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

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Correct and clarify entries on AARY
(Completed information for V6-8)
(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 =
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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+
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|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
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|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:
To read in the data, the following pseudo-code can be used:
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  Block Name        (2 bytes)
  Block Name        (2 bytes)
  No of items        (2 bytes)
  No of items        (2 bytes)
  Class data      (3 bytes)
   Owner+state      (1 byte)
   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:
The Object owner and state are encoded in one byte. Example:
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  Bit Variables   (2 bytes)
  Bit Variables   (2 bytes)
  Local Objects   (2 bytes)
  Local Objects   (2 bytes)
  Unknown   (2 bytes)
  New Names?   (2 bytes)
  Character Sets   (2 bytes)
  Character Sets   (2 bytes)
  Unknown   (2 bytes)
  Verbs?   (2 bytes)
  Unknown   (2 bytes)
  Array?   (2 bytes)
  Inventory Objects (2 bytes)
  Inventory Objects (2 bytes)


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  No of items   (2 bytes)
  No of items   (2 bytes)
   *Owner+state    (1 byte)
   *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.


Information about objects. See remarks in V3/4 section how the value should be interpreted.
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 =
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  Block Name (4 bytes)
  Block Name (4 bytes)
  Block Size (4 bytes BE)
  Block Size (4 bytes BE)
   #Stop (2 bytes) Stops if 0x0000
   #num (2 bytes) Stops if 0x0000
   #A (2 bytes)
   #a (2 bytes)
   #B (2 bytes)
   #b (2 bytes)
   #C   (2 bytes)
   #c   (2 bytes)
   
   
  num=AARY no (itinerate through in loop)
  read num
if c=1 then
if num != 0:
  AARY=(num, 1, a, b)
  read a, b, c
else
  if c == 1:
  AARY=(num, 1, a, b)
    defineArray(num, kBitArray, a, b)
  else:
    defineArray(num, kIntArray, a, b)


If stop=0 you dont seek past the 6 bytes of A,B,C you just start the loop again.
If num is 0, that marks the end of the AARY block, and there are no "a", "b", or "c" parameters afterwards.




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  Costumes   (2 bytes)
  Costumes   (2 bytes)


== AARY ==
Mostly as in V6, except "Int" arrays are now "DWords".


== DROO,DSCR,DSOU,DCOS,DCHR,DOBJ,AARY ==
== DROO,DSCR,DSOU,DCOS,DCHR,DOBJ ==


All as in V5
All as in V6




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== DOBJ,AARY ==
== 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
As in V7.




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

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