This version is outdated by a newer approved version.This version (2017/01/06 18:52) was approved by zdimension.The Previously approved version (2017/01/06 17:44) is available.
This is an old revision of the document!
Table of Contents
CUTSEQ file format (TR4-TR5)
Overview
The CUTSEQ.BIN
file is a file containing information about all the engine-rendered cutscenes (as opposite to FMVs, which are pre-rendered videos). In TR4, this file is compressed and contained in a PAK file, and the resulting file is called CUTSEQ.PAK
. In TR5, like many other things (e.g. level files), the file is not compressed, and is called CUTSEQ.BIN
.
Layout
uint8_t DEL[8]; // "(C) DEL!", for Derek Leigh-Gilchrist cutscene_header Cutscenes[N]; // N = 30 for TR4, 44 for TR5, 4 for Times Demo uint8_t Padding[]; // Empty space between header and data uint8_t CutsceneData[]; struct cutscene_header // 8 bytes { uint32_t Offset; // Offset relative to start of file uint32_t Size; // Size in bytes } struct cutscene_data { uint16_t NumActors; // Actor 1 is always Lara (slot ID 0) uint16_t NumFrames; int32_t OriginX; // Origin coordinates are in TR world coordinates int32_t OriginY; // Negative Y is up int32_t OriginZ; int32_t AudioTrackIndex; // -1 means no audio track uint32_t CameraDataOffset; actor_slot_header Actors[NumActors]; camera_data CameraData; uint8_t Padding[]; uint8_t ActorData[]; uint8_t Padding[]; } struct actor_slot_header // 8 bytes { uint32_t DataOffset; uint16_t SlotNumber; // TR Moveable slot ID number uint16_t NumNodes; // Same as number of meshes in moveable } struct camera_data { position_header TargetHeader; position_header CameraHeader; packed_coord TargetPosition; packed_coord CameraPosition; } struct actor_data { mesh_header Meshes[NumNodes]; mesh_data MeshData[NumNodes]; } struct mesh_data { packed_coord PositionData; packed_coord RotationData; } struct position_header // 14 bytes { int16_t StartX; int16_t StartY; int16_t StartZ; uint16_t AxisBitsizes; // X = bits 14-11, Y = 9-6, Z = 4-1 uint16_t NumValuesX; uint16_t NumValuesY; uint16_t NumValuesZ; } struct rotation_header // 14 bytes { // 1024 = 360 degrees int16_t StartX; int16_t StartY; int16_t StartZ; uint16_t AxisBitsizes; // X = bits 14-11, Y = 9-6, Z = 4-1 uint16_t NumValuesX; uint16_t NumValuesY; uint16_t NumValuesZ; } struct packed_coord // (variable length) { dynamic Xaxis; // todo: explain better dynamic Yaxis; // core design, why did you make this dynamic Zaxis; }
Notes
In TR4 CUTSEQ.PAK, DEL (Derek Leigh-Gilchrist) left a hidden message in the first Padding section:
Cutseq.JIZ , Compiled by Del using the one and only 'ASMLE.EXE' Ok, I`ve got about 1.5k of padding here, so enjoy my ramblings... Keep your greasy mits off my packed data... Greets to... Alex,Damon,Rich,Charlie,Jon,Dan,Dude,Martin,Jens,DaveS,DaveM,ZeoGrad and all the usual... Tombraider IV Delta-Packed Animation Data (C) 1999 Core Design. Sector padded for hotness... Format: dc.w num_actors dc.w num_frames dc.l orgx,orgy,orgz dc.l audio_track dc.l packed_camera_data_offset dc.l packed_actor_data_offset dc.w object_slot dc.w num_nodes nice eh? hack away my friends... NUDE CHEAT ALERT... NUDE CHEAT ALERT... maybe... EMAIL: del@nlights.demon.co.uk OR del@core-design.com Developer Credits: Coding: Del,Gibby,Chris,Rich & Tom Delta Compressor: MJ Animation: Jerr Art: Jibber,Pete,Phil,Andy,Rich,Jamie Sound: Pete FMV: Pete,Dave and some others... Thanks to... PsyQ,SCEE,MartinJ and the GNU people... Don`t forget, ** PC-Engine RULES ** BTW people, 30% of the entire game is MIPS. The rest is 'C' , but luckily GNU isn`t as dry as it used to be... Some decent(ish) links: http://www.nlights.demon.co.uk http://www.core-design.com http://www.hu6280.com http://www.geeknews.com http://www.hotmail.com http://www.hitbox.com http://www.tombraider.com http://www.ign64.com http://www.rareware.com http://www.eidos.com Special greet to my baby girl Abigail, and my Wife(?) Caroline... See you in TR5.... bwhahahah
TR5 CUTSEQ.BIN also contains a message:
'cutseq.asm' Compiled by Del - 18:08:53 Thursday 26th of October 2000