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Remaining unknown values data
ufdada edited this page Mar 23, 2017
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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
- StatType
- players
- PlayerHeader
- ubyte unk_1[32];
- PlayerData:
- ubyte unk_1[3]; // 0, 0, 0
- ubyte unk_2[2]; // 200, 42
- PlayerHeader
- 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)
- LightFlag
- 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
- ActionPointFlag
- ArtResource
- ArtResourceFlag:
- UNK_1(0x0001)
- UNK_2(0x0400)
- UNK_3(0x8000)
- ArtResourceType:
- UNK_1(12)
- ubyte sometimesOne;
- ArtResourceFlag:
- 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
- CreatureFlag: