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@@ -6,17 +6,36 @@
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* Developed for Binspector (https://github.com/binspector/binspector)
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*/
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+// ########## General data structures ##########
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+
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+// Rectangular faces
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struct face4_t {
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+ // These are indices into the appropriate vertex list
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unsigned 16 little vertices[4];
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+
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+ /*
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+ * Index into the object texture list (for textured objects)
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+ * or into the 8 or 16bit palette (for colored object).
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+ * When coloring is used, texture contains two indices:
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+ * (texture & 0x00FF) = index into 8bit palette
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+ * ((texture & 0xFF00) >> 8) = index into 16bit palette
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+ */
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unsigned 16 little texture;
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+
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+ summary vertices[0], " - ", vertices[1], " - ", vertices[2], " - ", vertices[4];
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}
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+// Triangular faces
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struct face3_t {
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+ // See face4_t for a description of the elements
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unsigned 16 little vertices[3];
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unsigned 16 little texture;
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+
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+ summary vertices[0], " - ", vertices[1], " - ", vertices[2];
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}
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struct vertex_t {
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+ // These coordinates are relative!
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signed 16 little x;
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signed 16 little y;
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signed 16 little z;
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@@ -24,24 +43,62 @@ struct vertex_t {
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summary "X: ", x, " Y: ", y, " Z: ", z;
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}
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+// ########## Room data structures ##########
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+
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struct room_vertex_t {
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+ /*
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+ * Position of this vertex, relative to the x/z coordinates
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+ * of the room this vertex is a part of.
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+ */
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vertex_t vertex;
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+
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+ /*
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+ * Room lighting is internal vertex lighting, except for except
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+ * for necessarily external sources like flares.
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+ * Room ambient lights and point sources are ignored.
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+ */
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signed 16 little lighting1;
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+ // TR1 lacks these attributes
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if (TRversion > 1) {
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+ /*
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+ * A set of flags for special rendering effects:
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+ * 0x8000 - Has something to do with water surfaces
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+ * 0x4000 - Underwater lighting modulation and movement,
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+ * if viewed from above the water surface.
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+ * 0x2000 - Water/Quicksand surface movement
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+ * 0x0010 - Normal
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+ */
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unsigned 16 little attributes;
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+
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+ // Almost always equal to lighting1
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signed 16 little lighting2;
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}
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+
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+ summary summaryof(vertex);
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}
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struct room_sprite_t {
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+ // Index into the vertex list of the current room
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signed 16 little vertex;
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+
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+ // Index into the sprite texture list
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signed 16 little texture;
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+
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+ summary vertex, "-", texture;
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}
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struct room_door_t {
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+ // Which room this portal leads to
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unsigned 16 little adjoiningRoom;
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+
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+ /*
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+ * Which way the portal faces (points away from adjacent room,
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+ * to be seen though it must point toward the viewpoint)
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+ */
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vertex_t normal;
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+
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+ // The corners of this portal (right-hand rule applies wrt normal)
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vertex_t vertices[4];
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summary "To: ", adjoiningRoom;
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@@ -141,6 +198,8 @@ struct room_t {
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summary "X: ", x, " Ybot: ", yBottom, " Ytop: ", yTop, " Z: ", z;
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}
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+// ########## Actor data structures ##########
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+
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struct animation_t {
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unsigned 32 little frameOffset;
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unsigned 8 little frameRate;
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@@ -187,6 +246,8 @@ struct moveable_t {
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summary "ID: ", objectID, " Anim: ", animation;
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}
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+// ########## Other data structures ##########
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+
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struct static_mesh_t {
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unsigned 32 little objectID;
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unsigned 16 little mesh;
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@@ -257,17 +318,29 @@ struct sound_source_t {
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struct box_t {
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if (TRversion > 1) {
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+ /*
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+ * In TR2 & TR3, these values are based on sectors,
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+ * so they need to be scaled (* 1024 units)
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+ */
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unsigned 8 little zMin;
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unsigned 8 little zMax;
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unsigned 8 little xMin;
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unsigned 8 little xMax;
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} else {
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+ // In TR1 there is no scaling
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signed 32 little zMin;
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signed 32 little zMax;
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signed 32 little xMin;
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signed 32 little xMax;
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}
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+
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+ // Y value (no scaling)
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signed 16 little trueFloor;
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+
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+ /*
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+ * Index into overlaps. The high bit is sometimes set,
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+ * this occurs in front of swinging doors and the like
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+ */
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signed 16 little overlapIndex;
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summary "X: ", xMin, "-", xMax, " Z: ", zMin, "-", zMax;
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@@ -310,6 +383,8 @@ struct sound_details_t {
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summary sample, " - ", volume;
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}
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+// ########## Main file layout ##########
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+
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struct main {
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unsigned 32 little version;
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@@ -328,12 +403,15 @@ struct main {
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die "Unknown version number found!";
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}
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+ // TR2 & TR3 have their 8 & 16bit palettes here
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if (TRversion > 1)
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skip palettes[256 * 7];
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+ // 8bit textures
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unsigned 32 little numTextiles;
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skip textiles[256 * 256 * numTextiles];
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+ // TR1 does not have any 16bit textures
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if (TRversion > 1)
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skip textiles16[256 * 256 * numTextiles * 2];
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@@ -374,6 +452,7 @@ struct main {
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unsigned 32 little numStaticMeshes;
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static_mesh_t staticMeshes[numStaticMeshes];
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+ // TR1 & TR2 have their object textures placed here
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if (TRversion < 3) {
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unsigned 32 little numObjectTextures;
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object_texture_t objectTextures[numObjectTextures];
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@@ -397,6 +476,7 @@ struct main {
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unsigned 32 little numOverlaps;
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skip overlaps[numOverlaps * 2];
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+ // TR1 has 6 bytes per zone entry, TR2 & TR3 have 10
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if (TRversion > 1)
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skip zones[numBoxes * 10 * 2];
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else
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@@ -405,6 +485,7 @@ struct main {
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unsigned 32 little numAnimatedTextures;
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skip animatedTextures[numAnimatedTextures * 2];
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+ // TR3 has its object textures placed here
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if (TRversion == 3) {
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unsigned 32 little numObjectTextures;
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object_texture_t objectTextures[numObjectTextures];
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@@ -415,6 +496,7 @@ struct main {
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skip lightMap[32 * 256];
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+ // TR1 places its 8bit palette here
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if (TRversion == 1)
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skip palette[256 * 3];
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@@ -424,6 +506,7 @@ struct main {
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unsigned 16 little numDemoData;
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skip demoData[numDemoData];
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+ // TR1s sound map has 256 entries, TR2 & TR3 have 370
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if (TRversion > 1)
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skip soundMap[370 * 2];
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else
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@@ -432,6 +515,7 @@ struct main {
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unsigned 32 little numSoundDetails;
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sound_details_t soundDetails[numSoundDetails];
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+ // TR1 has the sample data embedded here (WAV files)
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if (TRversion == 1) {
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unsigned 32 little numSamples;
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skip samples[numSamples];
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