Free Hero Mesh

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Comment:Add fileformat.doc
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SHA1: 13c67423dfa04980d23b5e8bf8943301a7f33530
User & Date: user on 2022-04-02 23:11:12
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Context
2022-04-03
17:21
Improve file format documentation check-in: 8179bf273f user: user tags: trunk
2022-04-02
23:11
Add fileformat.doc check-in: 13c67423df user: user tags: trunk
2022-03-31
02:12
Implement the ,WinLevel instruction too set the score (currently not used by anything). check-in: 1ed0e6ebf4 user: user tags: trunk
Changes

Modified README from [b79b8ce911] to [35078ecb98].

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* config.doc: Describes the configuration options for Free Hero Mesh.

* edit.doc: Describes the use of the level editor.

* export.doc: The level export format is described in this file; it can
be used for importing as well as exporting.

* fileformat.doc: Documents the file formats. Most users will not need
this document.

* game.doc: Describes the game play and the controls for the game play.

* man6/heromesh.6: Man page; includes information about command-line
arguments, environment variables, and link to further documentation.
(You should install this in your man pages directory.)

Added fileformat.doc version [c3548872c8].
















































































































































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This document describes the file formats of Free Hero Mesh. (Most users
will not need this file.)

A Free Hero Mesh puzzle set consists of four files, each with the same
base name, but with a different suffix to identify its type:

 .xclass     -  Class resource file
 .class      -  Class definition file
 .level      -  Level file
 .solution   -  Solution file

A composite puzzle set is a Hamster archive file consisting of these
four files as the lumps stored in it.

The below sections are for the lumps of the .xclass, .level, and .solution
files (which are Hamster archive files).


=== level/*.LVL ===

This lump containts the definition of a single level.

The lump name is the level ID number followed by ".LVL".

(TODO)


=== level/CLASS.DEF ===

Associates class names and user-defined message names with numbers, which
are used to refer to them in the other "*.LVL" lumps (all classes and
user-defined messages used must be listed here, but there may also be
classes and messages that are used only in the class definition file,
which is OK). This lump is mandatory.

First is the list of classes. Each one is the small-endian 16-bit class
number (which must be at least one), followed by the null-terminated class
name (excluding the $ prefix). This is terminated by a small-endian number
zero (and no name).

Next is the list of messages. Each one is the small-endian 16-bit message
number (which must be at least 256), followed by the null-terminated
message name (excluding the # prefix).

Standard messages are not included in this list.


=== level/DIVISION.IDX ===

Contains the list of level divisions. This lump is optional.

Each record consists of a small-endian 16-bit level order number followed
by the null-terminated title of this division.


=== level/LEVEL.IDX ===

Defines the order of the levels. This lump is mandatory.

Consists of a sequence of small-endian 16-bit level ID numbers.


=== solution/*.SOL ===

This lump contains the recorded solution for a single level.

The name of this lump is the level ID number followed by ".SOL". The data
of this lump has the following format:

* Level version number (16-bits small-endian): If this does not match the
level version number in the .LVL lump, then the solution is considered to
be invalid.

* Flags (8-bits): Specifies which other fields are present.

* Comment (null-terminated; only present if flag bit0 set): Normally
contains a user name, but may be any arbitrary text.

* Timestamp (64-bits small-endian; only present if flag bit1 set): The
UNIX timestamp when the solution was recorded.

* Move list: One byte per turn, being the key codes. (Use of numbers 0-7
here is reserved for future use; they are not valid key codes.)

(Free Hero Mesh currently ignores the comment and time stamp, although
this might change in a future version of Free Hero Mesh.)


=== xclass/*.DEP ===

A dependent picture (defined by transforming one or more other pictures);
the part of the name before the dot is the picture name.

It starts with the base picture name (which must be a IMG lump, and cannot
be another DEP lump). Any byte in range 0 to 31 is not considered to be a
part of the name and is considered to be the code of the first filter,
instead. After the base name is zero or more filters.

Each filter starts with one byte indicating the filter type:

* 0 to 7 = Mirror/flip/transpose (zero means no change). No additional
data for this filter follows (but other filters might follow).

* 8 to 10 = Change colours. Follow by one byte being the number of colours
listed, and then one byte colour code per colour. The filter code means
the type of colour changing: 8 means it is a list of pairs, replacing the
first in each pair with the second; 9 means each one in the list is changed
to the next one; 10 means pairs where each one is changed to the other one
in that pair.

* 11 = Overlay. Follow by a picture name (which must be a IMG lump and not
a DEP lump); it is terminated in the same way as the base name is.

* 12 to 15 = Shift. The filter code is the direction: 12=up, 13=down,
14=right, 15=left. Follow by a list of pairs of shift amounts. The first
byte of each pair is the shift amount; the high bit is set if this is the
last pair. The second byte of each pair is the picture size that the shift
amount is based on.


=== xclass/*.IMG ===

A picture; the part of the name before the dot is the picture name.

(TODO)


=== xclass/*.WAV ===

A user-defined sound effect. The part of the lump name before the dot is
the name used to refer to it in a class definition file; the exclamation
mark is not included in the lump name.

The format is a RIFF WAVE file.


=== xclass/PICEDIT.CFG ===

Stores the default picture sizes when adding new pictures to this puzzle
set. Consists of one byte per picture size (up to fifteen sizes). If there
is any null byte, then it and anything after it is ignored (in future, the
extra data may be used for something; currently, it is meaningless).

Modified internals.doc from [6ca9d9a4d9] to [a0bdf57f86].

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16 (\q) = Quiz button
30 (\d) = Data
31 (\x) = Next byte is a character to display as graphic

Codes 32-255 are displayed as is, but characters 1-31 cannot be displayed
as a graphic unless a \x escape is present.


=== Solution format ===

The .SOL lumps have the following format:

* Level version number (16-bits small-endian): If this does not match the
level version number in the .LVL lump, then the solution is considered to
be invalid.

* Flags (8-bits): Specifies which other fields are present.

* Comment (null-terminated; only present if flag bit0 set): Normally
contains a user name, but may be any arbitrary text.

* Timestamp (64-bits small-endian; only present if flag bit1 set): The
UNIX timestamp when the solution was recorded.

* Move list: One byte per turn, being the key codes. (Use of numbers 0-7
here is reserved for future use; they are not valid key codes.)

(Free Hero Mesh currently ignores the comment and time stamp, although
this might change in a future version of Free Hero Mesh.)