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documentation:file_formats:games:deathkeep [2024/04/14 12:16] – vas.1987 | documentation:file_formats:games:deathkeep [2024/04/15 13:24] – old revision restored (2024/04/15 13:19) vas.1987 | ||
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Directions for stairs and ramps means that named direction must have considered from lower to upper part of the structure. i.e. North direction for the ramp means that I’m sliding from the top towards South.\\ | Directions for stairs and ramps means that named direction must have considered from lower to upper part of the structure. i.e. North direction for the ramp means that I’m sliding from the top towards South.\\ | ||
Directions for the monsters means that monster is faced towards the named direction. | Directions for the monsters means that monster is faced towards the named direction. | ||
+ | |||
+ | I made an app, which reads all game data needed for 3D model export and for some level edit. You can edit every cube, but you can’t extend or shrink the palette. You can extract level to wavefront *.obj format. You can edit a gap between cubes before exporting (for some 3rd app needs). You can also test your suggestions by editing cube’s properties and test it later in the game. First select the target cube, edit its value and click this button “edit”. Then just save a new file or overwrite the an existing one. | ||
+ | |||
+ | ---- | ||
+ | < | ||
__**Contents**__ | __**Contents**__ | ||
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**Savefile structure** | **Savefile structure** | ||
- | \\ | ||
**OVERVIEW**. This description covers almost all game data files, which contains level geometry, level textures, inventory items and monsters. Movies, sounds, music and separate cel files are excluded from documenting. I also tried to investigate savefile data structure. | **OVERVIEW**. This description covers almost all game data files, which contains level geometry, level textures, inventory items and monsters. Movies, sounds, music and separate cel files are excluded from documenting. I also tried to investigate savefile data structure. | ||
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|FE | | | |FE | | | ||
|FF |Blank (N/A) | | |FF |Blank (N/A) | | ||
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- | I made an app, which reads all game data needed for 3D model export and for some level edit. You can edit every cube, but you can’t extend or shrink the palette. You can extract level to wavefront *.obj format. You can edit a gap between cubes before exporting (for some 3rd app needs). You can also test your suggestions by editing cube’s properties and test it later in the game. First select the target cube, edit its value and click this button “edit”. Then just save a new file or overwrite the an existing one. ( | ||
- | < | ||
**B) LEVEL DATA FILES** (\data2\levels\*data) | **B) LEVEL DATA FILES** (\data2\levels\*data) | ||
- | Data file structure | + | Data file structure: |
^Offset (HEX) ^Length (HEX) ^Description | ^Offset (HEX) ^Length (HEX) ^Description | ||
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Savefile size is 356 bytes. I tried a lot of tests and now I know some bytes are used for. Some bytes have secondary meaning, may be character dependent. I made a table with all investigated data. Each cell is a byte. Number of columns and rows are equal to HEX-editor in GameGuru. | Savefile size is 356 bytes. I tried a lot of tests and now I know some bytes are used for. Some bytes have secondary meaning, may be character dependent. I made a table with all investigated data. Each cell is a byte. Number of columns and rows are equal to HEX-editor in GameGuru. | ||
- | | | | | | |Savegame slot # minus 1| | | | + | | — | — | — | — | — |
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- | | | | | | | | | | | + | | — | — | — | Health Max |
- | | | | | | | | | | | + | | — | Character level | — | — | <font inherit/ |
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- | | | | | | | | | | | + | | Ring #2 | Boots | Amulet |
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