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ZMB
AuriRex edited this page Oct 27, 2019
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All values are stored as little endian except if stated otherwise.
Offset | Type | Description |
---|---|---|
00 | char[8] | always magic string ‘BPAM1BMZ’ |
08 | u32 | File Size |
0C | u32 | Unknown |
10 | u8[16] | always ‘04 03 02 01 04 03 02 01 04 03 02 01 04 03 02 01’ |
20 | sub_headers[9] | 9 different sub-headers with varying sizes |
todo
- ROMB
- ARAB
- PLYR
- CAME
- RALB
- ROOM
- WARP
- MPOB
- NPCA
Every Sub-Header has the same initial fields:
Offset | Type | Description |
---|---|---|
00 | char[4] | magic Sub-Header string |
04 | u32 | Sub-Element length (starting from local offset 00) |
A Sub-Element is the Sub-Header with all of its children.
Unknown!
Seems to be related with Phantom paths.
Music ID
Environment Lighting (unused in game)
Default Sub-Header with Children count.
Offset | Type | Description |
---|---|---|
00 | char[4] | magic Sub-Header string |
04 | u32 | Sub-Element length (starting from local offset 00) |
08 | u16 | Children count |
0A | padding | 2 byte ‘FF FF’ |
0C | WARP_Element[n] | n Warp Elements , n = children count |
One WARP Element is 24 Bytes long.
Offset | Type | Description |
---|---|---|
00 | u8 | Warp ID / Unique ID / Primary Key |
01 | u8 | Fade / Transition Type |
02 | u8 | Area ID |
03 | u8 | Destination Warp ID |
04 | char[16] | Destination Map Name [BigEndian] |
14 | u32 | Links Run Direction |