** Hero Mesh File Format **
This describes the file format of the Windows version of Hero Mesh. (Free
Hero Mesh uses a different file format described in a different file.)
All numbers are small-endian and unsigned. WORD is 16-bits, and DWORD is
32-bits, and BYTE is 8-bits.
=== Header ===
At the beginning of the file is the following:
Offset Type Description
0 WORD File version
2 CHAR(4) ASCII characters "MESH"
6 DWORD Puzzle set number
10 WORD Number of picture sizes
12 WORD(8) Picture sizes
28 WORD Number of words in picture allocation table
File version is 15 for Hero Mesh version 1.1c, and is 16 for Hero Mesh
version 2.0. Other versions (if any) are unknown. The rest of this
document is applicable to file version 16 (differences, if any, are
unknown; file version 15 does not seem to have any differences as far as
I can tell).
Puzzle set number is a number that can be read by the class codes but
otherwise does nothing. It is used by the Hero Hearts puzzle sets to
determine which puzzle set to link to after completing the last level.
The picture sizes are all square; the numbers given are the width (which
is equal to the height) of that picture size. For example, if it says 24
then the pictures are 24x24.
After this comes the picture allocation table, which specifies which
pictures are allocated. The first word of the allocation table is for the
first sixteen pictures; the low bit is for the first picture, and the high
bit is for the sixteenth picture.
=== Pictures ===
Picture data comes next. The encoding is like this C code:
// nsizes = number of picture sizes (1 to 8; normally 3)
// nalloc = number of words in picture allocation table
// sizes[s] = width or height of picture size s (where s is 0 to 7)
for(s=0;s<nsizes;s++) {
for(i=0;i<nalloc;i++) {
for(y=0;y<sizes[s];y++) {
for(j=0;j<16;j++) {
@< Read (sizes[s]) bytes from file into
scanline y of size s of picture 16*i+j
(one byte per pixel; zero = transparent) @>
}
}
}
}
// Unallocated pictures are still read, even though they aren't used.
(This may also be considered as one large picture per size; where the
pictures are tile sets with sixteen tiles across.)
Next comes the picture availability table, which controls which pictures
are available for selection in the level editor. There are always 512
bytes, one byte per picture. The byte value is 1 if it is available or 0
if it is not available.
=== User Message Table ===
Next is the user message table. It starts with a WORD which is the number
of user messages. User message numbers start with 20; messages 0 to 19 are
the built-in messages. For each user message there is a BYTE giving the
length of the message name, followed by the message name. (There seems to
be always one extra message name at the end which is blank and is unused.
The reason for this is currently unknown.) If the name is empty then that
user message does not exist (it may have been deleted).
The standard messages are as follows:
0 = INIT
1 = CREATE
2 = DESTROY
3 = BEGIN_TURN
4 = ARRIVED
5 = DEPARTED
6 = LASTIMAGE
7 = MOVED
8 = JUMPED
9 = KEY
10 = MOVING
11 = SUNK
12 = FLOATED
13 = PLAYERMOVING
14 = HIT
15 = HITBY
16 = DESTROYED
17 = CREATED
18 = POSTINIT
19 = END_TURN
=== Classes ===
After the user message table comes the classes. This starts with a WORD
specifying the number of classes. Classes then follow.
Each class consists of the following:
* Name: A BYTE giving the length of the name, followed by the name.
* ID number: A WORD giving the zero-based class ID number (class ID
numbers are sometimes one-based, but here they are zero-based).
* Description: One or three bytes for length, followed by the plain text
(using CRLF for line endings). If length is less than 255 then it is one
byte. Otherwise, the first byte is 255 and then a WORD follows which gives
the length of the description. The description isn't null terminated. Any
escapes in the description are interpreted at runtime; they are not stored
with the control codes mentioned for special texts.
* Attributes: See attribute table below.
* Number of pictures (WORD)
* List of pictures. Each is a WORD, and is a zero-based number of the
picture from the picture area; after this, all further picture numbers in
the file are zero-based indexing into this table.
* Number of user variables (WORD)
* User variable names; each is eight bytes long and is padded with nulls.
(Variable names are actually limited to seven characters.)
* Number of subroutine labels (WORD)
* Label names; each is ten bytes long, and is a eight-byte null terminated
string, with junk in the remaining bytes; the final two bytes are a word
address into the sobroutine or message section.
* Subroutine program codes
* Number of message labels (WORD) (these aren't the message names; these
are labels outside of the subroutine section).
* Message label names; stored like the subroutine label names.
* Message program codes
Attribute Table
0 BYTE ???
1 BYTE Flag
2 WORD Misc4
4 WORD Misc5
6 WORD Misc6
8 WORD Misc7
10 WORD Shovable
12 BYTE(5) Arrivals
17 BYTE(5) Departures
22 WORD Density
24 WORD Volume
26 WORD Strength
28 WORD Weight
30 WORD HardE
32 WORD HardN
34 WORD HardW
36 WORD HardS
38 WORD SharpE
40 WORD SharpN
42 WORD SharpW
44 WORD SharpS
46 WORD Height
48 WORD Climb
50 WORD Temperature
52 WORD Shape
54 WORD ???
56 WORD ???
58 WORD ???
60 WORD ???
The flag byte has bit0 set for "receives keys" and has bit7 set for "is
the player". Other flags (if any) are unknown, they appear to be unset.
The arrivals and departures are stored each as five bytes, each byte for
one row, with the first byte corresponding to the top row. In each byte,
the rightmost column is the low bit; only the low 5-bits are used. (This
is not the same as the representation used in class codes!)
The last four attributes seem to have something to do with the program
length, but it is unknown. However, it is not necessary to read these in
order to figure out the program length (see below for details).
=== Program ===
Each class has program codes; this section describes how the program codes
are encoded in the file.
The first WORD of the subroutine section is the number of WORDs that make
up the the subroutine section, including the count itself. After that one
WORD header comes the instructions.
Each message block in the message section then consists of the header and
then the instructions. The header of each message block consists of two
WORDs, the first being the message number, and the second being the length
(in WORDs) of this message block, including the header.
The program is terminated by a header with both WORDs zero.
Program instructions are executed using a stack-based virtual machine.
Each instruction is normally one WORD; see below section for the opcodes.
=== Program Opcodes ===
The first byte is opcode byte (the major code). The second byte is the
minor code, the meaning depending on the opcode. In the descriptions
below, if it says / and a number, it is how many taken from stack. If
there is * then it pushes to stack, ! means end block, - means no effect
on data stack.
[1*] Local variables: 0=Class, 1=Temperature, 2=Shape, 4=Xloc, 5=Yloc,
6=LastDir, 7=CurImage, 8=Inertia, 9=Misc1, 10=Misc2, 11=Misc3, 12=Misc4,
13=Misc5, 14=Misc6, 15=Misc7, 16=Arrived, 17=Departed, 18=Arrivals,
19=Departures, 32=Busy, 33=Invisible, 34=UserSignal, 35=UserState,
36=KeyCleared, 37=IsPlayer, 38=Destroyed, 39=Stealthy, 40=VisualOnly,
48=Msg, 49=MsgFrom, 50=MsgArg1, 51=MsgArg2, 64=Density, 65=Volume,
66=Strength, 67=Weight, 68=Distance, 69=Height, 70=Climb, 72=HardE,
73=HardN, 74=HardW, 75=HardS, 76=SharpE, 77=SharpN, 78=SharpW, 79=SharpS,
80=ShapeE, 81=ShapeN, 82=ShapeW, 83=ShapeS, 84=Shovable
[2*] Retrieve local variable from other object. Local variable numbers are
the same as opcode 1.
[3/1] Assignment to standard local variables of current object.
[5*] User-defined local variable; the second byte is zero-based local
variable number.
[6/1] Assignment to user-defined variable; the second byte is the
zero-based local variable number to write to.
[7*] Short decimal constant; the second byte is the 8-bit value.
[8*] Long decimal constant. The next two words are the small-endian 32-bit
number that it represents.
[9*] Short class constant; the second byte is a zero-based class number
(the class number is one-based at runtime).
[14*] Direction constant (0-7 for absolute, 8-15 for relative)
[16/1*] Unary operator: 0=negative, 1=bitwise NOT, 2=logical NOT
[17/2*] Binary operator: 0=multiply, 1=divide, 2=modulo
[18/2*] Binary operator: 0=add, 1=subtract, 2=AND, 3=OR, 4=XOR
[19/2*] Bit shift operator: 0=left, 1=right
[20/2*] Comparison operator: 0=equal, 1=unequal, 2=less, 3=greater, 4=less
or equal, 5=greater or equal
[21/2*] Logical operator: 0=AND, 1=OR, 2=XOR (not short-circuiting)
[32] ObjDir
[34] ObjAbove
[36] ObjBelow
[38] 0=ObjTopAt, 1=ObjBottomAt, 2=VolumeAt, 3=HeightAt, 4=Delta
[39*] Self
[40] ObjClassAt
[48*] Key
[49*] Animation constant: 0=STOP, 1=ONCE, 2=LOOP, 8=OSC
[50*] Keyboard constant: See section about key codes.
[51*] Short hexadecimal constant; second byte is the 8-bit value.
[52*] Long hexadecimal constant. Next two words are the small-endian
32-bit number that it represents.
[53*] Global variable: 0=Level, 1=LevelCount, 2=AltImage, 3=ExplainDeath,
4=GlobalBool, 5=PuzzleSetNumber, 6=MoveNumber
[54] XDir
[56] YDir
[58] 0=NewX, 1=NewY
[59*] Bit constant 0-31; the second byte is the number 0-31, and at
runtime it is replaced by the relevant 32-bit number.
[60*] Sound constant (see section about user sounds)
[61] 0=ClassCount/1* (I don't know what this does), 1=GetArray
[68/1*] Move(Self, ...); minor code is 255
[69/2*] Move; minor code is 255
[80] SendMessage
[82] Broadcast
[84-] Move(Self, dir). The second byte is the direction to move. Unlike
the normal Move() function, this one adds Strength to Inertia instead of
setting Inertia equal to Strength (this seems to be a bug).
[85/2] Move; minor code is 255
[88] Create
[96] Comment. Has one WORD giving length of the comment text (including
the null terminator), and then the plain text of the comment (with CRLF
line endings), null terminated.
[97] Popup setting. Second byte is 0 for PopupColor or 1 for PopupLoc.
[98] Destroy
[100] CallSub
[101] Goto
[102] Return. Second byte is 0 for implicit end of SUBS block, 1 for
return from a subroutine, 2 for the end of a message block.
[103] Return short constant. Second byte is return value.
[104/1] Return
[105/1] If. Second byte is zero for block-if or one for inline-if. The
next word is the number of words to skip (including the count itself) if
the condition is false.
[106] Else
[107/3] ImageSeq (seems to do nothing?)
[108/3] ImageLoop (seems to do nothing?)
[109] PopUp
[110] JumpTo
[112] Sound
[114] Array operations. Second byte: 0 = definition of an array, 1 =
SetArray, 2 = InitArray.
[126] Animate
[127] Link
[128] GotoLevel
[129-] 0=WinLevel, 1=LocateMe, 2=IgnoreKey, 3=PopupMisc, 4=UpdateScreen
(I don't know what UpdateScreen means?)
[130] FlushClass
[131] FlushObj
[132] SetInventory
[133] DelInventory
[134] ForEachObjAt
[240] Trace
=== Levels ===
After all classes are the levels. Before the levels comes:
* Number of levels (WORD)
* Two null bytes (meaing unknown)
Each level consists of:
* Zero-based level number (WORD)
* Level description length, including the null terminator (WORD)
* Level description; a null-terminated special text
* Border colours, outer to inner (BYTE(32))
* Background colour (BYTE)
* Null byte (maybe the high byte of the background colour)
* Number of objects (WORD)
* Objects, in ordinary progressive television order; within each cell they
go bottom to top. See information about object records below.
* Number of level strings (WORD)
* Level strings; each one WORD length (the length includes the null
terminator), followed by the null-terminated special text.
An object record is sixteen bytes long, and consists of:
0 WORD Class (zero-based)
2 WORD CurImage (zero-based)
4 BYTE LastDir (zero-based; 0=east, 1=northeast, etc)
5 BYTE Data types for Misc vars
6 WORD X coordinate (one-based)
8 WORD Y coordinate (one-based)
10 WORD Misc1
12 WORD Misc2
14 WORD Misc3
The data types are as follows:
0 = Number
1 = Class (one-based)
2 = Message
3 = String
Data type for Misc1 is in bit1 and bit0, data type for Misc2 is in bit3
and bit2, data type for Misc3 is in bit5 and bit4. Bit7 and bit6 are
always zero.
The data type is used only in the editor and is irrelevant at run time.
=== Special Text ===
Level data may contain special text. This is text using the following
control codes (escapes have already been interpreted):
1 = Black (\0)
2 = Blue (\1)
3 = Green (\2)
4 = Cyan (\3)
5 = Red (\4)
6 = Purple (\5)
7 = Yellow (\6)
8 = White (\7)
10 = Line break (\n)
11 = Left (\l)
12 = Center (\c)
14 = Picture (\i); followed by two WORDs: zero-based class and image
15 = Horizontal line (\b)
16 = Quiz button (\q); followed by one byte key code
=== Solutions ===
After the levels come the solutions. There is first one WORD which is the
number of solutions, and then the solutions. Each solution consists of:
* Zero-based level number (WORD)
* Number of keys in solution (WORD)
* User name (BYTE(9)); the user name is null terminated, although there
may be junk after the null terminator.
* Key codes; one byte each.
=== User Sounds ===
Finally, the user sounds come last. One WORD gives the number of user
sounds. And then each sound consists of:
* Sound ID number (zero-based) (WORD)
* Name length (BYTE)
* Name (not terminated; length is given instead)
* Data length (WORD)
* Data (a RIFF WAVE file)
The built-in sounds are as follows:
SPLASH
POUR
DOOR
GLASS
BANG
UNHH
UH_OH
FROG
THWIT
KLINKK
POWER
KLECK
CLICK
SMALL_POP
DINK
TICK
CHYEW
CHEEP
ANHH
BRRRT
BRRREEET
BWEEP
DRLRLRINK
FFFFTT
WAHOO
YEEHAW
OLDPHONE
RATTLE
BEEDEEP
THMP_thmp
BEDOINGNG
HEARTBEAT
LOCK
TAHTASHH
BOOOM
VACUUM
RATCHET2
DYUPE
UNCORK
BOUNCE
JAYAYAYNG
DEEP_POP
RATCHET1
GLISSANT
BUZZER
FAROUT
KEWEL
WHACK
STEAM
HAWK
=== Key codes ===
8 BACK
9 TAB
12 CENTER (number pad 5 when numlock is off)
13 ENTER
16 SHIFT
17 CTRL
19 BREAK
20 CAPSLOCK
32 SPACE
33 PGUP
34 PGDN
35 END
36 HOME
37 LEFT
38 UP
39 RIGHT
40 DOWN
48 0 (the top row zero)
57 9 (the top row nine; 1-8 are in between 0 and 9)
65 A
90 Z (letters B-Y are in between A and Z)
96 NUMPAD0
105 NUMPAD9 (number pad 1-8 are in between)
106 MULTIPLY (the number pad "*" key)
110 DECIMAL (the number pad "." key)
111 DIVIDE (the number pad "/" key)
120 F9
121 F10
122 F11
123 F12
144 NUMLOCK
145 SCRLOCK
186 SEMICOLON
187 EQUALS
188 COMMA
189 MINUS
190 PERIOD
191 SLASH
192 TILDE
219 OBRACKET
220 BACKSLASH
221 CBRACKET
222 QUOTE
The number pad and main enter keys have the same key code. When num lock
is off, the number pad keys have the same codes as the other arrow keys.
The NUMPAD codes are only when numlock is on.