LEB: Difference between revisions
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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=== |
Revision as of 20:53, 7 June 2021
LEB is a custom format used to store room data in Link's Awakening.
This format is still in the process of being reverse engineered and so this page is currently incomplete.
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 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:
3d01 1700 0400 0000 ffff ffff 0000 0000
2000 0000 ffff ffff ffff ffff ffff ffff
ffff ffff ffff ffff 4000 0000 ffff ffff
ffff ffff 5000 0000 ffff ffff 3000 0000
ffff ffff ffff ffff ffff ffff ffff ffff
ffff ffff ffff ffff ffff ffff ffff ffff
ffff ffff
Entries Section
There are 6 entries in most LEB files.
Node Index | Name Offset | Name Hash | Next entry offset | Data Offset |
---|---|---|---|---|
0xFFF0 | Offset of version in the names section
|
Hash of version
|
0xFFFFFFFF | Offset to section 1 |
0xFFF0 | Offset of infomation in the names section [sic]
|
Hash of infomation
|
0xFFFFFFFF | Offset to section 2 |
0x0 | Offset of point in the names section
|
Hash of point
|
0xFFFFFFFF | Offset to section 3 |
0x1 | Offset of rail in the names section
|
Hash of rail
|
0xFFFFFFFF | Offset to section 4 |
0x2 | Offset of actor in the names section
|
Hash of actor
|
0x10 | Offset to Actors Section |
0x3 | Offset of grid in the names section
|
Hash of grid
|
0xFFFFFFFF | Offset to section 5 |
Data Section
The data section contains one subsection for each entry (usually six).
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
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
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).
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:
Offset | Type | Description |
---|---|---|
0x0 | u64 | Actor key. This value must match the hex value of the corresponding actor label in the names section. |
0x8 | u32 | Names section offset. This stores the offset in the names section for the start of the label that corresponds to this actor. |
0xC | u16 | Actor ID |
0xE | u16 | Padding? |
0x10 | 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. |
0x14 | 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 |
0x18 | u32 | Appears to be Z coordinate (height). However it scales very strangely, maybe not linear? |
0x1C | 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 |
0x20-0x37 | Unknown. | |
0x38 | 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).
For any pair, the first 4 bytes make up the value of the parameter. This can be basically anything (will include some known parameters for certain actor types below). The second 4 bytes indicate what the purpose of the parameter is. There are only 3 observed values so far:
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. |
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.
Section 6
Another child FixedHash. It has a name section which usually contains two strings: data
and info
. 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
The names section contains a list of actors by name, followed by a hyphen (-), followed by a 16-digit hexadecimal number. This also includes some plaintext parameters for some objects, such as the contents of a chest (ObjTreasureBox) or the destination of a loading zone (AreaLevelOpen). Note that these do not define what actors exist, in fact it seems like the actual labels here are meaningless aside from the aforementioned parameters.
All labels in the names section are separated by null bytes. Of note, there seems to always be one separator that 2 null bytes instead of 1. Depending on the file, this is either between point
and rail
at the start of the names section, or between the 1st and 2nd listed actors (it is more commonly the latter).