RES###.LAB contents:
3D##.WAV - World sounds, such as doors opening, buttons, and kids rescued sounds.
BUZZER.WAV - Incorrect mark on grammar puzzle
CLICK.WAV - Used in grammar puzzles
ES##.WAV - Enemy sounds
ESHIT.WAV - Enemy hit you
FX##.WAV - General effect sounds
PW##.WAV - Spell and player attack sounds
CUBES1.DEF - Assuming dealing with walls.
FLOOR1.DEF - Assuming dealing with floor textures.
MAZE1.DEF - Assuming dealing with object placement. Object identification as of yet unknown.
OBJECTS.DEF - Defines all actors in the game in an easy-to-understand text code. Example below
Code: Select all
//
// CHARACTERS
//
//
// Generic Actor's parameters:
//
// image, (set up automatically by image base builder)
// dead_phases, dead_init, dead_image, dead_delay, dead_sound, life_power,
// attack_phases, attack_init, attack_phase, attack_delay, attack_sound,
// move_phases, move_init, move_delay, move_step,
// delay_between_attack, (def8)
// approach_dist, (def6 in cell quarters)
// freq_change_course, (def16)
// hit_image (def0)
//
// for all actors & bullets
// after right parenthesis:
//
// delay_factor (def0),
// hit_power (def1)
//
Dragon (100,
21, 14, -1, 0, 0, 4,
4, 7, 0, 1, 8,
4, 0, 1,
10,
11, // specific: dead_ready_image,
2, 3, 2, // specific: dead_1phases, dead_1repeat, dead_1delay
0, 5, 0
);
Gargoyle (144,
16, 37, 53, 0, 0, 3,
4, 17, 0, 1, 7,
4, 1, 2,
4,
4, 24, 1, // specific: fly_total, fly_init, fly_delay
16, // specific: fly_step
0, 3, 0
);
Ghost (198,
6, 23, -1, 0, 0, 2,
5, 15, 0, 3, 10,
6, 0, 1,
8,
3, 12, 10, // near attack (phases, init, sound)
0, 6, 8);
GhostGold :Ghost (29,
6, 23, -1, 0, 0, 2,
5, 15, 0, 3, 10,
6, 0, 1,
8,
3, 20, 10, // near attack
0, 6, 8);
Gnome (98,
11, 15, 26, 0, 16, 2,
5, 9, 3, 1, 24,
4, 1, 0,
8,
15, 2, 7, // specific: jump_init, jump_total1, jump_total2
16, 4, 8),,5,8,11;SOUNDDAT.DEF - Defines sounds used in this level.
STARTPOS.DEF - Start position is assigned in unknown manner of:
#,
#,
#,
Originally I thought this was X, Y, and Z but having a number in the Z position makes no sense as everything is on the same level, there is no op or down as the ceiling only goes so high (64).
Level 6 is, for example:
Code: Select all
34,
6,
90,
GAME_SCR.PCX - HUD, and contains the game's palette (the game apparently takes the PCX palette as the game palette, altering it changes ingame colors).
IMAGES.IMG - Wall textures, doors, and sprites are contained here, sprites are encoded with masking values that have been cracked thanks to MortoQuiba and WRS.
SKY.IMG - Ceiling textures
STARTSCR.PCX - Level title screen
Others are the animated cel files (ANI), SC## are these. PRC and BMF files serve unknown purposes.
The CMP files are uncracked and seem to have the same masking style as IMAGES.IMG but seem to have the addition of using a Color Lookup Table (CLT) as opposed to running from raw encoding. As of yet there is no method of conversion.
Further discoveries:
MAZE1.DEF assumption was correct, it does place objects and enemies, additionally it also assigns a routine or behavior of the actors, such as to wander/patrol which, as far as I know, was not present in Doom1/2 making some enemies actively seeking targets rather than standing around.

