Table of contents:
Scumm 8 data format
1. IntroductionI'm continuing my work by exploring the version 8 of scumm. It's the last version of scumm. For later games lucasart moved to a lua based engine. The format is quiet similar to v6, just cleaner :)
2. Index fileWe'll see that later.
3. Main data file
3.1 StructureCurrently this is under contruction so most stuff is copied from v6, it may vary more than expected.
- LECF main container
- LOFF room offset table
- LFLF disk block
- ROOM room block
- RMHD room header
- CYCL color cycle (vlc stop on 0x00)
- PALS palette data
- WRAP dummy container
- OFFS palette index
- APAL ??? entries rgb palette (include the others blocks size)
- IMAG image block
- WRAP
- OFFS offset block
- SMAP image data
- BOMP image data, alternative to SMAP
- OBIM object image
- IMHD object image header
- IMAG
- BOXD box data
- BOXM box matrix
- SCAL scale data
- RMSC room scripts
- ENCD entry script
- EXCD exit script
- LSCR local script
- OBCD object code
- CDHD code header
- OBNA object default name
- VERB verb scripts
- SCRP script
- SOUN sound
- AKOS costume
- AKHD
- AKPL
- RGBS
- AKSQ
- AKCH
- AKOF
- AKCI
- AKCD
3.2 Blocks content
3.2.1 LOFFSame as in v6.
3.2.2 RMHD
version : 32le
width : 32le
height : 32le
num objs : 32le
num zbuf : 32le
unk : 32
3.2.3 CYCL
3.2.4 OFFS
3.2.5 APALMost probably like in v6.
3.2.6 SMAPThese seems different from v6.
3.2.7 BOMPA new image format to be investigated, see Scumm image formats for more informations.
3.2.8 IMHD
name : 0x40 bytes
version : 32le
num image : 32le
x pos : 32le
y pos : 32le
width : 32le
height : 32le
unk : 32le*2
hotspots : ??? as many as plane
hotspot x : s32le
hotspot y : s32le
3.2.9 BOXD
num box : 32le
ulx : s32le
uly : s32le
urx : s32le
ury : s32le
lrx : s32le
lry : s32le
llx : s32le
lly : s32le
unk : 32le*5
3.2.10 BOXMProbably like in v6.
3.2.11 SCALNothing know.
3.2.12 CDHD
unk1 : 32le
unk2 : 32le
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