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fundamentals [2017/01/05 12:22] – [File Types] zdimensiontrs:savegame:trs:fundamentals [2017/02/04 16:32] – ↷ Links adapted because of a move operation zdimension
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 ===== File Types ===== ===== File Types =====
  
-Tomb Raider is driven by various sets of files — [[file_formats|level files]], [[scripting_tr2_tr3|script]] [[scripting_tr4_tr5|files]], FMVs, [[sound#audio_tracks|audio tracks]] and [[sound#sound_files|sound files]]. In TR4 and TR5, there is also specific file type which contains cutscene data — [[cutseq|cutseq pack]].+Tomb Raider is driven by various sets of files — [[trs:savegame:trs:file_formats|level files]], [[trs:scripting_tr2_tr3|script]] [[trs:scripting_tr4_tr5|files]], FMVs, [[trs:sound#audio_tracks|audio tracks]] and [[trs:sound#sound_files|sound files]]. In TR4 and TR5, there is also specific file type which contains cutscene data — [[trs:savegame:trs:cutseq|cutseq pack]].
  
 ==== The Script Files ==== ==== The Script Files ====
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 Since TR4, the level file is divided into //several chunks//, each of them being compressed with //zlib//. Usually, each chunk of compressed data is preceded by two 32-bit unsigned integers defining the //uncompressed size// of the chunk and the //compressed size// of the chunk. Therefore, the engine allocates an empty buffer equal to the //uncompressed size// of a specific chunk, and another buffer equal to the //compressed size//. The compressed data is loaded directly within it based on the //compressed size//. The compressed data is then decompressed into the result buffer and the buffer containing the compressed data is destroyed. In TR5, those chunks aren’t compressed anymore. Since TR4, the level file is divided into //several chunks//, each of them being compressed with //zlib//. Usually, each chunk of compressed data is preceded by two 32-bit unsigned integers defining the //uncompressed size// of the chunk and the //compressed size// of the chunk. Therefore, the engine allocates an empty buffer equal to the //uncompressed size// of a specific chunk, and another buffer equal to the //compressed size//. The compressed data is loaded directly within it based on the //compressed size//. The compressed data is then decompressed into the result buffer and the buffer containing the compressed data is destroyed. In TR5, those chunks aren’t compressed anymore.
  
-**Note** +<note
->  +It’s good to note the origins of level file extension. While it is obvious that TR2/TR4/TRC extensions specify abbreviations of the game name. ''%%.PHD%%'' is actually the initials of the //Lead Programmer// for Tomb Raider 1: //Paul Howard Douglas//. Looks like this programmer contributed a lot of the code during early development stages of Tomb Raider. This is suggested because the //phd// initials also became a prefix for several helper functions in the original source code, for instance: ''%%phd_sin%%'', ''%%phd_cos%%'' etc. Most likely, he was also responsible for developing the level file structure for Tomb Raider. 
-It’s good to note the origins of level file extension. While it is obvious that TR2/TR4/TRC extensions specify abbreviations of the game name. ''%%.PHD%%'' is actually the initials of the //Lead Programmer// for Tomb Raider 1: //Paul Howard Douglas//. Looks like this programmer contributed a lot of the code during early development stages of Tomb Raider. This is suggested because the //phd// initials also became a prefix for several helper functions in the original source code, for instance: ''%%phd_sin%%'', ''%%phd_cos%%'' etc. Most likely, he was also responsible for developing the level file structure for Tomb Raider.+</note>
  
 ==== FMVs (Full Motion Videos) ==== ==== FMVs (Full Motion Videos) ====
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 There are certain cases where special caution must be paid. A multiplication $f = f_1 \cdot f_2$ must be calculated as There are certain cases where special caution must be paid. A multiplication $f = f_1 \cdot f_2$ must be calculated as
  
-$f = f_1 \cdot f_2  \Leftrightarrow  (p_1/2^{16}) \cdot (p_1/2^{16})  \Leftrightarrow  f = \frac{p_1 \cdot p_2}{2^{16}}  \Leftrightarrow  \cdot 2^{16} = \frac{p_1 \cdot p_2}{2^{16}}  \Leftrightarrow  p = \frac{p_1 \cdot p_2}{2^{32}}$+$f = f_1 \cdot f_2  \Leftrightarrow  f = (p_1/2^{16}) \cdot (p_1/2^{16})  \Leftrightarrow  f = p/2^{16} = \frac{p_1 \cdot p_2}{2^{32}}  \Leftrightarrow  p = \frac{p_1 \cdot p_2}{2^{16}}$
  
 ==== Data Alignment ==== ==== Data Alignment ====
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 The only difference is the extra field ''%%Effects%%''. It has this layout: The only difference is the extra field ''%%Effects%%''. It has this layout:
  
-  * //Bit 0:// if set, face has //additive alpha blending// (same meaning that when the ''%%Attribute%%'' field of [[miscellany#tr_object_texture|[tr_object_texture]]] is 2, but this flag overrides it).+  * //Bit 0:// if set, face has //additive alpha blending// (same meaning that when the ''%%Attribute%%'' field of [[trs:miscellany#tr_object_texture|[tr_object_texture]]] is 2, but this flag overrides it).
  
 |{{:illustrations:face_blend.jpg?nolink|illustrations/face_blend.jpg}}|{{:illustrations:face_noblend.jpg?nolink|illustrations/face_noblend.jpg}}| |{{:illustrations:face_blend.jpg?nolink|illustrations/face_blend.jpg}}|{{:illustrations:face_noblend.jpg?nolink|illustrations/face_noblend.jpg}}|
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