
<game name>.bin
    This is the first file that will be loaded. <game name> will be set by with the 
    editor and the engine_state.xml file will direct the engine to this file.

    FORMAT:
        Engine ID, 8 bytes (should say "lunarium")
        Engine version, 3 bytes (major, minor, patch)
        


index.dat
    This is an index of all of the assets in the game project. Each asset will be
    listed by name (and/or ID) followed by the file name and offset position within
    the file where the asset can be found (ex. the asset with ID 6 might be found in file assets0.dat at byte offset 93846).

    FORMAT:
        Number of assets, 4 bytes

        [REPEAT]
        Asset ID, 4 bytes
        Name Size, 2 bytes
        Asset Name, <Name Size> bytes (Must be null-terminated)
        Asset Type, 2 bytes
        File Name Size, 2 bytes
        Asset File, <File Name Size> bytes (Must be null-terminated)
        Asset Offset, 4 bytes
        [REPEAT - for all assets]

asset0.dat
    This is an asset pack file. There could be many of these files and when there are 
    more than one the 0 in the file name will increase on each file (assets0.dat, assets1.dat, assets2.dat etc..)

    FORMAT:
        Asset ID, 4 bytes
        Asset Data Size, 4 bytes
        Asset Data, <Data Size> bytes
        [REPEAT FOR EACH ASSET]
