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gameXX

Page history last edited by PBworks 17 years, 3 months ago

DATA/gameXX.dat

 

section file offset bytes element name notes
header
0 8 unknown
Map of 128 * 128 elements
8 2 code represents a tree/door/ped/vehicle/etc setting to zero makes the object go away
People (peds) repeats 256 times
32776 4 unknown
32780 1 x subtile position 0 - 256, percentage of tile
32781 1 x tile
32782 1 y position in tile 0 - 256, percentage of tile
32783 1 y tile
32784 1 z position in tile 0 - 256, percentage of tile
32785 1 z tile
32786 1 unknown may have something to do with the minimap
32787 1 unknown something to do with control
32788 2 unknown
32790 2 vistype code for ped type
32792 2 currvistype actual picture code
32794 1 unknown shoot distance? if large, computer just follows and won't shoot until closer
32795 5 unknown
32800 1 objtype minimap, 1 = ped, 2 = car
32801 5 unknown
32806 8 unknown might contain agent ownership flags
32814 4 unknown
32818 4 unknown
32822 12 unknown
32834 13 unknown
32847 4 adrenalevels
32851 4 intelilevels
32855 4 perceplevels
32859 1 unknown
32860 8 unknown
Cars (vehicles) repeats 64 times
56328 4 unknown
56332 1 x subtile position 0 - 256, percentage of tile
56333 1 x tile
56334 1 y position in tile 0 - 256, percentage of tile
56335 1 y tile
56336 1 z position in tile 0 - 256, percentage of tile
56337 1 z tile
56338 1 unknown if not set to 4, there is no car
56339 5 unknown something to do with total health
56344 1 currvistype actual picture code
56345 1 unknown if not set to 6, there is no car
56346 3 unknown
56349 3 unknown
56352 1 status 2 = can enter car
56353 1 type 13 = civilian vehicle
56354 4 direction setting to all 122 explodes car
56358 2 unknown
56360 2 unknown if both set to 122, there is no car
56362 6 unknown
56368 1 speed 0 = can't move
56367 1 unknown
Trees/doors/etc (statics) repeats 400 times
59016 4 unknown
59020 1 x subtile position 0 - 256, percentage of tile
59021 1 x tile
59022 1 y position in tile 0 - 256, percentage of tile
59023 1 y tile
59024 1 z position in tile 0 - 256, percentage of tile
59025 1 z tile
59026 1 unknown seems to be set to 4 or 6
59027 3 unknown always zero
59030 1 unknown first level: 35, 4d, 35, 0, 1
59031 1 unknown first level: 4, 0
59032 1 unknown first level: 6e, 8a, 63, 73, 5f, 74
59033 1 unknown first level: 12, 7, 5
59034 1 unknown first level: 36, 4d, 35, 3d, 27, e3
59035 1 unknown first level: 4, 2, 0
59036 1 unknown first level: 28, 32
59037 3 unknown always zero
59040 1 unknown first level: 5
59041 1 unknown first level: 0c, 13, 16
59042 1 unknown first level: 40, 80, 0
59043 3 unknown always zero
unknown repeats 725 times
71016 36 unknown may be weapon info
unknown
97116 12 unknown
unknown repeats 2048 times
97128 8 unknown
unknown
113512 437 unknown
mission data
113949 11 unknown
113960 2 map which map for this mission
113962 2 minx minimum x scroll on map
113964 2 miny minimum y scroll on map
113966 2 maxx maximum x scroll on map
113968 2 maxy maximum y scroll on map
113970 4 unknown always zero
113974 2 objective see below
113976 2 objective data see below
113978 97 unknown
unknown repeats 129 times
114075 15 unknown

 

code objective data
1 persuade ped = (objective_data - 2) / 0x5c
2 assassinate ped = (objective_data - 2) / 0x5c
3 protect ped = (objective_data - 2) / 0x5c
5 equipment aquisition unknown
10 combat sweep (police) none
11 combat sweep none
14 raid and rescue vehicle = ((objective_data & 0xff) - 2) / 0x2a
15 use vehicle vehicle = ((objective_data & 0xff) - 2) / 0x2a

 

 

ADDITIONAL INFO

 

If you swap two of these files around (eg rename game01.dat to game02.dat and vice versa) then you will swap over the map your agents fight on and the victory conditions they need to achieve. It is just as if you are playing the other mission.

The briefing remains the same except that the briefing mini map which is also swapped. So it is likely that these files contain all data that the mission engine refers to (map, scripts, objectives, enemies etc). Some of this data may be stored in other files with gameXX.dat containing pointers to that data.

 

Known facts:

 

  • All the files have exactly 116,010 bytes in length
  • Each file starts with 3 bytes of unknown values, then a byte of value 0x00, then another 2 unknown bytes.
  • The weapons of enemies in the level are encoded as follows:

 

0x01 persuadertron

0x02 pistol

0x03 gauss gun

0x04 shotgun

0x05 uzi

0x06 minigun

0x07 laser

0x08 flamer

0x09 long range

0x0A scanner

0x0B medikit

0x0C time bomb

0x0D access card

0x0E invalid

0x0F invalid

0x10 invalid

0x11 energy shield

These values are also used for the weapons of the player's agents in the saved game files.

  • In game01.dat (the first level), the byte corresponding to one enemy's weapon is at offset 0x11681. Other agents weapons are also stored near here. One enemy actually has two pistols which can be modified.

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