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Research On The Li2 Files


Fluffy Cupcake
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Fluffy Cupcake

My research on some LI2 files through a Hex editor. I did post this over on TIC already, but I figured it currently wouldn't get much attention there. Hopefully some of this will come in handy to someone here who knows more on reversing files.

I would like to thanks legomoe for giving me an example and helping me understand.

Note: The following are based off of the files in z02LGI.bod/bob. The stuff underlined and in bold are the folder names.

Anim

.blk files

ABLK = Header of file, no size.

ASKL = The size of this in bytes is.. I have no certain idea!

Files in camera folder (whatever the name was).

They start with CAMA and are followed by 01 00 00 00 bytes. The files are all the same length. (after those bytes, the length is 18)

Cutscene

.cut files

...I HAVE NO IDEA!

(not going to bother mentioning the .txt files, because those are obvious what kind of files those are. :P)

Lights

Some worlds/places, like the main island [z02LGI] have only .lgt files. Ogel (not sure if other places) have more files like .lgt_pos2, .lgt_set1_1point-red, .lgt_set2_lots of pointlamps_amb1_dir.5, lgt_set3_lotsofpoint_amb.1_dir1.

I didn't look into these other files (yet) as they aren't in z02LGI.

.lgt files.

File length is pretty much the same length in all places.

They all start with LGTL, not sure if there is a specific byte rate for the rest of it or not.

MatAnim

.man

Starts with MATA

There is nothing to work with to calculate the value (not that I can see). It's a matter of guessing I guess. Wait..., okay, on the file skboard.man I put it to 4 and I'm seeing some similar things. I dunno, maybe one of you can take a look at it... or, set it to 12, I'm seeing a pattern of ÃŒ¼Å’+ÃŒ¼Å’+ÃŒ¼Å’+ [CC BC 8C 2B CC BC 8C 2B CC BC 8C 2B in bytes] (aka CC BC 8C 2B repeated 3 times in a row). I'm checking, another file, it seems to be the same kind of thing, except the ÃŒ¼Å’+ÃŒ¼Å’+ÃŒ¼Å’+ values are different on each file... or actaually, I'm seeing ..€?..€?..€? appear in each file, so maybe that's something.

Particle

.app .emi .mov .par can all be edited with a text editor! (so it seems).

.app contains things like colour, size, what sprite image to use (not sure where it is located, texture folder?), and other stuff.

.emi controls lifespan, density, force, and angles.

.mov controls gravity, and also something called "Air" (fAir and fDAir to be exact)

.par runs the other files of the same name, it has stuff like.. final colour and size? Not sure. Also, music01.par has some // lines (notes).. only containing values though, no text.

Soruce

.src

particle.src and sound.src, the only two files are exactly the same... they contain SRCL followed by .... [00 00 00 00] and nothing else.

Textures

.wib

WIBF = 4

WIBT = I'm not sure about this because it is gianourmous due to having non-stop till the end (it seems). But on text071.wib [file of Z02LGI] it seems to be 4, thought it does seems to switch between FF and FE, and then some other bytes randomly.

.txl

...eh, I got nothing on this, do you? It seems like there COULD be something.

Waypoints

.h

Can be opened with any text editor (or C++ if you're a programer :P [gave it away how I knew])

.way and .wpt (extremely identical)

WPTP = 40

WPTL = 12

WPTG = 8 (I think)

The following .wpt files are a bit different.

W_CSM_C.wpt

W_OTH_C.wpt

W_PATH_C.wpt

W_ROAD_C.wpt

They start with ÿÿÿÿ [00 00 00 00 in bytes], I don't think this means anything special though. They seem fine in 16 bytes, until it reaches the part where they start listing stuff.

.wbt

I got nothing.

All .col files. (I never got back to these so I don't have byte lengths of them.)

Start with CBBX

Larger length files:

Contains COLP near the beginning

GRDP and GRDC are near the end

Small, tiny length files:

End with NCOL


If you have more to add, feel free to post below.
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  • 2 months later...
pivke_oldaccount

Hey,

I think your research isn't right at all. Here some of my researching-results:

Texturefiles (.tga):

  • Simple TGA files
  • Mostly 24 bit depth
  • Run-Length-Encoded

(The texturefiles were made by Paint Shop Pro for the game)

Meshfiles (.msh)

  • CHAR VERT[ 4 ]; //"VERT"
  • DWORD NumOfVerts;
  • FLOAT VertexArrayXYZ[ NumOfVerts ]; //Vertices
  • CHAR INDL[ 4 ]; //Indices - "INDL"
  • DWORD NumOfFaces;
  • WORD FaceArrayXY[ NumOfFaces ]; //Faces

After these 2 tables, there are sometimes some more information. But they are not declared somewhere:

  • CHAR GRPL[ 4 ]; //GRPL - GroupList
  • DWORD NumOfGroups;
  • Group GroupArray[ NumOfGroups ];

For every group:


struct Group

{

    DWORD Unknown;

    DWORD NumOfFaces;

    DWORD VertexOffset;

    DWORD NumOfVertices;

    DWORD FaceOffset;

};

There are also information about Material ("MATL") and "GTOM" (don't know what this is representing, maybe some transforming?). But yet I wasn't able to research this things.

You also have to notice, that there are a bunch of more files for each group of data. And I have to be sorry, but I think most of your research is wrong. I could do some research and post it here if you want to.

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Fluffy Cupcake

@pivke, well, I didn't go that much in depth, and I'm not an expert on this either.

Sure, research is always welcome.

Also, I didn't cover .tga file because those are obvious what they are.

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