Difference between revisions of "Map file"

From RRU Knowledge Base
(saving cuz the power flashed)
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<code>01 00 and higher</code> - ''Tutorial Block''
<code>01 00 and higher</code> - ''Tutorial Block''


== CryOre Map ==
=== CryOre map ===
The '''cryore map''', usually found as ''cror.MAP'', is the [[.MAP file]] that designates the locations of [[materials]] such as [[Energy Crystals]] and [[Ore]] in a [[LEGO Rock Raiders missions|mission]], hence the name ('''Cry'''stals and '''Ore'''). Note that this only applies to materials found in [[rock types|walls]] defined in the [[terrain map]]; materials found lying around or in caches are defined in the [[OL file|object list]].
The '''CryOre map''', usually found as <tt>cror.map</tt>, is the map file type that designates the locations and amounts of [[Energy Crystals]] and [[Ore]] in a level (hence the name '''Cry'''stals and '''Ore'''). Note that this only applies to materials found in [[rock types|walls]] defined in the [[terrain map]]; materials found lying around in open caverns are defined in the [[Object List]], and Ore dug up out of rubble is defined in the [[PTL file]].


=== Coding ===
CryOre map files use only the following values:
There are several different values that are used in this file:
* <code>00 00</code> - ''None''
* <code>01 00</code>, <code>03 00</code> - ''One Energy Crystal''
* <code>02 00</code>, <code>04 00</code> - ''One Ore''
* <code>05 00</code>, <code>07 00</code> - ''Three Energy Crystals''
* <code>06 00</code>, <code>08 00</code> - ''Three Ore''
* <code>09 00</code>, <code>0B 00</code> - ''Five Energy Crystals''
* <code>0A 00</code>, <code>0C 00</code>, <code>10 00</code> - ''Five Ore''
* <code>0D 00</code>, <code>13 00</code> - ''Eleven Energy Crystals''
* <code>0E 00</code>, <code>14 00</code> - ''Eleven Ore''
* <code>11 00</code>, <code>17 00</code> - ''Twenty-Five Energy Crystals''
* <code>12 00</code>, <code>18 00</code> - ''Twenty-Five Ore''
* <code>19 00</code> and higher - ''Crashes the game when exposed''


<code>00 00</code> - ''No [[Material]]''
=== Emerge map ===
The '''Emerge map''', usually found as <tt>emrg.map</tt>, is the map file type that designates the locations of emerging [[monsters]].


<code>01 00</code>, <code>03 00</code> - ''One [[Energy Crystal]]''


<code>02 00</code>, <code>04 00</code> - ''One [[Ore]]''
There are two things defined in the emerge map: trigger points and emerge points. All the trigger points of an identical number are tied to the emerge points of the number one above the trigger point's. When a [[Rock Raider]] walks over a trigger point, a monster will emerge from the emerge point tied to that trigger. The emerge point must be on a [[rock types|wall]] defined in the [[terrain map]] or no monster can be triggered; if all the walls located on an emerge points of the same number are mined or destroyed, the trigger point will cease to function. Emerge points can be on any wall except for [[Solid Rock]].
 
<code>05 00</code>, <code>07 00</code> - ''Three [[Energy Crystals]]''
 
<code>06 00</code>, <code>08 00</code> - ''Three [[Ore]]''
 
<code>09 00</code>, <code>0B 00</code> - ''Five [[Energy Crystals]]''
 
<code>0A 00</code>, <code>0C 00</code>, <code>10 00</code> - ''Five [[Ore]]''
 
<code>0D 00</code>, <code>13 00</code> - ''Eleven [[Energy Crystals]]''
 
<code>0E 00</code>, <code>14 00</code> - ''Eleven [[Ore]]''
 
<code>11 00</code>, <code>17 00</code> - ''Twenty-Five [[Energy Crystals]]''
 
<code>12 00</code>, <code>18 00</code> - ''Twenty-Five [[Ore]]''
 
== Emerge Map ==
The '''emerge map''', usually found as ''emrg.MAP'', is the [[.MAP file]] that designates the locations of emerging [[monsters]]. There are two things defined in the emerge map: trigger points and emerge points. All the trigger points of an identical number are tied to the emerge points of the number one above the trigger point's. When a [[Rock Raider]] walks over a trigger point, a monster will emerge from the emerge point tied to that trigger. The emerge point must be on a [[rock types|wall]] defined in the [[terrain map]] or no monster can be triggered; if all the walls located on an emerge points of the same number are mined or destroyed, the trigger point will cease to function. Emerge points can be on any wall except for [[Solid Rock]].


===Coding===
===Coding===
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<code>02 00 and higher in increments of 6</code> - ''Emerging on this block''
<code>02 00 and higher in increments of 6</code> - ''Emerging on this block''


== Erode Map ==
=== Erode Map ===
The '''erode map''', usually found as ''erod.MAP'', is the [[MAP file]] that designates the locations of [[eroding lava]] paths.
{{Main|Erosion}}
 
The '''Erode map''', usually found as <tt>erod.map</tt>, is the map file that designates the locations of eroding lava and erosion paths. Like the [[surface map]], the Erode map is coded so that higher numbers represent more dangerous erosion.
===Coding===
Like the [[surface map]], this file is coded so that higher numbers represent more dangerous erosion.


<code>00 00</code> - ''No Erosion''
Erode map files use only the following values:
 
* <code>00 00</code> - ''No erosion''
<code>01 00</code>, <code>03 00</code>, <code>05 00</code>, <code>07 00</code>, <code>09 00</code> - ''Blocks that only erode on a space adjacent to [[lava]].  <code>09 00</code> being most fastest eroding, <code>01 00</code> being slowest.''
* <code>01 00</code>, <code>03 00</code>, <code>05 00</code>, <code>07 00</code>, <code>09 00</code> - ''Blocks that only erode on a space adjacent to lava, with <code>09 00</code> eroding the fastest and <code>01 00</code> eroding the slowest''
 
* <code>02 00</code>, <code>04 00</code>, <code>06 00</code>, <code>08 00</code>, <code>0A 00</code> - ''Blocks that begin eroding at the start of the mission, regardless of whether they are next to [[lava]] or not, with <code>0A 00</code> eroding the fastest and <code>02 00</code> eroding the slowest''
<code>02 00</code>, <code>04 00</code>, <code>06 00</code>, <code>08 00</code>, <code>0A 00</code> - ''Blocks that begin eroding at the start of the mission, regardless of whether they are next to [[lava]] or not<code>0A 00</code> being fastest, <code>02 00</code> being slowest.''
Odd numbers <code>0B 00</code> and higher have no effect. Even numbers <code>0C 00</code> and higher cause the erosion to progress backwards into the unused first stage, which it remains at until repaired.


== Fallin Map ==
== Fallin Map ==
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The '''predug map''', usually found as ''dugg.MAP'' in [[LEGO Rock Raiders (PC video game)|LEGO Rock Raiders]]'s files, is the [[.MAP file]] that designates the locations of [[undiscovered cavern|hidden]] or exposed caverns (as well as [[Slimy Slug hole]]s).
The '''predug map''', usually found as ''dugg.MAP'' in [[LEGO Rock Raiders (PC video game)|LEGO Rock Raiders]]'s files, is the [[.MAP file]] that designates the locations of [[undiscovered cavern|hidden]] or exposed caverns (as well as [[Slimy Slug hole]]s).


===Coding===
There are five known values that are used in this file:


<code>00 00</code> - ''No cavern (wall)''
<code>00 00</code> - ''No cavern (wall)''
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<code>04 00</code> - ''Hidden Slimy Slug hole''
<code>04 00</code> - ''Hidden Slimy Slug hole''


== Surface Map ==
== Surface map ==
The '''surface map''', usually found as ''high.MAP'' (and therefore often called the ''height map''), is the [[.MAP file]] which designates the height of the [[terrain types|terrain]] at various locations in a [[LEGO Rock Raiders missions|mission]].
The '''Surface map''', usually found as <tt>high.map</tt> (and therefore often called the ''height map''), is the [[.MAP file]] which designates the height of the [[terrain types|terrain]] at various locations in a [[LEGO Rock Raiders missions|mission]].


===Coding===
===Coding===
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The file can also be edited directly with a hex editor for more extreme heights. The Map Tool allows a height of up to <code>40 00</code>, which can cause parts of low ground to disappear as they end up out of draw distance.
The file can also be edited directly with a hex editor for more extreme heights. The Map Tool allows a height of up to <code>40 00</code>, which can cause parts of low ground to disappear as they end up out of draw distance.


== Terrain Map ==
=== Terrain map ===
The '''terrain map''', usually found as ''surf.MAP'' (and mistakenly called the ''[[surface map]]'' because of this), is the [[.MAP file]] that designates the locations of various [[rock types|walls]], as well as [[water]] and basic [[lava]].
The '''Terrain map''', usually found as <tt>surf.map</tt> (not to be confused with the Surface map, which controls floor height), is the map file type that designates the locations of various [[rock types|walls]], as well as [[ground]], [[water]], and [[lava]]. The [[LEGO Rock Raiders (PlayStation game)|PlayStation version]] of the game also uses Terrain maps, found as <tt>terrain.map</tt>, though seams are not used in-game.


===Coding===
Terrain map files use only the following values:
There are many known values that are used in this file:
* <code>00 00</code> - ''Some form of [[ground]]''
* <code>01 00</code> - ''[[Solid Rock]]''
* <code>02 00</code> - ''[[Hard Rock]]''
* <code>03 00</code> - ''[[Loose Rock]]''
* <code>04 00</code> - ''[[Dirt]]''
* <code>05 00</code> - ''Dirt'', was most likely once [[Soil]]
* <code>06 00</code> - ''Basic [[lava]]''
* <code>07 00</code> - ''unconfirmed''
* <code>08 00</code> - ''[[Ore Seam]]''
* <code>09 00</code> - ''[[Water]]''
* <code>0A 00</code> - ''[[Energy Crystal Seam]]''
* <code>0B 00</code> - ''[[Recharge Seam]]''
* <code>0C 00</code> - ''unconfirmed''
* <code>0D 00</code> - ''unconfirmed''
* <code>0E 00</code> - ''unconfirmed''
* <code>0F 00</code> - ''unconfirmed''
* <code>10 00</code> - ''unconfirmed''
* <code>11 00</code> - ''unconfirmed''


<code>00 00</code> - ''Some form of [[ground]]''
The code can continue up to <code>11 00</code> without the game crashing, though the results are very odd.


<code>01 00</code> - ''[[Solid Rock]]''
It is suspected that <code>05 00</code> may have originaly been [[soil]].
 
<code>02 00</code> - ''[[Hard Rock]]''
 
<code>03 00</code> - ''[[Loose Rock]]''
 
<code>04 00</code> - ''[[Dirt]]''
 
<code>05 00</code> - ''Dirt'', was most likely once [[Soil]]
 
<code>06 00</code> - ''Basic [[lava]]''
 
<code>08 00</code> - ''[[Ore Seam]]''
 
<code>09 00</code> - ''[[Water]]''


<code>0A 00</code> - ''[[Energy Crystal Seam]]''


<code>0B 00</code> - ''[[Recharge Seam]]''
* <code>01 00</code> - ''Ground''
 
* <code>02 00</code> - ''Dirt
The code can continue up to <code>11 00</code> without the game crashing, though the results are very odd.
* <code>03 00</code> - ''
 
* <code>04 00</code> - ''
It is suspected that <code>05 00</code> may have originaly been [[soil]].
* <code>05 00</code> - ''Solid Rock''
* <code>06 00</code> - ''Lava
* <code>07 00</code> - ''Water


==Other==
==Other==

Revision as of 20:58, 15 September 2017

This article is an unfinished work in progress or contains transferred information that needs to be rewritten or reformatted to fit our standards. Please excuse the mess and do not mark for deletion.

To do: HEAVY rewriting needed

The Map file format files are certain Level Files located in a mission's level folder. These control all the major properties of a the level. All of these can either be opened using a Hex-Editing Program or more preferably using the RRU Level Editor or the Map Tool. In the base game files they are often paired with .BLX files (which are possible leftovers from the Rock Raiders Beta, which are not necessary to run the map).

There are nine different types of map files for the LEGO Rock Raiders:

Block Pointers Map

The block pointers map, found as tuto.MAP in LEGO Rock Raiders. is the .MAP file that designates the locations of tutorial blocks.

Tutorial blocks are markers or flags that the game uses in cooperation with the .NPL file of the mission that uses a block pointers map. Depending on the objective scripting, the flags can determine where the camera will move at a certain time, and will check whether a cavern has been exposed or if a Rock Raider or unit has traveled across a certain block. In some cases, it also tells a monster where to travel, and can trigger a scripting function if they stop at a certain flag.

Coding

Like the Emrg.map file, Tutorial Blocks are all given different numbers in sequence.

00 00 - Not a Tutorial Block

01 00 and higher - Tutorial Block

CryOre map

The CryOre map, usually found as cror.map, is the map file type that designates the locations and amounts of Energy Crystals and Ore in a level (hence the name Crystals and Ore). Note that this only applies to materials found in walls defined in the terrain map; materials found lying around in open caverns are defined in the Object List, and Ore dug up out of rubble is defined in the PTL file.

CryOre map files use only the following values:

  • 00 00 - None
  • 01 00, 03 00 - One Energy Crystal
  • 02 00, 04 00 - One Ore
  • 05 00, 07 00 - Three Energy Crystals
  • 06 00, 08 00 - Three Ore
  • 09 00, 0B 00 - Five Energy Crystals
  • 0A 00, 0C 00, 10 00 - Five Ore
  • 0D 00, 13 00 - Eleven Energy Crystals
  • 0E 00, 14 00 - Eleven Ore
  • 11 00, 17 00 - Twenty-Five Energy Crystals
  • 12 00, 18 00 - Twenty-Five Ore
  • 19 00 and higher - Crashes the game when exposed

Emerge map

The Emerge map, usually found as emrg.map, is the map file type that designates the locations of emerging monsters.


There are two things defined in the emerge map: trigger points and emerge points. All the trigger points of an identical number are tied to the emerge points of the number one above the trigger point's. When a Rock Raider walks over a trigger point, a monster will emerge from the emerge point tied to that trigger. The emerge point must be on a wall defined in the terrain map or no monster can be triggered; if all the walls located on an emerge points of the same number are mined or destroyed, the trigger point will cease to function. Emerge points can be on any wall except for Solid Rock.

Coding

Like the block pointers map, every emerge block is given a different number, in sequential order. Unlike the block pointers map, however, the numbers go up in increments of six instead of one, so that, for example, 02 00 and its trigger 01 00 are the first emerge in the map, but 08 00 and its trigger 07 00 will be the second, instead of 04 00 and 03 00.

00 00 - No Emerging on this block

01 00 and higher in increments of 6 - Trigger on this block

02 00 and higher in increments of 6 - Emerging on this block

Erode Map

The Erode map, usually found as erod.map, is the map file that designates the locations of eroding lava and erosion paths. Like the surface map, the Erode map is coded so that higher numbers represent more dangerous erosion.

Erode map files use only the following values:

  • 00 00 - No erosion
  • 01 00, 03 00, 05 00, 07 00, 09 00 - Blocks that only erode on a space adjacent to lava, with 09 00 eroding the fastest and 01 00 eroding the slowest
  • 02 00, 04 00, 06 00, 08 00, 0A 00 - Blocks that begin eroding at the start of the mission, regardless of whether they are next to lava or not, with 0A 00 eroding the fastest and 02 00 eroding the slowest

Odd numbers 0B 00 and higher have no effect. Even numbers 0C 00 and higher cause the erosion to progress backwards into the unused first stage, which it remains at until repaired.

Fallin Map

The fallin map, usually found as fall.map is the .MAP file that designates the locations of cave-ins.

Coding

Like the Erod.map file and High.map file, the higher the number, the more dangerous or unstable the cave-in.

00 00 - No cave-ins

01 00, 02 00, 03 00, 04 00, 05 00, 06 00, 07 00, 08 00 - cave-ins, 01 00 being least dangerous, 08 00 being most dangerous.

Path Map

The path map, found as path.MAP in LEGO Rock Raiders, is the .MAP file that designates the locations of Power Paths and exposed rubble.

Coding

There are several known numbers used in this file:

00 00 - No Power Paths or rubble

01 00 - Rubble

02 00 - Power Path

Predug Map

The predug map, usually found as dugg.MAP in LEGO Rock Raiders's files, is the .MAP file that designates the locations of hidden or exposed caverns (as well as Slimy Slug holes).


00 00 - No cavern (wall)

01 00 - Exposed cavern

02 00 - Hidden cavern

03 00 - Exposed Slimy Slug hole

04 00 - Hidden Slimy Slug hole

Surface map

The Surface map, usually found as high.map (and therefore often called the height map), is the .MAP file which designates the height of the terrain at various locations in a mission.

Coding

Like the erode map, the higher the number, the higher the incremented value - in this case, the higher a specific block is. For reference, the height from floor to ceiling in the unmodified game, with a rough depth of 40 and a ceiling height of 40, is 6 height units.

00 00, 01 00, 02 00, 03 00, 04 00, 05 00, 06 00, 07 00, 08 00, 09 00, 0A 00 - Height, 00 00 is lowest, 0A 00 is highest.

The file can also be edited directly with a hex editor for more extreme heights. The Map Tool allows a height of up to 40 00, which can cause parts of low ground to disappear as they end up out of draw distance.

Terrain map

The Terrain map, usually found as surf.map (not to be confused with the Surface map, which controls floor height), is the map file type that designates the locations of various walls, as well as ground, water, and lava. The PlayStation version of the game also uses Terrain maps, found as terrain.map, though seams are not used in-game.

Terrain map files use only the following values:

The code can continue up to 11 00 without the game crashing, though the results are very odd.

It is suspected that 05 00 may have originaly been soil.


  • 01 00 - Ground
  • 02 00 - Dirt
  • 03 00 -
  • 04 00 -
  • 05 00 - Solid Rock
  • 06 00 - Lava
  • 07 00 - Water

Other

There are also map files used for the Playstation Game:

  • The Terrain.map (was undocumented on the old wiki)

Map files are encoded in Hexadecimal Code. Every different kind of square in the level is designated a specific number in a specific map file.