Added lua exporting
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15
Editor/LuaFileAssetEditor.cs
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15
Editor/LuaFileAssetEditor.cs
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using Splashedit.RuntimeCode;
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using UnityEditor;
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using UnityEngine;
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[CustomEditor(typeof(LuaFile))]
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public class LuaScriptAssetEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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LuaFile luaScriptAsset = (LuaFile)target;
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// Allow user to drag-and-drop the Lua file
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luaScriptAsset.luaScript = (TextAsset)EditorGUILayout.ObjectField("Lua Script", luaScriptAsset.luaScript, typeof(TextAsset), false);
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}
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}
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2
Editor/LuaFileAssetEditor.cs.meta
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2
Editor/LuaFileAssetEditor.cs.meta
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fileFormatVersion: 2
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guid: 32c0501d523345500be12e6e4214ec9d
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17
Editor/LuaImporter.cs
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17
Editor/LuaImporter.cs
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using UnityEngine;
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using System.IO;
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using UnityEditor.AssetImporters;
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namespace SplashEdit.EditorCode
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{
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[ScriptedImporter(1, "lua")]
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class LuaImporter : ScriptedImporter
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{
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public override void OnImportAsset(AssetImportContext ctx)
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{
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var asset = new TextAsset(File.ReadAllText(ctx.assetPath));
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ctx.AddObjectToAsset("Text", asset);
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ctx.SetMainObject(asset);
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}
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}
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}
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2
Editor/LuaImporter.cs.meta
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2
Editor/LuaImporter.cs.meta
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fileFormatVersion: 2
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guid: d364a1392e3bccd77aca824ac471f89c
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11
Runtime/LuaFile.cs
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11
Runtime/LuaFile.cs
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@@ -0,0 +1,11 @@
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using UnityEngine;
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namespace Splashedit.RuntimeCode
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{
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[CreateAssetMenu(fileName = "NewLuaScript", menuName = "Lua Script", order = 1)]
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public class LuaFile : ScriptableObject
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{
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public TextAsset luaScript;
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}
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}
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2
Runtime/LuaFile.cs.meta
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2
Runtime/LuaFile.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: e3b07239f3beb7a87ad987c3fedae9c1
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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using Splashedit.RuntimeCode;
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using UnityEngine;
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namespace SplashEdit.RuntimeCode
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@@ -7,6 +8,7 @@ namespace SplashEdit.RuntimeCode
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public class PSXObjectExporter : MonoBehaviour
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{
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public PSXBPP BitDepth = PSXBPP.TEX_8BIT; // Defines the bit depth of the texture (e.g., 4BPP, 8BPP)
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public LuaFile luaFile;
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public List<PSXTexture2D> Textures { get; set; } = new List<PSXTexture2D>(); // Stores the converted PlayStation-style texture
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public PSXMesh Mesh { get; set; } // Stores the converted PlayStation-style mesh
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@@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Splashedit.RuntimeCode;
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using UnityEditor;
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using UnityEngine;
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@@ -83,6 +84,10 @@ namespace SplashEdit.RuntimeCode
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string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin");
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int totalFaces = 0;
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// Lists for lua data offsets.
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List<long> luaOffsetPlaceholderPositions = new List<long>();
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List<long> luaDataOffsets = new List<long>();
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// Lists for mesh data offsets.
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List<long> meshOffsetPlaceholderPositions = new List<long>();
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List<long> meshDataOffsets = new List<long>();
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@@ -100,6 +105,7 @@ namespace SplashEdit.RuntimeCode
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List<long> navmeshDataOffsets = new List<long>();
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int clutCount = 0;
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List<LuaFile> luaFiles = new List<LuaFile>();
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// Cluts
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foreach (TextureAtlas atlas in _atlases)
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@@ -113,12 +119,26 @@ namespace SplashEdit.RuntimeCode
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}
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}
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// Lua files
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foreach (PSXObjectExporter exporter in _exporters)
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{
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if (exporter.luaFile != null)
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{
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//if not contains
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if (!luaFiles.Contains(exporter.luaFile))
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{
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luaFiles.Add(exporter.luaFile);
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}
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}
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}
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using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create)))
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{
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// Header
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writer.Write('S'); // 1 byte // 1
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writer.Write('P'); // 1 byte // 2
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writer.Write((ushort)1); // 2 bytes - version // 4
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writer.Write((ushort)luaFiles.Count); // 2 bytes - padding // 6
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writer.Write((ushort)_exporters.Length); // 2 bytes // 6
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writer.Write((ushort)_navmeshes.Length); // 8
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writer.Write((ushort)_atlases.Length); // 2 bytes // 10
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@@ -134,6 +154,16 @@ namespace SplashEdit.RuntimeCode
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writer.Write((ushort)PSXTrig.ConvertCoordinateToPSX(_playerHeight, GTEScaling)); // 26
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writer.Write((ushort)0);
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writer.Write((ushort)0);
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// Lua file section
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foreach (LuaFile luaFile in luaFiles)
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{
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// Write placeholder for lua file data offset and record its position.
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luaOffsetPlaceholderPositions.Add(writer.BaseStream.Position);
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writer.Write((int)0); // 4-byte placeholder for mesh data offset.
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writer.Write((uint)luaFile.luaScript.text.Length);
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}
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// GameObject section (exporters)
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foreach (PSXObjectExporter exporter in _exporters)
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@@ -159,7 +189,15 @@ namespace SplashEdit.RuntimeCode
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writer.Write((int)rotationMatrix[2, 2]);
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writer.Write((ushort)exporter.Mesh.Triangles.Count);
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writer.Write((ushort)0);
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if (exporter.luaFile != null)
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{
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int index = luaFiles.IndexOf(exporter.luaFile);
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writer.Write((short)index);
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}
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else
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{
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writer.Write((short)-1);
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}
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}
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// Navmesh metadata section
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@@ -205,6 +243,17 @@ namespace SplashEdit.RuntimeCode
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// Start of data section
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// Lua data section: Write lua file data for each exporter.
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foreach (LuaFile luaFile in luaFiles)
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{
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AlignToFourBytes(writer);
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// Record the current offset for this lua file's data.
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long luaDataOffset = writer.BaseStream.Position;
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luaDataOffsets.Add(luaDataOffset);
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writer.Write(luaFile.luaScript.bytes);
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}
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// Mesh data section: Write mesh data for each exporter.
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foreach (PSXObjectExporter exporter in _exporters)
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{
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@@ -337,6 +386,20 @@ namespace SplashEdit.RuntimeCode
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}
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// Bacfill the lua data offsets into the metadata section.
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if (luaOffsetPlaceholderPositions.Count == luaDataOffsets.Count)
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{
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for (int i = 0; i < luaOffsetPlaceholderPositions.Count; i++)
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{
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writer.Seek((int)luaOffsetPlaceholderPositions[i], SeekOrigin.Begin);
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writer.Write((int)luaDataOffsets[i]);
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}
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}
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else
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{
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Debug.LogError("Mismatch between metadata lua offset placeholders and lua data blocks!");
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}
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// Backfill the mesh data offsets into the metadata section.
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if (meshOffsetPlaceholderPositions.Count == meshDataOffsets.Count)
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{
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@@ -10,24 +10,32 @@ All numeric values are stored in little‐endian format. All offsets are counted
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| ------ | ---- | ------ | ----------------------------------- |
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| 0x00 | 2 | char | `'SP'` – File magic |
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| 0x02 | 2 | uint16 | Version number |
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| 0x04 | 2 | uint16 | Number of GameObjects |
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| 0x06 | 2 | uint16 | Number of Navmeshes |
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| 0x08 | 2 | uint16 | Number of Texture Atlases |
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| 0x0A | 2 | uint16 | Number of CLUTs |
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| 0x0C | 2 | uint16 | Player Start X |
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| 0x0E | 2 | uint16 | Player Start Y |
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| 0x10 | 2 | uint16 | Player Start Z |
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| 0x12 | 2 | uint16 | Player Rotation X |
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| 0x14 | 2 | uint16 | Player Rotation Y |
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| 0x16 | 2 | uint16 | Player Rotation Z |
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| 0x18 | 2 | uint16 | Player Height |
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| 0x1A | 2 | uint16 | Reserved (always 0) |
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| 0x04 | 2 | uint16 | Number of Lua Files |
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| 0x06 | 2 | uint16 | Number of GameObjects |
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| 0x08 | 2 | uint16 | Number of Navmeshes |
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| 0x0A | 2 | uint16 | Number of Texture Atlases |
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| 0x0C | 2 | uint16 | Number of CLUTs |
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| 0x0E | 2 | uint16 | Player Start X (Fixed-point) |
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| 0x10 | 2 | uint16 | Player Start Y (Fixed-point) |
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| 0x12 | 2 | uint16 | Player Start Z (Fixed-point) |
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| 0x14 | 2 | uint16 | Player Rotation X (Fixed-point) |
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| 0x16 | 2 | uint16 | Player Rotation Y (Fixed-point) |
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| 0x18 | 2 | uint16 | Player Rotation Z (Fixed-point) |
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| 0x1A | 2 | uint16 | Player Height (Fixed-point) |
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| 0x1C | 4 | uint32 | Reserved (always 0) |
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---
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## 2. Metadata Section
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### 2.1 GameObject Descriptors (56 bytes each)
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### 2.1 Lua File Descriptors (8 bytes each)
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| Offset (per entry) | Size | Type | Description |
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| ------------------ | ---- | ------ | --------------------------------- |
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| 0x00 | 4 | uint32 | Lua File Data Offset |
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| 0x04 | 4 | uint32 | Lua File Size |
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### 2.2 GameObject Descriptors (56 bytes each)
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| Offset (per entry) | Size | Type | Description |
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| ------------------ | ---- | -------- | --------------------------------- |
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@@ -37,21 +45,17 @@ All numeric values are stored in little‐endian format. All offsets are counted
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| 0x0C | 4 | int32 | Z position (Fixed-point) |
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| 0x10 | 36 | int32[9] | 3×3 Rotation Matrix (Fixed-point) |
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| 0x34 | 2 | uint16 | Triangle count |
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| 0x36 | 2 | int16 | Padding |
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| 0x36 | 2 | int16 | Lua File Index (-1 if none) |
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> Mesh data for each GameObject is located at `meshDataOffset`.
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### 2.2 Navmesh Descriptors (8 bytes each)
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### 2.3 Navmesh Descriptors (8 bytes each)
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| Offset (per entry) | Size | Type | Description |
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| ------------------ | ---- | ------ | --------------------------------- |
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| 0x00 | 4 | uint32 | Navmesh Data Offset |
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| 0x04 | 2 | int16 | Triangle count |
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| 0x06 | 2 | int16 | Padding |
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| 0x04 | 2 | uint16 | Triangle count |
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| 0x06 | 2 | uint16 | Padding |
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> Each triangle in a navmesh is defined by 3 `int16` vertices (6 bytes per vertex).
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### 2.3 Texture Atlas Descriptors (12 bytes each)
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### 2.4 Texture Atlas Descriptors (12 bytes each)
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| Offset (per entry) | Size | Type | Description |
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| ------------------ | ---- | ------ | -------------------------------- |
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@@ -61,9 +65,7 @@ All numeric values are stored in little‐endian format. All offsets are counted
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| 0x08 | 2 | uint16 | Atlas Position X (VRAM origin) |
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| 0x0A | 2 | uint16 | Atlas Position Y (VRAM origin) |
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> Pixel data is stored as `uint16[width * height]`.
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### 2.4 CLUT Descriptors (12 bytes each)
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### 2.5 CLUT Descriptors (12 bytes each)
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| Offset (per entry) | Size | Type | Description |
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| ------------------ | ---- | ------ | ----------------------------------------------------- |
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@@ -73,13 +75,17 @@ All numeric values are stored in little‐endian format. All offsets are counted
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| 0x08 | 2 | uint16 | Palette entry count |
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| 0x0A | 2 | uint16 | Padding |
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> CLUT pixel data is stored as `uint16[length]`.
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---
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## 3. Data Section
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### 3.1 Mesh Data Block (per GameObject)
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### 3.1 Lua Data Block
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Each Lua file is stored as raw bytes. The size of each Lua file is specified in the Lua File Descriptor.
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---
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### 3.2 Mesh Data Block (per GameObject)
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Each mesh is made of triangles:
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@@ -105,20 +111,27 @@ Each mesh is made of triangles:
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---
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### 3.2 Navmesh Data Block
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### 3.3 Navmesh Data Block
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Each triangle is 3 vertices (`int16` x/y/z), total 18 bytes per triangle.
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---
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### 3.3 Texture Atlas Data Block
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### 3.4 Texture Atlas Data Block
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Pixel data stored as `uint16[width * height]`.
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---
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### 3.4 CLUT Data Block
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### 3.5 CLUT Data Block
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Pixel data stored as `uint16[length]`.
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---
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## Notes
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- All offsets are aligned to 4-byte boundaries.
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- Fixed-point values are scaled by the `GTEScaling` factor.
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- Lua file indices in GameObject descriptors are `-1` if no Lua file is associated with the object.
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- Navmesh triangles are stored as raw vertex data without additional attributes.
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