Room Files

Room Files[edit]

Room Files contain various compressed scripts (including fieldscripts, which govern mundane NPC behavior as well as story events) and graphical data for each area of the game.

Overall Structure[edit]

The Yazoo dumper utility splits each Room File into "code," "GFX," and "unknown" folders. In addition, there is a pointer table that the dumper leaves out. The various dumped files and the pointer table fit together as follows:

CODE

  • Scripts: OUTs 0 ~ 10
  • NPC Models: OUTs 10+

UNKNOWN

  • DRP file

POINTER TABLE
GFX

  • A number of backgrounds
  • A number of textures to be applied to the NPC models in the CODE folder.


CODE Folder Contents[edit]

Details are sketchy at the moment, but this much is known so far...

  • OUT 1 is a CLUT to be applied to the backgrounds in the GFX folder.
  • OUT 2 is LZSS compressed.
  • OUT 3 is the LZSS-compressed fieldscript for that room.
  • OUT 4 is the triangle setup of the walkmesh.
  • OUT 5 is the vertex array of the walkmesh.
  • OUT 6 is uncompressed.
  • OUT 7 is LZSS compressed. It is the background assembly data.
  • OUT 8 is the LZSS-compressed dialogue script for that room.
  • OUT 9 contains sound data, as evinced by the presence of AKAO tags.
  • OUT 10 is very short, and of unknown purpose.
  • OUT 11+ are NPC models, including villagers and dungeon enemy models. 12 bytes of data precede the model headers, but their purpose is currently a mystery.
    • Note: The Yazoo dumper generates a number of .act Photoshop-compatible palettes from OUT 1. These are not present in the game image.


UNKNOWN Folder Contents[edit]

The nature of the DRP file is currently unknown.


POINTER TABLE[edit]

A pointer table directly precedes the room's various graphical elements (pre-rendered backgrounds and NPC model textures). It is structured as follows...

NG NG NG NG GO GO GO GO...
  Where...
  NG = Number of Graphical elements in the room
  GO = Offset of the first Graphical element, relative to the pointer table's beginning.
  ...= Another GO is given for as many graphical elements as exist in the room.


GFX Folder[edit]

Two types of graphics complete each Room File: pre-rendered backgrounds and NPC textures.

Pre-Rendered Backgrounds
These behave like Classic TIMs, with the exception that they lack CLUTs -- the game engine pulls the appropriate palette from OUT 1 in the CODE folder in terms of the Yazoo dumper files. They have an 8BPP image depth.

NPC Model Textures
These are your run-of-the-mill Classic TIMs.

From: Chrono Cross File Structure