Avenger Posted January 29, 2011 Share Posted January 29, 2011 The 1720 bytes of the maze structure were unknown so far. The rough breakup of the structure is: 64 maze_entries (64x26 bytes) 1 maze_header (the last 14 dwords) In GemRB we have: struct maze_entry { ieDword unknown00; ieDword accessible; //used in generation it is 1 for accessible areas ieDword valid; //used in generation, it is 1 for used areas ieDword trapped; //1 or 0, if 1 see next dword ieDword traptype; //0-2 - enable TRAP(A|B|C) in the area ieWord walls; //bitfield (1-east, 2-west,4-north,8-south) ieDword unknown16; }; struct maze_header { ieDword maze_sizex, maze_sizey; ieDword pos1x, pos1y; //nordom's position ieDword pos2x, pos2y; //main hall position ieDword pos3x, pos3y; //unknown ieDword pos4x, pos4y; //unknown ieDword trapcount; //based on map size ieDword initialized; //set to 1 ieDword unknown2c; //unknown ieDword unknown30; //unknown }; Just for completeness, we also got an easy maze 2da for the built-in 3x3 initial maze: 2DA V1.0 3 FIELD_0 TRAPTYPE WALLS FIELD_16 AR1301 1 -1 5 0 AR1309 1 -1 13 0 AR1317 1 0 9 0 AR1302 1 -1 3 0 AR1310 1 -1 6 0 AR1318 1 -1 11 0 AR1303 1 -1 6 0 AR1311 1 -1 9 0 AR1319 1 -1 2 0 Link to comment
Avenger Posted January 29, 2012 Author Share Posted January 29, 2012 Header: ieDword pos3x, pos3y; the foyer entrance position. ieDword pos4x, pos4y; the engine room position. - this is -1,-1 (accessible from foyer) once you repaired the maze. unknown00 in header is 'override' - or special room (like nordom's room) unknown16 in header is 'visited' - Link to comment
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