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Remaining unknown values data

ufdada edited this page Mar 23, 2017 · 3 revisions
  • shots
  • effect elements
  • creature spells
  • traps
    • ushort unk_1; // 1000, 5980, 0 (232,3; 92,23; 0,0
    • ubyte unk_2[2]; // 246,255; 0,0
    • TrapFlag
      • UNK_1(0x00008)
      • UNK_2(0x00400)
  • rooms
    • ubyte unk_1[2]; // 195,159
    • ubyte unk_2; // always 100 ?
  • terrains
    • struct StringId: ubyte unk_1[4]; // always 0 ?
    • ushort unk_198; // 504, 508, 0
    • ushort unk_1ae[16]; // always 0 ?
    • uint unk_224; // 4628, 0
  • objects
    • ArtResource unknownResource;
    • ubyte unk_1[3];
    • ushort unk_2;
    • ushort unk_3;
  • doors
    • ushort unk_1; // 99
    • uint unk_2; // 22
    • ushort unk_3; // 1000
    • ubyte unk_4[2]; // 192,250
  • variables
    • StatType
      • UNK_8(8)
      • UNK_11(11)
      • UNK_12(12)
      • UNK_14(14)
      • UNK_20(20)
      • UNK_23(23)
      • UNK_25(25)
      • UNK_26(26)
      • UNK_29(29)
    • VariableType
      • 0
      • 17
      • 66
      • 77
      • 61
      • 62
      • 63
      • 233
  • players
    • PlayerHeader
      • ubyte unk_1[32];
    • PlayerData:
      • ubyte unk_1[3]; // 0, 0, 0
      • ubyte unk_2[2]; // 200, 42
  • levels
    • char unk_1[520]; // seems to be some kind of history, CLSID, localhost and folder names are standing in there.
    • ubyte unk_2; // mostly 249
    • ubyte unk_3; // 24, in FrontEnd, (Secret-)Levels it is 192 (not MPD and level1, level4, level6b, level8, level16, level3, level2)
    • ubyte unk_4; // always 0?
    • ubyte unk_5; // always 0?
    • unk_6
    • uint unk_7[header.level.height]; // seems to be some kind of sequence (maybe the available rooms/spells?)
  • tiles
    • ubyte unk_4;
  • keepers spells
    • ubyte unk_1[4]; // xc8
    • ushort unk_2;
  • effects
    • ushort unk_1; // 0 always ?
  • Light
    • LightFlag
      • UNK_1(0x0001)
  • things
    • ActionPointFlag
      • UNK_1(0x04)
      • UNK_2(0x08)
    • CameraFlag
      • UNK_1(0x10) // ViewDistance, Lens ?
      • UNK_2(0x20) // ViewDistance, Lens ?
    • CAMERA_THING:
      • Vector3f unk_1
      • Vector3f unk_2
      • Vector3f unk_3;
    • GoodCreature
      • ubyte unk_1[2];
    • OBJECT_THING
      • ubyte unk_1[4];
    • TRAP_THING:
      • int unk_1
      • ubyte unk_2;
    • DOOR_THING:
      • int unk_1
      • ubyte unk_2[3];
    • NEUTRAL_CREATURE_THING
      • ubyte unk_1;
    • HEROPARTY_THING:
      • int unk_1; // x23
      • int unk_2; // x27
    • EFFECT_GENERATOR_THING:
      • int unk_1; // x08
      • int unk_2; // x0c
      • ushort unk_3; // x10
      • ushort unk_4; // x12
    • ROOM_THING:
      • int unk_1; // x08
      • short unk_2; // x0c
      • ubyte unk_3; // x0f
  • ArtResource
    • ArtResourceFlag:
      • UNK_1(0x0001)
      • UNK_2(0x0400)
      • UNK_3(0x8000)
    • ArtResourceType:
      • UNK_1(12)
    • ubyte sometimesOne;
  • terrain:
    • uint unk_1; // x00
    • uint unk_2; // x04
    • StringIds: short unk_1[4]; // x14
  • creatures
    • CreatureFlag:
      • UNK_1(0x40) //CAN_DISARM_TRAPS
      • UNK_2(256)
      • UNK_3(0x800)
      • UNK_4(0x1000)
      • UNK_5(0x20000000)
    • More

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