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  #76  
Old 2004-07-02, 09:33
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Thanks.
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  #77  
Old 2004-07-15, 01:44
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LBA1 Sprite.hqr

This file contains Sprites

%1 001 ~1 Tank bullet ???
%1 002 ~1 Magic ball
%1 003 ~1 Green magic ball
%1 004 ~1 Coin
%1 005 ~1 Life heart
%1 006 ~1 Magic
%1 007 ~1 Key
%1 008 ~1 Leaf
%1 009 ~1 Yellow bullet
%1 010 ~1 Red bullet
%1 011 ~1 Groboclone white bullet
%1 012 ~1 Door #1 (house)
%1 013 ~1 Door #2 (house)
%1 014 ~1 Fire magic ball
%1 015 ~1 Plataform #1
%1 016 ~1 Prison door (grid)
%1 017 ~1 Prison door (harmed)
%1 018 ~1 Prison door (with the F word)
%1 019 ~1 Fence #1
%1 020 ~1 Fence #2
%1 021 ~1 Bomb
%1 022 ~1 Bolt bullet
%1 023 ~1 Fence #3
%1 024 ~1 Fence #4
%1 025 ~1 Door #3 (last scene) ???
%1 026 ~1 Moving plataform machine #1
%1 027 ~1 Platform #2 (Prison)
%1 028 ~1 Platform #3
%1 029 ~1 Moving plataform machine #2
%1 030 ~1 Platform #4 (sewer access)
%1 031 ~1 Barrel
%1 032 ~1 Wood door #1 (Twinsen house)
%1 033 ~1 Wood door #2 (Twinsen's house secret scene)
%1 034 ~1 Bottle of Syrup
%1 035 ~1 Passage to the electric thing #1 ???
%1 036 ~1 Metal fence #1
%1 037 ~1 Passage to the electric thing #2 ???
%1 038 ~1 Prison door #4 (wood)
%1 039 ~1 FunFrock bust
%1 040 ~1 Cadre
%1 041 ~1 Grey bullet #1 ???
%1 042 ~1 Clover leaf
%1 043 ~1 Green magic ball (same as 3 ??? )
%1 044 ~1 Red magic ball
%1 045 ~1 Transparent yellow magic ball
%1 046 ~1 Library door #1
%1 047 ~1 Library door #2
%1 048 ~1 Package
%1 049 ~1 Ground square #1 (Temple of Bù)
%1 050 ~1 Quetch statue (Temple of Bù)
%1 051 ~1 Wood door #3 (Temple of Bù)
%1 052 ~1 Wood door #4 (Temple of Bù)
%1 053 ~1 Wall (false door ???)
%1 054 ~1 Double Lever (Temple of Bù)
%1 055 ~1 Metal fence #2 (Temple of Bù)
%1 056 ~1 Single Lever (Temple of Bù)
%1 057 ~1 Ground square #2 (Temple of Bù)
%1 058 ~1 Frozen mushroom
%1 059 ~1 Door padlock (Forger's house)
%1 060 ~1 ??? (some bullet - Temple of Bù)
%1 061 ~1 Runic Stone
%1 062 ~1 Sendell's sign #1 (near Runic Stone)
%1 063 ~1 Sendell's sign #2 (White Leaf Desert)
%1 064 ~1 Sendell's sign #3
%1 065 ~1 Grey bullet #2 ???
%1 066 ~1 Grey bullet #3 ???
%1 067 ~1 Grey bullet #4 ???
%1 068 ~1 ???
%1 069 ~1 ???
%1 070 ~1 Missile
%1 071 ~1 Red Bullet
%1 072 ~1 Twinsun globe
%1 073 ~1 Z (sleeping guard)
%1 074 ~1 Platform #5
%1 075 ~1 Wall
%1 076 ~1 Book #1
%1 077 ~1 Reinforce door
%1 078 ~1 Wall (Library secret passage)
%1 079 ~1 Book #2
%1 080 ~1 Hatchway #1
%1 081 ~1 Hatchway #2
%1 082 ~1 Sendell's sign #4 (visible)
%1 083 ~1 Sendell's sign #5 (hiden)
%1 084 ~1 Metal fence #3
%1 085 ~1 Sendell's sign #6
%1 086 ~1 Lever #1 (up)
%1 087 ~1 Lever #2 (down)
%1 088 ~1 Sendell's sign #7 (painted - hiden)
%1 089 ~1 Sendell's sign #8 (painted - visible)
%1 090 ~1 False frozen ground (Rabbibunny Village)
%1 091 ~1 Talk symbol #1 (right)
%1 092 ~1 Talk symbol #2 (left)
%1 093 ~1 Mushroom
%1 094 ~1 Keypad
%1 095 ~1 ???
%1 096 ~1 Broken lever (clones Factory)
%1 097 ~1 False ground (some platform ???)
%1 098 ~1 Explosion sequence #4
%1 099 ~1 Explosion sequence #5
%1 100 ~1 Explosion sequence #6
%1 101 ~1 Explosion sequence #7
%1 102 ~1 Explosion sequence #1
%1 103 ~1 Explosion sequence #2
%1 104 ~1 Explosion sequence #3
%1 105 ~1 Door #4
%1 106 ~1 FunFrock safe
%1 107 ~1 Twinsen & Zoé statue (covered)
%1 108 ~1 Door #5
%1 109 ~1 Platform with Sendell's sign
%1 110 ~1 Transparent green magic ball
%1 111 ~1 Transparent red magic ball
%1 112 ~1 Some sequence #1
%1 113 ~1 Some sequence #2
%1 114 ~1 Some sequence #3
%1 115 ~1 Some sequence #4
%1 116 ~1 Some sequence #5
%1 117 ~1 Some sequence #6
%1 118 ~1 Some sequence #7

~1 = sprite

-END-


EDITED: I've made a mistake in this discriptions. Now it's correct.
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Last edited by xesf; 2004-08-24 at 20:21. Reason: complete all entries
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  #78  
Old 2004-08-24, 20:13
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LBA 2
lba_bkg.hqr

The entries with following numbers are layout libraries. They contain groups of bricks that are then used to design rooms in Lba2. Each entry contains brick groups (these groups can be called objects, but it's not precise definition) specific to room appearance. The meaning of descriptions below is "what groups from each entry are used for".

%1 180 ~1 Houses on Citadel Island *
%1 181 ~1 Sewers *
%1 182 ~1 Cellars and some buildings (gray bricks) *
%1 183 ~1 Caves (e.g. temple of Bu) *
%1 184 ~1 Buildings on Emerald Moon *
%1 185 ~1 Buildings on Desert Island *
%1 186 ~1 Esmer shuttles *
%1 187 ~1 Factories and buildings on Zeelish *
%1 188 ~1 Imperial hotel *
%1 189 ~1 Rooms in Emperor's palace *
%1 190 ~1 Dark Monk's statue *
%1 191 ~1 Buildings in the under-gas *
%1 192 ~1 Mosquibees buildings *
%1 193 ~1 Casino, bar, and souvenir shop *
%1 194 ~1 Gazogem rafinery *
%1 195 ~1 Buildings on Francos island *
%1 196 ~1 Shuttle control rooms *
%1 197 ~1 Sewers and other rooms on Island CX *

Entries from ~198 to ~18100 are bricks, not necessary to describe them all I think.

~1 Brick Layout Libraries

Viewer for both bricks and libraries (and for whole rooms also) will come in a couple of days.
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  #79  
Old 2004-08-24, 21:20
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Thanks a lot Zink! I promise I'll get back to this project. It's just that I have too many other projects as well... but it'll all be ok.

btw I've seen your mail, I'll check everything soon and I'll send you reply tomorrow.

cheer!!
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  #80  
Old 2004-08-30, 17:57
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At least:
Updated LBA2 - LAB_BKG.HQR
Added LBA2 - SPRIRAW.HQR
Added LBA1 - SPRITES.HQR
Added LBA2 - SCRSHOT.HQR
Added LBA2 - CITABAU.OBL


Sorry for the huge delay...
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  #81  
Old 2004-08-30, 22:20
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EDITED


. (LBA1) LBA_Gri.hqr:

This file contain columns of bricks to make the room design.

. (LBA1) LBA_Gri.hqr:

This file contains groups of bricks.

The next description are for this two files. All descritions are exactly the same.

%1 121 ~ Disappearing ceiling piece 1 for 1 *
%1 122 ~ Disappearing ceiling piece 2 for 1 *
%3 123 ~ Disappearing ceiling piece 3 for 1 *
%1 124 ~ Disappearing ceiling piece 4 for 1 *
%1 125 ~ Disappearing ceiling piece for 6 *
%1 126 ~ Disappearing ceiling piece for 11 *
%1 127 ~ Disappearing ceiling piece for 39 *
%1 128 ~ Disappearing ceiling piece for 22 *
%1 129 ~ Disappearing ceiling piece for 89 *
%1 130 ~ Disappearing ceiling piece for 88 *
%1 131 ~ Disappearing ceiling piece for 93 *
%1 132 ~ Disappearing ceiling piece for 100 * <-- the missing one
%1 133 ~ Disappearing ceiling piece for 96 *
%1 134 ~ Disappearing ceiling piece for 37 *

-END-


Some fixes/adds by Zink

. (LBA1) Sprites.hqr:

All "Wood" -> "Wooden" ( Entries: 32,33, 51,52 )

%1 026 ~1 Lever *
%1 029 ~1 Moving Plataform machine *
%1 060 ~1 Barbed bullet (Temple of Bù) *
%1 068 ~1 Lever without casing *
%1 075 ~1 Wall (Sacred Carrot door)
%1 077 ~1 Bricked up door *

~1 = sprites

. (LBA2) LBA_bkg.hqr:

%1 001 ~1 Offsets to groups of entries and some unknown bytes *
%1 090 ~1 Francos Island, passage to the docks *
%1 123 ~1 Island CX, Top of the control tower (scene #179) *
%1 124 ~1 Island CX, Control tower, room #2 (scene #180) *
%1 125 ~1 Island CX, Control tower, room #1 (entrance) *
%1 127 ~1 Island CX, Emperor's room (scene #183) *
%1 135 ~1 Esmer shuttle (same as from Island CX) *
%1 136 ~1 Unfinished room, probably they gave it up during making the game *
%1 149 ~1 Demo Room - Island CX, Control tower, 2nd room (scene #223) *
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Last edited by xesf; 2004-09-05 at 18:31. Reason: Added last Gri/Bll description
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  #82  
Old 2004-09-01, 13:55
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Fix for the LBA 2 SCENE.HQR file:

First entry = counter, made of 4 bytes. 1st byte = total count of scenes, 2nd byte = cound of outside scenes.
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  #83  
Old 2004-09-02, 19:38
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O_Brasileiro, first byte is not scenes count, but count of all entries in scene.hqr (first one is not scene).
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  #84  
Old 2004-09-05, 18:41
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I added the last missing entry in the Gri/Blll files.


Btw, what about start adding in this project the files format?
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  #85  
Old 2004-09-05, 19:23
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I think it's a good idea. I planned to add such thing to my Package Editor, but I can't even manage to write a simple help...
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  #86  
Old 2004-09-05, 19:52
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I take a look at the LBAPackedEd descriptions and saw that I didn't add some things here

LBA2: citadel.ile and citabau.ile

This file contains the Citadel Island construction textures action tags and more.

%1 001 ~1 Information to locate the 9 Citadel Island Parts in the Map
%1 002 ~2 Grounds textures
%1 003 ~2 Buildings textures
%1 004 ~3 Tent of the Weather Wizard - Part #1 for 1
%1 005 ~4 Tent of the Weather Wizard - Part #1 for 1
%1 006 ~5 Tent of the Weather Wizard - Part #1 for 1
%1 007 ~6 Tent of the Weather Wizard - Part #1 for 1
%1 008 ~7 Tent of the Weather Wizard - Part #1 for 1
%1 009 ~8 Tent of the Weather Wizard - Part #1 for 1
%1 010 ~3 Near Rosa - Part #2 for 1
%1 011 ~4 Near Rosa - Part #2 for 1
%1 012 ~5 Near Rosa - Part #2 for 1
%1 013 ~6 Near Rosa - Part #2 for 1
%1 014 ~7 Near Rosa - Part #2 for 1
%1 015 ~8 Near Rosa - Part #2 for 1
%1 016 ~3 Cliffs of the Woodbridge - Part #3 for 1
%1 017 ~4 Cliffs of the Woodbridge - Part #3 for 1
%1 018 ~5 Cliffs of the Woodbridge - Part #3 for 1
%1 019 ~6 Cliffs of the Woodbridge - Part #3 for 1
%1 020 ~7 Cliffs of the Woodbridge - Part #3 for 1
%1 021 ~8 Cliffs of the Woodbridge - Part #3 for 1
%1 022 ~3 Dome of the Slate - Part #4 for 1
%1 023 ~4 Dome of the Slate - Part #4 for 1
%1 024 ~5 Dome of the Slate - Part #4 for 1
%1 025 ~6 Dome of the Slate - Part #4 for 1
%1 026 ~7 Dome of the Slate - Part #4 for 1
%1 027 ~8 Dome of the Slate - Part #4 for 1
%1 028 ~3 Downtown - Part #5 for 1
%1 029 ~4 Downtown - Part #5 for 1
%1 030 ~5 Downtown - Part #5 for 1
%1 031 ~6 Downtown - Part #5 for 1
%1 032 ~7 Downtown - Part #5 for 1
%1 033 ~8 Downtown - Part #5 for 1
%1 034 ~3 Harbor - Part #6 for 1
%1 035 ~4 Harbor - Part #6 for 1
%1 036 ~5 Harbor - Part #6 for 1
%1 037 ~6 Harbor - Part #6 for 1
%1 038 ~7 Harbor - Part #6 for 1
%1 039 ~8 Harbor - Part #6 for 1
%1 040 ~3 Near Tavern - Part #7 for 1
%1 041 ~4 Near Tavern - Part #7 for 1
%1 042 ~5 Near Tavern - Part #7 for 1
%1 043 ~6 Near Tavern - Part #7 for 1
%1 044 ~7 Near Tavern - Part #7 for 1
%1 045 ~8 Near Tavern - Part #7 for 1
%1 046 ~3 Lighthouse - Part #8 for 1
%1 047 ~4 Lighthouse - Part #8 for 1
%1 048 ~5 Lighthouse - Part #8 for 1
%1 049 ~6 Lighthouse - Part #8 for 1
%1 050 ~7 Lighthouse - Part #8 for 1
%1 051 ~8 Lighthouse - Part #8 for 1
%1 052 ~3 Twinsen's House - Part #9 for 1
%1 053 ~4 Twinsen's House - Part #9 for 1
%1 054 ~5 Twinsen's House - Part #9 for 1
%1 055 ~6 Twinsen's House - Part #9 for 1
%1 056 ~7 Twinsen's House - Part #9 for 1
%1 057 ~8 Twinsen's House - Part #9 for 1

~1 = Map locate informations
~2 = Images (*.lim)
~3 = Objects informations
~4 = Building informations
~5 = Sea informations
~6 = Background texture informations
~7 = Surface informations
~8 = Clouds informations

-END-
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  #87  
Old 2004-09-05, 22:07
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Quote:
Originally Posted by alexfont
Btw, what about start adding in this project the files format?
Sure, if someone will write some documents I'll add it.
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  #88  
Old 2004-09-05, 23:24
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Any special format?
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  #89  
Old 2004-09-05, 23:58
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I don't even know how it can look like, so try to figure something out...
In the worse case we'll "convert" it to another "format" later.

You surely know better then me though.
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  #90  
Old 2004-09-06, 00:33
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Ok, I'll take a look at the others file formats too, to figure out the best one.
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  #91  
Old 2004-09-06, 08:39
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- Alexfont: the first byte IS the SCENE count, as it counts 220 entries (total entries in SCENE.HQR is 221).
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Last edited by Battler; 2004-09-06 at 08:40. Reason: A missing letter...
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  #92  
Old 2004-09-06, 19:31
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That was me who said that, not AlexFont

The total nomber of entries is 223 (see the attached image), and the first byte of the first entry has also value of 223 (see the second image), so it can't be scenes count.
Attached Thumbnails
Click image for larger version

Name:	223.GIF‎
Views:	272
Size:	9.3 KB
ID:	3990   Click image for larger version

Name:	223h.GIF‎
Views:	270
Size:	16.3 KB
ID:	3991  
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  #93  
Old 2004-09-07, 09:48
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- Kakadudu: OK. You're right for the first byte. Meanwhile, the second byte is the outside scene count.
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  #94  
Old 2004-09-14, 20:11
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ChaosFish: I made a simply lim and pal format to start making file formats for LBA file info project. The aspect is closer to the Zink format.


Zink can we add your formats too?
Attached Files
File Type: txt LBAImageFormat.txt‎ (1.6 KB, 258 views)
File Type: txt LBAPaletteFormat.txt‎ (1.0 KB, 257 views)
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  #95  
Old 2004-09-14, 20:26
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Good

I'll add it soon(er of later)
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  #96  
Old 2004-09-15, 04:47
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Here's the file format for LBA2 Raw Sprite (*.lsr).
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File Type: txt LBAiRawSpriteFormat.txt‎ (1.4 KB, 256 views)
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  #97  
Old 2004-09-15, 12:26
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Hello guys. I'm new here. I'm Russian. Actually, I like your work. If I can, I would like to upload the LBA 1 body format the next time I'm here.
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  #98  
Old 2004-09-15, 12:29
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Hi RussF-16!
Welcome to the MBN

This is great news
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  #99  
Old 2004-09-15, 12:31
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Hi, ChaosFish.
Can I upload the LBA 1 body format?
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  #100  
Old 2004-09-15, 12:33
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Sure, that would be very good to have for the developers (still don't know how would it look on LBAfileinfo.chm though).
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