Difference between revisions of "SCUMM/Technical Reference/Index File"

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Correct and clarify entries on AARY
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= Introduction=
= Introduction=


Most of the information below are retrieved from the [http://scumm.mixnmojo.com/?page=specs&file=indexfiles.txt LucasHacks!] site and from the Pascal source code of the ''IndexFileReader 1.2'' (written by Ben Gorman (Bgbennyboy, http://quick.mixnmojo.com). In addition, ''ScummRevisited'' (written by Jimmi Thøgersen (Serge), http://www.mixnmojo.com/scumm/scummrev) turned out to be very useful in verifying the found offsets.
Most of the information below are retrieved from the [http://scumm.mixnmojo.com/?page=specs&file=indexfiles.txt LucasHacks!] site and from the Pascal source code of the ''IndexFileReader 1.2'' (written by Ben Gorman (Bgbennyboy, http://quick.mixnmojo.com). In addition, ''ScummRevisited'' (written by Jimmi Thøgersen (Serge), http://www.mixnmojo.com/scumm/scummrev) turned out to be very useful in verifying the found offsets.


The SCUMM index file contains special information to allow quick random access to the resources in the other game files. It also includes the room names and some max limits for the game. The following filenames are used:
The SCUMM index file contains special information to allow quick random access to the resources in the other game files. It also includes the room names and some max limits for the game. The following filenames are used:
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Version 1 to 3 use hardcoded offsets and cannot be treated that easily. For the other games, the index file can be used to determine the SCUMM version because there have been slight changes in each version.
Version 1 to 3 use hardcoded offsets and cannot be treated that easily. For the other games, the index file can be used to determine the [[SCUMM/Versions|SCUMM version]] because there have been slight changes in each version.


* Version 4: the 5th and 6th byte match RN or OR
* Version 4
* Version 5: RNAM xor'ed with 0x69 at the beginning of the file, next 4 byte integer xor'ed with 0x69 is > 9
** the 5th and 6th byte match RN or OR
* Version 6: RNAM xor'ed with 0x69 at the beginning, next 4 byte integer xor'ed with 0x69 is 9 (actually it's the size of the chunk. In V6 games, no room names are stored so the size is 4 bytes (header) + 4 bytes (size) + 1 byte for the termination character).
* Version 5:  
* Version 7: RNAM at the beginning of the file (not xor'ed this time), next 4 bytes result in BE integer 9. ('''NOTE''': must be verified!)
** RNAM xor'ed with 0x69 at the beginning of the file
* Version 8: RNAM at the beginning of the file, next 4 bytes integer is > 9
** next 4 byte integer value xor'ed with 0x69 is > 9
* Version 6
** RNAM xor'ed with 0x69 at the beginning
** next 4 byte integer value xor'ed with 0x69 is 9 (actually it's the size of the chunk. In V6 games, no room names are stored so the size is 4 bytes (header) + 4 bytes (size) + 1 byte for the termination character).
* Version 7
** RNAM at the beginning of the file (not xor'ed this time)
** next 4 bytes result in BE integer 9 (actually applies only to [[Full Throttle]])
* Version 7 or 8
** RNAM at the beginning of the file
** next 4 bytes integer is > 9


How to distinguish between version 7 and 8? Not by looking at the first bytes, but the the size of the chunks is usually bigger because a 4 byte integer is used to store the number of objects.


= Conventions =
= Conventions =


As usual, the [http://en.wikipedia.org/wiki/Endianness endianness (Wikipedia)] is important. Unless stated, little endianess (LE) is used. BE is used as abbreviation for big endianness.  
As usual, the [http://en.wikipedia.org/wiki/Endianness endianness (Wikipedia)] is important. Unless stated, little endianess (LE) is used.  
 
BE is used as abbreviation for big endianness.  


A '''Chunk''' is a named part of the file, e.g. RNAM. Each chunk has a header that contains at least the chunk name and its size. The following chunks are available:
A '''Chunk''' is a named part of the file, e.g. RNAM. Each chunk has a header that contains at least the chunk name and its size. The following chunks are available:
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{| border="1" cellspacing="0" cellpadding="4"
{| border="1" cellspacing="0" cellpadding="4"
|RM Room Names
|In V3/4
|-
|0R Directory Of Rooms
|In V3/4
|-
|0S Directory Of Scripts
|In V3/4
|-
|0N Directory Of Sounds
|In V3/4
|-
|0C Directory Of Costumes
|In V3/4
|-
|0O Directory Of Objects
|In V3/4
|-
|RNAM Room Names
|RNAM Room Names
|In V5+
|In V5+
Line 42: Line 73:
|DROO Directory of Rooms
|DROO Directory of Rooms
|In V5+
|In V5+
|-
|DRSC Direcory of Room Scripts
|In V8
|-
|-
|DSCR Directory of Scripts
|DSCR Directory of Scripts
Line 67: Line 95:
|In V7
|In V7
|-
|-
|RM Room Names
|DRSC Direcory of Room Scripts
|In V3/4
|In V8
|-
|0R Directory Of Rooms
|In V3/4
|-
|0S Directory Of Scripts?
|In V3/4
|-
|0N Directory Of Sounds?
|In V3/4
|-
|0C Directory Of Costumes?
|In V3/4
|-
|0O Directory Of Objects?
|In V3/4
|}
|}


= Scumm 3/4 =
= Scumm 3/4 =


* File's aren't xor'ed
* File's aren't xor'ed
* Block Size does not include the 6 bytes used up by Block Name and Block Size, it's the size of the data that follows.


To read in the data, the following pseudo-code can be used:


==RN==
Read Number of Items
FROM 1 to "Number of Items" DO
  Read subvalue 1
  Read subvalue 2
END
 
 
==RN - Room names ==


  Block Size        (4 bytes)
  Block Size        (4 bytes)
Line 102: Line 121:




==0R==
==0R - Directory of Rooms==


  Block Size        (4 bytes)
  Block Size        (4 bytes)
  Block Name        (2 bytes)
  Block Name        (2 bytes)
  No of items        (2 bytes)
  No of items        (2 bytes)
   *Room Number     (1 byte)
   File Number     (1 byte)
   *Offset         (4 bytes)
   Offset           (4 bytes)


==0S==
''File Number'' is interesting if a game is splitted on multiple disks. 0 means ''not used''.
 
For ''Offset'' only the value 0 seems to be used.
 
==0S - Directory of Scripts ==


  Block Size        (4 bytes)
  Block Size        (4 bytes)
  Block Name        (2 bytes)
  Block Name        (2 bytes)
  No of items        (2 bytes)
  No of items        (2 bytes)
   *Room Number     (1 byte)
   Room Number     (1 byte)
   *Offset         (4 bytes)
   Offset           (4 bytes)


==0N==
The global scripts are stored in this directory. The offsets are relative to the room.
 
==0N - Directory of Sounds ==


  Block Size        (4 bytes)
  Block Size        (4 bytes)
  Block Name        (2 bytes)
  Block Name        (2 bytes)
  No of items        (2 bytes)
  No of items        (2 bytes)
   *Room Number     (1 byte)
   Room Number     (1 byte)
   *Offset         (4 bytes)
   Offset           (4 bytes)


==0C==
Similar to scripts but holds indexes for sounds.
 
==0C - Directory of Costumes ==


  Block Size        (4 bytes)
  Block Size        (4 bytes)
  Block Name        (2 bytes)
  Block Name        (2 bytes)
  No of items        (2 bytes)
  No of items        (2 bytes)
   *Room Number     (1 byte)
   Room Number     (1 byte)
   *Offset         (4 bytes)
   Offset           (4 bytes)
 
Similar to scripts but holds indexes of customes.


==0O==
==0O - Directory of Objects==


  Block Size        (4 bytes)
  Block Size        (4 bytes)
  Block Name        (2 bytes)
  Block Name        (2 bytes)
  No of items        (2 bytes)
  No of items        (2 bytes)
   *Owner of Object (1 byte)
   Class data      (3 bytes)
  Owner+state      (1 byte)
 
The class data is LE. Class data can be as follows:
 
No Class = 0
kObjectClassYFlip = 18
kObjectClassXFlip = 19
kObjectClassNeverClip = 20
kObjectClassAlwaysClip = 21
kObjectClassIgnoreBoxes = 22
kObjectClassPlayer = 23 // Actor is controlled by the player
kObjectClassUntouchable = 24
 
The Object owner and state are encoded in one byte. Example:
 
0xA2      → Owner = 0xA, State = 0x2
 
The pseudo decode code would be:
 
Owner  = ( (Owner+state Byte) AND 0xF0) >> 4
State  =  (Owner+state Byte) AND 0x0F


= Scumm 5 =
= Scumm 5 =


tbd.
* The files are xor'ed with 0x69
 
== RNAM - Room Names ==
 
Block Name   (4 bytes)
Block Size   (4 bytes BE)
  #Room No   (1 byte)
  #Room Name   (9 bytes) XOR'ed with FF
Blank (00) byte   (1 byte) Marks end of chunk
 
 
== MAXS ==
 
Block Name   (4 bytes)
Block Size   (4 bytes BE)
Variables   (2 bytes)
Unknown   (2 bytes)
Bit Variables   (2 bytes)
Local Objects   (2 bytes)
New Names?   (2 bytes)
Character Sets   (2 bytes)
Verbs?   (2 bytes)
Array?   (2 bytes)
Inventory Objects (2 bytes)
 
== DROO - Directory of Rooms ==
 
Block Name (4 bytes)
Block Size (4 bytes BE)
No of items (2 bytes)
  *Room Number (1 byte)
  *Offset (4 bytes)
 
The flow how to read in this kind of information has changed slightly from V3/4.
 
Read "No of items"
FROM 1 TO "No of items" DO
    Read "Room Number"
END
 
FROM 1 TO "No of items" DO
    Read "Offset"
END
 
First read in all room numbers, then read in all room offsets.
 
 
== DSCR - Directory of Scripts ==
 
Block Name (4 bytes)
Block Size (4 bytes BE)
No of items (2 bytes)
  *Room Number (1 byte)
  *Offset (4 bytes)
 
Indexes for global scripts, see pseudo code above on how to read in the data.
 
 
== DSOU - Directory of Sound ==
 
Block Name (4 bytes)
Block Size (4 bytes BE)
No of items (2 bytes)
  *Room Number (1 byte)
  *Offset (4 bytes)
 
Indexes for sound objects.
 
 
== DCOS - Directory of Costumes ==
 
Block Name (4 bytes)
Block Size (4 bytes BE)
No of items (2 bytes)
  *Room Number (1 byte)
  *Offset (4 bytes)
 
Indexes for costumes
 
 
== DCHR - Director of Charsets ==
 
Block Name (4 bytes)
Block Size (4 bytes BE)
No of items (2 bytes)
  *Room Number (1 byte)
  *Offset (4 bytes)
 
Indexes for charsets.
 
 
== DOBJ - Directory of Objects ==
 
Block Name   (4 bytes)
Block Size   (4 bytes BE)
No of items   (2 bytes)
  *Owner+state    (1 byte)
  *Class data    (4 bytes)
 
Information about objects. See remarks in V3/4 section how the owner+state value should be interpreted. Note that the index files stores ALL owner+state values, followed by ALL class data values.
 
Class data has change since V3/4:
No class = 0
kObjectClassNeverClip = 20
kObjectClassAlwaysClip = 21
kObjectClassIgnoreBoxes = 22
kObjectClassYFlip = 29
kObjectClassXFlip = 30
kObjectClassPlayer = 31 // Actor is controlled by the player
kObjectClassUntouchable = 32


= Scumm 6 =
= Scumm 6 =


tbd.
* Files are xor'ed with 0x69
 
 
== RNAM - Room Names ==
 
Blank Byte(00) (1 byte)
 
No room names are stored.
 
 
== MAXS ==
 
Block Name   (4 bytes)
Block Size   (4 bytes BE)
Variables   (2 bytes)
Unknown   (2 bytes)
Bit Variables   (2 bytes)
Local Objects   (2 bytes)
Arrays   (2 bytes)
Unknown   (2 bytes)
Verbs   (2 bytes)
Floating Objects  (2 bytes)
Inventory Objects (2 bytes)
Rooms   (2 bytes)
Scripts   (2 bytes)
Sounds    (2 bytes)
Character Sets   (2 bytes)
Costumes   (2 bytes)
Global Objects   (2 bytes)
 
 
== DROO, DSCR, DSOU, DCOS, DCHR, DOBJ ==
 
All as in V5
 
 
== AARY - Array ==
 
Block Name (4 bytes)
Block Size (4 bytes BE)
  #num (2 bytes) Stops if 0x0000
  #a (2 bytes)
  #b (2 bytes)
  #c  (2 bytes)
read num
if num != 0:
  read a, b, c
  if c == 1:
    defineArray(num, kBitArray, a, b)
  else:
    defineArray(num, kIntArray, a, b)
 
If num is 0, that marks the end of the AARY block, and there are no "a", "b", or "c" parameters afterwards.
 


= Scumm 7 =  
= Scumm 7 =  


tbd.
* Files aren't xor'ed
 
== RNAM - Room names ==
 
* As in V6 ?!?!?!
 
 
== MAXS ==
 
Block Name   (4 bytes)
Block Size   (4 bytes BE)
Variables   (2 bytes)
Bit Variables   (2 bytes)
Unknown   (2 bytes)
Global Objects   (2 bytes)
Local Objects   (2 bytes)
New Names   (2 bytes)
Verbs   (2 bytes)
Floating Objects  (2 bytes)
Inventory Objects (2 bytes)
Arrays   (2 bytes)
Rooms   (2 bytes)
Scripts   (2 bytes)
Sounds    (2 bytes)
Character Sets   (2 bytes)
Costumes   (2 bytes)
 
== AARY ==
 
Mostly as in V6, except "Int" arrays are now "DWords".
 
== DROO,DSCR,DSOU,DCOS,DCHR,DOBJ ==
 
All as in V6
 
 
== ANAM - Animation Names ==
 
Block Name   (4 bytes)
Block Size   (4 bytes BE)
No of items   (2 bytes
  #Name     (8 bytes)
  #Blank (00) byte (1 byte)
Blank (FF) byte  (1 byte) Marks end of chunk
 


= Scumm 8 =
= Scumm 8 =


tbd.
== RNAM - Room Names ==
 
As in V6 ?
 
 
== MAXS ==
 
Block Name   (4 bytes)
Block Size   (4 bytes BE)
Variables   (4 bytes)
Bit Variables   (4 bytes)
Unknown   (4 bytes)
Scripts   (4 bytes)
Sounds    (4 bytes)
Character Sets   (4 bytes)
Costumes   (4 bytes)
Rooms   (4 bytes)
Unknown   (4 bytes)
Global Objects   (4 bytes)
Unknown   (4 bytes)
Local Objects   (4 bytes)
New Names   (4 bytes)
Floating Objects  (4 bytes)
Inventory Objects (4 bytes)
Arrays   (4 bytes)
Verbs   (4 bytes)
 
 
== DROO - Directory of Rooms ==
 
Block Name   (4 bytes)
Block Size   (4 bytes BE)
No of items   (4 bytes)
  *Room Number   (1 byte)
  *Offset   (2 bytes)
 
 
== DRSC - Directory of Room Scripts ==
 
Block Name   (4 bytes)
Block Size   (4 bytes BE)
No of items   (4 bytes)
  *Room Number   (1 byte)
  *Offset   (2 bytes)
 
 
== DSCR - Directory of Scripts ==
 
Block Name   (4 bytes)
Block Size   (4 bytes BE)
No of items   (4 bytes)
  *Room Number   (1 byte)
  *Offset   (2 bytes)
 
 
== DSOU - Directory of Sound ==
 
Block Name   (4 bytes)
Block Size   (4 bytes BE)
No of items   (4 bytes)
  *Room Number   (1 byte)
  *Offset   (2 bytes)
 
 
== DCOS - Directory of Costumes ==
 
Block Name   (4 bytes)
Block Size   (4 bytes BE)
No of items   (4 bytes)
  *Room Number   (1 byte)
  *Offset   (2 bytes)
 
 
== DCHR - Directory of Charsets ==
 
Block Name   (4 bytes)
Block Size   (4 bytes BE)
No of items   (4 bytes)
  *Room Number   (1 byte)
  *Offset   (2 bytes)
 
 
== AARY ==
 
Mostly as in V7. AARY only has "a" and "b" parameters. "b" determines the order of the parameters when creating the array.
 
Block Name (4 bytes)
Block Size (4 bytes BE)
  #num (4 bytes) Stops if 0x00000000
  #a (4 bytes)
  #b (4 bytes)
 
while num != 0:
  read a and b
  if b != 0:
    defineArray(num, kIntArray, b, a)
  else:
    defineArray(num, kIntArray, a, b)
 
 
== DOBJ ==
 
As in V7.




[[Category: SCUMM Technical Reference]]
[[Category: SCUMM Technical Reference]]
125

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