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lunarium_OLD/docs/design/binary_file_formats.txt

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<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]