In this chapter we will describe full gameflow script specification for TR4/TR5 script file (usually called SCRIPT.DAT
) and language file, which contains all
the strings used in game for specific language (e.g., ENGLISH.DAT
, FRENCH.DAT
, and so on).
The script is divided into several blocks (or headers), some of them are global (applicable to whole game instance), and some are per-level only.
This header contains general information not specific to particular level.
struct tr4_script_header // 9 bytes
{
uint8_t Options;
uint8_t Filler[3]; // Unused
uint32_t InputTimeout;
uint8_t Security;
}
Options
is a set of bit flags with several global game settings (name of the settings directly borrowed from original text scripts distributed with TRLE):
-
Bit 0 (
0x01
) — FlyCheat. Enables debug fly mode activated by typingDOZY
ingame. -
Bit 1 (
0x02
) — LoadSave. When this bit is not set, load and save features are disabled. This option was used for demo versions. -
Bit 2 (
0x04
) — Title. Specifies if title screen should be displayed or not. If not set, game will start right away after user has launched an application. -
Bit 3 (
0x08
) — PlayAnyLevel. Gives an access to any level from the title screen. -
Bit 7 (
0x80
) — DemoDisc. Unknown feature, probably related to game versions deployed on promotional CDs.
InputTimeout
: in early TR4 demos (for example, version dated September 15, 1999) this parameter specified time interval, after which game will engage
pre-recorded rolling demo, in case there was no user input. This feature became useless in final version.
Security
parameter meant to be a special ``key'' value used to encrypt script data. Encryption is done with simple XOR operation against the data. However,
this value was never used, and instead, hardcoded one was specified. This matter will be discussed later.
This section defines platform-specific information, such as file extensions used in PC an PlayStation versions of the game. All the mentioned strings are null-terminated.
struct tr4_script_levelheader
{
uint8_t NumTotalLevels;
uint16_t NumUniqueLevelPaths;
uint16_t LevelpathStringLen;
uint16_t LevelBlockLen;
uint8_t PSXLevelString [5]; // typically ".PSX"
uint8_t PSXFMVString [5]; // typically ".FMV"
uint8_t PSXCutString [5]; // typically ".CUT"
uint8_t Filler [5]; // Possibly for some additional extension type?
uint8_t PCLevelString [5]; // typically ".TR4"
uint8_t PCFMVString [5]; // typically ".BIK"
uint8_t PCCutString [5]; // typically ".TR4"
uint8_t Unused [5];
}
NumTotalLevels
is an amount of levels included in script. Title flyby is also counted.
LevelpathStringLen
is a sum of lengths of all level path strings, including 0x00s (empty ones).
LevelBlockLen
is a sum of lengths of each level script data length.
struct tr4_script_levellisting
{
uint16_t OffsetsToLevelpathString[NumTotalLevels];
uint8_t LevelpathStringBlock [LevelpathStringLen];
uint16_t OffsetsToLevelData [NumTotalLevels];
}
Note that the offsets in the offset table themselves are not relative to the file address 0
. The level-path offsets are relative to the first path string’s
starting byte address (56 + NumTotalLevels * 2)
, while the level-data offsets are relative to the first level data’s starting byte address (56
.
NumTotalLevels * 2 + LevelpathStringLen + NumTotalLevels * 2)
It is also worth noting that the level-path strings in SCRIPT.DAT
are ordered the same way they were ordered in corresponding [Level]
blocks in uncompiled
'SCRIPT.TXT'. For example, if the first [Level] in SCRIPT.TXT
defines Level=DATA\TEST1,101
and the second Level=DATA\TEST2,101
— then there will be 2
level-paths in SCRIPT.DAT
, in the order such as this: DATA\\TEST1.DATA\\TEST2;
where .
is the null-terminator (0x00
) byte.
To get to a certain level’s path within SCRIPT.DAT
knowing only its number, just look-up at OffsetsToLevelpathString[LevelNum]
and go to that offset
(remember, it is not relative to file address 0
!).
Inside the level block, each level stores its own data describing certain parameters, such as level name, puzzle item names, load camera position, default background ambience soundtrack, and so on (the title level is no exception!).
While in SCRIPT.TXT
each parameter was given its own line and position within the file itself, in SCRIPT.DAT
this is not the case. Rather, bitfields are
used for bool options (enabled/disabled; such as Lightning option) and the rest of the usually multi-byte data uses an opcode data structure.
That is, preceding a certain type of data you usually find a byte. That is the opcode byte — depending on its value, it can be determined what kind and how
many arguments follow that need parsing. For example, chunk 0x81
indicates the level description opcode; with that info, the parser knows that 4 arguments
follows: the string index, etc. This structure is somewhat akin to the AnimCommands structure of level files (see description above). The chunk order does
matter; the original tomb4.exe
binary seems to crash if something is not ordered the way it should be.
The title screen is special in that it uses the 0x82
opcode the indicate the level-name and audio track information and it, naturally, lacks the string index
integer as the title level has no name associated with it.
struct tr4_script_leveldata
{
uint8_t LevelData [LevelDataLen];
}
LevelData
is all of the level’s data continuously stored in memory. Number of level data sections is equal to overall amount of levels in game, and overall
size of all level data sections comprise Level Block.
To get to a certain level’s data section, follow that particular level’s offset from inside the offset table you loaded (described above). The data sections themselves are ordered the very same way levels were ordered in SCRIPT.TXT
. For more info on the types of all available TR4 chunks and how to parse them, see the Script Opcodes section.
After the level block follows a simple array of ASCII strings which define all the language files the game can choose from. There are, however, no offset
tables for this one, so one must simply read until a null-byte is reached, and then take that as the string and repeat onwards until EOF. Therefore, the last
byte of SCRIPT.DAT
must always be the null-terminator (0x00
).
Note
|
This setup is valid only for standard TR4 scripts generated by original TRLE script utility. TRNG scripts have their own special footer and data block appended to the bottom of the file, which contain all the extra information it needs. |
Here is a list of all available TR4 opcodes, their meaning and their corresponding arguments (order of arguments matters!):
0x81 Level bitu8 stringIndex, uint16_t levelOptions, bitu8 pathIndex, bitu8 audio 0x82 [Title] Level bitu8 pathIndex, uint16_t titleOptions, bitu8 audio 0x8C Legend bitu8 stringIndex 0x91 LoadCamera bit32 srcX, bit32 srcY, bit32 srcZ, bit32 targX, bit32 targY, bit32 targZ, bitu8 room 0x89 Layer1 bitu8 red, bitu8 green, bitu8 blue, bit8 speed 0x8A Layer2 bitu8 red, bitu8 green, bitu8 blue, bit8 speed 0x8E Mirror bitu8 room, bit32 xAxis 0x8F Fog bitu8 red, bitu8 green, bitu8 blue 0x84 Cut bitu8 cutIndex 0x8B UVrotate bit8 speed 0x85 ResidentCut1 bitu8 cutIndex 0x86 ResidentCut2 bitu8 cutIndex 0x87 ResidentCut3 bitu8 cutIndex 0x88 ResidentCut4 bitu8 cutIndex 0x80 FMV bitu8: 4 least significant bits represent the FMV index; 4 most significant bits (y) represent the FMV trigger bitfield as in y=1<->bit 8 set 0x92 ResetHUB bitu8 levelIndex 0x90 AnimatingMIP bitu8: 4 least significant bits represent animatingObjectIndex - 1; 4 most significant bits represent the distance 0x8D LensFlare uint16_t yClicks, bit16 zClicks, uint16_t xClicks, bitu8 red, bitu8 green, bitu8 blue 0x93 KEY_ITEM1 uint16_t stringIndex, uint16_t height, uint16_t size, uint16_t yAngle, uint16_t zAngle, uint16_t xAngle, uint16_t unknown 0x94 KEY_ITEM2 -=- (All the same) 0x95 KEY_ITEM3 -=- 0x96 KEY_ITEM4 -=- 0x97 KEY_ITEM5 -=- 0x98 KEY_ITEM6 -=- 0x99 KEY_ITEM7 -=- 0x9A KEY_ITEM8 -=- 0x9B KEY_ITEM9 -=- 0x9C KEY_ITEM10 -=- 0x9D KEY_ITEM11 -=- 0x9E KEY_ITEM12 -=- 0x9F PUZZLE_ITEM1 -=- 0xA0 PUZZLE_ITEM2 -=- 0xA1 PUZZLE_ITEM3 -=- 0xA2 PUZZLE_ITEM4 -=- 0xA3 PUZZLE_ITEM5 -=- 0xA4 PUZZLE_ITEM6 -=- 0xA5 PUZZLE_ITEM7 -=- 0xA6 PUZZLE_ITEM8 -=- 0xA7 PUZZLE_ITEM9 -=- 0xA8 PUZZLE_ITEM10 -=- 0xA9 PUZZLE_ITEM11 -=- 0xAA PUZZLE_ITEM12 -=- 0xAB PICKUP_ITEM1 -=- 0xAC PICKUP_ITEM2 -=- 0xAD PICKUP_ITEM3 -=- 0xAE PICKUP_ITEM4 -=- 0xAF EXAMINE1 -=- 0xB0 EXAMINE2 -=- 0xB1 EXAMINE3 -=- 0xB2 KEY_ITEM1_COMBO1 -=- 0xB3 KEY_ITEM1_COMBO2 -=- 0xB4 KEY_ITEM2_COMBO1 -=- 0xB5 KEY_ITEM2_COMBO2 -=- 0xB6 KEY_ITEM3_COMBO1 -=- 0xB7 KEY_ITEM3_COMBO2 -=- 0xB8 KEY_ITEM4_COMBO1 -=- 0xB9 KEY_ITEM4_COMBO2 -=- 0xBA KEY_ITEM5_COMBO1 -=- 0xBB KEY_ITEM5_COMBO2 -=- 0xBC KEY_ITEM6_COMBO1 -=- 0xBD KEY_ITEM6_COMBO2 -=- 0xBE KEY_ITEM7_COMBO1 -=- 0xBF KEY_ITEM7_COMBO2 -=- 0xC0 KEY_ITEM8_COMBO1 -=- 0xC1 KEY_ITEM8_COMBO2 -=- 0xC2 PUZZLE_ITEM1_COMBO1 -=- 0xC3 PUZZLE_ITEM1_COMBO2 -=- 0xC4 PUZZLE_ITEM2_COMBO1 -=- 0xC5 PUZZLE_ITEM2_COMBO2 -=- 0xC6 PUZZLE_ITEM3_COMBO1 -=- 0xC7 PUZZLE_ITEM3_COMBO2 -=- 0xC8 PUZZLE_ITEM4_COMBO1 -=- 0xC9 PUZZLE_ITEM4_COMBO2 -=- 0xCA PUZZLE_ITEM5_COMBO1 -=- 0xCB PUZZLE_ITEM5_COMBO2 -=- 0xCC PUZZLE_ITEM6_COMBO1 -=- 0xCD PUZZLE_ITEM6_COMBO2 -=- 0xCE PUZZLE_ITEM7_COMBO1 -=- 0xCF PUZZLE_ITEM7_COMBO2 -=- 0xD0 PUZZLE_ITEM8_COMBO1 -=- 0xD1 PUZZLE_ITEM8_COMBO2 -=- 0xD2 PICKUP_ITEM1_COMBO1 -=- 0xD3 PICKUP_ITEM1_COMBO2 -=- 0xD4 PICKUP_ITEM2_COMBO1 -=- 0xD5 PICKUP_ITEM2_COMBO2 -=- 0xD6 PICKUP_ITEM3_COMBO1 -=- 0xD7 PICKUP_ITEM3_COMBO2 -=- 0xD8 PICKUP_ITEM4_COMBO1 -=- 0xD9 PICKUP_ITEM4_COMBO2 -=- 0x83 level-data-end no arguments - this opcode appears at the end of every level (incl. title) block
The uint16_t
values levelOptions
and titleOptions
are actually bit fields containing several boolean options, and are laid out as follows (per-bit
description):
-
Bit 0 (
0x0001
) — YoungLara -
Bit 1 (
0x0002
) — Weather -
Bit 2 (
0x0004
) — Horizon -
Bit 4 (
0x0010
) — Layer2 used (?) -
Bit 3 (
0x0008
) — Horizon (has to be paired with 3) -
Bit 5 (
0x0020
) — Starfield -
Bit 6 (
0x0040
) — Lightning -
Bit 7 (
0x0080
) — Train -
Bit 8 (
0x0100
) — Pulse -
Bit 9 (
0x0200
) — ColAddHorizon -
Bit 10 (
0x0400
) — ResetHUB used -
Bit 11 (
0x0800
) — ColAddHorizon (has to be paired with 10) -
Bit 12 (
0x1000
) — Timer -
Bit 13 (
0x2000
) — Mirror used -
Bit 14 (
0x4000
) — RemoveAmulet -
Bit 15 (
0x8000
) — NoLevel
In contrary to TR2 and TR3, TR4 uses a more sophisticated language-handling scheme. Instead of storing the strings in SCRIPT.DAT
for every different language,
TR4 splits the string definition ({LANGUAGE}.DAT
) and script definition (SCRIPT.DAT
) data into the two mentioned files. This allows for smaller files, finer
grain of selectivity and easy localization.
This means that, within SCRIPT.DAT
, strings are always given as string indices, i.e. numbers that correspond to the array positions of the corresponding
strings within {LANGUAGE}.DAT
, where {LANGUAGE}
can be any supported language filename.
From these files, the game will choose the first one that is available and use that as the string resource. See below for details on string selection.
The number of supported language files depends on what was defined in SCRIPT.TXT
, in the [Language] section. Also, the priority of loading is specified
there (the first number before the comma). For example, if we have defined:
[Language] File= 0,ENGLISH.TXT File= 1,FRENCH.TXT File= 2,GERMAN.TXT File= 3,ITALIAN.TXT File= 4,SPANISH.TXT File= 5,US.TXT
…that would mean that the game will first look for ENGLISH.DAT
for loading. If that’s not present, it will look for FRENCH.DAT
. If not, it’ll look for
GERMAN.DAT
, and so on. If none of the files are present, the game will crash. In SCRIPT.DAT
, these numbers reflect on the order of file name strings: in the
above situation, the language file listing block at the end of SCRIPT.DAT
would look like this (highest→lowest priority):
ENGLISH.DAT FRENCH.DAT GERMAN.DAT ITALIAN DAT SPANISH.DAT US.DAT.
…where the splitting space between filenames specifies the null-terminator (0x00) byte.
The header of the language file follows this structure:
struct tr4_lang_header
{
uint16_t NumGenericStrings;
uint16_t NumPSXStrings;
uint16_t NumPCStrings;
uint16_t GenericStringsLen; // including the null-terminator bytes
uint16_t PSXStringsLen; // including the null-terminator bytes
uint16_t PCStringsLen; // including the null-terminator bytes
uint16_t StringOffsetTable[];
}
StringOffsetTable
is a table holding offsets which point to corresponding strings. Therefore, its size is NumGenericStrings + NumPSXStrings + NumPCStrings
.
Note
|
Offsets in the offset table themselves are not relative to the file address 0! They are actually relative to the first string’s starting byte address! |
In order to get an absolute offset of a string whose relative offset you retrieved from the offset table, do the following:
absoluteOffset = relativeOffset + sizeof(tr4_lang_header)
sizeof(tr4_lang_header)
depends, of course, on the number of strings in each group. Therefore, the header size is sizeof(uint16_t) * 6 + sizeof(OffsetTable)
.
In the usual TR4 situation, there are typically 359 strings (that is, usually NumTotalStrings = NumGenericStrings + NumPSXStrings + NumPCStrings = 359) defined. This, however, is not a limit nor rule of any kind.
All the strings defined within {LANGUAGE}.DAT
files are ASCII null-terminated strings. Every character (byte) contained in such a string is XOR-ed with byte
0xA5
(as mentioned above, it is done regardless of what byte was specified in SCRIPT.TXT
under the Security option).
Note
|
The null-termination byte is not being XOR-ed! |
After the above defined header section goes an array of strings, in a predefined order: Generic → PSX → PC.
The length of this array of total (NumTotalStrings) strings is therefore TotalStringsLen = GenericStringsLen + PSXStringsLen + PCStringsLen.
Hence the string array has the following format:
struct tr4_lang_stringdata
{
string_entry Strings[NumTotalStrings];
}
where string_entry
is simply a char
array, whose length depends on the corresponding string’s length. That can be calculated by subtracting the next
string’s by the current string’s offset.