF | |0xFFFFFFFF | ||
|Offset to section 5 | |||
|} | |} | ||
<br /> | |||
===Data Section=== | ===Data Section=== | ||
The data section contains | The data section contains one subsection for each entry (usually six). | ||
====Section 1==== | ====Section 1==== | ||
This section holds a u64 with the value 0x3 (specifying 3 bytes of data), followed by the 3 bytes of data. Its purpose is unknown. Following this is five empty bytes. | |||
====Section 2==== | ====Section 2==== | ||
This section holds a u64 with the value 0x4 (specifying 4 bytes of data), followed by the 4 bytes of data. Its purpose is unknown. Following this is four empty bytes. | |||
====Section 3==== | ====Section 3==== | ||
This is a FixedHash child. It's usually empty and has 1 bucket and no child nodes. The names section is empty. Purpose unknown. | |||
An example of a room which has a non-empty FixedHash here is Lv01TailCave_04G (Moldorm boss room). | |||
This section | =====Section 4===== | ||
This is another FixedHash child. Usually it's empty and has 1 bucket and no child nodes. The names section is empty. Purpose unknown. | |||
An example of a room which has a non-empty FixedHash here is Lv01TailCave_04G (Moldorm boss room). | |||
==== Actors Section ==== | |||
This section is a FixedHash which holds actor data. Each entry corresponds to one actor. Every entry is non-node data, usually 0x90 bytes but sometimes longer. The names section is empty. The data block for each actor is formatted as follows: | |||
==== | |||
This section | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
Line 114: | Line 95: | ||
|0x0 | |0x0 | ||
|u64 | |u64 | ||
|''' | |'''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 | ||
|u16 | |u16 | ||
|[[Actors|'''Actor ID''']] | |[[Actors|'''Actor ID''']] | ||
|- | |- | ||
| | |0xE | ||
|u16 | |u16 | ||
|Padding? | |Padding? | ||
|- | |- | ||
| | |0x10 | ||
|u32 | |u32 | ||
|'''Room ID'''. The actor loads when entering the specified room and unloads when leaving it. Generally this should be consistent across all actors in the file, since each room has its own file. | |'''Room ID'''. The actor loads when entering the specified room and unloads when leaving it. Generally this should be consistent across all actors in the file, since each room has its own file. | ||
|- | |- | ||
| | |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 | ||
|u32 | |u32 | ||
|Appears to be Z coordinate (height). However it scales very strangely, maybe not linear? | |Appears to be Z coordinate (height). However it scales very strangely, maybe not linear? | ||
|- | |- | ||
| | |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 | ||
|- | |- | ||
| | |0x20-0x37 | ||
| | | | ||
|Unknown. | |Unknown. | ||
|- | |- | ||
| | |0x38 | ||
|u32[N] | |u32[N] | ||
|'''Parameters'''. This section contains multiple u32's, which appear to be grouped into pairs of [parameter, parameter type]. For most actors, there are 8 parameters (and so this section is 64 bytes long). | |'''Parameters'''. This section contains multiple u32's, which appear to be grouped into pairs of [parameter, parameter type]. For most actors, there are 8 parameters (and so this section is 64 bytes long). | ||
Line 165: | Line 142: | ||
Most actors have "blank " parameters filled in as offsets to the 2nd null byte after the first label in the names section; however, this seems to be functionally equivalent to leaving the parameter as 0. | Most actors have "blank " parameters filled in as offsets to the 2nd null byte after the first label in the names section; however, this seems to be functionally equivalent to leaving the parameter as 0. | ||
|- | |- | ||
| | |0x38 + N*0x8 | ||
| | | | ||
|Unknown. | |Unknown. | ||
|} | |} | ||
=====Notes on Parameters for Specific Actors===== | =====Notes on Parameters for Specific Actors===== | ||
'''ObjCaveRock:''' (and other blocks?), the first four parameters correspond to whether you can push them in a certain direction, ordered as RIGHT, LEFT, DOWN, UP. 0x0 is not pushable in that direction, 0x1 is pushable. | '''ObjCaveRock:''' (and other blocks?), the first four parameters correspond to whether you can push them in a certain direction, ordered as RIGHT, LEFT, DOWN, UP. 0x0 is not pushable in that direction, 0x1 is pushable. | ||
====Section | ====Section 6==== | ||
Another child FixedHash. It has a name section which usually contains two strings: <code>data</code> and <code>info</code>. Some have other strings in between, such as Lv08TurtleRock_01H (right half of the sidescroller leading to the boss). This FixedHash has one Entry for each of these strings in the names section. Each entry holds a block of data. The purpose of this is still unknown. The final entry seems to always have a data block of 0x10 bytes. | |||
The purpose of this section is unknown. | |||
===Names Section=== | ===Names Section=== |
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