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|Hash of <code>version</code>
|Hash of <code>version</code>
|0xFFFFFFFF
|0xFFFFFFFF
|Offset to section 1
|Offset to version section
|-
|-
|0xFFF0
|0xFFF0
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|Hash of <code>infomation</code>
|Hash of <code>infomation</code>
|0xFFFFFFFF
|0xFFFFFFFF
|Offset to section 2
|Offset to infomation
|-
|-
|0x0
|0x0
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|Hash of <code>point</code>
|Hash of <code>point</code>
|0xFFFFFFFF
|0xFFFFFFFF
|Offset to section 3
|Offset to point section
|-
|-
|0x1
|0x1
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|Hash of <code>rail</code>
|Hash of <code>rail</code>
|0xFFFFFFFF
|0xFFFFFFFF
|Offset to section 4
|Offset to rail section
|-
|-
|0x2
|0x2
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|Hash of <code>actor</code>
|Hash of <code>actor</code>
|0x10
|0x10
|Offset to Actors Section
|Offset to actor section
|-
|-
|0x3
|0x3
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|Hash of <code>grid</code>
|Hash of <code>grid</code>
|0xFFFFFFFF
|0xFFFFFFFF
|Offset to section 5
|Offset to grid secion
|}
|}
<br />
<br />
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The data section contains one subsection for each entry (usually six).  
The data section contains one subsection for each entry (usually six).  


====Section 1====
====Version Section====
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.
This section holds a u64 with the value 0x3 (specifying 3 bytes of data), followed by the 3 bytes of data, which seem to always be 0x1001D4. Whether it has a purpose is unclear. Given the name, it could just be a version marker. Following this is five empty bytes.
====Section 2====
====Infomation Section====
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.
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====
====Point Section====
This is a FixedHash child. It's usually empty and has 1 bucket and no child nodes. The names section is empty. Purpose unknown.
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).
An example of a room which has a non-empty FixedHash here is Lv01TailCave_04G (Moldorm boss room).


=====Section 4=====
=====Rail Section=====
This is another FixedHash child. Usually it's empty and has 1 bucket and no child nodes. The names section is empty. Purpose unknown.
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).
An example of a room which has a non-empty FixedHash here is Lv01TailCave_04G (Moldorm boss room).


====Actors Section====
====Actor Section====
This section is a FixedHash which holds actor data. Each entry corresponds to one actor. Every entry points to non-node data, usually blocks of 0x90 bytes, but sometimes longer. The names section is empty. The data block for each actor is formatted as follows:
This section is a FixedHash which holds actor data. Each entry corresponds to one actor. Every entry points to non-node data, usually blocks of 0x90 bytes, but sometimes longer. The names section is empty. The data block for each actor is formatted as follows:
{| class="wikitable"
{| class="wikitable"
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'''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 6====
====Grid Section====
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.
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.


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