Tomb Raider II .TR2 Data File Format
(Including Tomb Raider .PHD/.TUB and Tomb Raider III .TR2 information, where available)
(Also includes TOMBPC.DAT script information)
Document Version 1.00 (991108)
The Rosetta Stone was the key that unlocked the mysteries of Egyptian hieroglyphics. It contains an inscription praising King Ptolemy V, which is repeated three times - once in hieroglyphic, once in demotic, and once in Greek. By translating the Greek, comparisons could be made with the demotic and hieroglyphic versions, providing an invaluable lexicon with which to translate other hieroglyphic works. The efforts that went into making the document you are now reading could be likened to a form of digital archæology, and hopefully this document will provide sufficient information for others to decipher and create their own "TR-hieroglyphic" works.
This document contains detailed descriptions of the Tomb Raider II data file formats ({Level-name}.TR2 and TOMBPC.DAT). It is assumed that the reader has knowledge and experience programming in C or C++, and has at least a passing familiarity with graphics programming. This document is self-contained; all hyperlinks refer only to itself. All information in this document was derived independently, without the aid or assistance of anyone at Core Design or Eidos. As such, the information in this document may contain errors or omissions, and all structure and variable names were deduced from the interpretation of the data (and therefore could be misleading or completely wrong). All the information in this document was tested and is therefore plausible, but could also be a misinterpretation. All information herein is provided as is - you get what you pay for, and this one's free. This was a spare-time project that set out to document the Tomb Raider 2 file format; along the way, additional information about Tomb Raider 1 / Gold (.PHD, .TUB) and Tomb Raider 3 (.TR2) files became available, and that information is provided in context. Where applicable, Tomb Raider I, Tomb Raider Unfinished Business, and Tomb Raider Gold are all referred to as TR1, and if the information specific to TR1 is interspersed with TR2 information, the TR1 information is highlighted in RED. Likewise, Tomb Raider III is referred to as TR3, and information specific to TR3 is highlighted in GREEN. In the few places where there is such information, information specific to TR2 ONLY is highlighted in BLUE. Everything else is assumed to pertain to TR2 only, or to all three games. [Late note: as this document was being prepared for release, the Tomb Raider: Last Revelation demo was released. .TR4 files will be hopefully be addressed in a future revision of this document.]
Because of Core/Eidos' position on Tomb Raider level editing tools, it is suggested that any tools that you develop be released in source code form, anonymously, using Usenet newsgroups. Anonymity can protect you from legal action, wide distribution via Usenet prevents Core/Eidos from attempting to recall or control the distribution of your software, and distributing source code both allows multi-platform development (e.g. let others port it to the Mac or Linux for you) and encourages others to write utilities, since they can learn and benefit from your source code. Also, Linux has taught us that 40,000 people debugging a single application makes for a clean final product ;-)
Tomb Raider, Tomb Raider Gold, Unfinished Business, Tomb Raider II, Tomb Raider III, Lara Croft, and all images and data within the data files and game engine are Copyright © Core Design and/or Eidos PLC. Modification and/or distribution of any part of a Tomb Raider data file (any version) is almost certainly a copyright violation.
This document was composed at a screen resolution of 1024x768, and is best viewed at that resolution. It contains many links, but all of them refer only to this document; no link from this page will take you to another web site, and this document can be viewed offline (not connected to the Internet). Use your browser's BACK button to return from a link, e.g. if you click on a structure declaration to see its definition, clicking BACK will return you to your point of origin after you've examined the structure definition.
Table of Contents
I. The Fundamentals
Overview
Coordinates
Colours
Objects
Animations
Lighting
Basic Data Structures
Textures
Sounds
II. Room Geometry
Overview
Room Structures
V. Mesh Construction and Animation
VI. Non-Player Character Behaviour
IX. The Entire TR2 Level Format
Tomb Raider II
Tomb Raider I
Tomb Raider III
Itemized Differences between TRI and TRII
Itemized Differences between TRII and TRIII
Itemized Differences between "normal" TRs and Demos
Overview: Tomb Raider II is driven by two sets of files. The script file, TOMBPC.DAT, contains all the text strings describing the various elements in the game (e.g. the game engine knows about "Key 1"; it looks in TOMBPC.DAT to determine the name to be displayed in Lara's inventory, such as "Rusty Key" or "Taste rostige" or "Clé Rouillée"), the level and cut-scene filenames (e.g. WALL.TR2, CUT3.TR2), the order in which they are to be played, and various per-level and per-game configuration options (e.g. what weapons and objects Lara starts the level with, whether or not the "cheat" codes work, etc.). The level files, {level-name}.TR2, contain everything about the level, including the geographical geometry, the geometry (meshes) of all animate and inanimate objects in the level, all the textures and colour data, all animation data, index information (and, in TR1, the actual sound sample data) for all sounds, accessibility maps - everything necessary to run the game. For whatever reason, Core has included everything in one file instead of breaking it up into logical groupings; this means that every level contains all the meshes, textures, sound information, and animation data for Lara and all of her weapons. There are a fair number of other redundancies, too.
For the purposes of further discussion,
the following are assumed:
bit8
specifies an 8-bit signed integer (range -128..127)
bitu8
specifies an 8-bit unsigned integer (range 0..255)
bit16
specifies a 16-bit signed integer (range -32768..32767)
bitu16
specifies a 16-bit unsigned integer (range 0..65535)
bit32
specifies a 32-bit signed integer (range -2147483648..2147483647)
bitu32
specifies a 32-bit unsigned integer (range 0..4294967295)
All multi-byte integers (bit{u}16, bit{u}32) are
stored in little-endian (Intel-x86, etc.) format, with the least significant
byte stored first and the most significant byte stored last. When using
this data in platforms with big-endian (PowerPC, etc.) number format, be
sure to reverse the order of bytes.
Data alignment is something one has to be careful about. When some entity gets an address that is a multiple of n, it is said to be n-byte aligned. The reason it is important here is that some systems prefer multibyte alignment for multibyte quantities, and compilers for such systems may pad the data to get the "correct" alignments, thus making the in-memory structures out of sync with their file counterparts. However, a compiler may be commanded to use a lower level of alignment, one that will not cause padding. And for TR's data structures, 2-byte alignment should be successful in nearly all cases, with exceptions noted below.
To set single-byte alignment in Microsoft Visual C++, use the following compiler directive:
#pragma pack(push, tr2, 1)To return to the project's default alignment, use the following directive:
#pragma pack(pop, tr2)
To achieve 2-byte alignment in Metrowerks CodeWarrior, widely used in the MacOS, use this compiler directive:
#pragma options align=mac68kTo return to the project's default alignment, use this directive:
#pragma options align=resetSimilar options exist for other compilers.
Coordinates: The world coordinate system is oriented with the X-Z plane horizontal and Y vertical, with -Y being "up" (e.g. decreasing Y values indicate increasing altitude). The world coordinate system is specified using bit32 values; however, the geography is limited to the +X/+Z quadrant for reasons that are explained below. Mesh coordinates are relative and are specified using bit16s. There are some additional coordinate values used, such as "the number of 1024-unit blocks between points A and B"; these are simply scaled versions of more conventional coordinates.
Colours: All colours in TR2
are specified either explicitly (using either the tr2_colour
structure, described below, or the 16-bit ARGB structure) or implicitly,
by indexing one of the palettes. If, for some reason, 16-bit textures
are turned off, all colours and textures use an 8-bit palette that is stored
in the .TR2 file. This palette consists of a 256-element array of
tr2_colour
structures, each designating some colour; textures and other elements
that need to reference a colour specify an index (0..255) into the Palette[]
array. There is also a 16-bit palette, which is used for identifying
colours of solid polygons. The 16-bit palette contains up to 256
four-byte entries; the first three bytes are a tr2_colour,
while the last byte is ignored (set to 0).
The 16-bit textile array, which contains tr2_textile16
structures, specifies colours using 16-bit ARGB, where the highest bit
(0x8000) is a crude alpha channel (really just simple transparency - 0
::= transparent, 1 ::= opaque). The next 5 bits (0x7c00) specify
the red channel, the next 5 bits (0x03e0) specify the green channel, and
the last 5 bits (0x001f) specify the blue channel, each on a scale from
0..31.
Objects: There are two basic types of objects in TR2 - meshes and sprites. Meshes are collections of textured or coloured polygons that are assembled to form a three-dimensional object (such as a tree, a tiger, or Lara herself). The "rooms" themselves are also composed of meshes. Mesh objects may contain more than one mesh; though these meshes are moved relative to each other, each mesh is rigid. Sprites are two-dimensional images that are inserted into three-dimensional space, such as the "secret" dragons, ammunition, medi-packs, etc. There are also animated sprite sequences, such as the fire at the end of "The Great Wall." Core had presumably used this method to reduce CPU utilization on the PlayStation and/or the earlier PCs. Sprites become less and less abundant; TR2 has very few scenery sprites, and TR3's pickups are models instead of sprites. Objects are referenced in one of two ways - as an offset into an array (e.g. Moveables[i]) or using an identifying tag (ObjectID). In the latter case, the related array (Items[], Moveables[], etc.) is searched until a matching ObjectID is found.
Animations: There are three basic types of animations in TR2, two corresponding directly with meshes and sprites, and a third type, animated textures. Sprite animation (sprite sequences) consists simply of a series of sprites that are to be displayed one after another, e.g. grenade explosions. Mesh animations are much more complex, done by what is essentially a skeletal-modeling scheme. These involve some arrays (Frames[] and MeshTree[]) of offsets and rotations for each element of a composite mesh. Frames are then grouped into an array (Animations[]) that describes discrete "movements," e.g. Lara taking a step or a tiger striking with its paw. The animations are "sewn together" by a state change array and an animation dispatch array, which, together with state information about the character, ensure that the animation is fluid (e.g. if Lara is running and the player releases the RUN key, she will stop; depending upon which of her feet was down at the time, either her left or right foot will strike the floor as part of the "stop" animation. The correct animation (left foot stop vs. right foot stop) is selected using these structures and the state information). Animated textures are simply a list of textures that are cycled through in an endless loop; they are normally used as geographic elements of the levels (e.g. water surface, bubbling lava, Atlantean plasma walls).
Lighting: There are two main types of lighting in Tomb Raider, constant and vertex. Constant lighting means that all parts of an object have the same illumination, while in vertex lighting, each polygon vertex has its own light value, and the illumination of the polygon interiors is interpolated from the vertex values. Furthermore, lighting can be either internal or external. Internal lighting is specified in an object's data, external lighting is calculated using the room's light sources (ambient light, point light sources, flares, gunshots). Light intensities are described with a single value in TR1 and a pair of values in TR2 and TR3; the paired values are almost always equal, and the pairing may reflect some feature that was only imperfectly implemented, such as off/on or minimum/maximum values. In TR1 and TR2, the light values go from 0 (maximum light) to 8192 (minimum light), while in TR3, the light values go from 0 (minimum light) to 32767 (maximum light).
Basic Data Structures: Much of the .TR2 file is comprised of structures based on a few fundamental data structures, described below.
typedef struct { // 3 bytesAnd as mentioned earlier, the 16-bit palette uses a similar structure:
typedef struct { // 4 bytes typedef
struct { // 131072 bytes
bitu16 Tile[256 * 256];
} tr2_textile16;
Textures: All mesh surfaces are either coloured or textured. Coloured surfaces are "painted" with a single colour that is either specified explicitly or using an index into the palette. Textured surfaces map textures (bitmapped images) from the texture tiles (textiles) to each point on the mesh surface. This is done using conventional UV mapping, which is specified in "Object Textures" below; each object texture specifies a mapping from a set of vertices to locations in the textile, and these texture vertices are associated with position vertices specified here.
Sounds: There are several sorts of sounds, which can be classified
as either continuous or triggered. Continuous sounds are level-background
sounds (such as the blowing wind in "The Great Wall") and sound sources
(such as waterfalls; these are in SoundSources[]). Triggered sounds are
sounds played when some event happens, such as at certain animation frames
(footsteps and other Lara sounds), when doors open and close, and when
weapons are fired. Sounds are stored in two places: the game-data files
and the CD audio tracks (the latter are separate soundfiles in the MacOS
version). The latter kind of sound is referred to straightforwardly, by
index, while the former kind of sound is referred to using a three-layer
indexing scheme, to provide a maximum amount of abstraction. An internal
sound index references SoundMap[], which points to a SoundDetails[] record,
which in turn points to a SampleIndices[] entry, which in turn points to
a sound sample. SoundDetails[] contains such features as sound intensity,
how many sound samples to choose from, among others. The sound samples
themselves are in Microsoft WAVE format, and they are embedded either in
the data files (TR1, some later TR demos) or in a separate file (MAIN.SFX)
in TR2 and TR3.
Overview: A room in TR2 is simply a rectangular three-dimensional area. A room may be "indoors" or "outdoors," may or may not be enclosed, may be accessible or inaccessible to Lara, may or may not contain doors or objects. All rooms have "portals," called "doors" in some documentation, which are pathways to adjacent rooms. There are two kinds of portals, visibility portals and collisional portals. Visibility portals are for determining how much of a room (if any) is visible from another room, while collisional portals are for enabling an object to travel from one room to another. The visibility portals are most likely for doing "portal rendering", which is a visibility-calculation scheme that goes as follows: The viewpoint is a member of some room, which is then listed as visible from it. This room's portals are checked for visibility from that viewpoint, and visible portals have their opposite-side rooms marked as visible. These rooms are then checked for portals that are visible from the viewpoint through the viewpoint's room's portals, and visible ones have their opposite-side rooms marked as visible. This operation is repeated, with viewing through intermediate portals, until all visible portals have been found. The result is a tree of rooms, starting from the viewpoint's room; only those rooms and their contents need be rendered. It is clear that both visibility and collision calculations require that objects have room memberships given for them, and indeed we shall find that most map objects have room memberships.
Rooms may overlap; as we shall see, this is involved in how horizontal collisional portals are implemented. However, different rooms may overlap without either being directly accessible from the other; there are several inadvertent examples of such "5D space" in the Tomb Raider series. The only possibly deliberate example I know of is the flying saucer in "Area 51" in TR3, whose interior is bigger than its exterior.
A room can have an "alternate room" specified for it; that means that that room can be replaced by that alternate as the game is running. This trick is used to produce such tricks as empty rooms vs. rooms full of water, scenery rearrangements (for example, the dynamited house in "Bartoli's Hideout" in TR2), and so forth. An empty room is first created, and then a full room is created at its location from a copy of it. The empty room then has that full room set as its alternate, and when that room is made to alternate, one sees a full room rather than an empty one.
The rooms are stored sequentially in an array, and "Room Numbers" are simply indices into this array (e.g. "Room Number 5" is simply Rooms[5]; the first room is Rooms[0]).
Rooms are divided into Sectors, which are 1024x1024 unit squares that form a grid on the X-Z plane. Sectors are the defining area for floor/ceiling height and various actions (e.g. a tiger appears and attacks when Lara steps on a given square); the various attributes of each sector are stored in the Sector Data (described in this section) and the FloorData. As an aside, Sectors correspond to the "squares," easily visible in all of the Tomb Raider games, that experienced players count when gauging jumps; they also account for some of the game's less-appealing graphic artifacts. Careful tiling and texture construction can make these "squares" almost invisible.
Rooms have two kinds of surfaces, rendered and collisional, much like the two kinds of portals. The former are what is seen, while the latter control how objects interact with the world geometry. Furthermore, these two types are specified separately in the room data.
Rooms are defined with a complex structure, which is described below "inside-out," meaning that the smaller component structures are described first, followed by the larger structures that are built using the smaller structures.
In TR3, BoxIndex is more complicated. Only bits 4-14 are the "real" index; bits 0-3 are most likely some kind of flag, such as what kind of footstep sound to make (wood, metal, snow). Furthermore, there is a special value of the "real" index, 2047, or 0x7ff.
typedef struct { // (variable length)
tr2_room_info info; // where the room exists, in world coordinates
bitu32 NumDataWords; // number of data words (bitu16s)
bitu16 Data[NumDataWords]; // the raw data from which the rest of
// this is derived
tr2_room_data RoomData; // the room mesh
bitu16 NumPortals; // number of visibility portals to other rooms
tr2_room_portal Portals[NumPortals]; // list of visibility portals
bitu16 NumZsectors; // "width" of sector list
bitu16 NumXsectors; // "height" of sector list
tr2_room_sector SectorList[NumXsectors * NumZsectors]; // list of sectors
// in this room
bit16 AmbientIntensity1; // This and the next one only affect
// externally-lit objects
bit16 AmbientIntensity2; // Almost always the same value as AmbientIntensity1 [absent from TR1 data files]
bit16 LightMode; // (present only in TR2: 0 is normal, 1 is
// flickering(?), 2 and 3 are uncertain)
bitu16 NumLights; // number of point lights in this room
tr2_room_light Lights[NumLights]; // list of point lights
bitu16 NumStaticMeshes; // number of static meshes
tr2_room_staticmesh StaticMeshes[NumStaticMeshes]; // list of static meshes
bit16 AlternateRoom; // number of the room that this room can alternate
// with (e.g. empty/filled with water is implemented as an empty room that alternates with a full room)
bit16 Flags; // flag bits: 0x0001 - room is filled with water,
// 0x0020 - Lara's ponytail gets blown
// by the wind;
// TR1 has only the water flag and the extra
// unknown flag 0x0100.
// TR3 most likely has flags for "is raining", "is snowing", "water is cold", and "is
// filled by quicksand", among others.
tr2_colour RoomLightColour; // Present in TR3 only; absent from TR1/TR2.
} tr2_room;
The FloorData defines special sector attributes such as floor and ceiling slopes, collisional portals to other rooms, climbability of walls, and all the various types of triggering. It is referenced by the sectors as an array of 16-bit unsigned integers, e.g. the current sector is calculated as (((CurrentX - tr2_room_info.x) / 1024) * tr2_room.NumZsectors) + ((CurrentZ - tr2_room_info.z) / 1024), which is then used as an offset into tr2_room:: SectorList[]; tr2_room_sector::FDindex is an offset into the FloorData[] array.
The FloorData consists of opcodes and operands. Opcodes are 16
bits, as follows:
Function:
bits 0..7 (0x00FF)
SubFunction:
bits 8..14 (0x7F00)
EndData:
bit 15 (0x8000)
If EndData is set, there are no more opcodes (after the current
one) in this section of FloorData; otherwise, the next opcode in
FloorData should be interpreted after the current one.
Some functions reference an FDlist, which is a separate list
of opcodes and operands that immediately follows the current FloorData
opcode. FDlist opcodes and operands are different from the base FloorData
opcodes and operands:
FDfunction: bits
10-13 (0x3C00)
Operands: bits
0-9 (0x03FF) vary, depending on FDfunction
FDcontinue: bit
15 (0x8000)
Several of the functions indicate adjustments to the sector's floor and ceiling heights; these are specified by adjusting the corner heights. The corners will be denoted as 00, 01, 10, and 11; the first is the corner's X coordinate and the second is the corner's Z coordinate, with both given as multiples of 1024.
When parsing functions for TR3, use only the lower 5 bits to find the function value, because some of TR3's functions use the upper 3 bits of the lower byte as part of the operand. However, this will also work correctly in TR1 and TR2.
FloorData Functions are described below.
Function 0x01: Portal Sector
SubFunction 0x00: Room Portal:
the next FloorData element (the operand) is the number of the room that
this sector is a collisional portal to.
An entity that arrives in
a sector with this function present will gets its room membership changed
to this function's operand, without any change in position.
Function 0x02: Floor Slant
SubFunction 0x00: Floor
Slant: The next FloorData element contains the slant values for the floor
of this sector. Slant values are specified in increments of 256 units.
The high byte (bit8) is the Z slope, while the low byte (bit8) is the X
slope. If the X slope is greater than zero, then its value is added to
the floor heights of corners 00 and 01. If it is less than zero, then its
value is subtracted from the floor heights of corners 10 and 11. If the
Z slope is greater than zero, then its value is added to the floor heights
of corners 00 and 10. If it is less than zero, then its value is subtracted
from the floor heights of corners 01 and 11.
Function 0x03: Ceiling Slant
SubFunction 0x00: Ceiling
Slant: The next FloorData element contains the slant values for the ceiling
of this sector. Slant values are specified in increments of 256 units.
The high byte (bit8) is the Z slope, while the low byte (bit8) is the X
slope. If the X slope is greater than zero, then its value is subtracted
from the ceiling heights of corners 10 and 11. If it is less than zero,
then its value is added to the ceiling heights of corners 00 and 01. If
the Z slope is greater than zero, then its value is subtracted from the
ceiling heights of corners 00 and 10. If it is less than zero, then its
value is added to the ceiling heights of corners 01 and 11.
Function 0x04: Trigger items, switch cameras,
end the level and much more.
As used below, "run FDlist(activate or deactivate)" means go through
each element in FDlist and perform its function ("run FDlist+1" just means
start at FDlist[1] rather than FDlist[0]). Activate/deactivate is
only used for the activate/deactivate item function.
There are two states for each item, active/inactive (the meaning depends
on the item, e.g. a tiger must be active to be seen, if a door is active
it is open, if it is inactive it is closed, etc.) and on/off (keyholes
and switches).
The bitu16 immediately following the 0x04 FloorData opcode contains
flags; the bits at 0x3e00 are the Activation Mask (which is XORed with
any appropriate item flags), the bit at 0x0100 indicates "state change
occurs only once". A good example of activation-mask use is the multiple-switch
room of "Palace Midas" in TR1.
SubFunction 0x00: Run FDlist(activate)
SubFunction 0x01: If Lara
is on the ground, run FDlist(activate)
SubFunction 0x02: If item
at FDlist[0] is on, run FDlist+1(activate), else run FDlist+1(deactivate)
SubFunction 0x03: If item
at FDlist[0] is on, run FDlist+1(activate)
SubFunction 0x04: If item
at FDlist[0] is picked up, run FDlist+1(activate)
SubFunction 0x05: If item
at FDlist[0] is in this sector, run FDlist+1(activate), else run FDlist+1(deactivate)
SubFunction 0x06: If Lara
is on the ground, run FDlist(deactivate)
SubFunction 0x07: unknown
SubFunction 0x08: If Lara
is not on the ground, run FDlist(activate)
(mainly used for activating collision detection with such objects as footbridges)
SubFunction 0x09: Run FDlist(deactivate)
Function 0x05: Kills Lara
Any SubFunction: If Lara
is on the ground, it kills Lara with fire.
Function 0x06: Climbable Walls
This subfunction indicates
climbability of walls; its value is the bitwise OR of the values associated
with all the climbable-wall directions (0x01 ::= +Z, 0x02 ::= +X, 0x04
::= -Z, 0x08 ::= -X), e.g. SubFunction 0x09 indicates that the walls on
both the +Z and -X sides of this sector are climbable.
Functions 0x07 to 0x12: (only in TR3) These specify the floor and ceiling slopes, which are more complicated here, since these functions specify dividing up the floors and ceilings into triangles along either of the two diagonals. Also, one of the triangles may be a collisional portal to the room above (if in the ceiling) or to the room below (if in the floor). The function word must be parsed as follows:
Bit 15: Continuation bit
Bits 10-14: value t01
Bits 5-9: value t00
Bits 0-4 function value
where t00 and t01 are signed.
It is followed by one operand, to be parsed as follows:
Bits 12-15: value t13
Bits 8-11: value t12
Bits 4-7: value t11
Bits 0-3: value t10
where t10, t11, t12, and t13 are unsigned.
Here are the triangulations and vertex adjustments; for some of the functions, one of the triangles is a portal to another room:
Functions 0x07, 0x0b, 0x0c:
Triangle 1: 00-01-10 (function 0x0b: is a portal)
Triangle 2: 11-10-01 (function 0x0c: is a portal)
Overall adjustment: adj = t00 + t01 + t10 + t12
Add these quantities to these vertex floor heights:
00: (adj - t11)
01: (adj - t12)
10: (adj - t10)
11: (adj - t13)
Functions 0x08, 0x0d, 0x0e:
Triangle 1: 01-11-00 (function 0x0d: is a portal)
Triangle 2: 10-00-11 (function 0x0e: is a portal)
Overall adjustment: adj = t00 + t01 + t11 + t13
Add these quantities to these vertex floor heights:
00: (adj - t11)
01: (adj - t12)
10: (adj - t10)
11: (adj - t13)
Functions 0x09, 0x0f, 0x10:
Triangle 1: 00-10-01 (function 0x0f: is a portal)
Triangle 2: 11-01-10 (function 0x10: is a portal)
Overall adjustment: adj = t10 + t12
Subtract these quantities from these vertex ceiling heights:
00: (adj - t12)
01: (adj - t11)
10: (adj - t13)
11: (adj - t10)
Functions 0x0a, 0x10, 0x11:
Triangle 1: 01-00-11 (function 0x11: is a portal)
Triangle 2: 10-11-00 (function 0x12: is a portal)
Overall adjustment: adj = t11 + t13
Subtract these quantities from these vertex ceiling heights:
00: (adj - t12)
01: (adj - t11)
10: (adj - t13)
11: (adj - t10)
Function 0x13:
has subfunction 0x00 and no operand. Unknown, but is possibly monkey-swingability
of the ceiling.
FloorData FDlist functions are described below:
FDfunction 0x00: Activate or deactivate item
Operand (bits 0..9): Item
index
FDfunction 0x01: Switch to camera (also uses
the bitu16 immediately following)
Operand (bits 0..6): Index
in Cameras[]
The bitu16 immediately following specifies delay and
repeatability for switched camera
Operand (bits 0..7 (0xff)):
Camera Delay
Number
of seconds to wait before automatically switching back to the normal camera.
0x00 never switches back to the normal camera.
Operand (bit 8 (0x100)):
If set, only switch to camera once; otherwise, switch to
camera every time
FDfunction 0x02: Underwater Current
Operand (bits 0..9 (0x3ff)):
direction and intensity of flow
0, 1, 2 -Z direction
in decreasing intensity (0 is strongest)
3, 4, 5 -X direction
in decreasing intensity
6, 7, 8 +Z direction
in decreasing intensity
9, 10, 11 +X direction in decreasing intensity
FDfunction 0x03:: Set AlternateRoom Variable
Operand (bit 0 (0x01)):
AlternateRoom Flag value (0/1)
FDfunction 0x04: Alter Room Flags this
affects (enhances/negates) roomflags (always paired with 0x05)
Operand: not sure, range
0 - 5
FDfunction 0x05: Alter Room Flags this affects
(enhances/negates) roomflags (always paired with 0x04)
Operand: not sure, range
0 - 5
FDfunction 0x06: Look at Item (if a camera
change is also desired, this should come first)
Operand (bits 0..9 (0x3ff)):
Item index
FDfunction 0x07: End Level
FDfunction 0x08: Play CD Track
Operand (bits 0..9 (0x3ff)):
CD track ID (TR1: Internal Sound Index)
FDfunction 0x09: Assault Course Clock Control
Operand (bits 0..9 (0x3ff)):
0x1c ::= clear clock
0x1d ::= stop clock
0x1e ::= clock reset and displayed
This opcode is also associated with switches; other values of its operand
appear to indicate switch sounds.
FDfunction 0x0a: Play "Found Secret" Sound
Operand (bits 0..9 (0x3ff)):
Which secret (0..NumSecrets-1)
FDfunction 0x0b: Unknown
While FloorData index 0 means the sector does not use floordata, there is still a "dummy" entry for index 0. This dummy entry doesn't contain any useful information.
Overview: Nearly all of the non-geographic visual elements in TR2 (as well as a few parts of the landscape) are specified as meshes. A mesh is simply a list of vertices and how they're arranged. The TR2 mesh structure includes a list of vertices as relative coordinates (which allows meshes to easily be placed anywhere in the world geometry), a list of normals (to indicate which side of each face is visible), and lists of Rectangles and Triangles, both Textured and Coloured. The elements of each tr2_face4 or tr2_face3 structure (Rectangles and Triangles) contain an offset into the Vertices[] array for the mesh. Other arrays (Moveables[], StaticMeshes[]) do not reference the array Meshes[] directly, but instead reference the array MeshPointers[], which points to locations inside of Meshes[], inside of which the meshes are stored in packed fashion.
Meshes:
The sign of the number of normals specifies
which sort of lighting to use. If the sign is positive, then external vertex
lighting is used, with the lighting calculated from the room's ambient
and point-source lighting values. The latter appears to use a simple Lambert
law for directionality: intensity is proportional to max((normal direction).(direction
to source), 0). If the sign is negative, then internal vertex lighting
is used, using the data included with the mesh.NOTE
that this is not a "real" C/C++ structure, in that the arrays are sized
by the NumXXX elements that precede them.
typedef struct {
tr2_vertex Centre;
// This is usually close to the mesh's centroid, and appears to be the
center of a sphere used for collision testing.
bit32 CollisionSize; //
This appears to be the radius of that aforementioned collisional sphere.
bit16 NumVertices; //
number of vertices in this mesh
tr2_vertex Vertices[NumVertices];
// list of vertices (relative coordinates)
bit16 NumNormals; // If
positive, number of normals in this mesh.
// If negative, number of vertex lighting elements (* (-1))
tr2_vertex Normals[NumNormals];
// list of normals (if NumNormals is positive)
bit16 Lights[-NumNormals];
// list of light values (if NumNormals is negative)
bit16 NumTexturedRectangles;
// number of textured rectangles in this mesh
tr2_face4 TexturedRectangles[NumTexturedRectangles];
// list of textured rectangles
bit16 NumTexturedTriangles;
// number of textured triangles in this mesh
tr2_face3 TexturedTriangles[NumTexturedTriangles];
// list of textured triangles
bit16 NumColouredRectangles;
// number of coloured rectangles in this mesh
tr2_face4 ColouredRectangles[NumColouredRectangles];
// list of coloured rectangles
bit16 NumColouredTriangles;
// number of coloured triangles in this mesh
tr2_face3 ColouredTriangles[NumColouredTriangles];
// list of coloured triangles
} tr2_mesh;
Static Meshes:
/*
* StaticMesh structure. This defines meshes that don't move (e.g. skeletons
* lying on the floor, spiderwebs, trees, statues, etc.)
* StaticMeshes have two bounding boxes; it is not clear why they have more than
* one. One could be the visibililty box, and one could be the collisional
* box, for instance; the former being used for visibility testing, and the
* latter for collision testing.
*/
typedef struct { // 32 bytes
bitu32 ObjectID; // Object
Identifier (matched in Items[])
bitu16 Mesh; // mesh (offset
into MeshPointers[])
tr2_vertex BoundingBox[2][2];
// First index is which one; second index is opposite corners
bitu16 Flags; // Meaning
uncertain; it is usually 2, and is 3 for objects Lara can travel through,
// like TR2's skeletons and underwater vegetation
} tr2_staticmesh;
Moveables:
/*
* Moveable structure. This defines a list of contiguous meshes that
* comprise one object.
* This structure also points to the hierarchy and offsets of the meshes
* (MeshTree), and also to the animations used (Animation); these will be
* described in detail below. If the Animation index is -1, that means that
* the entity's animations are all generated by the engine; an example is
* Lara's ponytail. Some movables are really stationary, such as locks and
* the sky, and some are not rendered, such as "look at me" points to aim
* the camera at.
*/
typedef struct { // 18 bytes
bitu32 ObjectID; // Item
Identifier (matched in Items[])
bitu16 NumMeshes; // number
of meshes in this object
bitu16 StartingMesh; //
stating mesh (offset into MeshPointers[])
bitu32 MeshTree; // offset
into MeshTree[]
bitu32 FrameOffset; //
byte offset into Frames[] (divide by 2 for Frames[i])
bitu16 Animation; // offset
into Animations[]
} tr2_moveable;
Items: Items are instances of objects, which can be sprite sequences or movables. For an object to appear in a level, it must be referenced in the Items[] array. Multiple instances are possible (e.g. two identical tigers in different rooms are represented using two entries in Items[], one for each). The object ID is used to locate the appropriate sprite sequence or movable for the item.
typedef struct {
// 24 bytes [TR1: 22 bytes]
bit16 ObjectID; // Object
Identifier (matched in Moveables[], or SpriteSequences[], as appropriate)
bit16 Room; // which room
contains this item
bit32 x; // item position
in world coordinates
bit32 y;
bit32 z;
bit16 Angle; // ((0xc000
>> 14) * 90) degrees
bit16 Intensity1; // (constant
lighting; -1 means use mesh lighting)
bit16 Intensity2; // Like
Intensity1, and almost always with the same value. [absent from TR1 data
files]
bitu16 Flags; // 0x0100
indicates "initially invisible", 0x3e00 is Activation Mask
// 0x3e00 indicates "open" or "activated";
these can be XORed with
// related FloorData::FDlist fields (e.g. for switches)
} tr2_item;
Sprites:
These are "billboard" objects that are always rendered perpendicular to the view direction. These are used for text and explosion effects and similar things; they are also used for some scenery objects and pickup items, though this use gets less as one goes from TR1 to TR3. The various "Sides" below are the positions of the sprite sides relative to the sprite's overall position, measured in TR's world-coordinate units.
typedef struct { // 16 bytes
bitu16 Tile;
bitu8 x;
bitu8 y;
bitu16 Width;
// actually (Width * 256) + 255
bitu16 Height;
// actually (Height * 256) + 255
bit16 LeftSide;
bit16 TopSide;
bit16 RightSide;
bit16 BottomSide;
} tr2_sprite_texture;
Sprite Sequences:
These are collections of sprites that are referred to as a group. The
members of this group can be cycled through (animated sprites such as flames)
or selected in other ways (text). Some sequences have only one member;
this is done so as to access all the sprites in the same way.
typedef struct { // 8 bytes
bit32 ObjectID; // Item
identifier (matched in Items[])
bit16 NegativeLength;
// negative of "how many sprites are in this sequence"
bit16 Offset; // where
(in sprite texture list) this sequence starts
} tr2_sprite_sequence;
Overview:
The animated mesh objects in the Tomb Raider series are sets of meshes
that are moved relative to each other, as defined by Moveables[] entries.
Each entry describes which meshes to be used (a contiguous set of them
referred to in MeshPointers[]), what hierarchy and relative offsets they
have (contents of MeshTree[] pointed to), and what animations are to be
used (contents of Animations[] pointed to).
The hierarchy used is a branching one, with the meshes being at the nodes, and with the first mesh being the root node. The MeshTree[] values, called "Bone2" in some documentation, are applied to each of the child meshes in sequence; they are sets of four bit32's, the first being a hierarchy operator, and the remaining three being the coordinates in the parent mesh's system. A hierarchy example is that for the Lara meshes:
Hips Left thigh Left shin Left foot Right thigh Right shin Right foot Torso Left inner arm Left outer arm Left hand Right inner arm Right outer arm Right hand Head (Ponytail is a separate object)This is implemented by using a stack of meshes and "push" and "pop" operations in MeshTree[]. Normally, each mesh's parent is the previous mesh in series. But such meshes can be "remembered" by adding them to a stack of meshes with a "push" operation. This remembered mesh can then be used as the parent mesh with a "pop" operation. It is not clear what the maximum stack depth is; most TR mesh stacks do not extend beyond 2 or 3 meshes.
The animations for each mesh object are selected with some ingenious techniques. Which animations to use are not hardcoded; instead, each entity has some states it can be in, and these states are used to select which animation. For example, locks have only one state (they just sit there), doors have two states (open and closed), and Lara has numerous states, such as standing, walking, running, jumping, falling, being hurt, dying, etc. Each animation has a state ID, which can be used to select it; however, state transitions might seem to require a large number of intermediate states (opening, closing, starting to jump, landing, etc.). The alternative used in the Tomb Raider engine is for each animation to have bridge animations to other states' animations, which are selected using the ID of which state to change to. These bridge animations then lead to the animation with the appropriate state. Thus, a closed door will run a looped closed-door animation as long as its state stays "closed", but when its state becomes "open", it will change to an opening-door bridge animation, which will end in a looped open-door animation. Likewise, closing a door will make it use a closing-door bridge animation. Some bridge animations are chosen with a finer grain of selectivity, however, such as using one for left foot forward and one for right foot forward.
Thus, each animation references a set of StateChange structures (called simply a "structure" in some documentation), each one of which references an AnimDispatch structure (called a "range" in some documentation). Each StateChange structure contains a new state and which AnimDispatch structures to use. When an entity goes into a new state, the StateChange structures are scanned for that state's ID, and if one matches, then that StateChange's AnimDispatches are then scanned for a range of frames that contains the ID of the current frame. If such an AnimDispatch is found, the animation and the frame are changed to those listed in it.
The ultimate unit of animation is, of course, the frame, and each frame consists of a bounding box, the offset of the root mesh, and rotation angles for all the meshes with respect to their parent meshes. The root mesh is also rotated, but relative to the object's overall coordinates. All rotations are performed around the meshes' origins, and are in order Y, X, Z (yaw, pitch, roll). The reason for the root mesh's displacement is because entities traveling on solid surfaces are likely tracked by having their locations be at ground level, and Lara's hips, for example, are well above the ground. Finally, some of the angles are not specified explicitly, when they are not, they are zero.
Frames are referenced in two ways, either by an offset into the Frames[] array that contains them, or by frame index. The values of the latter appear to be unique to each kind of entity, but not between entities; the first frame for each kind is numbered 0. This is likely a convenience when constructing the animations, since the list of animation frames for each entity can be constructed separately. However, using these indices is fairly simple. Each Animation structure has a first-frame index; this index is subtracted from the index of the desired frame in order to find out its index relative to the animation's first frame.
There are also some special AnimCommands (called "Bone1" in some documentation) for doing various additional things. Some of them are for setting reference points; these may either be 3D ones, for example for grab locations, or 2D ones, for jumps from surface. Some others define actions per frame, like playing sounds, emitting bubbles, and so forth.
Finally, some entities appear to have very incomplete animations; their complete animations are "borrowed" from similar entities. One example of this is the various goons in TR2's Venice levels -- some of them have a full set of animations, while some others have only the standing animation. The ones with only the standing animation borrow their other animations from the fully-animated ones.
Data Structures:
/*
* MeshTree structure
*
* MeshTree[] is actually groups of four bit32s. The first one is a
* "flags" word;
* bit 1 (0x0002) indicates "put the parent mesh on the mesh stack";
* bit 0 (0x0001) indicates "take the top mesh off of the mesh stack and
use as the parent mesh"
* when set, otherwise "use the previous mesh are
the parent mesh".
* When both are present, the bit-0 operation is always done before the
bit-1 operation; in effect, read the stack but do not change it.
* The next three bit32s are X, Y, Z offsets of the mesh's origin from
the parent mesh's origin.
*/
typedef struct { // 4 bytes
bit32 Coord;
} tr2_meshtree;
/*
* Animation structure.
* This describes each individual animation; these may be looped by specifying
* the next animation to be itself. In TR2 and TR3, one must be careful when
* parsing frames using the FrameSize value as the size of each frame, since
* an animation's frame range may extend into the next animation's frame range,
* and that may have a different FrameSize value.
*/
typedef struct { // 32 bytes
bitu32 FrameOffset; //
byte offset into Frames[] (divide by 2 for Frames[i])
bitu8 FrameRate;
// Engine ticks per frame
bitu8 FrameSize; // number
of bit16's in Frames[] used by this animation
bitu16 StateID;
bitu8 Unknown2[8];
bitu16 FrameStart; //
first frame in this animation
bitu16 FrameEnd; // last
frame in this animation (numframes = (End - Start) + 1)
bitu16 NextAnimation;
bitu16 NextFrame;
bitu16 NumStateChanges;
bitu16 StateChangeOffset;
// offset into StateChanges[]
bitu16 NumAnimCommands;
// How many of them to use.
bitu16 AnimCommand; //
offset into AnimCommand[]
} tr2_animation;
/*
* State Change structure
* Each one contains the state to change to and which animation dispatches
* to use; there may be more than one, with each separate one covering a different
* range of frames.
*/
typedef struct { // 6 bytes
bitu16 StateID;
bitu16 NumAnimDispatches;
// number of ranges (seems to always be 1..5)
bitu16 AnimDispatch; //
Offset into AnimDispatches[]
} tr2_state_change;
/*
* Animation Dispatch structure
* This specifies the next animation and frame to use; these are associated
* with some range of frames. This makes possible such specificity as one
* animation for left foot forward and another animation for right foot forward.
*/
typedef struct { // 8 bytes
bit16 Low;
// Lowest frame that uses this range
bit16 High;
// Highest frame (+1?) that uses this range
bit16 NextAnimation;
// Animation to dispatch to
bit16 NextFrame;
// Frame offset to dispatch to
} tr2_anim_dispatch;
/*
* AnimCommand structure
* These are various commands associated with each animation; they are
* called "Bone1" in some documentation. They are varying numbers of bit16's
* packed into an array; the first of each set is the opcode, which determines
* how operand bit16's follow it. Some of them refer to the whole animation
* (jump and grab points, etc.), while others of them are associated with
* specific frames (sound, bubbles, etc.).
*/
typedef struct { // 2 bytes
bit16 Value;
} tr2_anim_command;
Here are all the AnimCommand opcodes and their operands:
// 1: 3 operands. Position reference: (x,y,z); found in grab and block-move
animations
// 2: 2 operands. Position reference on surface for jumping: (x,z)
for horizontal and (y,z) for vertical surfaces(?)
// 3: No operands. Not clear; occurs in animations that are "slaved"
to other animations, such as Lara throwing switches or moving blocks.
// 4: No operands. Not clear; occurs in some death and settling-down
animations, but not all.
// 5: 2 operands. The first one is a frame number, and the second one
is the ID of the sound to play at that frame (internal sound index).
In TR2 and TR3, one of the sound indices two highest bits may be set;
when they are, their meanings are
0x4000 -- play this sound when on dry land (example: footsteps)
0x8000 -- play this sound when in water (example: running through shallow
water)
// 6: 2 operands. The first one is a frame number, and the second one
is some miscellaneous action.
// 0: Occurs in flipping-over animations; freeze
camera at current position until end of animation?
// 3: Make bubble
// 12: Temporarily stop responding to controls?
// etc.
14 and 15: Some kind of camera control?
18: ?
19: ?
20: Lara changing clothes (using a different Lara model)
21: ?
22: ?
23: Hide object
24: Show object
26: Some kind of camera control?
TR3 has additional ones, such as
-32736 = 0x8000 + 32
32
16416 = 0x4000 + 32
/*
* Frame structure.
*
* Frames indicate how composite meshes are positioned and rotated.
They work
* in conjunction with Animations[] and MeshTree[]. A given frame has
the following
* format:
* bit16 BB1x, BB1y, BB1z // bounding box (low)
* bit16 BB2x, BB2y, BB2z // bounding box (high)
* bit16 OffsetX, OffsetY, OffsetZ // starting offset for this moveable
* (TR1 ONLY: bit16 NumValues // number of angle
sets to follow; these start with the first mesh, and meshes without angles
get zero angles.)
* (TR2/3: NumValues is implicitly NumMeshes (from moveable))
* What follows next is a list of angle sets. In TR2/3, an angle set
can
* specify either one or three axes of rotation. If either of the high
two
* bits (0xc000) of the first angle bitu16 are set, it's one axis: only
one
* bitu16, low 10 bits (0x03ff), scale is 0x100 ::= 90 degrees; the
high two
* bits are interpreted as follows: 0x4000 ::= X only, 0x8000 ::= Y
only,
* 0xC000 ::= Z only.
* If neither of the high bits are set, it's a three-axis rotation.
The next
* 10 bits (0x3ff0) are the X rotation, the next 10 (including the following
* bitu16) (0x000f, 0xfc00) are the Y rotation, the next 10 (0x03ff)
are the
* Z rotation, same scale as before (0x100 ::= 90 degrees).
* Rotations are performed in Y, X, Z order.
* TR1 ONLY: All angle sets are two words and
interpreted like the two-word
* sets in TR2/3, EXCEPT that the word order is
reversed.
*/
Overview:
All the Tomb Raider game physics and entity behavior appears to be
hardcoded, with each type ID being associated with some specific sort of
behavior (as Lara, as a boat, as a tiger, as a door, as a boulder, as a
lock, etc.). There is no sign of the sorts of schemes used by some other
game engines for specifying this behavior in data files. One scheme is
to use generic characters, generic projectiles, and so forth, and to specialize
them by reading in appropriate records from data files. Another scheme is to use interpreted pseudocode; this
is used by id's Quake. This hardcoding makes it difficult to port the earlier
Tomb Raider scenarios to the engines of the later games, which could be
desirable with their improved 3D-card and sound-card support. While textures,
models, and animations can be ported, behavior cannot be.
However, there is a hint that TR3 may have some such information. Some of its characters are hostile in some levels, and not in others (the India-level monkeys, the Antarctica-level flamethrower wielders); there may be some flag in Items[] that determines whether a character is hostile or not. But the hostile and non-hostile versions of these characters may have separate type ID's.
Despite that lack, the Tomb Raider series does have navigation hints for the Non-Player Characters; those entities that move freely across the maps under the command of the game AI. One of the NPC's is the camera, since only Lara (and the vehicles she rides) is under the direct control of the player; the game AI makes the camera follow Lara. The camera uses the navigation hints used by the flying NPC's; these can be constructed so as to help the camera out of tight spots.
The navigation hints are three data structures: boxes, overlaps, and zones. Most sectors point to some box, the main exceptions being horizontal-portal sectors. Several neighbring sectors may point to the same box. A box is a horizontal rectangle, with corners and height specified; each box also has a pointer into the list of overlaps. Each segment in that list is the list of accessible neighboring boxes for some box; the NPC's apparently select from this list to decide where to go next. This selection is done with the help of the zones. These structures of 6 (TR1) or 10 (TR2, TR3) bit16's that act as zone ID's; their overall indexing is the same as the boxes, meaning that each box will have an associated set of zone ID's. An NPC will select one of this set to use, and will prefer to go into the overlaps-list boxes that have the same zone value as the box it is currently in. For example, one can create guard paths by making chains of zone-ID-sharing boxes, with their overlaps pointing to the next boxes in those chains.
Data Structures:
Boxes:
typedef struct { // 8 bytes [TR1: 20 bytes]
In
TR1, the first four are bit32's instead of bitu8's, and are not scaled.
bitu8 Zmin;
// sectors (* 1024 units)
bitu8 Zmax;
bitu8 Xmin;
bitu8 Xmax;
bit16 TrueFloor; // Y
value (no scaling)
bit16 OverlapIndex; //
index into Overlaps[]. The high bit is sometimes set; this
// occurs in front of swinging doors and the like.
} tr2_box;
Overlaps:
This is a set of lists of neighboring boxes for each box, each member being a bitu16; the highest bit being set marks the end of each list. NPC's apparently use this list to decide where to go next.
Zones:
This is a set of bit16's, 6 for TR1 and 10 for TR2 and TR3. NPCs prefer to travel to a box with the same zone ID as the one they are currently at. Which of these zone ID's it uses depends on the kind of the NPC and its current state. The first half of the Zones structure is for the "normal" room state, and the second half is for the "alternate" room state. TR1, for example, has 2 sets of ground zones and 1 set of fly zones; its zones are
ground zone 1 (normal)
ground zone 2 (normal)
fly zone (normal)
ground zone 1 (alternate)
ground zone 2 (alternate)
fly zone (alternate)
The ground zones are for NPC's that travel on the ground, while the
fly zones are for flying or swimming NPC's. TR2 and TR3 have similar breakdowns,
though they have 4 ground zones.
Overview:
The Tomb Raider series makes abundant use of sound, which appears in
a variety of contexts. Sounds can be either continuous or triggered. Continuous
ones can be for the whole level or produced by some sound-source object.
The whole-level sound is a CD-track sound, which is played continuously,
thus the blowing-wind sounds in the underground parts of "The Great Wall".
Sound-source objects make sound in a range around some specific point.
Likewise, triggered ones can be triggered by a variety of events. The triggering
can be hardcoded in the engine (gunshots, switch pulls) or by reaching
some animation frame (footsteps, Lara's somewhat unladylike sounds). Switch
pulls and/or door sounds may be specified with operand of FDFunction 0x09;
operand values lower than those used for assault-course clock control may
specify which sounds to use.
Though CD-track sounds are referred to by track index, game-data sounds are referred to by an internal sound index; this is translated into which sound sample with the help of three layers of indexing, to allow for a suitable degree of abstraction. Internal sound indices for various sounds appear to be consistent across all the level files in a game; a gunshot or a passport opening in one level file will have the same internal sound index as in all the others. The highest level of these is the SoundMap[] array, which translates the internal sound index into an index into SoundDetails[]. Each SoundDetails record contains such details as the sound intensity, how many samples to select from, and an index into SampleIndices[]. This allows for selecting among multiple samples to produce variety; that index is the index to the SampleIndices[] value of first of these, with the rest of them being having the next indices in series of that array. Thus, if the number of samples is 4, then the TR engine looks in SampleIndices[] locations Index, Index+1, Index+2, and Index+3. Finally, the SampleIndices[] array references some arrays of sound samples. In TR1, these samples are embedded in the level files, and SampleIndices[] contains the displacements of each one in bytes from the beginning of that embedded block. In TR2 and TR3, these samples are concatenated in the file "MAIN.SFX" with no additional information; SampleIndices[] contains sequence numbers (0, 1, 2, 3, ...) in MAIN.SFX. Finally , the samples themselves are all in Microsoft WAVE format.
The CD-audio tracks are stored in different fashions in the various
versions of the TR series. In the PC version of TR3, they are all stored
in the file CDAUDIO.WAD, which has the format (source: Sven, BachmannS@gmx.net,
http://wotsit.org/cgi-bin/download.cgi?tr3audio): a series of header records
with this format:
{ // 0x108 bytes
bit32 SampleLength; // how many bytes
bit32 SampleOffset; // offset in file
bit8 Name[256]; // C string; the length is a guess, because Sven's sizes are inconsistent.
};
followed by embedded samples in the Microsoft WAVE format.
In the Macintosh versions of TR1 and TR2, the CD audio tracks are separate files in AIFF format, while in the Macintosh version of TR3, these tracks are separate files in Microsoft WAVE format. The Macintosh version of TR3 contains an additional file, CDAudio.db, which contains the names of all the track files as 32-byte zero-padded C strings with no extra contents.
Data Structures:
/*
* SoundSource structure
* This structure contains the details of continuous-sound sources. Although
* a SoundSource object has a position, it has no room membership; the sound
* seems to propagate omnidirectionally for about 10 horizontal-grid sizes
* without regard for the presence of walls.
*/
typedef struct {
bit32 x;
// absolute X position of sound source (world coordinates)
bit32 y;
// absolute Y position of sound source (world coordinates)
bit32 z;
// absolute Z position of sound source (world coordinates)
bitu16 SoundID; // internal
sound index
bitu16 Flags; // 0x40,
0x80, or 0xc0
} tr2_sound_source;
SoundMap is for mapping from internal-sound index to SoundDetails index; it is 370 bit16s in TR2 and TR3 and 256 bit16s in TR1. A value of -1 indicates "none".
/*
* Sound-sample details (SoundDetails)
*/
typedef struct { // 8 bytes
bit16 Sample; // (index
into SampleIndices)
bit16 Volume;
bit16 Unknown1; // sound
range? (distance at which this sound can be heard?)
bit16 Unknown2; // Bits
8-15: priority?, Bits 2-7: number of sound
// samples in this group, Bits 0-1: channel number?
} tr2_sound_details;
SampleIndices: In TR1, this is a list of
indices into the embedded sound-samples object, which precedes this object
in the level file. In TR2 and TR3, this is a list of indices into
the file "MAIN.SFX"; the indices are the index numbers of that file's embedded
sound samples, rather than the samples' starting locations. That file itself
is a set of concatenated soundfiles with no catalogue info present. In
all the TR series, the sound format used is Microsoft WAVE (.wav).
These are various odds and ends that do not fit into the earlier categories.
Version: Every level file (.PHD, .TUB, .TR2) begins with a bitu32 version number. This seems to be used by the engine to guarantee compatibility between various level editor versions and the game engine version. More generally, it can be used to determine what sort of level is being read. Here are the known (observed) values for the version header:
0x00000020
Tomb Raider 1, Gold, Unfinished Business
0x0000002d
Tomb Raider 2
0xFF080038
Tomb Raider 3
0xFF180038
Tomb Raider 3
Palette: This consists of 256 tr2_colour structs, one for each palette entry. However, the individual colour values range from 0 to 63; they must be multiplied by 4 to get the correct values.
This used for all 8-bit colour, such as 8-bit textures.
Object Textures:
/*
* Object-texture vertex structure. It specifies a vertex location in
textile coordinates.
* The Xpixel and Ypixel are the actual coordinates of the vertex's pixel.
* The Xcoordinate and Ycoordinate values depend on where the other vertices
* are in the object texture. And if the object texture is used to specify
* a triangle, then the fourth vertex's values will all be zero.
*/
typedef struct { // 4
bytes
bitu8 Xcoordinate; //
1 if Xpixel is the low value, 255 if Xpixel is the high value in the object
texture
bitu8 Xpixel;
bitu8 Ycoordinate; //
1 if Ypixel is the low value, 255 if Ypixel is the high value in the object
texture
bitu8 Ypixel;
} tr2_object_texture_vert;
/*
* Object texture structure.
* These, thee contents of ObjectTextures[], are used for specifying texture
* mapping for the world geometry and for mesh objects.
*/
typedef struct { // 20 bytes
bitu16 Attribute;
// 0 means that a texture is all-opaque, and that transparency
// information is ignored.
// 1 means that transparency information is used. In 8-bit colour,
// index 0 is the transparent colour, while in 16-bit colour, the
// top bit (0x8000) is the alpha channel (1 = opaque, 0 = transparent).
// 2 (only in TR3) means that the opacity (alpha)
is equal to the intensity;
// the brighter the colour, the more opaque it
is. The intensity is probably calculated
// as the maximum of the individual
color values.
bitu16 Tile; // index
into textile list
tr2_object_texture_vert
Vertices[4]; // the four corners of the texture
} tr2_object_texture;
Animated Textures:
Animated textures describe sets of object textures that are cycled through to produce texture animations; they are a set of bit16's with the following format (not a "real" C/C++ structure):
bit16 NumAnimatedTextures
struct {
bit16 NumTextureIDs; // Actually, this is
the number of texture ID's - 1.
bit16 TextureIDs[NumTextureIDs + 1]; // offsets
into ObjectTextures[], in animation order.
} AnimatedTextures[NumAnimatedTextures];
If a texture belongs to an animated-texture group, it will automatically
be animated by the engine. The animation framerate is most likely hardcoded.
Cameras:
These are positions to switch the camera to; the camera gets switched
to one of these as specified in the floordata, which also specify what
to look at, how long to switch, and whether to do so only once.
typedef struct {
bit32 x;
bit32 y;
bit32 z;
bit16 Room;
bitu16 Unknown1; // correlates
to Boxes[]? Zones[]?
} tr2_camera;
Cinematic Frames:
These are camera positionings for cutscenes. All the entity animations
are specified separately, and it is not clear where there is any syncing
between these frames and any of the animations.
typedef struct {
bit16 rotY;
// rotation about Y axis, +/- 32767 == +/- 180 degrees
bit16 rotZ;
// rotation about Z axis, +/- 32767 == +/- 180 degrees
bit16 rotZ2; //
seems to work a lot like rotZ; I haven't yet been able to
// differentiate them
bit16 posZ;
// camera position relative to something (target? Lara? room
// origin?). pos* are _not_ in world coordinates.
bit16 posY;
// camera position relative to something (see posZ)
bit16 posX;
// camera position relative to something (see posZ)
bit16 unknown; // changing
this can cause a runtime error
bit16 rotX;
// rotation about X axis, +/- 32767 == +/- 180 degrees
} tr2_cinematic_frame;
LightMap:
A 32*256 array of bitu8's which is apparently for applying light to
8-bit colour, in some documentation called "ColourMap". The current palette
index and lighting value are used to calcuate an index to this table, which
is a table of palette indices.
The Tomb Raider series' software rendering, like that of most real-time-3D games, uses 8-bit colour for speed and low bulk; however, there is the serious problem of how to do lighting with 8-bit colour, because doing it directly is computationally expensive. The usual solution is to arrange the palettes' colours in ramps, which the engine then follows in the appropriate directions. However, the TR series' palettes generally lack such neat ramps.
But the TR series has a more general solution, one that does not require palettes to have colour ramps. It uses precalculated lighting tables, the "ColourMap" objects. These contain translations of a colour value and a lighting value, listed by palette index. The translation goes as follows:
n = ColourMap[256 * k + i];
where i is the original palette index, k is determined from the lighting
value, and n is the new palette index. The lighting index k varies from
0 to 31, and the corresponding lighting value is, for TR1,
2 - k / 16
and for TR2 and TR3,
2 - (k + 1) / 16
This may be associated with the curious fact of the lighting values
in the data files increasing in the "wrong" direction in TR1 and TR2, with
0 being full brightness and greater values being darker.
What follows is the physical .TR2 file layout, byte for byte. Note
that this is not a "real" C/C++ structure, in that some arrays are variable-length,
with the length being defined by another element of the structure.
bitu32 Version; // version (4 bytes)
tr2_colour Palette[256]; // 8-bit
palette (768 bytes)
tr2_colour4 Palette16[256]; //
(1024 bytes)
bitu32 NumTextiles; // number of texture
tiles (4 bytes)
tr2_textile8 Textile8[NumTextiles];
// 8-bit (palettized) textiles (NumTextiles * 65536 bytes)
tr2_textile16 Textile16[NumTextiles];
// 16-bit (ARGB) textiles (NumTextiles * 131072 bytes)
bitu32 Unused; // 32-bit unused value (4
bytes)
bitu16 NumRooms; // number of rooms (2 bytes)
struct {
tr2_room_info
RoomInfo; // room header (16 bytes)
bitu32 NumData; // number
of data bitu16's to follow (=RoomData) (4 bytes)
struct {
bitu16
NumVertices; // number of vertices to follow (2 bytes)
tr2_vertex_room
Vertices[NumVertices]; // vertex list (NumVertices * 12 bytes)
bitu16
NumRectangles; // number of rectangles to follow (2 bytes)
tr2_face4
Rectangles[NumRectangles]; // rectangle list (NumRectangles * 10 bytes)
bitu16
NumTriangles; // number of triangles to follow (2 bytes)
tr2_face3
Triangles[NumTriangles]; // triangle list (NumTriangles * 8 bytes)
bitu16
NumSprites; // number of sprites to follow (2 bytes)
tr2_room_sprite
Sprites[NumSprites]; // room sprite list (NumSprites * 4 bytes)
bitu16
NumDoors; // number of doors to follow (2 bytes)
tr2_room_door
Doors[NumDoors]; // door list (NumDoors * 32 bytes)
bitu16
NumZsector; // sector table width (2 bytes)
bitu16
NumXsector; // sector table height (2 bytes)
tr2_room_sector
SectorData[NumZsector * NumXsector]; // sector table (NumZsector * NumXsector
* 8 bytes)
bit16
Intensity1;
bit16
Intensity2;
bit16
LightMode;
bitu16
NumLights; // number of lights to follow (2 bytes)
tr2_room_light
Lights[NumLights]; // light list (NumLights * 24 bytes)
bitu16
NumStaticMeshes; // number of static mesh records to follow (2 bytes)
tr2_room_staticmesh
StaticMeshes[NumStaticMeshes]; // static mesh data (NumStaticMeshes * 20
bytes)
bit16
AlternateRoom; // (2 bytes)
bitu16
Flags; // (2 bytes)
} RoomData;
} Rooms[NumRooms];
bitu32 NumFloorData; // number of floor data
bitu16's to follow (4 bytes)
bitu16 FloorData[NumFloorData]; // floor
data (NumFloorData * 2 bytes)
bitu32 NumMeshData; // number of bitu16's
of mesh data to follow (=Meshes[]) (4 bytes)
struct {
tr2_vertex Centre;
// relative coordinates of mesh centre (6 bytes)
bitu8 Unknown1[4]; //
unknown (4 bytes)
bit16 NumVertices; //
number of vertices to follow (2 bytes)
tr2_vertex Vertices[NumVertices];
// list of vertices (NumVertices * 6 bytes)
bit16 NumNormals; // number
of normals to follow (2 bytes)
tr2_vertex Normals[NumNormals];
// list of normals (NumNormals * 6 bytes) (becomes Lights if NumNormals
< 0; 2 bytes)
bit16 NumTexturedRectangles;
// number of textured rectangles to follow (2 bytes)
tr2_face4 TexturedRectangles[NumTexturedRectangles];
// list of textured rectangles (NumTexturedRectangles * 10 bytes)
bit16 NumTexturedTriangles;
// number of textured triangles to follow (2 bytes)
tr2_face3 TexturedTriangles[NumTexturedTriangles];
// list of textured triangles (NumTexturedTriangles * 8 bytes)
bit16 NumColouredRectangles;
// number of coloured rectangles to follow (2 bytes)
tr2_face4 ColouredRectangles[NumColouredRectangles];
// list of coloured rectangles (NumColouredRectangles * 10 bytes)
bit16 NumColouredTriangles;
// number of coloured triangles to follow (2 bytes)
tr2_face3 ColouredTriangles[NumColouredTriangles];
// list of coloured triangles (NumColouredTriangles * 8 bytes)
} Meshes[NumMeshPointers]; // note that NumMeshPointers
comes AFTER Meshes[]
bitu32 NumMeshPointers; // number of mesh
pointers to follow (4 bytes)
bitu32 MeshPointers[NumMeshPointers]; //
mesh pointer list (NumMeshPointers * 4 bytes)
bitu32 NumAnimations; // number of animations
to follow (4 bytes)
tr2_animation Animations[NumAnimations];
// animation list (NumAnimations * 32 bytes)
bitu32 NumStateChanges; // number of state
changes to follow (4 bytes)
tr2_state_change StateChanges[NumStateChanges];
// state-change list (NumStructures * 6 bytes)
bitu32 NumAnimDispatches; // number of animation
dispatches to follow (4 bytes)
tr2_anim_dispatch AnimDispatches[NumAnimDispatches];
// animation-dispatch list list (NumAnimDispatches * 8 bytes)
bitu32 NumAnimCommands; // number of animation
commands to follow (4 bytes)
tr2_anim_command AnimCommands[NumAnimCommands];
// animation-command list (NumAnimCommands * 2 bytes)
bitu32 NumMeshTrees; // number of MeshTrees
to follow (4 bytes)
tr2_meshtree MeshTrees[NumMeshTrees];
// MeshTree list (NumMeshTrees * 4 bytes)
bitu32 NumFrames; // number of words of frame
data to follow (4 bytes)
bitu16 Frames[NumFrames]; // frame data (NumFrames
* 2 bytes)
bitu32 NumMoveables; // number of moveables
to follow (4 bytes)
tr2_moveable Moveables[NumMoveables];
// moveable list (NumMoveables * 18 bytes)
bitu32 NumStaticMeshes; // number of StaticMesh
data records to follow (4 bytes)
tr2_staticmesh StaticMeshes[NumStaticMeshes];
// StaticMesh data (NumStaticMesh * 32 bytes)
bitu32 NumObjectTextures; // number of object
textures to follow (4 bytes)
tr2_object_texture ObjectTextures[NumObjectTextures];
// object texture list (NumObjectTextures * 20 bytes) (after AnimatedTextures
in TR3)
bitu32 NumSpriteTextures; // number of sprite
textures to follow (4 bytes)
tr2_sprite_texture SpriteTextures[NumSpriteTextures];
// sprite texture list (NumSpriteTextures * 16 bytes)
bitu32 NumSpriteSequences; // number of sprite
sequences records to follow (4 bytes)
tr2_sprite_sequence SpriteSequences[NumSpriteSequences];
// sprite sequence data (NumSpriteSequences * 8 bytes)
bitu32 NumCameras; // number of camera data
records to follow (4 bytes)
tr2_camera Cameras[NumCameras]; //
camera data (NumCameras * 16 bytes)
bitu32 NumSoundSources; // number of sound
source data records to follow (4 bytes)
tr2_sound_source SoundSources[NumSoundSources];
// sound source data (NumSoundSources * 16 bytes)
bitu32 NumBoxes; // number of box data records
to follow (4 bytes)
tr2_box Boxes[NumBoxes]; // box data
(NumBoxes * 8 bytes)
bitu32 NumOverlaps; // number of overlap
records to follow (4 bytes)
bitu16 Overlaps[NumOverlaps]; // overlap
data (NumOverlaps * 2 bytes)
10*bit16 Zones[NumBoxes]; // zone data (NumBoxes
* 20 bytes)
bitu32 NumAnimatedTextures; // number of
animated texture records to follow (4 bytes)
bitu16 AnimatedTextures[NumAnimatedTextures];
// animated texture data (NumAnimatedTextures * 2 bytes)
bitu32 NumItems; // number of items to follow
(4 bytes)
tr2_item Items[NumItems]; // item list
(NumItems * 24 bytes)
bitu8 LightMap[32 * 256]; // light map (8192
bytes)
bitu16 NumCinematicFrames; // number of cinematic
frame records to follow (2 bytes)
tr2_cinematic_frame CinematicFrames[NumCinematicFrames];
// (NumCinematicFrames * 16 bytes)
bitu16 NumDemoData; // number of demo data
records to follow (2 bytes)
bitu8 DemoData[NumDemoData]; // demo data
(NumDemoData bytes)
bit16 SoundMap[370]; // sound map (740 bytes)
bitu32 NumSoundDetails; // number of sound-detail
records to follow (4 bytes)
tr2_sample_info SoundDetails[NumSoundDetails];
// sound-detail list (NumSoundDetails * 8 bytes)
bitu32 NumSampleIndices; // number of sample
indices to follow (4 bytes)
bitu32 SampleIndices[NumSampleIndices]; //
sample indices (NumSampleIndices * 4 bytes)
What follows is the physical .PHD file layout, byte for byte. Note
that this is not a "real" C/C++ structure, in that some arrays are variable-length,
with the length being defined by another element of the structure.
bitu32 Version; // version (4 bytes)
bitu32 NumTextiles; // number of texture
tiles (4 bytes)
tr2_textile8 Textile8[NumTextiles];
// 8-bit (palettized) textiles (NumTextiles * 65536 bytes)
bitu32 Unused; // 32-bit unused value (4
bytes)
bitu16 NumRooms; // number of rooms (2 bytes)
struct {
tr2_room_info
RoomInfo; // room header (16 bytes)
bitu32 NumData; // number
of data bitu16's to follow (=RoomData) (4 bytes)
struct {
bitu16
NumVertices; // number of vertices to follow (2 bytes)
tr2_vertex_room
Vertices[NumVertices]; // vertex list (NumVertices * 8 bytes [TR1 version])
bitu16
NumRectangles; // number of rectangles to follow (2 bytes)
tr2_face4
Rectangles[NumRectangles]; // rectangle list (NumRectangles * 10 bytes)
bitu16
NumTriangles; // number of triangles to follow (2 bytes)
tr2_face3
Triangles[NumTriangles]; // triangle list (NumTriangles * 8 bytes)
bitu16
NumSprites; // number of sprites to follow (2 bytes)
tr2_room_sprite
Sprites[NumSprites]; // room sprite list (NumSprites * 4 bytes)
bitu16
NumDoors; // number of doors to follow (2 bytes)
tr2_room_door
Doors[NumDoors]; // door list (NumDoors * 32 bytes)
bitu16
NumZsector; // sector table width (2 bytes)
bitu16
NumXsector; // sector table height (2 bytes)
tr2_room_sector
SectorData[NumZsector * NumXsector]; // sector table (NumZsector * NumXsector
* 8 bytes)
bit16
Intensity1;
bitu16
NumLights; // number of lights to follow (2 bytes)
tr2_room_light
Lights[NumLights]; // light list (NumLights * 18 bytes [TR1 version])
bitu16
NumStaticMeshes; // number of static mesh records to follow (2 bytes)
tr2_room_staticmesh
StaticMeshes[NumStaticMeshes]; // static mesh data (NumStaticMeshes * 18
bytes [TR1 version])
bit16
AlternateRoom; // (2 bytes)
bitu16
Flags; // (2 bytes)
} RoomData;
} Rooms[NumRooms];
bitu32 NumFloorData; // number of floor data
bitu16's to follow (4 bytes)
bitu16 FloorData[NumFloorData]; // floor
data (NumFloorData * 2 bytes)
bitu32 NumMeshData; // number of bitu16's
of mesh data to follow (=Meshes[]) (4 bytes)
struct {
tr2_vertex Centre;
// relative coordinates of mesh centre (6 bytes)
bitu8 Unknown1[4]; //
unknown (4 bytes)
bit16 NumVertices; //
number of vertices to follow (2 bytes)
tr2_vertex Vertices[NumVertices];
// list of vertices (NumVertices * 6 bytes)
bit16 NumNormals; // number
of normals to follow (2 bytes)
tr2_vertex Normals[NumNormals];
// list of normals (NumNormals * 6 bytes) (becomes Lights if NumNormals
< 0; 2 bytes)
bit16 NumTexturedRectangles;
// number of textured rectangles to follow (2 bytes)
tr2_face4 TexturedRectangles[NumTexturedRectangles];
// list of textured rectangles (NumTexturedRectangles * 10 bytes)
bit16 NumTexturedTriangles;
// number of textured triangles to follow (2 bytes)
tr2_face3 TexturedTriangles[NumTexturedTriangles];
// list of textured triangles (NumTexturedTriangles * 8 bytes)
bit16 NumColouredRectangles;
// number of coloured rectangles to follow (2 bytes)
tr2_face4 ColouredRectangles[NumColouredRectangles];
// list of coloured rectangles (NumColouredRectangles * 10 bytes)
bit16 NumColouredTriangles;
// number of coloured triangles to follow (2 bytes)
tr2_face3 ColouredTriangles[NumColouredTriangles];
// list of coloured triangles (NumColouredTriangles * 8 bytes)
} Meshes[NumMeshPointers]; // note that NumMeshPointers
comes AFTER Meshes[]
bitu32 NumMeshPointers; // number of mesh
pointers to follow (4 bytes)
bitu32 MeshPointers[NumMeshPointers]; //
mesh pointer list (NumMeshPointers * 4 bytes)
bitu32 NumAnimations; // number of animations
to follow (4 bytes)
tr2_animation Animations[NumAnimations];
// animation list (NumAnimations * 32 bytes)
bitu32 NumStateChanges; // number of state
changes to follow (4 bytes)
tr2_state_change StateChanges[NumStateChanges];
// state-change list (NumStructures * 6 bytes)
bitu32 NumAnimDispatches; // number of animation
dispatches to follow (4 bytes)
tr2_anim_dispatch AnimDispatches[NumAnimDispatches];
// animation-dispatch list list (NumAnimDispatches * 8 bytes)
bitu32 NumAnimCommands; // number of animation
commands to follow (4 bytes)
tr2_anim_command AnimCommands[NumAnimCommands];
// animation-command list (NumAnimCommands * 2 bytes)
bitu32 NumMeshTrees; // number of MeshTrees
to follow (4 bytes)
tr2_meshtree MeshTrees[NumMeshTrees];
// MeshTree list (NumMeshTrees * 4 bytes)
bitu32 NumFrames; // number of words of frame
data to follow (4 bytes)
bitu16 Frames[NumFrames]; // frame data (NumFrames
* 2 bytes)
bitu32 NumMoveables; // number of moveables
to follow (4 bytes)
tr2_moveable Moveables[NumMoveables];
// moveable list (NumMoveables * 18 bytes)
bitu32 NumStaticMeshes; // number of StaticMesh
data records to follow (4 bytes)
tr2_staticmesh StaticMeshes[NumStaticMeshes];
// StaticMesh data (NumStaticMesh * 32 bytes)
bitu32 NumObjectTextures; // number of object
textures to follow (4 bytes) (after AnimatedTextures in TR3)
tr2_object_texture ObjectTextures[NumObjectTextures];
// object texture list (NumObjectTextures * 20 bytes) (after AnimatedTextures
in TR3)
bitu32 NumSpriteTextures; // number of sprite
textures to follow (4 bytes)
tr2_sprite_texture SpriteTextures[NumSpriteTextures];
// sprite texture list (NumSpriteTextures * 16 bytes)
bitu32 NumSpriteSequences; // number of sprite
sequences records to follow (4 bytes)
tr2_sprite_sequence SpriteSequences[NumSpriteSequences];
// sprite sequence data (NumSpriteSequences * 8 bytes)
bitu32 NumCameras; // number of camera data
records to follow (4 bytes)
tr2_camera Cameras[NumCameras]; //
camera data (NumCameras * 16 bytes)
bitu32 NumSoundSources; // number of sound
source data records to follow (4 bytes)
tr2_sound_source SoundSources[NumSoundSources];
// sound source data (NumSoundSources * 16 bytes)
bitu32 NumBoxes; // number of box data records
to follow (4 bytes)
tr2_box Boxes[NumBoxes]; // box data
(NumBoxes * 20 bytes [TR1 version])
bitu32 NumOverlaps; // number of overlap
records to follow (4 bytes)
bitu16 Overlaps[NumOverlaps]; // overlap
data (NumOverlaps * 2 bytes)
6*bit16 Zones[NumBoxes]; // zone data (NumBoxes
* 12 bytes [TR1 version])
bitu32 NumAnimatedTextures; // number of
animated texture records to follow (4 bytes)
bitu16 AnimatedTextures[NumAnimatedTextures];
// animated texture data (NumAnimatedTextures * 2 bytes)
bitu32 NumItems; // number of items to follow
(4 bytes)
tr2_item Items[NumItems]; // item list
(NumItems * 22 bytes [TR1 version])
bitu8 LightMap[32 * 256]; // light map (8192
bytes)
tr2_colour Palette[256]; // 8-bit
palette (768 bytes)
bitu16 NumCinematicFrames; // number of cinematic
frame records to follow (2 bytes)
tr2_cinematic_frame CinematicFrames[NumCinematicFrames];
// (NumCinematicFrames * 16 bytes)
bitu16 NumDemoData; // number of demo data
records to follow (2 bytes)
bitu8 DemoData[NumDemoData]; // demo data
(NumDemoData bytes)
bit16 SoundMap[256]; // sound map (512 bytes)
bitu32 NumSoundDetails; // number of sound-detail
records to follow (4 bytes)
tr2_sample_info SoundDetails[NumSoundDetails];
// sound-detail list (NumSoundDetails * 8 bytes)
bitu32 NumSamples (number of bitu8's in Samples)
bitu8 Samples (array of bitu8's -- embedded
sound samples in Microsoft WAVE format)
bitu32 NumSampleIndices; // number of sample
indices to follow (4 bytes)
bitu32 SampleIndices[NumSampleIndices]; //
sample indices (NumSampleIndices * 4 bytes)
What follows is the physical Tomb Raider III .TR2 file layout, byte for byte. Note
that this is not a "real" C/C++ structure, in that some arrays are variable-length,
with the length being defined by another element of the structure.
bitu32 Version; // version (4 bytes)
tr2_colour Palette[256]; // 8-bit
palette (768 bytes)
tr2_colour4 Palette16[256]; //
(1024 bytes)
bitu32 NumTextiles; // number of texture
tiles (4 bytes)
tr2_textile8 Textile8[NumTextiles];
// 8-bit (palettized) textiles (NumTextiles * 65536 bytes)
tr2_textile16 Textile16[NumTextiles];
// 16-bit (ARGB) textiles (NumTextiles * 131072 bytes) (absent from TR1)
bitu32 Unused; // 32-bit unused value (4
bytes)
bitu16 NumRooms; // number of rooms (2 bytes)
struct {
tr2_room_info
RoomInfo; // room header (16 bytes)
bitu32 NumData; // number
of data bitu16's to follow (=RoomData) (4 bytes)
struct {
bitu16
NumVertices; // number of vertices to follow (2 bytes)
tr2_vertex_room
Vertices[NumVertices]; // vertex list (NumVertices * 12 bytes)
bitu16
NumRectangles; // number of rectangles to follow (2 bytes)
tr2_face4
Rectangles[NumRectangles]; // rectangle list (NumRectangles * 10 bytes)
bitu16
NumTriangles; // number of triangles to follow (2 bytes)
tr2_face3
Triangles[NumTriangles]; // triangle list (NumTriangles * 8 bytes)
bitu16
NumSprites; // number of sprites to follow (2 bytes)
tr2_room_sprite
Sprites[NumSprites]; // room sprite list (NumSprites * 4 bytes)
bitu16
NumDoors; // number of doors to follow (2 bytes)
tr2_room_door
Doors[NumDoors]; // door list (NumDoors * 32 bytes)
bitu16
NumZsector; // sector table width (2 bytes)
bitu16
NumXsector; // sector table height (2 bytes)
tr2_room_sector
SectorData[NumZsector * NumXsector]; // sector table (NumZsector * NumXsector
* 8 bytes)
bit16
Intensity1;
bit16
Intensity2;
bitu16
NumLights; // number of lights to follow (2 bytes)
tr2_room_light
Lights[NumLights]; // light list (NumLights * 24 bytes)
bitu16
NumStaticMeshes; // number of static mesh records to follow (2 bytes)
tr2_room_staticmesh
StaticMeshes[NumStaticMeshes]; // static mesh data (NumStaticMeshes * 20
bytes)
bit16
AlternateRoom; // (2 bytes)
bitu16
Flags; // (2 bytes)
tr2_colour
RoomLightColour // 3 bytes
} RoomData;
} Rooms[NumRooms];
bitu32 NumFloorData; // number of floor data
bitu16's to follow (4 bytes)
bitu16 FloorData[NumFloorData]; // floor
data (NumFloorData * 2 bytes)
bitu32 NumMeshData; // number of bitu16's
of mesh data to follow (=Meshes[]) (4 bytes)
struct {
tr2_vertex Centre;
// relative coordinates of mesh centre (6 bytes)
bitu8 Unknown1[4]; //
unknown (4 bytes)
bit16 NumVertices; //
number of vertices to follow (2 bytes)
tr2_vertex Vertices[NumVertices];
// list of vertices (NumVertices * 6 bytes)
bit16 NumNormals; // number
of normals to follow (2 bytes)
tr2_vertex Normals[NumNormals];
// list of normals (NumNormals * 6 bytes) (becomes Lights if NumNormals
< 0; 2 bytes)
bit16 NumTexturedRectangles;
// number of textured rectangles to follow (2 bytes)
tr2_face4 TexturedRectangles[NumTexturedRectangles];
// list of textured rectangles (NumTexturedRectangles * 10 bytes)
bit16 NumTexturedTriangles;
// number of textured triangles to follow (2 bytes)
tr2_face3 TexturedTriangles[NumTexturedTriangles];
// list of textured triangles (NumTexturedTriangles * 8 bytes)
bit16 NumColouredRectangles;
// number of coloured rectangles to follow (2 bytes)
tr2_face4 ColouredRectangles[NumColouredRectangles];
// list of coloured rectangles (NumColouredRectangles * 10 bytes)
bit16 NumColouredTriangles;
// number of coloured triangles to follow (2 bytes)
tr2_face3 ColouredTriangles[NumColouredTriangles];
// list of coloured triangles (NumColouredTriangles * 8 bytes)
} Meshes[NumMeshPointers]; // note that NumMeshPointers
comes AFTER Meshes[]
bitu32 NumMeshPointers; // number of mesh
pointers to follow (4 bytes)
bitu32 MeshPointers[NumMeshPointers]; //
mesh pointer list (NumMeshPointers * 4 bytes)
bitu32 NumAnimations; // number of animations
to follow (4 bytes)
tr2_animation Animations[NumAnimations];
// animation list (NumAnimations * 32 bytes)
bitu32 NumStateChanges; // number of state
changes to follow (4 bytes)
tr2_state_change StateChanges[NumStateChanges];
// state-change list (NumStructures * 6 bytes)
bitu32 NumAnimDispatches; // number of animation
dispatches to follow (4 bytes)
tr2_anim_dispatch AnimDispatches[NumAnimDispatches];
// animation-dispatch list list (NumAnimDispatches * 8 bytes)
bitu32 NumAnimCommands; // number of animation
commands to follow (4 bytes)
tr2_anim_command AnimCommands[NumAnimCommands];
// animation-command list (NumAnimCommands * 2 bytes)
bitu32 NumMeshTrees; // number of MeshTrees
to follow (4 bytes)
tr2_meshtree MeshTrees[NumMeshTrees];
// MeshTree list (NumMeshTrees * 4 bytes)
bitu32 NumFrames; // number of words of frame
data to follow (4 bytes)
bitu16 Frames[NumFrames]; // frame data (NumFrames
* 2 bytes)
bitu32 NumMoveables; // number of moveables
to follow (4 bytes)
tr2_moveable Moveables[NumMoveables];
// moveable list (NumMoveables * 18 bytes)
bitu32 NumStaticMeshes; // number of StaticMesh
data records to follow (4 bytes)
tr2_staticmesh StaticMeshes[NumStaticMeshes];
// StaticMesh data (NumStaticMesh * 32 bytes)
bitu32 NumSpriteTextures; // number of sprite
textures to follow (4 bytes)
tr2_sprite_texture SpriteTextures[NumSpriteTextures];
// sprite texture list (NumSpriteTextures * 16 bytes)
bitu32 NumSpriteSequences; // number of sprite
sequences records to follow (4 bytes)
tr2_sprite_sequence SpriteSequences[NumSpriteSequences];
// sprite sequence data (NumSpriteSequences * 8 bytes)
bitu32 NumCameras; // number of camera data
records to follow (4 bytes)
tr2_camera Cameras[NumCameras]; //
camera data (NumCameras * 16 bytes)
bitu32 NumSoundSources; // number of sound
source data records to follow (4 bytes)
tr2_sound_source SoundSources[NumSoundSources];
// sound source data (NumSoundSources * 16 bytes)
bitu32 NumBoxes; // number of box data records
to follow (4 bytes)
tr2_box Boxes[NumBoxes]; // box data
(NumBoxes * 8 bytes)
bitu32 NumOverlaps; // number of overlap
records to follow (4 bytes)
bitu16 Overlaps[NumOverlaps]; // overlap
data (NumOverlaps * 2 bytes)
10*bit16 Zones[NumBoxes]; // zone data (NumBoxes
* 20 bytes)
bitu32 NumAnimatedTextures; // number of
animated texture records to follow (4 bytes)
bitu16 AnimatedTextures[NumAnimatedTextures];
// animated texture data (NumAnimatedTextures * 2 bytes)
bitu32 NumObjectTextures; // number of object
textures to follow (4 bytes) (after AnimatedTextures in TR3)
tr2_object_texture ObjectTextures[NumObjectTextures];
// object texture list (NumObjectTextures * 20 bytes)
bitu32 NumItems; // number of items to follow
(4 bytes)
tr2_item Items[NumItems]; // item list
(NumItems * 24 bytes)
bitu8 LightMap[32 * 256]; // light map (8192
bytes)
bitu16 NumCinematicFrames; // number of cinematic
frame records to follow (2 bytes)
tr2_cinematic_frame CinematicFrames[NumCinematicFrames];
// (NumCinematicFrames * 16 bytes)
bitu16 NumDemoData; // number of demo data
records to follow (2 bytes)
bitu8 DemoData[NumDemoData]; // demo data
(NumDemoData bytes)
bit16 SoundMap[370]; // sound map (740 bytes)
bitu32 NumSoundDetails; // number of sound-detail
records to follow (4 bytes)
tr2_sample_info SoundDetails[NumSoundDetails];
// sound-detail list (NumSoundDetails * 8 bytes)
bitu32 NumSampleIndices; // number of sample
indices to follow (4 bytes)
bitu32 SampleIndices[NumSampleIndices]; //
sample indices (NumSampleIndices * 4 bytes)
TR1 has no colour table or 16-bit palette before the start of the textures; it also lacks 16-bit textures.
In TR1, tr2_vertex_room_struct has after its tr2_vertex struct only the first light intensity, and not the attributes or the second intensity.
In TR1, after SectorData, there is only the first light intensity, and not the second one or the lighting mode.
In TR1, tr2_room_light_struct has only one of:
bitu16 Diffuse1/2
bitu32 Unknown1/2
In TR1, tr2_room_static does not have two light intensities, but only one.
"Boxes" objects are rectangles whose four horizontal-coordinate values are bitu8's in TR2 and bit32's in TR1.
"Zones" objects have 10 bit16's in TR2, but 6 bit16's in TR1
In TR1, tr2_item_struct is like the TR2 version, but with only one light intensity.
The TR1 colour table has the same format as the TR2 colour table, but it is located between the LightMap and the cinematic frames.
SoundMap is 370 bit16's in TR2, but 256 bit16's in TR1.
Between SoundDetails and SampleIndices, TR1 has all the level's sound
samples, in the form of embedded Microsoft WAVE files. Just before these
samples is the total number of bytes in those sound samples, which is a
bit32.
After the two room-light intensities, TR2 has a lighting-mode value, which TR3 lacks.
Also in tr2_room_struct, TR3 has 3 extra bytes at the end, which appears to be the room-light color.
Finally, in TR2, the tr2_object_texture data is before the tr2_sprite_texture
data. In TR3, it is before the tr2_item data.
Presumably as a form of copy protection, the demo versions of some of the TR games use levels that are slightly different from those in the retail versions. However, those that have been found are all data rearrangements, as explained below.
The TR1 and Unfinished Business (.TUB) demos have their palettes moved to between the SpriteSequences and the Cameras.
The TR2 "Wall" demo, and maybe also its "Venice" demo, has its LightMap (8K) moved to between the SpriteSequences and the Cameras. It also has its SampleIndices content replaced by the soundfiles, though the associated number of them remains unchanged (the number of indices becomes the number of samples).
That demo also has its own version of TOMBPC.DAT, called DEMOPC.DAT, which appears to have the exact same format as TOMBPC.DAT.
No rearrangements are known for the TR3 demos.
Overview: The flow of the game, which levels come in what order, what item(s) Lara has at the beginning of each level, the filenames of the level and cut-scene files, all the visible text (e.g. "Save Game," "Rusty Key," etc.), and various other options are controlled using a file called TOMBPC.DAT. This file is normally compiled using a utility called GAMEFLOW.EXE, which was (apparently) accidentally distributed by Eidos in the German distribution of Tomb Raider II Gold. TR2 and TR3 use this file, and use essentially the same format of it, but TR1 has this file's contents embedded in the app, which explains why there are separate TR1 and Unfinished Business apps. What follows is a description of the contents of the binary TOMBPC.DAT file.
bitu32 Version;
// seems to be 3 for TR2
bitu8 Info[256];
// null-terminated string describing this game, copyright info, etc.
NOT ENCRYPTED
bit32 FirstOption;
// Level to go to when that happens (0x500 is exit-to-title) ??? when WHAT
happens?
bit32 TitleReplace;
// Level to go to when that happens (-1 is NONE) ??? when WHAT happens?
bit32 OnDeathDemoMode; // Level to go to
when Lara dies during demo mode (0x500 is exit-to-title)
bit32 OnDeathInGame;
// Level to go to when Lara dies during the game (0 is exit-to-title)
bit32 DemoTime;
// time in game ticks (1/30th of a second?) to wait before starting a demo
bit32 OnDemoInterrupt;
// Level to go to when demo mode is interrupted (0x500 is exit-to-title)
bit32 OnDemoEnd;
// Level to go to when the demo ends (0x500 is exit-to-title)
bitu8 Unused1[36];
// filler
bit16 NumLevels;
// number of levels in the game (some level files are used more than once
for some reason)
bit16 NumChapterScreens; // chapter screens
(Present in TR2, first used in TR3)
bit16 NumTitles;
// only one, TITLE.TR2
bit16 NumRPLs;
// number of FMV cutscenes (*.RPL)
bit16 NumCutScenes;
// number of in-game (engine-rendered) cutscenes (CUT*.TR2)
bit16 NumDemoLevels;
// Number of demo levels
bit16 TitleSoundID;
// ID of title soundtrack
bit16 SingleLevel;
// If doing only a single level
bitu8 Unused2[32];
// filler
//
// The Flags word below uses the following bit assignments:
// 0x0001: DemoVersion
(1 ::= demo, 0 ::= normal game)
// 0x0002: Title_Disabled
(1 ::= no title screen, 0 ::= normal title screen)
// 0x0004: CheatModeCheck_Disabled
(1 ::= no cheat mode, 0 ::= cheat mode enabled)
// 0x0008: NoInputTimeout
(1 ::= wait forever if no input, 0 ::= enter demo
// mode if no input timeout)
// 0x0010: LoadSave_Disabled
(1 ::= load/save game disabled, 0 ::= load/save
// game enabled)
// 0x0020: ScreenSizing_Disabled
(1 ::= no screen re-sizing allowed, 0 ::= screen
// re-sizing allowed)
// 0x0040: LockOutOptionRing
(1 ::= ???, 0 ::= normal option ring)
// 0x0080: DozyCheat_Enabled
(???)
// 0x0100: Use_Encryption
(1 ::= XOR all StringData with XORbyte, 0 ::= leave
// StringData as-is)
// 0x0400: SelectAnyLevel
(1 ::= allow player to select any level, 0 ::= no
// level selection)
//
bitu16 Flags;
// Various flags (see above)
bitu8 Unused3[6];
// filler
bitu8 XORbyte;
// For encryption ("cipher code")
bitu8 Unused4;
// High byte of a short?
bit16 SecretSoundID;
// ID of "found a secret" soundtrack
bitu8 Unused5[4];
// filler
//
// The sections that follow
contain String Arrays. These are of the following pseudo-structure:
// struct {
// bitu16 StringOffsets[NumStrings];
// offsets (into StringData[]) of each string
// bitu16 StringDataSize;
// number of bytes of raw string data to follow
// bitu8 StringData[StringDataSize];
// if Flags & 0x0100, this entire array is XORed with
// // XORbyte
// } StringArray;
//
// While it is not correct C/C++, the following are specified as StringArray[NumStrings],
// where NumStrings indicates the number of StringOffsets in
the structure.
//
StringArray LevelDisplayNames[NumLevels];
StringArray ChapterScreens[NumChapterScreens];
StringArray TitleFileNames[NumTitles];
StringArray RPLFileNames[NumRPLs];
StringArray LevelFileNames[NumLevels];
StringArray CutSceneFileNames[NumCutScenes];
//
// The LevelScript contains interpreted data (opcodes and operands)
that specify
// actions to take for each level (e.g. play cut scene, take away weapons,
etc). The
// details of this data are discussed below, after the structure descriptions.
//
struct {
bitu16 LevelScriptOffsets[NumLevels
+ 1]; // offsets (into LevelScriptData[])
// of each level's script data
bitu16 NumLevelScriptData;
bitu8 LevelScriptData[NumLevelScriptData];
} LevelScript;
bitu16 DemoLevelList[NumDemoLevels];
//
// GameStrings 1 and 2 are the level-independent strings that are displayed
when interacting
// with the game menus (e.g. "Inventory," "Load Game," "Jump" (control
setup), "Shotgun"
// (weapon in inventory), etc.)
//
bit16 NumGameStrings1;
StringArray GameStrings1[NumGameStrings1];
StringArray GameStrings2[41];
//
// KeyStrings1..10 are the level-specific printable strings for the
various pickups in each level,
// not including level-independent pickups (e.g. Shotgun Shells, Medi
Packs). These pickups
// are all "active" at some point, e.g. they are used as keys or are
prerequisites for advancing
// through the game. Examples include "Rusty Key," "Green Pass
Card," "Circuit Breaker," "The
// Seraph," "Talion," etc. Each level of TR2 can contain up to 10 pickups.
The following arrays
// are arranged longitudinally, meaning that each array contains all
of the Nth-pickup strings for
// each level. For example, KeyStrings1 contains the printable
names for the "first" pickup in
// each level, KeyStrings2 contains the names for the "second" pickup,
etc. Note that "first"
// and "second" have nothing to do with the order these objects are
encountered in the game;
// they are simply indices used by the game engine (Key 1, Key 2, etc.)
//
StringArray KeyStrings1[NumLevels];
// Puzzle 1
StringArray KeyStrings2[NumLevels];
// Puzzle 2
StringArray KeyStrings3[NumLevels];
// Puzzle 3
StringArray KeyStrings4[NumLevels];
// Puzzle 4
StringArray KeyStrings5[NumLevels];
// Pickup 1
StringArray KeyStrings6[NumLevels];
// Pickup 2
StringArray KeyStrings7[NumLevels];
// Key 1
StringArray KeyStrings8[NumLevels];
// Key 2
StringArray KeyStrings9[NumLevels];
// Key 3
StringArray KeyStrings10[NumLevels];
// Key 4
LevelScript Description:
In LevelScript, Opcodes and Operands are all bitu16.
Note that if a level is a demo level, its level ID will be 1024 higher
than a "normal" level ID.
Opcodes:
3 -- Play FMV (prerendered cutscene):
operand is RPL ID
4 -- Play (interactive) game level:
operand is level's ID
5 -- Play engine-rendered cutscene:
operand is cutscene ID
6 -- Do level-completion display (no
operands)
7 -- Play demo level: operand is level
ID
9 -- End of set (no operands)
10 -- Play soundtrack: operand is soundtrack ID
(it precedes opcodes of associated levels)
11 -- (Lara starts out in motorboat? -- TR2, "Bartoli's
Hideout") (no operands?)
12 -- Chapter screen: operand is chapter ID
14 -- Lose your weapons (no operands)
15 -- End of game (no operands)
16 -- Associated with cutscenes; a viewpoint control?
(one operand?)
17 -- (one operand?)
18 -- Give item; operand is item type
19 -- Item-type 12 state to start level in: operand
is state number
20 -- Number of secrets (overrides engine's hardcoded
count of them?): operand is that number
21 -- (no operands?)
22 -- Lose your ammo and medipacks? (no operands?)
Opcode-18 stuff to give (repeat means give another):
After finding all the secrets in a level (Tomb Raider 2)
0 Pistols
1 Shotgun
2 Automatic pistols
3 Uzis
4 Harpoon gun
5 M-16
6 Grenade launcher
7 Pistol clip
8 Shotgun-shell box
9 Automatic-pistol clip
10 Uzi clip
11 Harpoon bundle
12 M-16 clip
13 Grenade pack
14 Flare box
15 Small medipack
16 Big medipack
17 Pickup 1
18 Pickup 2
19 Puzzle 1
20 Puzzle 2
21 Puzzle 3
22 Puzzle 4
23 Key 1
24 Key 2
25 Key 3
26 Key 4
When a level starts (Tomb Raider 2)
1000 Pistols
1001 Shotgun
1002 Automatic pistols
1003 Uzis
1004 Harpoon gun
1005 M16
1006 Grenade launcher
1007 Pistol clip
1008 Shotgun-shell box
1009 Automatic-pistol clip
1010 Uzi clip
1011 Harpoon bundle
1012 M16 clip
1013 Grenade pack
1014 Flare box
1015 Small medipack
1016 Big medipack
1017 Pickup 1
1018 Pickup 2
1019 Puzzle 1
1020 Puzzle 2
1021 Puzzle 3
1022 Puzzle 4
1023 Key 1
1024 Key 2
1025 Key 3
1026 Key 4
Tomb Raider 2 identifications:
FMV IDs:
0 -- LOGO (everybody's corporate
logos)
1 -- ANCIENT (monks vs. dragon)
2 -- MODERN (Lara drops in
from helicopter)
3 -- LANDING (Seaplane lands
at rig)
4 -- MS (Lara hitchhikes on
a minisub)
5 -- CRASH (Lara goes to Tibet
and has a rough landing there)
6 -- JEEP (Lara steals it
and outruns Bartoli's goons)
7 -- END (Lara escaping the
collapsing lair)
Cutscene IDs:
0 -- CUT1 (At the end of the
Great Wall)
1 -- CUT2 (Lara the stowaway)
2 -- CUT3 (Bartoli vs. goon)
3 -- CUT4 (Bartoli stabs himself)
Soundtrack IDs:
0 -- BLANK (no sound)
3 -- CUT1 ("at the fancy
door" soundtrack)
4 -- CUT2 ("Lara the
stowaway" soundtrack)
5 -- CUT3 ("Bartoli
vs. goon" soundtrack)
30 -- CUT4 ("Bartoli stabs
himself" soundtrack)
31 -- DERELICT (eerie choppy/echo-y
synths)
32 -- WATER (dripping/pouring
water sounds)
33 -- WIND (Blowing wind)
34 -- HEARTBT (musical embellishment
of one)
52 -- SHOWER (that infamous
shower scene)
58 -- MACHINES (in the offshore
rig)
59 -- FLOATING (wispy synths)