<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> <meta name="GENERATOR" content="Mozilla/4.6 [en] (Win98; I) [Netscape]"> <title>Tomb Raider II Data Formats</title> </head> <body link="#0000FF" vlink="#800080"> <center><b><i><u><font size=+3>TRosettaStone</font></u></i></b> <p><b>Tomb Raider II .TR2 Data File Format</b> <br><font size=-1>(Including Tomb Raider .PHD/.TUB and Tomb Raider III .TR2 information, where available)</font> <br><font size=-1>(Also includes TOMBPC.DAT script information)</font> <br><font size=-2>Document Version 1.00 (991108)</font> <p><i><font size=-2>The Rosetta Stone was the key that unlocked the mysteries of Egyptian hieroglyphics. It contains an inscription praising King Ptolemy V, which is repeated three times - once in hieroglyphic, once in demotic, and once in Greek. By translating the Greek, comparisons could be made with the demotic and hieroglyphic versions, providing an invaluable lexicon with which to translate other hieroglyphic works. The efforts that went into making the document you are now reading could be likened to a form of digital archæology, and hopefully this document will provide sufficient information for others to decipher and create their own "TR-hieroglyphic" works.</font></i></center> <p> This document contains detailed descriptions of the Tomb Raider II data file formats ({Level-name}.TR2 and TOMBPC.DAT). It is assumed that the reader has knowledge and experience programming in C or C++, and has at least a passing familiarity with graphics programming. This document is self-contained; all hyperlinks refer only to itself. All information in this document was derived independently, without the aid or assistance of anyone at Core Design or Eidos. As such, the information in this document may contain errors or omissions, and all structure and variable names were deduced from the interpretation of the data (and therefore could be misleading or completely wrong). All the information in this document was tested and is therefore plausible, but could also be a misinterpretation. All information herein is provided as is - you get what you pay for, and this one's free. This was a spare-time project that set out to document the Tomb Raider 2 file format; along the way, additional information about Tomb Raider 1 / Gold (.PHD, .TUB) and Tomb Raider 3 (.TR2) files became available, and that information is provided in context. Where applicable, Tomb Raider I, Tomb Raider Unfinished Business, and Tomb Raider Gold are all referred to as TR1, and if the information specific to TR1 is interspersed with TR2 information, the <font color="#FF0000">TR1 information is highlighted in RED</font>. Likewise, Tomb Raider III is referred to as TR3, and <font color="#008000">information specific to TR3 is highlighted in GREEN</font>. In the few places where there is such information, <font color="#000080">information specific to TR2 ONLY is highlighted in BLUE</font>. Everything else is assumed to pertain to TR2 only, or to all three games. [Late note: as this document was being prepared for release, the Tomb Raider: Last Revelation demo was released. .TR4 files will be hopefully be addressed in a future revision of this document.] <p> Because of Core/Eidos' position on Tomb Raider level editing tools, it is suggested that any tools that you develop be released in source code form, anonymously, using Usenet newsgroups. Anonymity can protect you from legal action, wide distribution via Usenet prevents Core/Eidos from attempting to recall or control the distribution of your software, and distributing source code both allows multi-platform development (e.g. let others port it to the Mac or Linux for you) and encourages others to write utilities, since they can learn and benefit from your source code. Also, Linux has taught us that 40,000 people debugging a single application makes for a clean final product ;-) <p>Tomb Raider, Tomb Raider Gold, Unfinished Business, Tomb Raider II, Tomb Raider III, Lara Croft, and all images and data within the data files and game engine are Copyright © Core Design and/or Eidos PLC. Modification and/or distribution of any part of a Tomb Raider data file (any version) is almost certainly a copyright violation. <p>This document was composed at a screen resolution of 1024x768, and is best viewed at that resolution. It contains many links, but all of them refer only to this document; no link from this page will take you to another web site, and this document can be viewed offline (not connected to the Internet). Use your browser's <b>BACK</b> button to return from a link, e.g. if you click on a structure declaration to see its definition, clicking <b>BACK</b> will return you to your point of origin after you've examined the structure definition. <p> <hr> <center> <p><b><u><font size=+2>Table of Contents</font></u></b></center> <p> <a href="#Fundamentals">I. The Fundamentals</a> <br> <a href="#Fundamentals.Overview">Overview</a> <br> <a href="#Fundamentals.Coordinates">Coordinates</a> <br> <a href="#Fundamentals_Colours">Colours</a> <br> <a href="#Fundamentals_Objects">Objects</a> <br> <a href="#Fundamentals_Animations">Animations</a> <br> <a href="#Fundamentals_Lighting">Lighting</a> <br> <a href="#Fundamentals.BasicDataStructures">Basic Data Structures</a> <br> <a href="#Fundamentals_Textures">Textures</a> <br> <a href="#Fundamentals_Sounds">Sounds</a> <p> <a href="#RoomGeometry">II. Room Geometry</a> <br> <a href="#RoomGeometry.Overview">Overview</a> <br> <a href="#RoomGeometry.RoomStructures">Room Structures</a> <p> <a href="#FloorData">III. FloorData</a> <p> <a href="#MeshGeometry">IV. Mesh Geometry</a> <p> <a href="#MeshConstructionAndAnimation">V. Mesh Construction and Animation</a> <p> <a href="#NonPlayerCharacterBehaviour">VI. Non-Player Character Behaviour</a> <p> <a href="#Sound">VII. Sound</a> <p> <a href="#Miscellany">VIII. Miscellany</a> <br> <a href="#Miscellany.Version">Version</a> <p> <a href="#EntireTR2level">IX. The Entire TR2 Level Format</a> <br> <a href="#EntireLevelFormat.TR2">Tomb Raider II</a> <br> <a href="#EntireLevelFormat.TR1">Tomb Raider I</a> <br> <a href="#EntireFileFormat.TR3">Tomb Raider III</a> <p> <a href="#ItemizedDifferencesBetweenTR1andTR2">Itemized Differences between TRI and TRII</a> <p> <a href="#ItemizedDifferencesBetweenTR2andTR3">Itemized Differences between TRII and TRIII</a> <p> <a href="#ItemizedDifferencesBetweenTRandDemos">Itemized Differences between "normal" TRs and Demos</a> <p><a href="#ScriptingWithTOMBPC.DAT">X. Scripting with TOMBPC.DAT</a> <p><a href="#Catalogs">Catalogues</a> <br> <a href="#Catalogs.TR2ItemIDs">TR2 Item IDs</a> <br> <a href="#Catalogs.TR1EntityStates">TR1 Entity States</a> <br> <a href="#Catalogs.TR2EntityStates">TR2 Entity States</a> <br> <a href="#Catalogs.TR1Animations">TR1 Animations</a> <br> <a href="#Catalogs.TR2Animations">TR2 Animations</a> <br> <a href="#Catalogs.TR2SoundIDs">TR2 Sound IDs</a> <p> <a href="#Index">Index</a> <p> <hr> <center> <p><a NAME="Fundamentals"></a><b><u><font size=+1>I. The Fundamentals</font></u></b></center> <p><a NAME="Fundamentals_Overview"></a><b>Overview:</b> Tomb Raider II is driven by two sets of files. The script file, TOMBPC.DAT, contains all the text strings describing the various elements in the game (e.g. the game engine knows about "Key 1"; it looks in TOMBPC.DAT to determine the name to be displayed in Lara's inventory, such as "Rusty Key" or "Taste rostige" or "Clé Rouillée"), the level and cut-scene filenames (e.g. WALL.TR2, CUT3.TR2), the order in which they are to be played, and various per-level and per-game configuration options (e.g. what weapons and objects Lara starts the level with, whether or not the "cheat" codes work, etc.). The level files, {level-name}.TR2, contain everything about the level, including the geographical geometry, the geometry (meshes) of all animate and inanimate objects in the level, all the textures and colour data, all animation data, index information (and, in TR1, the actual sound sample data) for all sounds, accessibility maps - everything necessary to run the game. For whatever reason, Core has included everything in one file instead of breaking it up into logical groupings; this means that every level contains all the meshes, textures, sound information, and animation data for Lara and all of her weapons. There are a fair number of other redundancies, too. <p><a NAME="Data_Types"></a> For the purposes of further discussion, the following are assumed: <br> <b>bit8</b> specifies an 8-bit signed integer (range -128..127) <br> <b>bitu8</b> specifies an 8-bit unsigned integer (range 0..255) <br> <b>bit16</b> specifies a 16-bit signed integer (range -32768..32767) <br> <b>bitu16</b> specifies a 16-bit unsigned integer (range 0..65535) <br> <b>bit32</b> specifies a 32-bit signed integer (range -2147483648..2147483647) <br> <b>bitu32</b> specifies a 32-bit unsigned integer (range 0..4294967295) <br> All multi-byte integers (bit{u}16, bit{u}32) are stored in little-endian (Intel-x86, etc.) format, with the least significant byte stored first and the most significant byte stored last. When using this data in platforms with big-endian (PowerPC, etc.) number format, be sure to reverse the order of bytes. <p>Data alignment is something one has to be careful about. When some entity gets an address that is a multiple of n, it is said to be n-byte aligned. The reason it is important here is that some systems prefer multibyte alignment for multibyte quantities, and compilers for such systems may pad the data to get the "correct" alignments, thus making the in-memory structures out of sync with their file counterparts. However, a compiler may be commanded to use a lower level of alignment, one that will not cause padding. And for TR's data structures, 2-byte alignment should be successful in nearly all cases, with exceptions noted below. <p>To set single-byte alignment in <u>Microsoft Visual C++</u>, use the following compiler directive: <pre>#pragma pack(push, tr2, 1)</pre> To return to the project's default alignment, use the following directive: <pre>#pragma pack(pop, tr2)</pre> <p>To achieve 2-byte alignment in <u>Metrowerks CodeWarrior</u>, widely used in the MacOS, use this compiler directive: <pre>#pragma options align=mac68k</pre> To return to the project's default alignment, use this directive: <pre>#pragma options align=reset</pre> Similar options exist for other compilers. <p><a NAME="Fundamentals_Coordinates"></a><b>Coordinates:</b> The world coordinate system is oriented with the X-Z plane horizontal and Y vertical, with -Y being "up" (e.g. decreasing Y values indicate increasing altitude). The world coordinate system is specified using bit32 values; however, the geography is limited to the +X/+Z quadrant for reasons that are explained below. Mesh coordinates are relative and are specified using <a href="#Data_Types">bit16</a>s. There are some additional coordinate values used, such as "the number of 1024-unit blocks between points A and B"; these are simply scaled versions of more conventional coordinates. <p><a NAME="Fundamentals_Colours"></a><b>Colours:</b> All colours in TR2 are specified either explicitly (using either the <a href="#struct.tr2_colour">tr2_colour</a> structure, described below, or the 16-bit ARGB structure) or implicitly, by indexing one of the palettes. If, for some reason, 16-bit textures are turned off, all colours and textures use an 8-bit palette that is stored in the .TR2 file. This palette consists of a 256-element array of <a href="#struct.tr2_colour">tr2_colour</a> structures, each designating some colour; textures and other elements that need to reference a colour specify an index (0..255) into the Palette[] array. There is also a 16-bit palette, which is used for identifying colours of solid polygons. The 16-bit palette contains up to 256 four-byte entries; the first three bytes are a <a href="#struct.tr2_colour">tr2_colour</a>, while the last byte is ignored (set to 0). <br>The 16-bit textile array, which contains <a href="#struct.tr2_textile16">tr2_textile16</a> structures, specifies colours using 16-bit ARGB, where the highest bit (0x8000) is a crude alpha channel (really just simple transparency - 0 ::= transparent, 1 ::= opaque). The next 5 bits (0x7c00) specify the red channel, the next 5 bits (0x03e0) specify the green channel, and the last 5 bits (0x001f) specify the blue channel, each on a scale from 0..31. <p><a NAME="Fundamentals_Objects"></a><b>Objects:</b> There are two basic types of objects in TR2 - meshes and sprites. <b>Meshes</b> are collections of textured or coloured polygons that are assembled to form a three-dimensional object (such as a tree, a tiger, or Lara herself). The "rooms" themselves are also composed of meshes. Mesh objects may contain more than one mesh; though these meshes are moved relative to each other, each mesh is rigid. <b>Sprites</b> are two-dimensional images that are inserted into three-dimensional space, such as the "secret" dragons, ammunition, medi-packs, etc. There are also animated sprite sequences, such as the fire at the end of "The Great Wall." Core had presumably used this method to reduce CPU utilization on the PlayStation and/or the earlier PCs. Sprites become less and less abundant; TR2 has very few scenery sprites, and TR3's pickups are models instead of sprites. Objects are referenced in one of two ways - as an offset into an array (e.g. Moveables[i]) or using an identifying tag (ObjectID). In the latter case, the related array (Items[], Moveables[], etc.) is searched until a matching ObjectID is found. <p><a NAME="Fundamentals_Animations"></a><b>Animations:</b> There are three basic types of animations in TR2, two corresponding directly with meshes and sprites, and a third type, animated textures. Sprite animation (sprite sequences) consists simply of a series of sprites that are to be displayed one after another, e.g. grenade explosions. Mesh animations are much more complex, done by what is essentially a skeletal-modeling scheme. These involve some arrays (Frames[] and MeshTree[]) of offsets and rotations for each element of a composite mesh. Frames are then grouped into an array (Animations[]) that describes discrete "movements," e.g. Lara taking a step or a tiger striking with its paw. The animations are "sewn together" by a state change array and an animation dispatch array, which, together with state information about the character, ensure that the animation is fluid (e.g. if Lara is running and the player releases the RUN key, she will stop; depending upon which of her feet was down at the time, either her left or right foot will strike the floor as part of the "stop" animation. The correct animation (left foot stop vs. right foot stop) is selected using these structures and the state information). Animated textures are simply a list of textures that are cycled through in an endless loop; they are normally used as geographic elements of the levels (e.g. water surface, bubbling lava, Atlantean plasma walls). <p><a NAME="Fundamentals_Lighting"></a><b>Lighting:</b> There are two main types of lighting in Tomb Raider, constant and vertex. Constant lighting means that all parts of an object have the same illumination, while in vertex lighting, each polygon vertex has its own light value, and the illumination of the polygon interiors is interpolated from the vertex values. Furthermore, lighting can be either internal or external. Internal lighting is specified in an object's data, external lighting is calculated using the room's light sources (ambient light, point light sources, flares, gunshots). Light intensities are described with a single value in TR1 and a pair of values in TR2 and TR3; the paired values are almost always equal, and the pairing may reflect some feature that was only imperfectly implemented, such as off/on or minimum/maximum values. In TR1 and TR2, the light values go from 0 (maximum light) to 8192 (minimum light), while in TR3, the light values go from 0 (minimum light) to 32767 (maximum light). <p><a NAME="Fundamentals_BasicDataStructures"></a><b>Basic Data Structures:</b> Much of the .TR2 file is comprised of structures based on a few fundamental data structures, described below. <ul> <li> <a NAME="struct_tr2_colour"></a><b>Colour structure</b> - this is how most colours are specified.</li> </ul> typedef struct { // 3 bytes <br> <a href="#Data.Types">bitu8</a> Red; // Red component (0 ::= darkest, 255 ::= brightest) <br> <a href="#Data.Types">bitu8</a> Green; // Green component (0 ::= darkest, 255 ::= brightest) <br> <a href="#Data.Types">bitu8</a> Blue; // Blue component (0 ::= darkest, 255 ::= brightest) <br> } <b>tr2_colour</b>; <br>(Some compilers, like CodeWarrior, will pad this structure to make 4 bytes; one must either read and write 3 bytes explicitly, or else use a simple array of bytes instead of this structure.) <p> And as mentioned earlier, the 16-bit palette uses a similar structure: </p> typedef struct { // 4 bytes <br> <a href="#Data_Types">bitu8</a> Red; <br> <a href="#Data_Types">bitu8</a> Green; <br> <a href="#Data_Types">bitu8</a> Blue; <br> <a href="#Data_Types">bitu8</a> Unused; <br> } <b>tr2_colour4</b>; <ul> <li> <a NAME="struct_tr2_vertex"></a><b>Vertex structure</b> - this is how vertices are specified, using relative coordinates. They are generally formed into lists, such that other entities (such as quads or triangles) can refer to them by simply using their index in the list.</li> </ul> typedef struct { // 6 bytes <br> <a href="#Data.Types">bit16</a> x; <br> <a href="#Data.Types">bit16</a> y; <br> <a href="#Data.Types">bit16</a> z; <br> } <b>tr2_vertex</b>; <ul> <li> <a NAME="struct_tr2_face4"></a><b>Rectangular (quad) face definition</b>. Four vertices (the values are indices into the appropriate vertex list) and a texture (an index into the object-texture list) or colour (index into 8-bit palette or 16-bit palette). If the rectangle is a coloured polygon (not textured), the .Texture element contains two indices: the low byte (.Texture & 0xff) is an index into the 256-colour palette, while the high byte (.Texture >> 8) is in index into the 16-bit palette, when present. A textured rectangle will have its vertices mapped onto all 4 vertices of an object texture, in appropriate correspondence.</li> </ul> <dir> typedef struct { // 10 bytes <br> <a href="#Data.Types">bitu16</a> Vertices[4]; <br> <a href="#Data.Types">bitu16</a> Texture; <br> } <b>tr2_face4</b>;</dir> <ul> <li> <a NAME="struct_tr2_face3"></a><b>Triangular face definition</b>. Three vertices (the values are indices into the appropriate vertex list) and a texture (an index into the object-texture list) or colour (index into 8-bit palette or 16-bit palette). If the triangle is a coloured polygon (not textured), the .Texture element contains two indices: the low byte (.Texture & 0xff) is an index into the 256-colour palette, while the high byte (.Texture >> 8) is in index into the 16-bit palette, when present. A textured triangle will have its vertices mapped onto the first 3 vertices of an object texture, in appropriate correspondence.</li> </ul> typedef struct { // 8 bytes <br> <a href="#Data.Types">bitu16</a> Vertices[3]; <br> <a href="#Data.Types">bitu16</a> Texture; <br> } <b>tr2_face3</b>; <br> <ul> <li> <a NAME="struct_tr2_textile8"></a><b>8-bit texture tile</b> (65536 bytes). Each <a href="#Data.Types">bitu8</a> represents a pixel whose colour is in the 8-bit palette.</li> </ul> typedef struct { // 65536 bytes <br> <a href="#Data.Types">bitu8</a> Tile[256 * 256]; <br> } <b>tr2_textile8</b>; <ul> <li> <a NAME="struct_tr2_textile16"></a><b>16-bit texture tile</b> (131072 bytes). Each <a href="#Data.Types">bitu16</a> represents a pixel whose colour is of the form ARGB, MSB-to-LSB:</li> </ul> 1-bit transparency (0 ::= transparent, 1 ::= opaque) (0x8000) <br> 5-bit red channel (0x7c00) <br> 5-bit green channel (0x03e0) <br> 5-bit blue channel (0x001f) <p> typedef struct { // 131072 bytes <br> <a href="#Data.Types">bitu16</a> Tile[256 * 256]; <br> } <b>tr2_textile16</b>; <br> <p><a NAME="Fundamentals_Textures"></a><b>Textures:</b> All mesh surfaces are either <b>coloured</b> or <b>textured</b>. Coloured surfaces are "painted" with a single colour that is either specified explicitly or using an index into the palette. Textured surfaces map textures (bitmapped images) from the texture tiles (textiles) to each point on the mesh surface. This is done using conventional UV mapping, which is specified in "Object Textures" below; each object texture specifies a mapping from a set of vertices to locations in the textile, and these texture vertices are associated with position vertices specified here. <p><a NAME="Fundamentals_Sounds"></a> <p> <hr> <p><b>Sounds:</b> There are several sorts of sounds, which can be classified as either continuous or triggered. Continuous sounds are level-background sounds (such as the blowing wind in "The Great Wall") and sound sources (such as waterfalls; these are in SoundSources[]). Triggered sounds are sounds played when some event happens, such as at certain animation frames (footsteps and other Lara sounds), when doors open and close, and when weapons are fired. Sounds are stored in two places: the game-data files and the CD audio tracks (the latter are separate soundfiles in the MacOS version). The latter kind of sound is referred to straightforwardly, by index, while the former kind of sound is referred to using a three-layer indexing scheme, to provide a maximum amount of abstraction. An internal sound index references SoundMap[], which points to a SoundDetails[] record, which in turn points to a SampleIndices[] entry, which in turn points to a sound sample. SoundDetails[] contains such features as sound intensity, how many sound samples to choose from, among others. The sound samples themselves are in Microsoft WAVE format, and they are embedded either in the data files (TR1, some later TR demos) or in a separate file (MAIN.SFX) in TR2 and TR3. <br> <br> <br> <center> <p><a NAME="RoomGeometry"></a><b><u><font size=+1>II. Room Geometry</font></u></b></center> <p><a NAME="RoomGeometry_Overview"></a><b>Overview: </b>A <b>room</b> in TR2 is simply a rectangular three-dimensional area. A room may be "indoors" or "outdoors," may or may not be enclosed, may be accessible or inaccessible to Lara, may or may not contain doors or objects. All rooms have "portals," called "doors" in some documentation, which are pathways to adjacent rooms. There are two kinds of portals, visibility portals and collisional portals. Visibility portals are for determining how much of a room (if any) is visible from another room, while collisional portals are for enabling an object to travel from one room to another. The visibility portals are most likely for doing "portal rendering", which is a visibility-calculation scheme that goes as follows: The viewpoint is a member of some room, which is then listed as visible from it. This room's portals are checked for visibility from that viewpoint, and visible portals have their opposite-side rooms marked as visible. These rooms are then checked for portals that are visible from the viewpoint through the viewpoint's room's portals, and visible ones have their opposite-side rooms marked as visible. This operation is repeated, with viewing through intermediate portals, until all visible portals have been found. The result is a tree of rooms, starting from the viewpoint's room; only those rooms and their contents need be rendered. It is clear that both visibility and collision calculations require that objects have room memberships given for them, and indeed we shall find that most map objects have room memberships. <p>Rooms may overlap; as we shall see, this is involved in how horizontal collisional portals are implemented. However, different rooms may overlap without either being directly accessible from the other; there are several inadvertent examples of such "5D space" in the Tomb Raider series. The only possibly deliberate example I know of is the flying saucer in "Area 51" in TR3, whose interior is bigger than its exterior. <p>A room can have an "alternate room" specified for it; that means that that room can be replaced by that alternate as the game is running. This trick is used to produce such tricks as empty rooms vs. rooms full of water, scenery rearrangements (for example, the dynamited house in "Bartoli's Hideout" in TR2), and so forth. An empty room is first created, and then a full room is created at its location from a copy of it. The empty room then has that full room set as its alternate, and when that room is made to alternate, one sees a full room rather than an empty one. <p>The rooms are stored sequentially in an array, and "Room Numbers" are simply indices into this array (e.g. "Room Number 5" is simply Rooms[5]; the first room is Rooms[0]). <p>Rooms are divided into <b>Sectors</b>, which are 1024x1024 unit squares that form a grid on the X-Z plane. Sectors are the defining area for floor/ceiling height and various actions (e.g. a tiger appears and attacks when Lara steps on a given square); the various attributes of each sector are stored in the Sector Data (described in this section) and the <a href="#FloorData">FloorData</a>. As an aside, Sectors correspond to the "squares," easily visible in all of the Tomb Raider games, that experienced players count when gauging jumps; they also account for some of the game's less-appealing graphic artifacts. Careful tiling and texture construction can make these "squares" almost invisible. <p>Rooms have two kinds of surfaces, rendered and collisional, much like the two kinds of portals. The former are what is seen, while the latter control how objects interact with the world geometry. Furthermore, these two types are specified separately in the room data. <p>Rooms are defined with a complex structure, which is described below "inside-out," meaning that the smaller component structures are described first, followed by the larger structures that are built using the smaller structures. <p><a NAME="RoomGeometry_RoomStructures"></a><b>Room Structures:</b> <ul> <li> <a NAME="struct_tr2_room_info"></a><b>Room header.</b> X/Z indicate the base position of the room mesh in world coordinates (Y is always zero-relative)</li> </ul> <dir> typedef struct { // 16 bytes <br> <a href="#Data.Types">bit32</a> x; // X-offset of room (world coordinates) <br> <a href="#Data.Types">bit32</a> z; // Z-offset of room (world coordinates) <br> <a href="#Data.Types">bit32</a> yBottom; // (actually largest value, but indicates lowest point in room) <br> <a href="#Data.Types">bit32</a> yTop; // (actually smallest value, but indicates highest point in room) <br> } <b>tr2_room_info</b>;</dir> <ul> <li> <a NAME="struct_tr2_room_door"></a><b>Portal structure.</b> These portals, sometimes called "doors", define the view from a room into another room. This can be through a "real" door, a window, or even some open area that makes the rooms look like one big room. Note that "rooms" here are really just areas; they aren't necessarily enclosed. The portal structure below defines visibility portals, not an actual moveable door mesh, texture, or action (if any). And if the portal is not properly oriented, the camera cannot "see" through it.</li> </ul> <dir> <dir>typedef struct { // 32 bytes <br> <a href="#Data.Types">bitu16</a> AdjoiningRoom; // which room this portal leads to <br> <a href="#struct.tr2_vertex">tr2_vertex</a> Normal; // which way the portal faces (the normal <br> // points <i>away</i> from the adjacent room; to be seen through, it must point <i>toward</i> the viewpoint). <br> <a href="#struct.tr2_vertex">tr2_vertex</a> Vertices[4]; // the corners of this portal (the right-hand rule applies with respect to the normal) <br> // if the right-hand-rule is not followed, the portal will <br> // contain visual artifacts instead of a viewport to <br> // AdjoiningRoom <br> } <b>tr2_room_portal</b>;</dir> </dir> <ul> <li> <a NAME="struct_tr2_room_sector"></a><b>Room Sector structure. All the geometry specified here is collisional geometry.</b> Sectors are 1024 * 1024 (world coordinates). Floor and Ceiling are signed numbers of 256 units of height (relative to 0), e.g. Floor 0x04 corresponds to Y = 1024 in world coordinates. Note: this implies that, while X and Z can be quite large, Y is constrained to -32768..32512. Floor/Ceiling value of 0x81 is used to indicate impenetrable walls around the sector. Floor values are used by the game engine to determine what objects Lara can traverse and how. Relative steps of 1 (-256) can be walked up; steps of 2..7 (-512..-1792) can/must be jumped up; steps larger than 7 (-2048..-32768) cannot be jumped up (too tall). RoomAbove and RoomBelow indicate what neighboring rooms are in these directions; if RoomAbove is not "none", then the ceiling is a collisional portal to that room, while if RoomBelow is not "none", then the floor is a collisional portal to that room.</li> </ul> <dir> <dir> <br>typedef struct { // 8 bytes <br> <a href="#Data.Types">bitu16</a> FDindex; // Index into FloorData[] <br> <a href="#Data.Types">bitu16</a> BoxIndex; // Index into Boxes[]/Zones[] (-1 if none) <br> <a href="#Data.Types">bitu8</a> RoomBelow; // The number of the room below this one (-1 or 255 if none) <br> <a href="#Data.Types">bit8</a> Floor; // Absolute height of floor (multiply by 256 for world coordinates) <br> <a href="#Data.Types">bitu8</a> RoomAbove; // The number of the room above this one (-1 or 255 if none) <br> <a href="#Data.Types">bit8</a> Ceiling; // Absolute height of ceiling (multiply by 256 for world coordinates) <br> } <b>tr2_room_sector</b>; <p><font color="#008000">In TR3, BoxIndex is more complicated. Only bits 4-14 are the "real" index; bits 0-3 are most likely some kind of flag, such as what kind of footstep sound to make (wood, metal, snow). Furthermore, there is a special value of the "real" index, 2047, or 0x7ff.</font></dir> </dir> <ul> <li> <a NAME="struct_tr2_room_light"></a><b>Room Lighting structure.</b> X/Y/Z are in world coordinates. Intensity1/Intensity2 are almost always equal. This lighting only affects externally-lit objects. Tomb Raider 1 has only the first of the paired Intensity and Fade values.</li> </ul> <dir> typedef struct { // 24 bytes [TR1: 18 bytes] <br> <a href="#Data.Types">bit32</a> x; // X-position of light, in world coordinates <br> <a href="#Data.Types">bit32</a> y; // Y-position of light, in world coordinates <br> <a href="#Data.Types">bit32</a> z; // Z-position of light, in world coordinates <br> <a href="#Data.Types">bitu16</a> Intensity1; // Light intensity <br> <a href="#Data.Types">bitu16</a> Intensity2; // Almost always equal to Intensity1 [absent from TR1 data files] <br> <a href="#Data.Types">bitu32</a> Fade1; // Falloff value 1 <br> <a href="#Data.Types">bitu32</a> Fade2; // Falloff value 2 [absent from TR1 data files] <br> } <b>tr2_room_light</b>;</dir> <ul> <li> <a NAME="struct_tr2_room_vertex"></a><b>Room Vertex structure.</b> This defines the vertices within a room. Room lighting is internal vertex lighting, except for necessarily external sources like flares; room ambient lights and point sources are ignored. Tomb Raider 1 has only the first of the two light values and lacks the rendering attributes.</li> </ul> <dir> <dir>typedef struct { // 12 bytes [TR1: 8 bytes] <br> <a href="#struct.tr2_vertex">tr2_vertex</a> Vertex; // where this vertex lies (relative to tr2_room_info::x/z) <br> <a href="#Data.Types">bit16</a> Lighting1; <br> <a href="#Data.Types">bitu16</a> Attributes; // A set of flags for special rendering effects [absent from TR1 data files] <br> // 0x8000 something to do with water surface <br> // 0x4000 under water lighting modulation and <br> // movement if viewed from above water surface <br> // 0x2000 water/quicksand surface movement <br> // 0x0010 "normal" <br> <a href="#Data.Types">bit16</a> Lighting2; // Almost always equal to Lighting1 [absent from TR1 data files] <br> } <b>tr2_vertex_room</b>;</dir> </dir> <ul> <li> <a NAME="struct_tr2_room_sprite"></a><b>Room Sprite structure.</b> This indicates a point in space (Room.Vertices[room_sprite.Vertex]) and a sprite to display there (.Texture is an index into the sprite texture list).</li> </ul> <dir> <dir>typedef struct { // 4 bytes <br> <a href="#Data.Types">bit16</a> Vertex; // offset into vertex list <br> <a href="#Data.Types">bit16</a> Texture; // offset into sprite texture list <br> } <b>tr2_room_sprite</b>;</dir> </dir> <ul> <li> <a NAME="struct_tr2_room_data"></a><b>Room Data structure.</b> This is the geometry of the "room," including walls, floors, rocks, water, etc. It does <i><u>not</u></i> include objects that Lara can interact with (keyboxes, moveable blocks, moveable doors, etc.) The surfaces specified here are rendered surfaces. <b>NOTE</b> that this is not a "real" C/C++ structure, in that the arrays are sized by the NumXXX elements that precede them.</li> </ul> <dir> <dir>typedef struct { // (variable length) <br> <a href="#Data.Types">bit16</a> NumVertices; // number of vertices in the following list <br> <a href="#struct.tr2_room_vertex">tr2_vertex_room</a> Vertices[NumVertices]; // list of vertices (relative coordinates) <br> <a href="#Data.Types">bit16</a> NumRectangles; // number of textured rectangles <br> <a href="#struct.tr2_face4">tr2_face4</a> Rectangles[NumRectangles]; // list of textured rectangles <br> <a href="#Data.Types">bit16</a> NumTriangles; // number of textured triangles <br> <a href="#struct.tr2_face3">tr2_face3</a> Triangles[NumTriangles]; // list of textured triangles <br> <a href="#Data.Types">bit16</a> NumSprites; // number of sprites <br> <a href="#struct.tr2_room_sprite">tr2_room_sprite</a> Sprites[NumSprites]; // list of sprites <br> } <b>tr2_room_data</b>;</dir> </dir> <ul> <li> <a NAME="struct_tr2_room_staticmesh"></a><b>Room Static Mesh structure.</b> Positions and IDs of static meshes (e.g. skeletons, spiderwebs, furniture, trees). This is comparable to the <a href="#struct_tr2_item">tr2_item</a> structure, except that static meshes typically have no animations and are confined to a single room.</li> </ul> <dir> <dir>typedef struct { // 20 bytes <font color="#800000">[TR1: 18 bytes]</font> <br> <a href="#Data.Types">bitu32</a> x; // absolute X position in world coordinates <br> <a href="#Data.Types">bitu32</a> y; // absolute Y position in world coordinates <br> <a href="#Data.Types">bitu32</a> z; // absolute Z position in world coordinates <br> <a href="#Data.Types">bitu16</a> Rotation; // high two bits (0xC000) indicate steps of <br> // 90 degrees (e.g. (Rotation >> 14) * 90) <br> <a href="#Data.Types">bitu16</a> Intensity1; // Constant lighting; -1 means use mesh lighting <br> <a href="#Data.Types">bitu16</a> Intensity2; // Like Intensity 1, and almost always the same value [absent from TR1 data files] <br> <a href="#Data.Types">bitu16</a> ObjectID; // which StaticMesh item to draw <br> } <b>tr2_room_staticmesh</b>;</dir> </dir> <ul> <li> <a NAME="struct_tr2_room"></a><b>Room structure.</b> Here's where all the room data come together. As it's stored in the file, the <a href="#struct.tr2_room_info">tr2_room_info</a> structure comes first, followed by a <a href="#Data_Types">bitu32</a> NumDataWords, which specifies the number of 16-bit words to follow. Those data words must be parsed in order to interpret and construct the variable-length arrays of vertices, meshes, doors, and sectors. <b>NOTE</b> that this is not a "real" C/C++ structure, in that the arrays are sized by the NumXXX elements that precede them.</li> </ul> <blockquote>typedef struct { // (variable length) <br> <a href="#struct.tr2_room_info">tr2_room_info</a> info; // where the room exists, in world coordinates <br> <a href="#Data.Types">bitu32</a> NumDataWords; // number of data words (bitu16s) <br> <a href="#Data.Types">bitu16</a> Data[NumDataWords]; // the raw data from which the rest of <br> // this is derived <br> <a href="#struct.tr2_room_data">tr2_room_data</a> RoomData; // the room mesh <br> <a href="#Data.Types">bitu16</a> NumPortals; // number of visibility portals to other rooms <br> <a href="#struct.tr2_room_portal">tr2_room_portal</a> Portals[NumPortals]; // list of visibility portals <br> <a href="#Data.Types">bitu16</a> NumZsectors; // "width" of sector list <br> <a href="#Data.Types">bitu16</a> NumXsectors; // "height" of sector list <br> <a href="#struct.tr2_room_sector">tr2_room_sector</a> SectorList[NumXsectors * NumZsectors]; // list of sectors <br> // in this room <br> <a href="#Data.Types">bit16</a> AmbientIntensity1; // This and the next one only affect <br> // externally-lit objects <br> <a href="#Data.Types">bit16</a> AmbientIntensity2; // Almost always the same value as AmbientIntensity1 [absent from TR1 data files] <br> <a href="#Data.Types">bit16</a> LightMode; // (present only in TR2: 0 is normal, 1 is <br> // flickering(?), 2 and 3 are uncertain) <br> <a href="#Data.Types">bitu16</a> NumLights; // number of point lights in this room <br> <a href="#struct.tr2_room_light">tr2_room_light</a> Lights[NumLights]; // list of point lights <br> <a href="#Data.Types">bitu16</a> NumStaticMeshes; // number of static meshes <br> <a href="#struct.tr2_room_staticmesh">tr2_room_staticmesh</a> StaticMeshes[NumStaticMeshes]; // list of static meshes <br> <a href="#Data.Types">bit16</a> AlternateRoom; // number of the room that this room can alternate <br> // with (e.g. empty/filled with water is implemented as an empty room that alternates with a full room) <br> <a href="#Data.Types">bit16</a> Flags; // flag bits: 0x0001 - room is filled with water, <br> // 0x0020 - Lara's ponytail gets blown <br> // by the wind; <br> // <font color="#FF0000">TR1 has only the water flag and the extra</font> <br> // <font color="#FF0000">unknown flag 0x0100.</font> <br> // <font color="#008000">TR3 most likely has flags for "is raining", "is snowing", "water is cold", and "is</font> <br> // <font color="#008000">filled by quicksand", among others.</font> <br> <a href="#struct.tr2_colour">tr2_colour</a><font color="#008000"> RoomLightColour; // Present in TR3 only; absent from TR1/TR2.</font> <br> } <b>tr2_room</b>;</blockquote> <hr> <center> <p><a NAME="FloorData"></a><b><u><font size=+1>III. FloorData</font></u></b></center> <p>The <b>FloorData</b> defines special sector attributes such as floor and ceiling slopes, collisional portals to other rooms, climbability of walls, and all the various types of triggering. It is referenced by the sectors as an array of 16-bit unsigned integers, e.g. the current sector is calculated as (((CurrentX - tr2_room_info.x) / 1024) * tr2_room.NumZsectors) + ((CurrentZ - tr2_room_info.z) / 1024), which is then used as an offset into tr2_room:: SectorList[]; tr2_room_sector::FDindex is an offset into the FloorData[] array. <p>The FloorData consists of opcodes and operands. Opcodes are 16 bits, as follows: <br> <b>Function</b>: bits 0..7 (0x00FF) <br> <b>SubFunction</b>: bits 8..14 (0x7F00) <br> <b>EndData</b>: bit 15 (0x8000) <br>If <i>EndData</i> is set, there are no more opcodes (after the current one) in this section of FloorData; otherwise, the next opcode in FloorData should be interpreted after the current one. <p>Some functions reference an <b>FDlist</b>, which is a separate list of opcodes and operands that immediately follows the current FloorData opcode. FDlist opcodes and operands are different from the base FloorData opcodes and operands: <br> <b>FDfunction: </b>bits 10-13 (0x3C00) <br> <b>Operands: </b>bits 0-9 (0x03FF) vary, depending on FDfunction <br> <b>FDcontinue: </b>bit 15 (0x8000) <p>Several of the functions indicate adjustments to the sector's floor and ceiling heights; these are specified by adjusting the corner heights. The corners will be denoted as 00, 01, 10, and 11; the first is the corner's X coordinate and the second is the corner's Z coordinate, with both given as multiples of 1024. <p><font color="#008000">When parsing functions for TR3, use only the lower 5 bits to find the function value, because some of TR3's functions use the upper 3 bits of the lower byte as part of the operand. However, this will also work correctly in TR1 and TR2.</font> <p><b><u><font size=+1>FloorData Functions are described below.</font></u></b> <br> Function 0x01: <b>Portal Sector</b> <br> SubFunction 0x00: Room Portal: the next FloorData element (the operand) is the number of the room that this sector is a collisional portal to. <br> An entity that arrives in a sector with this function present will gets its room membership changed to this function's operand, without any change in position. <p> Function 0x02: <b>Floor Slant</b> <br> SubFunction 0x00: Floor Slant: The next FloorData element contains the slant values for the floor of this sector. Slant values are specified in increments of 256 units. The high byte (bit8) is the Z slope, while the low byte (bit8) is the X slope. If the X slope is greater than zero, then its value is added to the floor heights of corners 00 and 01. If it is less than zero, then its value is subtracted from the floor heights of corners 10 and 11. If the Z slope is greater than zero, then its value is added to the floor heights of corners 00 and 10. If it is less than zero, then its value is subtracted from the floor heights of corners 01 and 11. <p> Function 0x03: <b>Ceiling Slant</b> <br> SubFunction 0x00: Ceiling Slant: The next FloorData element contains the slant values for the ceiling of this sector. Slant values are specified in increments of 256 units. The high byte (bit8) is the Z slope, while the low byte (bit8) is the X slope. If the X slope is greater than zero, then its value is subtracted from the ceiling heights of corners 10 and 11. If it is less than zero, then its value is added to the ceiling heights of corners 00 and 01. If the Z slope is greater than zero, then its value is subtracted from the ceiling heights of corners 00 and 10. If it is less than zero, then its value is added to the ceiling heights of corners 01 and 11. <p> Function 0x04: <b>Trigger</b> items, switch cameras, end the level and much more. <br>As used below, "run FDlist(activate or deactivate)" means go through each element in FDlist and perform its function ("run FDlist+1" just means start at FDlist[1] rather than FDlist[0]). Activate/deactivate is only used for the activate/deactivate item function. <br>There are two states for each item, active/inactive (the meaning depends on the item, e.g. a tiger must be active to be seen, if a door is active it is open, if it is inactive it is closed, etc.) and on/off (keyholes and switches). <br>The <b>bitu16</b> immediately following the 0x04 FloorData opcode contains flags; the bits at 0x3e00 are the Activation Mask (which is XORed with any appropriate item flags), the bit at 0x0100 indicates "state change occurs only once". A good example of activation-mask use is the multiple-switch room of "Palace Midas" in TR1. <br> SubFunction 0x00: Run FDlist(activate) <br> SubFunction 0x01: If Lara is on the ground, run FDlist(activate) <br> SubFunction 0x02: If item at FDlist[0] is on, run FDlist+1(activate), else run FDlist+1(deactivate) <br> SubFunction 0x03: If item at FDlist[0] is on, run FDlist+1(activate) <br> SubFunction 0x04: If item at FDlist[0] is picked up, run FDlist+1(activate) <br> SubFunction 0x05: If item at FDlist[0] is in this sector, run FDlist+1(activate), else run FDlist+1(deactivate) <br> SubFunction 0x06: If Lara is on the ground, run FDlist(deactivate) <br> SubFunction 0x07: unknown <br> SubFunction 0x08: If Lara is not on the ground, run FDlist(activate) <br> (mainly used for activating collision detection with such objects as footbridges) <br> SubFunction 0x09: Run FDlist(deactivate) <p> Function 0x05: <b>Kills Lara</b> <br> Any SubFunction: If Lara is on the ground, it kills Lara with fire. <p> Function 0x06: <b>Climbable Walls</b> <br> This subfunction indicates climbability of walls; its value is the bitwise OR of the values associated with all the climbable-wall directions (0x01 ::= +Z, 0x02 ::= +X, 0x04 ::= -Z, 0x08 ::= -X), e.g. SubFunction 0x09 indicates that the walls on both the +Z and -X sides of this sector are climbable. <p><font color="#008000"> Functions 0x07 to 0x12: (only in TR3) These specify the floor and ceiling slopes, which are more complicated here, since these functions specify dividing up the floors and ceilings into triangles along either of the two diagonals. Also, one of the triangles may be a collisional portal to the room above (if in the ceiling) or to the room below (if in the floor). The function word must be parsed as follows:</font> <p><font color="#008000">Bit 15: Continuation bit</font> <br><font color="#008000">Bits 10-14: value t01</font> <br><font color="#008000">Bits 5-9: value t00</font> <br><font color="#008000">Bits 0-4 function value</font> <p><font color="#008000">where t00 and t01 are signed.</font> <p><font color="#008000">It is followed by one operand, to be parsed as follows:</font> <p><font color="#008000">Bits 12-15: value t13</font> <br><font color="#008000">Bits 8-11: value t12</font> <br><font color="#008000">Bits 4-7: value t11</font> <br><font color="#008000">Bits 0-3: value t10</font> <p><font color="#008000">where t10, t11, t12, and t13 are unsigned.</font> <p><font color="#008000">Here are the triangulations and vertex adjustments; for some of the functions, one of the triangles is a portal to another room:</font> <p><font color="#008000">Functions 0x07, 0x0b, 0x0c:</font> <p><font color="#008000">Triangle 1: 00-01-10 (function 0x0b: is a portal)</font> <br><font color="#008000">Triangle 2: 11-10-01 (function 0x0c: is a portal)</font> <p><font color="#008000">Overall adjustment: adj = t00 + t01 + t10 + t12</font> <p><font color="#008000">Add these quantities to these vertex floor heights:</font> <p><font color="#008000">00: (adj - t11)</font> <br><font color="#008000">01: (adj - t12)</font> <br><font color="#008000">10: (adj - t10)</font> <br><font color="#008000">11: (adj - t13)</font> <p><font color="#008000">Functions 0x08, 0x0d, 0x0e:</font> <p><font color="#008000">Triangle 1: 01-11-00 (function 0x0d: is a portal)</font> <br><font color="#008000">Triangle 2: 10-00-11 (function 0x0e: is a portal)</font> <p><font color="#008000">Overall adjustment: adj = t00 + t01 + t11 + t13</font> <p><font color="#008000">Add these quantities to these vertex floor heights:</font> <p><font color="#008000">00: (adj - t11)</font> <br><font color="#008000">01: (adj - t12)</font> <br><font color="#008000">10: (adj - t10)</font> <br><font color="#008000">11: (adj - t13)</font> <p><font color="#008000">Functions 0x09, 0x0f, 0x10:</font> <p><font color="#008000">Triangle 1: 00-10-01 (function 0x0f: is a portal)</font> <br><font color="#008000">Triangle 2: 11-01-10 (function 0x10: is a portal)</font> <p><font color="#008000">Overall adjustment: adj = t10 + t12</font> <p><font color="#008000">Subtract these quantities from these vertex ceiling heights:</font> <p><font color="#008000">00: (adj - t12)</font> <br><font color="#008000">01: (adj - t11)</font> <br><font color="#008000">10: (adj - t13)</font> <br><font color="#008000">11: (adj - t10)</font> <p><font color="#008000">Functions 0x0a, 0x10, 0x11:</font> <p><font color="#008000">Triangle 1: 01-00-11 (function 0x11: is a portal)</font> <br><font color="#008000">Triangle 2: 10-11-00 (function 0x12: is a portal)</font> <p><font color="#008000">Overall adjustment: adj = t11 + t13</font> <p><font color="#008000">Subtract these quantities from these vertex ceiling heights:</font> <p><font color="#008000">00: (adj - t12)</font> <br><font color="#008000">01: (adj - t11)</font> <br><font color="#008000">10: (adj - t13)</font> <br><font color="#008000">11: (adj - t10)</font> <br> <p><font color="#008000"> Function 0x13: has subfunction 0x00 and no operand. Unknown, but is possibly monkey-swingability of the ceiling.</font> <br> <br> <p><b><u><font size=+1>FloorData FDlist functions are described below:</font></u></b> <br> FDfunction 0x00: <b>Activate or deactivate item</b> <br> Operand (bits 0..9): Item index <p> FDfunction 0x01: <b>Switch to camera</b> (also uses the bitu16 immediately following) <br> Operand (bits 0..6): Index in Cameras[] <br> The bitu16 immediately following <b>specifies delay and repeatability for switched camera</b> <br> Operand (bits 0..7 (0xff)): Camera Delay <br> Number of seconds to wait before automatically switching back to the normal camera. <br> 0x00 never switches back to the normal camera. <br> Operand (bit 8 (0x100)): If set, only switch to camera once; otherwise, switch to <br>camera every time <p> FDfunction 0x02: <b>Underwater Current</b> <br> Operand (bits 0..9 (0x3ff)): direction and intensity of flow <br> 0, 1, 2 -Z direction in decreasing intensity (0 is strongest) <br> 3, 4, 5 -X direction in decreasing intensity <br> 6, 7, 8 +Z direction in decreasing intensity <br> 9, 10, 11 +X direction in decreasing intensity <p> FDfunction 0x03:: <b>Set AlternateRoom Variable</b> <br> Operand (bit 0 (0x01)): AlternateRoom Flag value (0/1) <p> FDfunction 0x04: <b>Alter Room Flags</b> this affects (enhances/negates) roomflags (always paired with 0x05) <br> Operand: not sure, range 0 - 5 <p> FDfunction 0x05: <b>Alter Room Flags</b> this affects (enhances/negates) roomflags (always paired with 0x04) <br> Operand: not sure, range 0 - 5 <p> FDfunction 0x06: <b>Look at Item</b> (if a camera change is also desired, this should come first) <br> Operand (bits 0..9 (0x3ff)): Item index <p> FDfunction 0x07: <b>End Level</b> <p> FDfunction 0x08: <b>Play CD Track</b> <br> Operand (bits 0..9 (0x3ff)): CD track ID (<font color="#FF0000">TR1: Internal Sound Index</font>) <p> FDfunction 0x09: <b>Assault Course Clock Control</b> <br> Operand (bits 0..9 (0x3ff)): <br> 0x1c ::= clear clock <br> 0x1d ::= stop clock <br> 0x1e ::= clock reset and displayed <br> This opcode is also associated with switches; other values of its operand appear to indicate switch sounds. <p> FDfunction 0x0a: <b>Play "Found Secret" Sound</b> <br> Operand (bits 0..9 (0x3ff)): Which secret (0..NumSecrets-1) <p> FDfunction 0x0b: <b>Unknown</b> <p>While FloorData index 0 means the sector does not use floordata, there is still a "dummy" entry for index 0. This dummy entry doesn't contain any useful information. <p> <hr> <center> <p><a NAME="MeshGeometry"></a><b><u><font size=+1>IV. Mesh Geometry</font></u></b></center> <p><b>Overview: </b>Nearly all of the non-geographic visual elements in TR2 (as well as a few parts of the landscape) are specified as <b>meshes</b>. A <b>mesh</b> is simply a list of vertices and how they're arranged. The TR2 mesh structure includes a list of vertices as relative coordinates (which allows meshes to easily be placed anywhere in the world geometry), a list of normals (to indicate which side of each face is visible), and lists of Rectangles and Triangles, both Textured and Coloured. The elements of each <a href="#struct.tr2_face4">tr2_face4</a> or <a href="#struct.tr2_face3">tr2_face3</a> structure (Rectangles and Triangles) contain an offset into the Vertices[] array for the mesh. Other arrays (Moveables[], StaticMeshes[]) do not reference the array Meshes[] directly, but instead reference the array MeshPointers[], which points to locations inside of Meshes[], inside of which the meshes are stored in packed fashion. <p><b>Meshes:</b> <br> The sign of the number of normals specifies which sort of lighting to use. If the sign is positive, then external vertex lighting is used, with the lighting calculated from the room's ambient and point-source lighting values. The latter appears to use a simple Lambert law for directionality: intensity is proportional to max((normal direction).(direction to source), 0). If the sign is negative, then internal vertex lighting is used, using the data included with the mesh.<a NAME="struct_tr2_mesh"></a><b>NOTE</b> that this is not a "real" C/C++ structure, in that the arrays are sized by the NumXXX elements that precede them. <p>typedef struct { <br> <a href="#struct.tr2_vertex">tr2_vertex</a> Centre; // This is usually close to the mesh's centroid, and appears to be the center of a sphere used for collision testing. <br> <a href="#Data.Types">bit32</a> CollisionSize; // This appears to be the radius of that aforementioned collisional sphere. <br> <a href="#Data.Types">bit16</a> NumVertices; // number of vertices in this mesh <br> <a href="#struct.tr2_vertex">tr2_vertex</a> Vertices[NumVertices]; // list of vertices (relative coordinates) <br> <a href="#Data.Types">bit16</a> NumNormals; // If positive, number of normals in this mesh. <br> // If negative, number of vertex lighting elements (* (-1)) <br> <a href="#struct.tr2_vertex">tr2_vertex</a> Normals[NumNormals]; // list of normals (if NumNormals is positive) <br> <a href="#Data.Types">bit16</a> Lights[-NumNormals]; // list of light values (if NumNormals is negative) <br> <a href="#Data.Types">bit16</a> NumTexturedRectangles; // number of textured rectangles in this mesh <br> <a href="#struct.tr2_face4">tr2_face4</a> TexturedRectangles[NumTexturedRectangles]; // list of textured rectangles <br> <a href="#Data.Types">bit16</a> NumTexturedTriangles; // number of textured triangles in this mesh <br> <a href="#struct.tr2_face3">tr2_face3</a> TexturedTriangles[NumTexturedTriangles]; // list of textured triangles <br> <a href="#Data.Types">bit16</a> NumColouredRectangles; // number of coloured rectangles in this mesh <br> <a href="#struct.tr2_face4">tr2_face4</a> ColouredRectangles[NumColouredRectangles]; // list of coloured rectangles <br> <a href="#Data.Types">bit16</a> NumColouredTriangles; // number of coloured triangles in this mesh <br> <a href="#struct.tr2_face3">tr2_face3</a> ColouredTriangles[NumColouredTriangles]; // list of coloured triangles <br> } <b>tr2_mesh</b>; <br> <br> <p><b>Static Meshes:</b> <p>/* <br> * StaticMesh structure. This defines meshes that don't move (e.g. skeletons <br> * lying on the floor, spiderwebs, trees, statues, etc.) <br> * StaticMeshes have two bounding boxes; it is not clear why they have more than <br> * one. One could be the visibililty box, and one could be the collisional <br> * box, for instance; the former being used for visibility testing, and the <br> * latter for collision testing. <br> */ <br><a NAME="struct_tr2_staticmesh"></a>typedef struct { // 32 bytes <br> <a href="#Data.Types">bitu32</a> ObjectID; // Object Identifier (matched in Items[]) <br> <a href="#Data.Types">bitu16</a> Mesh; // mesh (offset into MeshPointers[]) <br> <a href="#Data_Types">tr2_vertex</a> BoundingBox[2][2]; // First index is which one; second index is opposite corners <br> <a href="#Data_Types">bitu16</a> Flags; // Meaning uncertain; it is usually 2, and is 3 for objects Lara can travel through, <br> // like TR2's skeletons and underwater vegetation <br> } <b>tr2_staticmesh</b>; <br> <br> <p><b>Moveables:</b> <p>/* <br> * Moveable structure. This defines a list of contiguous meshes that <br> * comprise one object. <br> * This structure also points to the hierarchy and offsets of the meshes <br> * (MeshTree), and also to the animations used (Animation); these will be <br> * described in detail below. If the Animation index is -1, that means that <br> * the entity's animations are all generated by the engine; an example is <br> * Lara's ponytail. Some movables are really stationary, such as locks and <br> * the sky, and some are not rendered, such as "look at me" points to aim <br> * the camera at. <br> */ <br><a NAME="struct_tr2_moveable"></a>typedef struct { // 18 bytes <br> <a href="#Data.Types">bitu32</a> ObjectID; // Item Identifier (matched in Items[]) <br> <a href="#Data.Types">bitu16</a> NumMeshes; // number of meshes in this object <br> <a href="#Data.Types">bitu16</a> StartingMesh; // stating mesh (offset into MeshPointers[]) <br> <a href="#Data.Types">bitu32</a> MeshTree; // offset into MeshTree[] <br> <a href="#Data.Types">bitu32</a> FrameOffset; // byte offset into Frames[] (divide by 2 for Frames[i]) <br> <a href="#Data.Types">bitu16</a> Animation; // offset into Animations[] <br> } <b>tr2_moveable</b>; <br> <br> <p><b>Items:</b> Items are instances of objects, which can be sprite sequences or movables. For an object to appear in a level, it must be referenced in the Items[] array. Multiple instances are possible (e.g. two identical tigers in different rooms are represented using two entries in Items[], one for each). The object ID is used to locate the appropriate sprite sequence or movable for the item. <p><a NAME="struct_tr2_item"></a>typedef struct { // 24 bytes [TR1: 22 bytes] <br> <a href="#Data.Types">bit16</a> ObjectID; // Object Identifier (matched in Moveables[], or SpriteSequences[], as appropriate) <br> <a href="#Data.Types">bit16</a> Room; // which room contains this item <br> <a href="#Data.Types">bit32</a> x; // item position in world coordinates <br> <a href="#Data.Types">bit32</a> y; <br> <a href="#Data.Types">bit32</a> z; <br> <a href="#Data.Types">bit16</a> Angle; // ((0xc000 >> 14) * 90) degrees <br> <a href="#Data.Types">bit16</a> Intensity1; // (constant lighting; -1 means use mesh lighting) <br> <a href="#Data.Types">bit16</a> Intensity2; // Like Intensity1, and almost always with the same value. [absent from TR1 data files] <br> <a href="#Data.Types">bitu16</a> Flags; // 0x0100 indicates "initially invisible", 0x3e00 is Activation Mask <br> // 0x3e00 indicates "open" or "activated"; these can be XORed with <br> // related FloorData::FDlist fields (e.g. for switches) <br> } <b>tr2_item</b>; <p><b>Sprites:</b> <p>These are "billboard" objects that are always rendered perpendicular to the view direction. These are used for text and explosion effects and similar things; they are also used for some scenery objects and pickup items, though this use gets less as one goes from TR1 to TR3. The various "Sides" below are the positions of the sprite sides relative to the sprite's overall position, measured in TR's world-coordinate units. <p><a NAME="struct_tr2_sprite_texture"></a>typedef struct { // 16 bytes <br> <a href="#Data.Types">bitu16</a> Tile; <br> <a href="#Data.Types">bitu8</a> x; <br> <a href="#Data.Types">bitu8</a> y; <br> <a href="#Data.Types">bitu16</a> Width; // actually (Width * 256) + 255 <br> <a href="#Data.Types">bitu16</a> Height; // actually (Height * 256) + 255 <br> <a href="#Data.Types">bit16</a> LeftSide; <br> <a href="#Data.Types">bit16</a> TopSide; <br> <a href="#Data.Types">bit16</a> RightSide; <br> <a href="#Data.Types">bit16</a> BottomSide; <br> } <b>tr2_sprite_texture</b>; <br> <br> <p><b>Sprite Sequences:</b> <br>These are collections of sprites that are referred to as a group. The members of this group can be cycled through (animated sprites such as flames) or selected in other ways (text). Some sequences have only one member; this is done so as to access all the sprites in the same way. <p><a NAME="struct_tr2_sprite_sequence"></a>typedef struct { // 8 bytes <br> <a href="#Data.Types">bit32</a> ObjectID; // Item identifier (matched in Items[]) <br> <a href="#Data.Types">bit16</a> NegativeLength; // negative of "how many sprites are in this sequence" <br> <a href="#Data.Types">bit16</a> Offset; // where (in sprite texture list) this sequence starts <br> } <b>tr2_sprite_sequence</b>; <p> <hr> <center> <p><a NAME="MeshConstructionAndAnimation"></a><b><u><font size=+1>V. Mesh Construction and Animation</font></u></b></center> <p><b>Overview:</b> <br>The animated mesh objects in the Tomb Raider series are sets of meshes that are moved relative to each other, as defined by Moveables[] entries. Each entry describes which meshes to be used (a contiguous set of them referred to in MeshPointers[]), what hierarchy and relative offsets they have (contents of MeshTree[] pointed to), and what animations are to be used (contents of Animations[] pointed to). <p>The hierarchy used is a branching one, with the meshes being at the nodes, and with the first mesh being the root node. The MeshTree[] values, called "Bone2" in some documentation, are applied to each of the child meshes in sequence; they are sets of four <a href="#Data.Types">bit32</a>'s, the first being a hierarchy operator, and the remaining three being the coordinates in the parent mesh's system. A hierarchy example is that for the Lara meshes: <pre>Hips Left thigh Left shin Left foot Right thigh Right shin Right foot Torso Left inner arm Left outer arm Left hand Right inner arm Right outer arm Right hand Head (Ponytail is a separate object)</pre> This is implemented by using a stack of meshes and "push" and "pop" operations in MeshTree[]. Normally, each mesh's parent is the previous mesh in series. But such meshes can be "remembered" by adding them to a stack of meshes with a "push" operation. This remembered mesh can then be used as the parent mesh with a "pop" operation. It is not clear what the maximum stack depth is; most TR mesh stacks do not extend beyond 2 or 3 meshes. <p>The animations for each mesh object are selected with some ingenious techniques. Which animations to use are not hardcoded; instead, each entity has some states it can be in, and these states are used to select which animation. For example, locks have only one state (they just sit there), doors have two states (open and closed), and Lara has numerous states, such as standing, walking, running, jumping, falling, being hurt, dying, etc. Each animation has a state ID, which can be used to select it; however, state transitions might seem to require a large number of intermediate states (opening, closing, starting to jump, landing, etc.). The alternative used in the Tomb Raider engine is for each animation to have bridge animations to other states' animations, which are selected using the ID of which state to change to. These bridge animations then lead to the animation with the appropriate state. Thus, a closed door will run a looped closed-door animation as long as its state stays "closed", but when its state becomes "open", it will change to an opening-door bridge animation, which will end in a looped open-door animation. Likewise, closing a door will make it use a closing-door bridge animation. Some bridge animations are chosen with a finer grain of selectivity, however, such as using one for left foot forward and one for right foot forward. <p>Thus, each animation references a set of StateChange structures (called simply a "structure" in some documentation), each one of which references an AnimDispatch structure (called a "range" in some documentation). Each StateChange structure contains a new state and which AnimDispatch structures to use. When an entity goes into a new state, the StateChange structures are scanned for that state's ID, and if one matches, then that StateChange's AnimDispatches are then scanned for a range of frames that contains the ID of the current frame. If such an AnimDispatch is found, the animation and the frame are changed to those listed in it. <p>The ultimate unit of animation is, of course, the frame, and each frame consists of a bounding box, the offset of the root mesh, and rotation angles for all the meshes with respect to their parent meshes. The root mesh is also rotated, but relative to the object's overall coordinates. All rotations are performed around the meshes' origins, and are in order Y, X, Z (yaw, pitch, roll). The reason for the root mesh's displacement is because entities traveling on solid surfaces are likely tracked by having their locations be at ground level, and Lara's hips, for example, are well above the ground. Finally, some of the angles are not specified explicitly, when they are not, they are zero. <p>Frames are referenced in two ways, either by an offset into the Frames[] array that contains them, or by frame index. The values of the latter appear to be unique to each kind of entity, but not between entities; the first frame for each kind is numbered 0. This is likely a convenience when constructing the animations, since the list of animation frames for each entity can be constructed separately. However, using these indices is fairly simple. Each Animation structure has a first-frame index; this index is subtracted from the index of the desired frame in order to find out its index relative to the animation's first frame. <p>There are also some special AnimCommands (called "Bone1" in some documentation) for doing various additional things. Some of them are for setting reference points; these may either be 3D ones, for example for grab locations, or 2D ones, for jumps from surface. Some others define actions per frame, like playing sounds, emitting bubbles, and so forth. <p>Finally, some entities appear to have very incomplete animations; their complete animations are "borrowed" from similar entities. One example of this is the various goons in TR2's Venice levels -- some of them have a full set of animations, while some others have only the standing animation. The ones with only the standing animation borrow their other animations from the fully-animated ones. <p><b>Data Structures:</b> <p>/* <br> * MeshTree structure <br> * <br> * MeshTree[] is actually groups of four bit32s. The first one is a <br> * "flags" word; <br> * bit 1 (0x0002) indicates "put the parent mesh on the mesh stack"; <br> * bit 0 (0x0001) indicates "take the top mesh off of the mesh stack and use as the parent mesh" <br> * when set, otherwise "use the previous mesh are the parent mesh". <br> * When both are present, the bit-0 operation is always done before the bit-1 operation; in effect, read the stack but do not change it. <br> * The next three bit32s are X, Y, Z offsets of the mesh's origin from the parent mesh's origin. <br> */ <br><a NAME="struct_tr2_meshtree"></a>typedef struct { // 4 bytes <br> <a href="#Data.Types">bit32</a> Coord; <br> } <b>tr2_meshtree</b>; <br> <p>/* <br> * Animation structure. <br> * This describes each individual animation; these may be looped by specifying <br> * the next animation to be itself. In TR2 and TR3, one must be careful when <br> * parsing frames using the FrameSize value as the size of each frame, since <br> * an animation's frame range may extend into the next animation's frame range, <br> * and that may have a different FrameSize value. <br> */ <br><a NAME="struct_tr2_animation"></a>typedef struct { // 32 bytes <br> <a href="#Data.Types">bitu32</a> FrameOffset; // byte offset into Frames[] (divide by 2 for Frames[i]) <br> <a href="#Data.Types">bitu8</a> FrameRate; // Engine ticks per frame <br> <a href="#Data.Types">bitu8</a> FrameSize; // number of bit16's in Frames[] used by this animation <br> <a href="#Data.Types">bitu16</a> StateID; <br> <a href="#Data.Types">bitu8</a> Unknown2[8]; <br> <a href="#Data.Types">bitu16</a> FrameStart; // first frame in this animation <br> <a href="#Data.Types">bitu16</a> FrameEnd; // last frame in this animation (numframes = (End - Start) + 1) <br> <a href="#Data.Types">bitu16</a> NextAnimation; <br> <a href="#Data.Types">bitu16</a> NextFrame; <br> <a href="#Data.Types">bitu16</a> NumStateChanges; <br> <a href="#Data.Types">bitu16</a> StateChangeOffset; // offset into StateChanges[] <br> <a href="#Data.Types">bitu16</a> NumAnimCommands; // How many of them to use. <br> <a href="#Data.Types">bitu16</a> AnimCommand; // offset into AnimCommand[] <br> } <b>tr2_animation</b>; <p>/* <br> * State Change structure <br> * Each one contains the state to change to and which animation dispatches <br> * to use; there may be more than one, with each separate one covering a different <br> * range of frames. <br> */ <br><a NAME="struct_tr2_state_change"></a>typedef struct { // 6 bytes <br> <a href="#Data.Types">bitu16</a> StateID; <br> <a href="#Data.Types">bitu16</a> NumAnimDispatches; // number of ranges (seems to always be 1..5) <br> <a href="#Data.Types">bitu16</a> AnimDispatch; // Offset into AnimDispatches[] <br> } <b>tr2_state_change</b>; <p>/* <br> * Animation Dispatch structure <br> * This specifies the next animation and frame to use; these are associated <br> * with some range of frames. This makes possible such specificity as one <br> * animation for left foot forward and another animation for right foot forward. <br> */ <br><a NAME="struct_tr2_range"></a>typedef struct { // 8 bytes <br> <a href="#Data.Types">bit16</a> Low; // Lowest frame that uses this range <br> <a href="#Data.Types">bit16</a> High; // Highest frame (+1?) that uses this range <br> <a href="#Data.Types">bit16</a> NextAnimation; // Animation to dispatch to <br> <a href="#Data.Types">bit16</a> NextFrame; // Frame offset to dispatch to <br> } <b>tr2_anim_dispatch</b>; <p>/* <br> * AnimCommand structure <br> * These are various commands associated with each animation; they are <br> * called "Bone1" in some documentation. They are varying numbers of bit16's <br> * packed into an array; the first of each set is the opcode, which determines <br> * how operand bit16's follow it. Some of them refer to the whole animation <br> * (jump and grab points, etc.), while others of them are associated with <br> * specific frames (sound, bubbles, etc.). <br> */ <br><a NAME="struct_tr2_anim_command"></a>typedef struct { // 2 bytes <br> <a href="#Data.Types">bit16</a> Value; <br> } <b>tr2_anim_command</b>; <p>Here are all the AnimCommand opcodes and their operands: <br>// 1: 3 operands. Position reference: (x,y,z); found in grab and block-move animations <br>// 2: 2 operands. Position reference on surface for jumping: (x,z) for horizontal and (y,z) for vertical surfaces(?) <br>// 3: No operands. Not clear; occurs in animations that are "slaved" to other animations, such as Lara throwing switches or moving blocks. <br>// 4: No operands. Not clear; occurs in some death and settling-down animations, but not all. <br>// 5: 2 operands. The first one is a frame number, and the second one is the ID of the sound to play at that frame (internal sound index). <br>In TR2 and TR3, one of the sound indices two highest bits may be set; when they are, their meanings are <p>0x4000 -- play this sound when on dry land (example: footsteps) <br>0x8000 -- play this sound when in water (example: running through shallow water) <p>// 6: 2 operands. The first one is a frame number, and the second one is some miscellaneous action. <br>// 0: Occurs in flipping-over animations; freeze camera at current position until end of animation? <br>// 3: Make bubble <br>// 12: Temporarily stop responding to controls? <br>// etc. <br>14 and 15: Some kind of camera control? <br>18: ? <br>19: ? <br>20: Lara changing clothes (using a different Lara model) <br>21: ? <br>22: ? <br>23: Hide object <br>24: Show object <br>26: Some kind of camera control? <br>TR3 has additional ones, such as <br>-32736 = 0x8000 + 32 <br>32 <br>16416 = 0x4000 + 32 <br> <p>/* <br> * Frame structure. <br> * <br> * Frames indicate how composite meshes are positioned and rotated. They work <br> * in conjunction with Animations[] and MeshTree[]. A given frame has the following <br> * format: <br> * bit16 BB1x, BB1y, BB1z // bounding box (low) <br> * bit16 BB2x, BB2y, BB2z // bounding box (high) <br> * bit16 OffsetX, OffsetY, OffsetZ // starting offset for this moveable <br> * (<font color="#FF0000">TR1 ONLY: bit16 NumValues // number of angle sets to follow; these start with the first mesh, and meshes without angles get zero angles.</font>) <br> * (TR2/3: NumValues is implicitly NumMeshes (from moveable)) <br> * What follows next is a list of angle sets. In TR2/3, an angle set can <br> * specify either one or three axes of rotation. If either of the high two <br> * bits (0xc000) of the first angle bitu16 are set, it's one axis: only one <br> * bitu16, low 10 bits (0x03ff), scale is 0x100 ::= 90 degrees; the high two <br> * bits are interpreted as follows: 0x4000 ::= X only, 0x8000 ::= Y only, <br> * 0xC000 ::= Z only. <br> * If neither of the high bits are set, it's a three-axis rotation. The next <br> * 10 bits (0x3ff0) are the X rotation, the next 10 (including the following <br> * bitu16) (0x000f, 0xfc00) are the Y rotation, the next 10 (0x03ff) are the <br> * Z rotation, same scale as before (0x100 ::= 90 degrees). <br> * Rotations are performed in Y, X, Z order. <br> * <font color="#FF0000">TR1 ONLY: All angle sets are two words and interpreted like the two-word</font> <br> * <font color="#FF0000">sets in TR2/3, EXCEPT that the word order is reversed</font>. <br> */ <p> <hr> <br> <br> <br> <br> <br> <center> <p><a NAME="NonPlayerCharacterBehaviour"></a><b><u><font size=+1>VI. Non-Player Character Behaviour</font></u></b></center> <p><b>Overview:</b> <br>All the Tomb Raider game physics and entity behavior appears to be hardcoded, with each type ID being associated with some specific sort of behavior (as Lara, as a boat, as a tiger, as a door, as a boulder, as a lock, etc.). There is no sign of the sorts of schemes used by some other game engines for specifying this behavior in data files. One scheme is to use generic characters, generic projectiles, and so forth, and to specialize them by reading in appropriate records from data files. Another scheme is to use interpreted pseudocode; this is used by id's Quake. This hardcoding makes it difficult to port the earlier Tomb Raider scenarios to the engines of the later games, which could be desirable with their improved 3D-card and sound-card support. While textures, models, and animations can be ported, behavior cannot be. <p>However, there is a hint that TR3 may have some such information. Some of its characters are hostile in some levels, and not in others (the India-level monkeys, the Antarctica-level flamethrower wielders); there may be some flag in Items[] that determines whether a character is hostile or not. But the hostile and non-hostile versions of these characters may have separate type ID's. <p>Despite that lack, the Tomb Raider series does have navigation hints for the Non-Player Characters; those entities that move freely across the maps under the command of the game AI. One of the NPC's is the camera, since only Lara (and the vehicles she rides) is under the direct control of the player; the game AI makes the camera follow Lara. The camera uses the navigation hints used by the flying NPC's; these can be constructed so as to help the camera out of tight spots. <p>The navigation hints are three data structures: boxes, overlaps, and zones. Most sectors point to some box, the main exceptions being horizontal-portal sectors. Several neighbring sectors may point to the same box. A box is a horizontal rectangle, with corners and height specified; each box also has a pointer into the list of overlaps. Each segment in that list is the list of accessible neighboring boxes for some box; the NPC's apparently select from this list to decide where to go next. This selection is done with the help of the zones. These structures of <font color="#FF0000">6 (TR1)</font> or 10 (TR2, TR3) <a href="#Data.Types">bit16</a>'s that act as zone ID's; their overall indexing is the same as the boxes, meaning that each box will have an associated set of zone ID's. An NPC will select one of this set to use, and will prefer to go into the overlaps-list boxes that have the same zone value as the box it is currently in. For example, one can create guard paths by making chains of zone-ID-sharing boxes, with their overlaps pointing to the next boxes in those chains. <p><b>Data Structures:</b> <p><b>Boxes:</b> <p><a NAME="struct_tr2_box"></a>typedef struct { // 8 bytes [TR1: 20 bytes] <font color="#FF0000">In TR1, the first four are bit32's instead of bitu8's, and are not scaled.</font> <br> <a href="#Data.Types">bitu8</a> Zmin; // sectors (* 1024 units) <br> <a href="#Data.Types">bitu8</a> Zmax; <br> <a href="#Data.Types">bitu8</a> Xmin; <br> <a href="#Data.Types">bitu8</a> Xmax; <br> <a href="#Data.Types">bit16</a> TrueFloor; // Y value (no scaling) <br> <a href="#Data.Types">bit16</a> OverlapIndex; // index into Overlaps[]. The high bit is sometimes set; this <br> // occurs in front of swinging doors and the like. <br> } <b>tr2_box</b>; <p><b>Overlaps:</b> <p>This is a set of lists of neighboring boxes for each box, each member being a bitu16; the highest bit being set marks the end of each list. NPC's apparently use this list to decide where to go next. <p><b>Zones:</b> <p>This is a set of bit16's, <font color="#FF0000">6 for TR1</font> and 10 for TR2 and TR3. NPCs prefer to travel to a box with the same zone ID as the one they are currently at. Which of these zone ID's it uses depends on the kind of the NPC and its current state. The first half of the Zones structure is for the "normal" room state, and the second half is for the "alternate" room state. TR1, for example, has 2 sets of ground zones and 1 set of fly zones; its zones are <p>ground zone 1 (normal) <br>ground zone 2 (normal) <br>fly zone (normal) <br>ground zone 1 (alternate) <br>ground zone 2 (alternate) <br>fly zone (alternate) <p>The ground zones are for NPC's that travel on the ground, while the fly zones are for flying or swimming NPC's. TR2 and TR3 have similar breakdowns, though they have 4 ground zones. <br> <p> <hr> <center> <p><a NAME="Sound"></a><b><u><font size=+1>VII. Sound</font></u></b></center> <p><b>Overview:</b> <br>The Tomb Raider series makes abundant use of sound, which appears in a variety of contexts. Sounds can be either continuous or triggered. Continuous ones can be for the whole level or produced by some sound-source object. The whole-level sound is a CD-track sound, which is played continuously, thus the blowing-wind sounds in the underground parts of "The Great Wall". Sound-source objects make sound in a range around some specific point. Likewise, triggered ones can be triggered by a variety of events. The triggering can be hardcoded in the engine (gunshots, switch pulls) or by reaching some animation frame (footsteps, Lara's somewhat unladylike sounds). Switch pulls and/or door sounds may be specified with operand of FDFunction 0x09; operand values lower than those used for assault-course clock control may specify which sounds to use. <p>Though CD-track sounds are referred to by track index, game-data sounds are referred to by an internal sound index; this is translated into which sound sample with the help of three layers of indexing, to allow for a suitable degree of abstraction. Internal sound indices for various sounds appear to be consistent across all the level files in a game; a gunshot or a passport opening in one level file will have the same internal sound index as in all the others. The highest level of these is the SoundMap[] array, which translates the internal sound index into an index into SoundDetails[]. Each SoundDetails record contains such details as the sound intensity, how many samples to select from, and an index into SampleIndices[]. This allows for selecting among multiple samples to produce variety; that index is the index to the SampleIndices[] value of first of these, with the rest of them being having the next indices in series of that array. Thus, if the number of samples is 4, then the TR engine looks in SampleIndices[] locations Index, Index+1, Index+2, and Index+3. Finally, the SampleIndices[] array references some arrays of sound samples. In TR1, these samples are embedded in the level files, and SampleIndices[] contains the displacements of each one in bytes from the beginning of that embedded block. In TR2 and TR3, these samples are concatenated in the file "MAIN.SFX" with no additional information; SampleIndices[] contains sequence numbers (0, 1, 2, 3, ...) in MAIN.SFX. Finally , the samples themselves are all in Microsoft WAVE format. <p>The CD-audio tracks are stored in different fashions in the various versions of the TR series. <font color="#008000">In the PC version of TR3, they are all stored in the file CDAUDIO.WAD, which has the format (source: Sven, BachmannS@gmx.net, http://wotsit.org/cgi-bin/download.cgi?tr3audio): a series of header records with this format: <pre>{ // 0x108 bytes bit32 SampleLength; // how many bytes bit32 SampleOffset; // offset in file bit8 Name[256]; // C string; the length is a guess, because Sven's sizes are inconsistent. };</pre> followed by embedded samples in the Microsoft WAVE format.</font> <p>In the Macintosh versions of TR1 and TR2, the CD audio tracks are separate files in AIFF format, while in the Macintosh version of TR3, these tracks are separate files in Microsoft WAVE format. The Macintosh version of TR3 contains an additional file, CDAudio.db, which contains the names of all the track files as 32-byte zero-padded C strings with no extra contents. <p><b>Data Structures:</b> <p>/* <br> * SoundSource structure <br> * This structure contains the details of continuous-sound sources. Although <br> * a SoundSource object has a position, it has no room membership; the sound <br> * seems to propagate omnidirectionally for about 10 horizontal-grid sizes <br> * without regard for the presence of walls. <br> */ <br><a NAME="struct_tr2_sound_source"></a>typedef struct { <br> <a href="#Data.Types">bit32</a> x; // absolute X position of sound source (world coordinates) <br> <a href="#Data.Types">bit32</a> y; // absolute Y position of sound source (world coordinates) <br> <a href="#Data.Types">bit32</a> z; // absolute Z position of sound source (world coordinates) <br> <a href="#Data.Types">bitu16</a> SoundID; // internal sound index <br> <a href="#Data.Types">bitu16</a> Flags; // 0x40, 0x80, or 0xc0 <br> } <b>tr2_sound_source</b>; <p>SoundMap is for mapping from internal-sound index to SoundDetails index; it is 370 bit16s in TR2 and TR3 and <font color="#FF0000">256 bit16s in TR1</font>. A value of -1 indicates "none". <p>/* <br> * Sound-sample details (SoundDetails) <br> */ <br><a NAME="struct_tr2_sound_details"></a>typedef struct { // 8 bytes <br> <a href="#Data.Types">bit16</a> Sample; // (index into SampleIndices) <br> <a href="#Data.Types">bit16</a> Volume; <br> <a href="#Data.Types">bit16</a> Unknown1; // sound range? (distance at which this sound can be heard?) <br> <a href="#Data.Types">bit16</a> Unknown2; // Bits 8-15: priority?, Bits 2-7: number of sound <br> // samples in this group, Bits 0-1: channel number? <br> } <b>tr2_sound_details</b>; <p><b>SampleIndices:</b> <font color="#FF0000">In TR1, this is a list of indices into the embedded sound-samples object, which precedes this object in the level file.</font> In TR2 and TR3, this is a list of indices into the file "MAIN.SFX"; the indices are the index numbers of that file's embedded sound samples, rather than the samples' starting locations. That file itself is a set of concatenated soundfiles with no catalogue info present. In all the TR series, the sound format used is Microsoft WAVE (.wav). <br> <p> <hr> <center> <p><a NAME="Miscellany"></a><b><u><font size=+1>VIII. Miscellany</font></u></b></center> <p><b><u>These are various odds and ends that do not fit into the earlier categories.</u></b> <p><a NAME="Miscellany_Version"></a><b>Version:</b> Every level file (.PHD, .TUB, .TR2) begins with a <a href="#Data_Types">bitu32</a> version number. This seems to be used by the engine to guarantee compatibility between various level editor versions and the game engine version. More generally, it can be used to determine what sort of level is being read. Here are the known (observed) values for the version header: <p> 0x00000020 Tomb Raider 1, Gold, Unfinished Business <br> 0x0000002d Tomb Raider 2 <br> 0xFF080038 Tomb Raider 3 <br> 0xFF180038 Tomb Raider 3 <p><b>Palette:</b> This consists of 256 <a href="#Data_Types">tr2_colour</a> structs, one for each palette entry. However, the individual colour values range from 0 to 63; they must be multiplied by 4 to get the correct values. <p>This used for all 8-bit colour, such as 8-bit textures. <p><b>Object Textures:</b> <p>/* <br> * Object-texture vertex structure. It specifies a vertex location in textile coordinates. <br> * The Xpixel and Ypixel are the actual coordinates of the vertex's pixel. <br> * The Xcoordinate and Ycoordinate values depend on where the other vertices <br> * are in the object texture. And if the object texture is used to specify <br> * a triangle, then the fourth vertex's values will all be zero. <br> */ <br><a NAME="struct_tr2_object_texture_vert"></a>typedef struct { // 4 bytes <br> <a href="#Data.Types">bitu8</a> Xcoordinate; // 1 if Xpixel is the low value, 255 if Xpixel is the high value in the object texture <br> <a href="#Data.Types">bitu8</a> Xpixel; <br> <a href="#Data.Types">bitu8</a> Ycoordinate; // 1 if Ypixel is the low value, 255 if Ypixel is the high value in the object texture <br> <a href="#Data.Types">bitu8</a> Ypixel; <br> } <b>tr2_object_texture_vert</b>; <p>/* <br> * Object texture structure. <br> * These, thee contents of ObjectTextures[], are used for specifying texture <br> * mapping for the world geometry and for mesh objects. <br> */ <br><a NAME="struct_tr2_object_texture"></a>typedef struct { // 20 bytes <br> <a href="#Data.Types">bitu16</a> Attribute; // 0 means that a texture is all-opaque, and that transparency <br> // information is ignored. <br> // 1 means that transparency information is used. In 8-bit colour, <br> // index 0 is the transparent colour, while in 16-bit colour, the <br> // top bit (0x8000) is the alpha channel (1 = opaque, 0 = transparent). <br> // <font color="#008000">2 (only in TR3) means that the opacity (alpha) is equal to the intensity;</font> <br> // <font color="#008000">the brighter the colour, the more opaque it is. The intensity is probably calculated <br> // as the maximum of the individual color values.</font> <br> <a href="#Data.Types">bitu16</a> Tile; // index into textile list <br> <a href="#struct.tr2_object_texture_vert">tr2_object_texture_vert</a> Vertices[4]; // the four corners of the texture <br> } <b>tr2_object_texture</b>; <p><b>Animated Textures:</b> <p><a NAME="struct_tr2_animated_texture"></a>Animated textures describe sets of object textures that are cycled through to produce texture animations; they are a set of bit16's with the following format (not a "real" C/C++ structure): <p><a href="#Data_Types">bit16</a> NumAnimatedTextures <br>struct { <br> <a href="#Data_Types">bit16</a> NumTextureIDs; // Actually, this is the number of texture ID's - 1. <br> <a href="#Data_Types">bit16</a> TextureIDs[NumTextureIDs + 1]; // offsets into ObjectTextures[], in animation order. <br> } AnimatedTextures[NumAnimatedTextures]; <p>If a texture belongs to an animated-texture group, it will automatically be animated by the engine. The animation framerate is most likely hardcoded. <br> <p><b>Cameras:</b> <br>These are positions to switch the camera to; the camera gets switched to one of these as specified in the floordata, which also specify what to look at, how long to switch, and whether to do so only once. <p><a NAME="struct_tr2_camera"></a>typedef struct { <br> <a href="#Data.Types">bit32</a> x; <br> <a href="#Data.Types">bit32</a> y; <br> <a href="#Data.Types">bit32</a> z; <br> <a href="#Data.Types">bit16</a> Room; <br> <a href="#Data.Types">bitu16</a> Unknown1; // correlates to Boxes[]? Zones[]? <br> } <b>tr2_camera</b>; <br> <br> <p><b>Cinematic Frames:</b> <br>These are camera positionings for cutscenes. All the entity animations are specified separately, and it is not clear where there is any syncing between these frames and any of the animations. <p><a NAME="struct_tr2_cinematic_frame"></a>typedef struct { <br> <a href="#Data.Types">bit16</a> rotY; // rotation about Y axis, +/- 32767 == +/- 180 degrees <br> <a href="#Data.Types">bit16</a> rotZ; // rotation about Z axis, +/- 32767 == +/- 180 degrees <br> <a href="#Data.Types">bit16</a> rotZ2; // seems to work a lot like rotZ; I haven't yet been able to <br> // differentiate them <br> <a href="#Data.Types">bit16</a> posZ; // camera position relative to something (target? Lara? room <br> // origin?). pos* are _not_ in world coordinates. <br> <a href="#Data.Types">bit16</a> posY; // camera position relative to something (see posZ) <br> <a href="#Data.Types">bit16</a> posX; // camera position relative to something (see posZ) <br> <a href="#Data.Types">bit16</a> unknown; // changing this can cause a runtime error <br> <a href="#Data.Types">bit16</a> rotX; // rotation about X axis, +/- 32767 == +/- 180 degrees <br> } <b>tr2_cinematic_frame</b>; <br> <p><b>LightMap:</b> <br>A 32*256 array of <a href="#Data.Types">bitu8</a>'s which is apparently for applying light to 8-bit colour, in some documentation called "ColourMap". The current palette index and lighting value are used to calcuate an index to this table, which is a table of palette indices. <p>The Tomb Raider series' software rendering, like that of most real-time-3D games, uses 8-bit colour for speed and low bulk; however, there is the serious problem of how to do lighting with 8-bit colour, because doing it directly is computationally expensive. The usual solution is to arrange the palettes' colours in ramps, which the engine then follows in the appropriate directions. However, the TR series' palettes generally lack such neat ramps. <p>But the TR series has a more general solution, one that does not require palettes to have colour ramps. It uses precalculated lighting tables, the "ColourMap" objects. These contain translations of a colour value and a lighting value, listed by palette index. The translation goes as follows: <p>n = ColourMap[256 * k + i]; <p>where i is the original palette index, k is determined from the lighting value, and n is the new palette index. The lighting index k varies from 0 to 31, and the corresponding lighting value is, <font color="#FF0000">for TR1, <p>2 - k / 16</font> <p>and for TR2 and TR3, <p>2 - (k + 1) / 16 <p>This may be associated with the curious fact of the lighting values in the data files increasing in the "wrong" direction in TR1 and TR2, with 0 being full brightness and greater values being darker. <br> <p> <hr> <center> <p><a NAME="EntireTR2level"></a><b><u><font size=+1>IX. The Entire TR2 Level Format</font></u></b></center> <p><a NAME="EntireLevelFormat_TR2"></a> <br>What follows is the physical .TR2 file layout, byte for byte. Note that this is not a "real" C/C++ structure, in that some arrays are variable-length, with the length being defined by another element of the structure. <p><a href="#Data.Types">bitu32</a> Version; // version (4 bytes) <br><a href="#struct.tr2_colour">tr2_colour</a> Palette[256]; // 8-bit palette (768 bytes) <br><a href="#struct_tr2_colour">tr2_colour4</a> Palette16[256]; // (1024 bytes) <br><a href="#Data.Types">bitu32</a> NumTextiles; // number of texture tiles (4 bytes) <br><a href="#struct.tr2_textile8">tr2_textile8</a> Textile8[NumTextiles]; // 8-bit (palettized) textiles (NumTextiles * 65536 bytes) <br><a href="#struct.tr2_textile16">tr2_textile16</a> Textile16[NumTextiles]; // 16-bit (ARGB) textiles (NumTextiles * 131072 bytes) <br><a href="#Data.Types">bitu32</a> Unused; // 32-bit unused value (4 bytes) <br><a href="#Data.Types">bitu16</a> NumRooms; // number of rooms (2 bytes) <br>struct { <br> <a href="#struct.tr2_room_info">tr2_room_info</a> RoomInfo; // room header (16 bytes) <br> <a href="#Data.Types">bitu32</a> NumData; // number of data bitu16's to follow (=RoomData) (4 bytes) <br> struct { <br> <a href="#Data.Types">bitu16</a> NumVertices; // number of vertices to follow (2 bytes) <br> <a href="#struct.tr2_room_vertex">tr2_vertex_room</a> Vertices[NumVertices]; // vertex list (NumVertices * 12 bytes) <br> <a href="#Data.Types">bitu16</a> NumRectangles; // number of rectangles to follow (2 bytes) <br> <a href="#struct.tr2_face4">tr2_face4</a> Rectangles[NumRectangles]; // rectangle list (NumRectangles * 10 bytes) <br> <a href="#Data.Types">bitu16</a> NumTriangles; // number of triangles to follow (2 bytes) <br> <a href="#struct.tr2_face3">tr2_face3</a> Triangles[NumTriangles]; // triangle list (NumTriangles * 8 bytes) <br> <a href="#Data.Types">bitu16</a> NumSprites; // number of sprites to follow (2 bytes) <br> <a href="#struct.tr2_room_sprite">tr2_room_sprite</a> Sprites[NumSprites]; // room sprite list (NumSprites * 4 bytes) <br> <a href="#Data.Types">bitu16</a> NumDoors; // number of doors to follow (2 bytes) <br> <a href="#struct.tr2_room_door">tr2_room_door</a> Doors[NumDoors]; // door list (NumDoors * 32 bytes) <br> <a href="#Data.Types">bitu16</a> NumZsector; // sector table width (2 bytes) <br> <a href="#Data.Types">bitu16</a> NumXsector; // sector table height (2 bytes) <br> <a href="#struct.tr2_room_sector">tr2_room_sector</a> SectorData[NumZsector * NumXsector]; // sector table (NumZsector * NumXsector * 8 bytes) <br> <a href="#Data.Types">bit16</a> Intensity1; <br> <a href="#Data.Types">bit16</a> Intensity2; <br> <a href="#Data.Types">bit16</a> LightMode; <br> <a href="#Data.Types">bitu16</a> NumLights; // number of lights to follow (2 bytes) <br> <a href="#struct.tr2_room_light">tr2_room_light</a> Lights[NumLights]; // light list (NumLights * 24 bytes) <br> <a href="#Data.Types">bitu16</a> NumStaticMeshes; // number of static mesh records to follow (2 bytes) <br> <a href="#struct.struct_tr2_room_staticmesh">tr2_room_staticmesh</a> StaticMeshes[NumStaticMeshes]; // static mesh data (NumStaticMeshes * 20 bytes) <br> <a href="#Data.Types">bit16</a> AlternateRoom; // (2 bytes) <br> <a href="#Data.Types">bitu16</a> Flags; // (2 bytes) <br> } RoomData; <br> } Rooms[NumRooms]; <br><a href="#Data.Types">bitu32</a> NumFloorData; // number of floor data bitu16's to follow (4 bytes) <br><a href="#Data.Types">bitu16</a> FloorData[NumFloorData]; // floor data (NumFloorData * 2 bytes) <br><a href="#Data.Types">bitu32</a> NumMeshData; // number of bitu16's of mesh data to follow (=Meshes[]) (4 bytes) <br>struct { <br> <a href="#struct.tr2_vertex">tr2_vertex</a> Centre; // relative coordinates of mesh centre (6 bytes) <br> <a href="#Data.Types">bitu8</a> Unknown1[4]; // unknown (4 bytes) <br> <a href="#Data.Types">bit16</a> NumVertices; // number of vertices to follow (2 bytes) <br> <a href="#struct.tr2_vertex">tr2_vertex</a> Vertices[NumVertices]; // list of vertices (NumVertices * 6 bytes) <br> <a href="#Data.Types">bit16</a> NumNormals; // number of normals to follow (2 bytes) <br> <a href="#struct.tr2_vertex">tr2_vertex</a> Normals[NumNormals]; // list of normals (NumNormals * 6 bytes) (becomes Lights if NumNormals < 0; 2 bytes) <br> <a href="#Data.Types">bit16</a> NumTexturedRectangles; // number of textured rectangles to follow (2 bytes) <br> <a href="#struct.tr2_face4">tr2_face4</a> TexturedRectangles[NumTexturedRectangles]; // list of textured rectangles (NumTexturedRectangles * 10 bytes) <br> <a href="#Data.Types">bit16</a> NumTexturedTriangles; // number of textured triangles to follow (2 bytes) <br> <a href="#struct.tr2_face3">tr2_face3</a> TexturedTriangles[NumTexturedTriangles]; // list of textured triangles (NumTexturedTriangles * 8 bytes) <br> <a href="#Data.Types">bit16</a> NumColouredRectangles; // number of coloured rectangles to follow (2 bytes) <br> <a href="#struct.tr2_face4">tr2_face4</a> ColouredRectangles[NumColouredRectangles]; // list of coloured rectangles (NumColouredRectangles * 10 bytes) <br> <a href="#Data.Types">bit16</a> NumColouredTriangles; // number of coloured triangles to follow (2 bytes) <br> <a href="#struct.tr2_face3">tr2_face3</a> ColouredTriangles[NumColouredTriangles]; // list of coloured triangles (NumColouredTriangles * 8 bytes) <br> } Meshes[NumMeshPointers]; // note that NumMeshPointers comes <u>AFTER</u> Meshes[] <br><a href="#Data.Types">bitu32</a> NumMeshPointers; // number of mesh pointers to follow (4 bytes) <br><a href="#Data.Types">bitu32</a> MeshPointers[NumMeshPointers]; // mesh pointer list (NumMeshPointers * 4 bytes) <br><a href="#Data.Types">bitu32</a> NumAnimations; // number of animations to follow (4 bytes) <br><a href="#struct.tr2_animation">tr2_animation</a> Animations[NumAnimations]; // animation list (NumAnimations * 32 bytes) <br><a href="#Data.Types">bitu32</a> NumStateChanges; // number of state changes to follow (4 bytes) <br><a href="#struct.tr2_state_change">tr2_state_change</a> StateChanges[NumStateChanges]; // state-change list (NumStructures * 6 bytes) <br><a href="#Data.Types">bitu32</a> NumAnimDispatches; // number of animation dispatches to follow (4 bytes) <br><a href="#struct.tr2_anim_dispatch">tr2_anim_dispatch</a> AnimDispatches[NumAnimDispatches]; // animation-dispatch list list (NumAnimDispatches * 8 bytes) <br><a href="#Data.Types">bitu32</a> NumAnimCommands; // number of animation commands to follow (4 bytes) <br><a href="#struct.tr2_anim_command">tr2_anim_command</a> AnimCommands[NumAnimCommands]; // animation-command list (NumAnimCommands * 2 bytes) <br><a href="#Data.Types">bitu32</a> NumMeshTrees; // number of MeshTrees to follow (4 bytes) <br><a href="#struct.tr2_meshtree">tr2_meshtree</a> MeshTrees[NumMeshTrees]; // MeshTree list (NumMeshTrees * 4 bytes) <br><a href="#Data.Types">bitu32</a> NumFrames; // number of words of frame data to follow (4 bytes) <br><a href="#Data.Types">bitu16</a> Frames[NumFrames]; // frame data (NumFrames * 2 bytes) <br><a href="#Data.Types">bitu32</a> NumMoveables; // number of moveables to follow (4 bytes) <br><a href="#struct.tr2_moveable">tr2_moveable</a> Moveables[NumMoveables]; // moveable list (NumMoveables * 18 bytes) <br><a href="#Data.Types">bitu32</a> NumStaticMeshes; // number of StaticMesh data records to follow (4 bytes) <br><a href="#struct_tr2_staticmesh">tr2_staticmesh</a> StaticMeshes[NumStaticMeshes]; // StaticMesh data (NumStaticMesh * 32 bytes) <br><a href="#Data.Types">bitu32</a> NumObjectTextures; // number of object textures to follow (4 bytes) <br><a href="#struct.tr2_object_texture">tr2_object_texture</a> ObjectTextures[NumObjectTextures]; // object texture list (NumObjectTextures * 20 bytes) (after AnimatedTextures in TR3) <br><a href="#Data.Types">bitu32</a> NumSpriteTextures; // number of sprite textures to follow (4 bytes) <br><a href="#struct.tr2_sprite_texture">tr2_sprite_texture</a> SpriteTextures[NumSpriteTextures]; // sprite texture list (NumSpriteTextures * 16 bytes) <br><a href="#Data.Types">bitu32</a> NumSpriteSequences; // number of sprite sequences records to follow (4 bytes) <br><a href="#struct.tr2_sprite_sequence">tr2_sprite_sequence</a> SpriteSequences[NumSpriteSequences]; // sprite sequence data (NumSpriteSequences * 8 bytes) <br><a href="#Data.Types">bitu32</a> NumCameras; // number of camera data records to follow (4 bytes) <br><a href="#struct.tr2_camera">tr2_camera</a> Cameras[NumCameras]; // camera data (NumCameras * 16 bytes) <br><a href="#Data.Types">bitu32</a> NumSoundSources; // number of sound source data records to follow (4 bytes) <br><a href="#struct.tr2_sound_source">tr2_sound_source</a> SoundSources[NumSoundSources]; // sound source data (NumSoundSources * 16 bytes) <br><a href="#Data.Types">bitu32</a> NumBoxes; // number of box data records to follow (4 bytes) <br><a href="#struct.tr2_box">tr2_box</a> Boxes[NumBoxes]; // box data (NumBoxes * 8 bytes) <br><a href="#Data.Types">bitu32</a> NumOverlaps; // number of overlap records to follow (4 bytes) <br><a href="#Data.Types">bitu16</a> Overlaps[NumOverlaps]; // overlap data (NumOverlaps * 2 bytes) <br><a href="#Data.Types">10*bit16</a> Zones[NumBoxes]; // zone data (NumBoxes * 20 bytes) <br><a href="#Data.Types">bitu32</a> NumAnimatedTextures; // number of animated texture records to follow (4 bytes) <br><a href="#Data.Types">bitu16</a> AnimatedTextures[NumAnimatedTextures]; // animated texture data (NumAnimatedTextures * 2 bytes) <br><a href="#Data.Types">bitu32</a> NumItems; // number of items to follow (4 bytes) <br><a href="#struct.tr2_item">tr2_item</a> Items[NumItems]; // item list (NumItems * 24 bytes) <br><a href="#Data.Types">bitu8</a> LightMap[32 * 256]; // light map (8192 bytes) <br><a href="#Data.Types">bitu16</a> NumCinematicFrames; // number of cinematic frame records to follow (2 bytes) <br><a href="#struct.tr2_cinematic_frame">tr2_cinematic_frame</a> CinematicFrames[NumCinematicFrames]; // (NumCinematicFrames * 16 bytes) <br><a href="#Data.Types">bitu16</a> NumDemoData; // number of demo data records to follow (2 bytes) <br><a href="#Data.Types">bitu8</a> DemoData[NumDemoData]; // demo data (NumDemoData bytes) <br><a href="#Data.Types">bit16</a> SoundMap[370]; // sound map (740 bytes) <br><a href="#Data.Types">bitu32</a> NumSoundDetails; // number of sound-detail records to follow (4 bytes) <br><a href="#struct.tr2_sound_details">tr2_sample_info</a> SoundDetails[NumSoundDetails]; // sound-detail list (NumSoundDetails * 8 bytes) <br><a href="#Data.Types">bitu32</a> NumSampleIndices; // number of sample indices to follow (4 bytes) <br><a href="#Data.Types">bitu32</a> SampleIndices[NumSampleIndices]; // sample indices (NumSampleIndices * 4 bytes) <p> <hr> <center> <p><a NAME="EntireTR2level"></a><b><u><font size=+1>The Entire TR1 Level Format</font></u></b></center> <p><a NAME="EntireLevelFormat_TR2"></a> <br>What follows is the physical .PHD file layout, byte for byte. Note that this is not a "real" C/C++ structure, in that some arrays are variable-length, with the length being defined by another element of the structure. <p><a href="#Data.Types">bitu32</a> Version; // version (4 bytes) <br><a href="#Data.Types">bitu32</a> NumTextiles; // number of texture tiles (4 bytes) <br><a href="#struct.tr2_textile8">tr2_textile8</a> Textile8[NumTextiles]; // 8-bit (palettized) textiles (NumTextiles * 65536 bytes) <br><a href="#Data.Types">bitu32</a> Unused; // 32-bit unused value (4 bytes) <br><a href="#Data.Types">bitu16</a> NumRooms; // number of rooms (2 bytes) <br>struct { <br> <a href="#struct.tr2_room_info">tr2_room_info</a> RoomInfo; // room header (16 bytes) <br> <a href="#Data.Types">bitu32</a> NumData; // number of data bitu16's to follow (=RoomData) (4 bytes) <br> struct { <br> <a href="#Data.Types">bitu16</a> NumVertices; // number of vertices to follow (2 bytes) <br> <a href="#struct.tr2_room_vertex">tr2_vertex_room</a> Vertices[NumVertices]; // vertex list (NumVertices * 8 bytes [TR1 version]) <br> <a href="#Data.Types">bitu16</a> NumRectangles; // number of rectangles to follow (2 bytes) <br> <a href="#struct.tr2_face4">tr2_face4</a> Rectangles[NumRectangles]; // rectangle list (NumRectangles * 10 bytes) <br> <a href="#Data.Types">bitu16</a> NumTriangles; // number of triangles to follow (2 bytes) <br> <a href="#struct.tr2_face3">tr2_face3</a> Triangles[NumTriangles]; // triangle list (NumTriangles * 8 bytes) <br> <a href="#Data.Types">bitu16</a> NumSprites; // number of sprites to follow (2 bytes) <br> <a href="#struct.tr2_room_sprite">tr2_room_sprite</a> Sprites[NumSprites]; // room sprite list (NumSprites * 4 bytes) <br> <a href="#Data.Types">bitu16</a> NumDoors; // number of doors to follow (2 bytes) <br> <a href="#struct.tr2_room_door">tr2_room_door</a> Doors[NumDoors]; // door list (NumDoors * 32 bytes) <br> <a href="#Data.Types">bitu16</a> NumZsector; // sector table width (2 bytes) <br> <a href="#Data.Types">bitu16</a> NumXsector; // sector table height (2 bytes) <br> <a href="#struct.tr2_room_sector">tr2_room_sector</a> SectorData[NumZsector * NumXsector]; // sector table (NumZsector * NumXsector * 8 bytes) <br> <a href="#Data.Types">bit16</a> Intensity1; <br> <a href="#Data.Types">bitu16</a> NumLights; // number of lights to follow (2 bytes) <br> <a href="#struct.tr2_room_light">tr2_room_light</a> Lights[NumLights]; // light list (NumLights * 18 bytes [TR1 version]) <br> <a href="#Data.Types">bitu16</a> NumStaticMeshes; // number of static mesh records to follow (2 bytes) <br> <a href="#struct.struct_tr2_room_staticmesh">tr2_room_staticmesh</a> StaticMeshes[NumStaticMeshes]; // static mesh data (NumStaticMeshes * 18 bytes [TR1 version]) <br> <a href="#Data.Types">bit16</a> AlternateRoom; // (2 bytes) <br> <a href="#Data.Types">bitu16</a> Flags; // (2 bytes) <br> } RoomData; <br> } Rooms[NumRooms]; <br><a href="#Data.Types">bitu32</a> NumFloorData; // number of floor data bitu16's to follow (4 bytes) <br><a href="#Data.Types">bitu16</a> FloorData[NumFloorData]; // floor data (NumFloorData * 2 bytes) <br><a href="#Data.Types">bitu32</a> NumMeshData; // number of bitu16's of mesh data to follow (=Meshes[]) (4 bytes) <br>struct { <br> <a href="#struct.tr2_vertex">tr2_vertex</a> Centre; // relative coordinates of mesh centre (6 bytes) <br> <a href="#Data.Types">bitu8</a> Unknown1[4]; // unknown (4 bytes) <br> <a href="#Data.Types">bit16</a> NumVertices; // number of vertices to follow (2 bytes) <br> <a href="#struct.tr2_vertex">tr2_vertex</a> Vertices[NumVertices]; // list of vertices (NumVertices * 6 bytes) <br> <a href="#Data.Types">bit16</a> NumNormals; // number of normals to follow (2 bytes) <br> <a href="#struct.tr2_vertex">tr2_vertex</a> Normals[NumNormals]; // list of normals (NumNormals * 6 bytes) (becomes Lights if NumNormals < 0; 2 bytes) <br> <a href="#Data.Types">bit16</a> NumTexturedRectangles; // number of textured rectangles to follow (2 bytes) <br> <a href="#struct.tr2_face4">tr2_face4</a> TexturedRectangles[NumTexturedRectangles]; // list of textured rectangles (NumTexturedRectangles * 10 bytes) <br> <a href="#Data.Types">bit16</a> NumTexturedTriangles; // number of textured triangles to follow (2 bytes) <br> <a href="#struct.tr2_face3">tr2_face3</a> TexturedTriangles[NumTexturedTriangles]; // list of textured triangles (NumTexturedTriangles * 8 bytes) <br> <a href="#Data.Types">bit16</a> NumColouredRectangles; // number of coloured rectangles to follow (2 bytes) <br> <a href="#struct.tr2_face4">tr2_face4</a> ColouredRectangles[NumColouredRectangles]; // list of coloured rectangles (NumColouredRectangles * 10 bytes) <br> <a href="#Data.Types">bit16</a> NumColouredTriangles; // number of coloured triangles to follow (2 bytes) <br> <a href="#struct.tr2_face3">tr2_face3</a> ColouredTriangles[NumColouredTriangles]; // list of coloured triangles (NumColouredTriangles * 8 bytes) <br> } Meshes[NumMeshPointers]; // note that NumMeshPointers comes <u>AFTER</u> Meshes[] <br><a href="#Data.Types">bitu32</a> NumMeshPointers; // number of mesh pointers to follow (4 bytes) <br><a href="#Data.Types">bitu32</a> MeshPointers[NumMeshPointers]; // mesh pointer list (NumMeshPointers * 4 bytes) <br><a href="#Data.Types">bitu32</a> NumAnimations; // number of animations to follow (4 bytes) <br><a href="#struct.tr2_animation">tr2_animation</a> Animations[NumAnimations]; // animation list (NumAnimations * 32 bytes) <br><a href="#Data.Types">bitu32</a> NumStateChanges; // number of state changes to follow (4 bytes) <br><a href="#struct.tr2_state_change">tr2_state_change</a> StateChanges[NumStateChanges]; // state-change list (NumStructures * 6 bytes) <br><a href="#Data.Types">bitu32</a> NumAnimDispatches; // number of animation dispatches to follow (4 bytes) <br><a href="#struct.tr2_anim_dispatch">tr2_anim_dispatch</a> AnimDispatches[NumAnimDispatches]; // animation-dispatch list list (NumAnimDispatches * 8 bytes) <br><a href="#Data.Types">bitu32</a> NumAnimCommands; // number of animation commands to follow (4 bytes) <br><a href="#struct.tr2_anim_command">tr2_anim_command</a> AnimCommands[NumAnimCommands]; // animation-command list (NumAnimCommands * 2 bytes) <br><a href="#Data.Types">bitu32</a> NumMeshTrees; // number of MeshTrees to follow (4 bytes) <br><a href="#struct.tr2_meshtree">tr2_meshtree</a> MeshTrees[NumMeshTrees]; // MeshTree list (NumMeshTrees * 4 bytes) <br><a href="#Data.Types">bitu32</a> NumFrames; // number of words of frame data to follow (4 bytes) <br><a href="#Data.Types">bitu16</a> Frames[NumFrames]; // frame data (NumFrames * 2 bytes) <br><a href="#Data.Types">bitu32</a> NumMoveables; // number of moveables to follow (4 bytes) <br><a href="#struct.tr2_moveable">tr2_moveable</a> Moveables[NumMoveables]; // moveable list (NumMoveables * 18 bytes) <br><a href="#Data.Types">bitu32</a> NumStaticMeshes; // number of StaticMesh data records to follow (4 bytes) <br><a href="#struct_tr2_staticmesh">tr2_staticmesh</a> StaticMeshes[NumStaticMeshes]; // StaticMesh data (NumStaticMesh * 32 bytes) <br><a href="#Data.Types">bitu32</a> NumObjectTextures; // number of object textures to follow (4 bytes) (after AnimatedTextures in TR3) <br><a href="#struct.tr2_object_texture">tr2_object_texture</a> ObjectTextures[NumObjectTextures]; // object texture list (NumObjectTextures * 20 bytes) (after AnimatedTextures in TR3) <br><a href="#Data.Types">bitu32</a> NumSpriteTextures; // number of sprite textures to follow (4 bytes) <br><a href="#struct.tr2_sprite_texture">tr2_sprite_texture</a> SpriteTextures[NumSpriteTextures]; // sprite texture list (NumSpriteTextures * 16 bytes) <br><a href="#Data.Types">bitu32</a> NumSpriteSequences; // number of sprite sequences records to follow (4 bytes) <br><a href="#struct.tr2_sprite_sequence">tr2_sprite_sequence</a> SpriteSequences[NumSpriteSequences]; // sprite sequence data (NumSpriteSequences * 8 bytes) <br><a href="#Data.Types">bitu32</a> NumCameras; // number of camera data records to follow (4 bytes) <br><a href="#struct.tr2_camera">tr2_camera</a> Cameras[NumCameras]; // camera data (NumCameras * 16 bytes) <br><a href="#Data.Types">bitu32</a> NumSoundSources; // number of sound source data records to follow (4 bytes) <br><a href="#struct.tr2_sound_source">tr2_sound_source</a> SoundSources[NumSoundSources]; // sound source data (NumSoundSources * 16 bytes) <br><a href="#Data.Types">bitu32</a> NumBoxes; // number of box data records to follow (4 bytes) <br><a href="#struct.tr2_box">tr2_box</a> Boxes[NumBoxes]; // box data (NumBoxes * 20 bytes [TR1 version]) <br><a href="#Data.Types">bitu32</a> NumOverlaps; // number of overlap records to follow (4 bytes) <br><a href="#Data.Types">bitu16</a> Overlaps[NumOverlaps]; // overlap data (NumOverlaps * 2 bytes) <br><a href="#Data.Types">6*bit16</a> Zones[NumBoxes]; // zone data (NumBoxes * 12 bytes [TR1 version]) <br><a href="#Data.Types">bitu32</a> NumAnimatedTextures; // number of animated texture records to follow (4 bytes) <br><a href="#Data.Types">bitu16</a> AnimatedTextures[NumAnimatedTextures]; // animated texture data (NumAnimatedTextures * 2 bytes) <br><a href="#Data.Types">bitu32</a> NumItems; // number of items to follow (4 bytes) <br><a href="#struct.tr2_item">tr2_item</a> Items[NumItems]; // item list (NumItems * 22 bytes [TR1 version]) <br><a href="#Data.Types">bitu8</a> LightMap[32 * 256]; // light map (8192 bytes) <br><a href="#struct.tr2_colour">tr2_colour</a> Palette[256]; // 8-bit palette (768 bytes) <br><a href="#Data.Types">bitu16</a> NumCinematicFrames; // number of cinematic frame records to follow (2 bytes) <br><a href="#struct.tr2_cinematic_frame">tr2_cinematic_frame</a> CinematicFrames[NumCinematicFrames]; // (NumCinematicFrames * 16 bytes) <br><a href="#Data.Types">bitu16</a> NumDemoData; // number of demo data records to follow (2 bytes) <br><a href="#Data.Types">bitu8</a> DemoData[NumDemoData]; // demo data (NumDemoData bytes) <br><a href="#Data.Types">bit16</a> SoundMap[256]; // sound map (512 bytes) <br><a href="#Data.Types">bitu32</a> NumSoundDetails; // number of sound-detail records to follow (4 bytes) <br><a href="#struct.tr2_sound_details">tr2_sample_info</a> SoundDetails[NumSoundDetails]; // sound-detail list (NumSoundDetails * 8 bytes) <br><a href="#Data_Types">bitu32</a> NumSamples (number of bitu8's in Samples) <br><a href="#Data_Types">bitu8</a> Samples (array of bitu8's -- embedded sound samples in Microsoft WAVE format) <br><a href="#Data.Types">bitu32</a> NumSampleIndices; // number of sample indices to follow (4 bytes) <br><a href="#Data.Types">bitu32</a> SampleIndices[NumSampleIndices]; // sample indices (NumSampleIndices * 4 bytes) <p> <hr> <center> <p><a NAME="EntireTR3level"></a><b><u><font size=+1>The Entire TR3 Level Format</font></u></b></center> <p><a NAME="EntireLevelFormat_TR2"></a> <br>What follows is the physical Tomb Raider III .TR2 file layout, byte for byte. Note that this is not a "real" C/C++ structure, in that some arrays are variable-length, with the length being defined by another element of the structure. <p><a href="#Data.Types">bitu32</a> Version; // version (4 bytes) <br><a href="#struct.tr2_colour">tr2_colour</a> Palette[256]; // 8-bit palette (768 bytes) <br><a href="#struct_tr2_colour">tr2_colour4</a> Palette16[256]; // (1024 bytes) <br><a href="#Data.Types">bitu32</a> NumTextiles; // number of texture tiles (4 bytes) <br><a href="#struct.tr2_textile8">tr2_textile8</a> Textile8[NumTextiles]; // 8-bit (palettized) textiles (NumTextiles * 65536 bytes) <br><a href="#struct.tr2_textile16">tr2_textile16</a> Textile16[NumTextiles]; // 16-bit (ARGB) textiles (NumTextiles * 131072 bytes) (absent from TR1) <br><a href="#Data.Types">bitu32</a> Unused; // 32-bit unused value (4 bytes) <br><a href="#Data.Types">bitu16</a> NumRooms; // number of rooms (2 bytes) <br>struct { <br> <a href="#struct.tr2_room_info">tr2_room_info</a> RoomInfo; // room header (16 bytes) <br> <a href="#Data.Types">bitu32</a> NumData; // number of data bitu16's to follow (=RoomData) (4 bytes) <br> struct { <br> <a href="#Data.Types">bitu16</a> NumVertices; // number of vertices to follow (2 bytes) <br> <a href="#struct.tr2_room_vertex">tr2_vertex_room</a> Vertices[NumVertices]; // vertex list (NumVertices * 12 bytes) <br> <a href="#Data.Types">bitu16</a> NumRectangles; // number of rectangles to follow (2 bytes) <br> <a href="#struct.tr2_face4">tr2_face4</a> Rectangles[NumRectangles]; // rectangle list (NumRectangles * 10 bytes) <br> <a href="#Data.Types">bitu16</a> NumTriangles; // number of triangles to follow (2 bytes) <br> <a href="#struct.tr2_face3">tr2_face3</a> Triangles[NumTriangles]; // triangle list (NumTriangles * 8 bytes) <br> <a href="#Data.Types">bitu16</a> NumSprites; // number of sprites to follow (2 bytes) <br> <a href="#struct.tr2_room_sprite">tr2_room_sprite</a> Sprites[NumSprites]; // room sprite list (NumSprites * 4 bytes) <br> <a href="#Data.Types">bitu16</a> NumDoors; // number of doors to follow (2 bytes) <br> <a href="#struct.tr2_room_door">tr2_room_door</a> Doors[NumDoors]; // door list (NumDoors * 32 bytes) <br> <a href="#Data.Types">bitu16</a> NumZsector; // sector table width (2 bytes) <br> <a href="#Data.Types">bitu16</a> NumXsector; // sector table height (2 bytes) <br> <a href="#struct.tr2_room_sector">tr2_room_sector</a> SectorData[NumZsector * NumXsector]; // sector table (NumZsector * NumXsector * 8 bytes) <br> <a href="#Data.Types">bit16</a> Intensity1; <br> <a href="#Data.Types">bit16</a> Intensity2; <br> <a href="#Data.Types">bitu16</a> NumLights; // number of lights to follow (2 bytes) <br> <a href="#struct.tr2_room_light">tr2_room_light</a> Lights[NumLights]; // light list (NumLights * 24 bytes) <br> <a href="#Data.Types">bitu16</a> NumStaticMeshes; // number of static mesh records to follow (2 bytes) <br> <a href="#struct.struct_tr2_room_staticmesh">tr2_room_staticmesh</a> StaticMeshes[NumStaticMeshes]; // static mesh data (NumStaticMeshes * 20 bytes) <br> <a href="#Data.Types">bit16</a> AlternateRoom; // (2 bytes) <br> <a href="#Data.Types">bitu16</a> Flags; // (2 bytes) <br> <a href="#struct_tr2_colour">tr2_colour</a> RoomLightColour // 3 bytes <br> } RoomData; <br> } Rooms[NumRooms]; <br><a href="#Data.Types">bitu32</a> NumFloorData; // number of floor data bitu16's to follow (4 bytes) <br><a href="#Data.Types">bitu16</a> FloorData[NumFloorData]; // floor data (NumFloorData * 2 bytes) <br><a href="#Data.Types">bitu32</a> NumMeshData; // number of bitu16's of mesh data to follow (=Meshes[]) (4 bytes) <br>struct { <br> <a href="#struct.tr2_vertex">tr2_vertex</a> Centre; // relative coordinates of mesh centre (6 bytes) <br> <a href="#Data.Types">bitu8</a> Unknown1[4]; // unknown (4 bytes) <br> <a href="#Data.Types">bit16</a> NumVertices; // number of vertices to follow (2 bytes) <br> <a href="#struct.tr2_vertex">tr2_vertex</a> Vertices[NumVertices]; // list of vertices (NumVertices * 6 bytes) <br> <a href="#Data.Types">bit16</a> NumNormals; // number of normals to follow (2 bytes) <br> <a href="#struct.tr2_vertex">tr2_vertex</a> Normals[NumNormals]; // list of normals (NumNormals * 6 bytes) (becomes Lights if NumNormals < 0; 2 bytes) <br> <a href="#Data.Types">bit16</a> NumTexturedRectangles; // number of textured rectangles to follow (2 bytes) <br> <a href="#struct.tr2_face4">tr2_face4</a> TexturedRectangles[NumTexturedRectangles]; // list of textured rectangles (NumTexturedRectangles * 10 bytes) <br> <a href="#Data.Types">bit16</a> NumTexturedTriangles; // number of textured triangles to follow (2 bytes) <br> <a href="#struct.tr2_face3">tr2_face3</a> TexturedTriangles[NumTexturedTriangles]; // list of textured triangles (NumTexturedTriangles * 8 bytes) <br> <a href="#Data.Types">bit16</a> NumColouredRectangles; // number of coloured rectangles to follow (2 bytes) <br> <a href="#struct.tr2_face4">tr2_face4</a> ColouredRectangles[NumColouredRectangles]; // list of coloured rectangles (NumColouredRectangles * 10 bytes) <br> <a href="#Data.Types">bit16</a> NumColouredTriangles; // number of coloured triangles to follow (2 bytes) <br> <a href="#struct.tr2_face3">tr2_face3</a> ColouredTriangles[NumColouredTriangles]; // list of coloured triangles (NumColouredTriangles * 8 bytes) <br> } Meshes[NumMeshPointers]; // note that NumMeshPointers comes <u>AFTER</u> Meshes[] <br><a href="#Data.Types">bitu32</a> NumMeshPointers; // number of mesh pointers to follow (4 bytes) <br><a href="#Data.Types">bitu32</a> MeshPointers[NumMeshPointers]; // mesh pointer list (NumMeshPointers * 4 bytes) <br><a href="#Data.Types">bitu32</a> NumAnimations; // number of animations to follow (4 bytes) <br><a href="#struct.tr2_animation">tr2_animation</a> Animations[NumAnimations]; // animation list (NumAnimations * 32 bytes) <br><a href="#Data.Types">bitu32</a> NumStateChanges; // number of state changes to follow (4 bytes) <br><a href="#struct.tr2_state_change">tr2_state_change</a> StateChanges[NumStateChanges]; // state-change list (NumStructures * 6 bytes) <br><a href="#Data.Types">bitu32</a> NumAnimDispatches; // number of animation dispatches to follow (4 bytes) <br><a href="#struct.tr2_anim_dispatch">tr2_anim_dispatch</a> AnimDispatches[NumAnimDispatches]; // animation-dispatch list list (NumAnimDispatches * 8 bytes) <br><a href="#Data.Types">bitu32</a> NumAnimCommands; // number of animation commands to follow (4 bytes) <br><a href="#struct.tr2_anim_command">tr2_anim_command</a> AnimCommands[NumAnimCommands]; // animation-command list (NumAnimCommands * 2 bytes) <br><a href="#Data.Types">bitu32</a> NumMeshTrees; // number of MeshTrees to follow (4 bytes) <br><a href="#struct.tr2_meshtree">tr2_meshtree</a> MeshTrees[NumMeshTrees]; // MeshTree list (NumMeshTrees * 4 bytes) <br><a href="#Data.Types">bitu32</a> NumFrames; // number of words of frame data to follow (4 bytes) <br><a href="#Data.Types">bitu16</a> Frames[NumFrames]; // frame data (NumFrames * 2 bytes) <br><a href="#Data.Types">bitu32</a> NumMoveables; // number of moveables to follow (4 bytes) <br><a href="#struct.tr2_moveable">tr2_moveable</a> Moveables[NumMoveables]; // moveable list (NumMoveables * 18 bytes) <br><a href="#Data.Types">bitu32</a> NumStaticMeshes; // number of StaticMesh data records to follow (4 bytes) <br><a href="#struct_tr2_staticmesh">tr2_staticmesh</a> StaticMeshes[NumStaticMeshes]; // StaticMesh data (NumStaticMesh * 32 bytes) <br><a href="#Data.Types">bitu32</a> NumSpriteTextures; // number of sprite textures to follow (4 bytes) <br><a href="#struct.tr2_sprite_texture">tr2_sprite_texture</a> SpriteTextures[NumSpriteTextures]; // sprite texture list (NumSpriteTextures * 16 bytes) <br><a href="#Data.Types">bitu32</a> NumSpriteSequences; // number of sprite sequences records to follow (4 bytes) <br><a href="#struct.tr2_sprite_sequence">tr2_sprite_sequence</a> SpriteSequences[NumSpriteSequences]; // sprite sequence data (NumSpriteSequences * 8 bytes) <br><a href="#Data.Types">bitu32</a> NumCameras; // number of camera data records to follow (4 bytes) <br><a href="#struct.tr2_camera">tr2_camera</a> Cameras[NumCameras]; // camera data (NumCameras * 16 bytes) <br><a href="#Data.Types">bitu32</a> NumSoundSources; // number of sound source data records to follow (4 bytes) <br><a href="#struct.tr2_sound_source">tr2_sound_source</a> SoundSources[NumSoundSources]; // sound source data (NumSoundSources * 16 bytes) <br><a href="#Data.Types">bitu32</a> NumBoxes; // number of box data records to follow (4 bytes) <br><a href="#struct.tr2_box">tr2_box</a> Boxes[NumBoxes]; // box data (NumBoxes * 8 bytes) <br><a href="#Data.Types">bitu32</a> NumOverlaps; // number of overlap records to follow (4 bytes) <br><a href="#Data.Types">bitu16</a> Overlaps[NumOverlaps]; // overlap data (NumOverlaps * 2 bytes) <br><a href="#Data.Types">10*bit16</a> Zones[NumBoxes]; // zone data (NumBoxes * 20 bytes) <br><a href="#Data.Types">bitu32</a> NumAnimatedTextures; // number of animated texture records to follow (4 bytes) <br><a href="#Data.Types">bitu16</a> AnimatedTextures[NumAnimatedTextures]; // animated texture data (NumAnimatedTextures * 2 bytes) <br><a href="#Data.Types">bitu32</a> NumObjectTextures; // number of object textures to follow (4 bytes) (after AnimatedTextures in TR3) <br><a href="#struct.tr2_object_texture">tr2_object_texture</a> ObjectTextures[NumObjectTextures]; // object texture list (NumObjectTextures * 20 bytes) <br><a href="#Data.Types">bitu32</a> NumItems; // number of items to follow (4 bytes) <br><a href="#struct.tr2_item">tr2_item</a> Items[NumItems]; // item list (NumItems * 24 bytes) <br><a href="#Data.Types">bitu8</a> LightMap[32 * 256]; // light map (8192 bytes) <br><a href="#Data.Types">bitu16</a> NumCinematicFrames; // number of cinematic frame records to follow (2 bytes) <br><a href="#struct.tr2_cinematic_frame">tr2_cinematic_frame</a> CinematicFrames[NumCinematicFrames]; // (NumCinematicFrames * 16 bytes) <br><a href="#Data.Types">bitu16</a> NumDemoData; // number of demo data records to follow (2 bytes) <br><a href="#Data.Types">bitu8</a> DemoData[NumDemoData]; // demo data (NumDemoData bytes) <br><a href="#Data.Types">bit16</a> SoundMap[370]; // sound map (740 bytes) <br><a href="#Data.Types">bitu32</a> NumSoundDetails; // number of sound-detail records to follow (4 bytes) <br><a href="#struct.tr2_sound_details">tr2_sample_info</a> SoundDetails[NumSoundDetails]; // sound-detail list (NumSoundDetails * 8 bytes) <br><a href="#Data.Types">bitu32</a> NumSampleIndices; // number of sample indices to follow (4 bytes) <br><a href="#Data.Types">bitu32</a> SampleIndices[NumSampleIndices]; // sample indices (NumSampleIndices * 4 bytes) <br> <br> <br> <center> <p><a NAME="ItemizedDifferencesBetweenTR1andTR2"></a><b><u><font size=+2>Itemized Differences between TRI and TRII</font></u></b></center> <p>TR1 has no colour table or 16-bit palette before the start of the textures; it also lacks 16-bit textures. <p>In TR1, tr2_vertex_room_struct has after its tr2_vertex struct only the first light intensity, and not the attributes or the second intensity. <p>In TR1, after SectorData, there is only the first light intensity, and not the second one or the lighting mode. <p>In TR1, tr2_room_light_struct has only one of: <p> bitu16 Diffuse1/2 <p> bitu32 Unknown1/2 <p>In TR1, tr2_room_static does not have two light intensities, but only one. <p>"Boxes" objects are rectangles whose four horizontal-coordinate values are bitu8's in TR2 and bit32's in TR1. <p>"Zones" objects have 10 bit16's in TR2, but 6 bit16's in TR1 <p>In TR1, tr2_item_struct is like the TR2 version, but with only one light intensity. <p>The TR1 colour table has the same format as the TR2 colour table, but it is located between the LightMap and the cinematic frames. <p>SoundMap is 370 bit16's in TR2, but 256 bit16's in TR1. <p>Between SoundDetails and SampleIndices, TR1 has all the level's sound samples, in the form of embedded Microsoft WAVE files. Just before these samples is the total number of bytes in those sound samples, which is a bit32. <br> <br> <br> <center> <p><a NAME="ItemizedDifferencesBetweenTR2andTR3"></a><b><u><font size=+2>Itemized Differences between TRII and TRIII</font></u></b></center> <p>After the two room-light intensities, TR2 has a lighting-mode value, which TR3 lacks. <p>Also in tr2_room_struct, TR3 has 3 extra bytes at the end, which appears to be the room-light color. <p>Finally, in TR2, the tr2_object_texture data is before the tr2_sprite_texture data. In TR3, it is before the tr2_item data. <br> <br> <br> <center> <p><a NAME="ItemizedDifferencesBetweenTRandDemos"></a><b><u><font size=+2>Itemized Differences between "normal" TRs and Demos</font></u></b></center> <p>Presumably as a form of copy protection, the demo versions of some of the TR games use levels that are slightly different from those in the retail versions. However, those that have been found are all data rearrangements, as explained below. <p>The TR1 and Unfinished Business (.TUB) demos have their palettes moved to between the SpriteSequences and the Cameras. <p>The TR2 "Wall" demo, and maybe also its "Venice" demo, has its LightMap (8K) moved to between the SpriteSequences and the Cameras. It also has its SampleIndices content replaced by the soundfiles, though the associated number of them remains unchanged (the number of indices becomes the number of samples). <p>That demo also has its own version of TOMBPC.DAT, called DEMOPC.DAT, which appears to have the exact same format as TOMBPC.DAT. <p>No rearrangements are known for the TR3 demos. <p> <hr> <center> <p><a NAME="ScriptingWithTOMBPC_DAT"></a><b><u><font size=+1>X. Scripting with TOMBPC.DAT</font></u></b></center> <p><b>Overview: </b>The flow of the game, which levels come in what order, what item(s) Lara has at the beginning of each level, the filenames of the level and cut-scene files, all the visible text (e.g. "Save Game," "Rusty Key," etc.), and various other options are controlled using a file called TOMBPC.DAT. This file is normally compiled using a utility called GAMEFLOW.EXE, which was (apparently) accidentally distributed by Eidos in the German distribution of Tomb Raider II Gold. TR2 and TR3 use this file, and use essentially the same format of it, but TR1 has this file's contents embedded in the app, which explains why there are separate TR1 and Unfinished Business apps. What follows is a description of the contents of the binary TOMBPC.DAT file. <p><a href="#Data.Types">bitu32</a> Version; // seems to be 3 for TR2 <br><a href="#Data.Types">bitu8</a> Info[256]; // null-terminated string describing this game, copyright info, etc. NOT ENCRYPTED <br><a href="#Data.Types">bit32</a> FirstOption; // Level to go to when that happens (0x500 is exit-to-title) ??? when WHAT happens? <br><a href="#Data.Types">bit32</a> TitleReplace; // Level to go to when that happens (-1 is NONE) ??? when WHAT happens? <br><a href="#Data.Types">bit32</a> OnDeathDemoMode; // Level to go to when Lara dies during demo mode (0x500 is exit-to-title) <br><a href="#Data.Types">bit32</a> OnDeathInGame; // Level to go to when Lara dies during the game (0 is exit-to-title) <br><a href="#Data.Types">bit32</a> DemoTime; // time in game ticks (1/30th of a second?) to wait before starting a demo <br><a href="#Data.Types">bit32</a> OnDemoInterrupt; // Level to go to when demo mode is interrupted (0x500 is exit-to-title) <br><a href="#Data.Types">bit32</a> OnDemoEnd; // Level to go to when the demo ends (0x500 is exit-to-title) <br><a href="#Data.Types">bitu8</a> Unused1[36]; // filler <br><a href="#Data.Types">bit16</a> NumLevels; // number of levels in the game (some level files are used more than once for some reason) <br><a href="#Data.Types">bit16</a> NumChapterScreens; // chapter screens (Present in TR2, first used in TR3) <br><a href="#Data.Types">bit16</a> NumTitles; // only one, TITLE.TR2 <br><a href="#Data.Types">bit16</a> NumRPLs; // number of FMV cutscenes (*.RPL) <br><a href="#Data.Types">bit16</a> NumCutScenes; // number of in-game (engine-rendered) cutscenes (CUT*.TR2) <br><a href="#Data.Types">bit16</a> NumDemoLevels; // Number of demo levels <br><a href="#Data.Types">bit16</a> TitleSoundID; // ID of title soundtrack <br><a href="#Data.Types">bit16</a> SingleLevel; // If doing only a single level <br><a href="#Data.Types">bitu8</a> Unused2[32]; // filler <br>// <br>// The Flags word below uses the following bit assignments: <br>// 0x0001: DemoVersion (1 ::= demo, 0 ::= normal game) <br>// 0x0002: Title_Disabled (1 ::= no title screen, 0 ::= normal title screen) <br>// 0x0004: CheatModeCheck_Disabled (1 ::= no cheat mode, 0 ::= cheat mode enabled) <br>// 0x0008: NoInputTimeout (1 ::= wait forever if no input, 0 ::= enter demo <br>// mode if no input timeout) <br>// 0x0010: LoadSave_Disabled (1 ::= load/save game disabled, 0 ::= load/save <br>// game enabled) <br>// 0x0020: ScreenSizing_Disabled (1 ::= no screen re-sizing allowed, 0 ::= screen <br>// re-sizing allowed) <br>// 0x0040: LockOutOptionRing (1 ::= ???, 0 ::= normal option ring) <br>// 0x0080: DozyCheat_Enabled (???) <br>// 0x0100: Use_Encryption (1 ::= XOR all StringData with XORbyte, 0 ::= leave <br>// StringData as-is) <br>// 0x0400: SelectAnyLevel (1 ::= allow player to select any level, 0 ::= no <br>// level selection) <br>// <br><a href="#Data.Types">bitu16</a> Flags; // Various flags (see above) <br><a href="#Data.Types">bitu8</a> Unused3[6]; // filler <br><a href="#Data.Types">bitu8</a> XORbyte; // For encryption ("cipher code") <br><a href="#Data.Types">bitu8</a> Unused4; // High byte of a short? <br><a href="#Data.Types">bit16</a> SecretSoundID; // ID of "found a secret" soundtrack <br><a href="#Data.Types">bitu8</a> Unused5[4]; // filler <br>// <br><a NAME="struct_Script_StringArray"></a>// The sections that follow contain String Arrays. These are of the following pseudo-structure: <br>// struct { <br>// bitu16 StringOffsets[NumStrings]; // offsets (into StringData[]) of each string <br>// bitu16 StringDataSize; // number of bytes of raw string data to follow <br>// bitu8 StringData[StringDataSize]; // if Flags & 0x0100, this entire array is XORed with <br>// // XORbyte <br>// } StringArray; <br>// <br>// While it is not correct C/C++, the following are specified as StringArray[NumStrings], <br>// where <i>NumStrings</i> indicates the number of StringOffsets in the structure. <br>// <br><a href="#struct.Script.StringArray">StringArray</a> LevelDisplayNames[NumLevels]; <br><a href="#struct.Script.StringArray">StringArray</a> ChapterScreens[NumChapterScreens]; <br><a href="#struct.Script.StringArray">StringArray</a> TitleFileNames[NumTitles]; <br><a href="#struct.Script.StringArray">StringArray</a> RPLFileNames[NumRPLs]; <br><a href="#struct.Script.StringArray">StringArray</a> LevelFileNames[NumLevels]; <br><a href="#struct.Script.StringArray">StringArray</a> CutSceneFileNames[NumCutScenes]; <br>// <br>// The LevelScript contains interpreted data (opcodes and operands) that specify <br>// actions to take for each level (e.g. play cut scene, take away weapons, etc). The <br>// details of this data are discussed below, after the structure descriptions. <br>// <br>struct { <br> <a href="#Data.Types">bitu16</a> LevelScriptOffsets[NumLevels + 1]; // offsets (into LevelScriptData[]) <br>// of each level's script data <br> <a href="#Data.Types">bitu16</a> NumLevelScriptData; <br> <a href="#Data.Types">bitu8</a> LevelScriptData[NumLevelScriptData]; <br> } LevelScript; <br><a href="#Data.Types">bitu16</a> DemoLevelList[NumDemoLevels]; <br>// <br>// GameStrings 1 and 2 are the level-independent strings that are displayed when interacting <br>// with the game menus (e.g. "Inventory," "Load Game," "Jump" (control setup), "Shotgun" <br>// (weapon in inventory), etc.) <br>// <br><a href="#Data.Types">bit16</a> NumGameStrings1; <br><a href="#struct.Script.StringArray">StringArray</a> GameStrings1[NumGameStrings1]; <br><a href="#struct.Script.StringArray">StringArray</a> GameStrings2[41]; <br>// <br>// KeyStrings1..10 are the level-specific printable strings for the various pickups in each level, <br>// not including level-independent pickups (e.g. Shotgun Shells, Medi Packs). These pickups <br>// are all "active" at some point, e.g. they are used as keys or are prerequisites for advancing <br>// through the game. Examples include "Rusty Key," "Green Pass Card," "Circuit Breaker," "The <br>// Seraph," "Talion," etc. Each level of TR2 can contain up to 10 pickups. The following arrays <br>// are arranged longitudinally, meaning that each array contains all of the Nth-pickup strings for <br>// each level. For example, KeyStrings1 contains the printable names for the "first" pickup in <br>// each level, KeyStrings2 contains the names for the "second" pickup, etc. Note that "first" <br>// and "second" have nothing to do with the order these objects are encountered in the game; <br>// they are simply indices used by the game engine (Key 1, Key 2, etc.) <br>// <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings1[NumLevels]; // Puzzle 1 <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings2[NumLevels]; // Puzzle 2 <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings3[NumLevels]; // Puzzle 3 <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings4[NumLevels]; // Puzzle 4 <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings5[NumLevels]; // Pickup 1 <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings6[NumLevels]; // Pickup 2 <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings7[NumLevels]; // Key 1 <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings8[NumLevels]; // Key 2 <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings9[NumLevels]; // Key 3 <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings10[NumLevels]; // Key 4 <p><b>LevelScript Description</b>: <br>In LevelScript, Opcodes and Operands are all <a href="#Data.Types">bitu16</a>. Note that if a level is a demo level, its level ID will be 1024 higher than a "normal" level ID. <p>Opcodes: <br> 3 -- Play FMV (prerendered cutscene): operand is RPL ID <br> 4 -- Play (interactive) game level: operand is level's ID <br> 5 -- Play engine-rendered cutscene: operand is cutscene ID <br> 6 -- Do level-completion display (no operands) <br> 7 -- Play demo level: operand is level ID <br> 9 -- End of set (no operands) <br> 10 -- Play soundtrack: operand is soundtrack ID (it precedes opcodes of associated levels) <br> 11 -- (Lara starts out in motorboat? -- TR2, "Bartoli's Hideout") (no operands?) <br> 12 -- Chapter screen: operand is chapter ID <br> 14 -- Lose your weapons (no operands) <br> 15 -- End of game (no operands) <br> 16 -- Associated with cutscenes; a viewpoint control? (one operand?) <br> 17 -- (one operand?) <br> 18 -- Give item; operand is item type <br> 19 -- Item-type 12 state to start level in: operand is state number <br> 20 -- Number of secrets (overrides engine's hardcoded count of them?): operand is that number <br> 21 -- (no operands?) <br> 22 -- Lose your ammo and medipacks? (no operands?) <p>Opcode-18 stuff to give (repeat means give another): <p>After finding all the secrets in a level (Tomb Raider 2) <p> 0 Pistols <br> 1 Shotgun <br> 2 Automatic pistols <br> 3 Uzis <br> 4 Harpoon gun <br> 5 M-16 <br> 6 Grenade launcher <br> 7 Pistol clip <br> 8 Shotgun-shell box <br> 9 Automatic-pistol clip <br> 10 Uzi clip <br> 11 Harpoon bundle <br> 12 M-16 clip <br> 13 Grenade pack <br> 14 Flare box <br> 15 Small medipack <br> 16 Big medipack <br> 17 Pickup 1 <br> 18 Pickup 2 <br> 19 Puzzle 1 <br> 20 Puzzle 2 <br> 21 Puzzle 3 <br> 22 Puzzle 4 <br> 23 Key 1 <br> 24 Key 2 <br> 25 Key 3 <br> 26 Key 4 <p>When a level starts (Tomb Raider 2) <p>1000 Pistols <br>1001 Shotgun <br>1002 Automatic pistols <br>1003 Uzis <br>1004 Harpoon gun <br>1005 M16 <br>1006 Grenade launcher <br>1007 Pistol clip <br>1008 Shotgun-shell box <br>1009 Automatic-pistol clip <br>1010 Uzi clip <br>1011 Harpoon bundle <br>1012 M16 clip <br>1013 Grenade pack <br>1014 Flare box <br>1015 Small medipack <br>1016 Big medipack <br>1017 Pickup 1 <br>1018 Pickup 2 <br>1019 Puzzle 1 <br>1020 Puzzle 2 <br>1021 Puzzle 3 <br>1022 Puzzle 4 <br>1023 Key 1 <br>1024 Key 2 <br>1025 Key 3 <br>1026 Key 4 <p><u><font color="#000080">Tomb Raider 2 identifications</font>:</u> <p><font color="#000080">FMV IDs:</font> <br><font color="#000080"> 0 -- LOGO (everybody's corporate logos)</font> <br><font color="#000080"> 1 -- ANCIENT (monks vs. dragon)</font> <br><font color="#000080"> 2 -- MODERN (Lara drops in from helicopter)</font> <br><font color="#000080"> 3 -- LANDING (Seaplane lands at rig)</font> <br><font color="#000080"> 4 -- MS (Lara hitchhikes on a minisub)</font> <br><font color="#000080"> 5 -- CRASH (Lara goes to Tibet and has a rough landing there)</font> <br><font color="#000080"> 6 -- JEEP (Lara steals it and outruns Bartoli's goons)</font> <br><font color="#000080"> 7 -- END (Lara escaping the collapsing lair)</font> <p><font color="#000080">Cutscene IDs:</font> <br><font color="#000080"> 0 -- CUT1 (At the end of the Great Wall)</font> <br><font color="#000080"> 1 -- CUT2 (Lara the stowaway)</font> <br><font color="#000080"> 2 -- CUT3 (Bartoli vs. goon)</font> <br><font color="#000080"> 3 -- CUT4 (Bartoli stabs himself)</font> <p><font color="#000080">Soundtrack IDs:</font> <br><font color="#000080"> 0 -- BLANK (no sound)</font> <br><font color="#000080"> 3 -- CUT1 ("at the fancy door" soundtrack)</font> <br><font color="#000080"> 4 -- CUT2 ("Lara the stowaway" soundtrack)</font> <br><font color="#000080"> 5 -- CUT3 ("Bartoli vs. goon" soundtrack)</font> <br><font color="#000080"> 30 -- CUT4 ("Bartoli stabs himself" soundtrack)</font> <br><font color="#000080"> 31 -- DERELICT (eerie choppy/echo-y synths)</font> <br><font color="#000080"> 32 -- WATER (dripping/pouring water sounds)</font> <br><font color="#000080"> 33 -- WIND (Blowing wind)</font> <br><font color="#000080"> 34 -- HEARTBT (musical embellishment of one)</font> <br><font color="#000080"> 52 -- SHOWER (that infamous shower scene)</font> <br><font color="#000080"> 58 -- MACHINES (in the offshore rig)</font> <br><font color="#000080"> 59 -- FLOATING (wispy synths)</font> <p> <hr> <br> <center> <p><a NAME="Catalogs"></a><b><u><font size=+1>Catalogues</font></u></b></center> <p> It is always easier to build upon the work of others than to try and create everything from scratch. In order to build upon the works of others, however, one must know what the others' works are. What follows are catalogues of some of the fine work done by the Core level designers. These catalogues are based upon observation and subjective interpretation, and therefore may not be either complete or perfectly accurate. They do provide a good starting-point, however. <p>The catalogues included here are: <br> <a href="#Catalogs.TR2ItemIDs">TR2 Item IDs</a> <br> <a href="#Catalogs.TR1EntityStates">TR1 Entity States</a> <br> <a href="#Catalogs.TR2EntityStates">TR2 Entity States</a> <br> <a href="#Catalogs.TR1Animations">TR1 Animations</a> <br> <a href="#Catalogs.TR2Animations">TR2 Animations</a> <br> <a href="#Catalogs.TR2SoundIDs">TR2 Sound IDs</a> <br> <p><a NAME="Catalogs_TR2ItemIDs"></a><font color="#000080"><b><u>TR2 ItemIDs:</u></b> <br>* = sprite sequence; others are movable mesh objects <p> 0: Lara <br> 1: Lara pistol animation <br> 2: Lara's ponytail <br> 3: Lara shotgun animation <br> 4: Lara auto-pistol animation <br> 5: Lara Uzi animation <br> 6: Lara M16 animation <br> 7: Lara grenade-launcher animation <br> 8: Lara harpoon-gun animation <br> 9: Lara flare animation <br> 10: Lara's hips <br> 11: Lara's hips <br> 12: Lara's hips / Lara dagger animation <br> 13: Red snowmobile (can go fast) <br> 14: Boat <br> 15: Doberman <br> 16: Masked goon (white mask) <br> 17: Masked goon (white mask) <br> 18: Masked goon (black mask) <br> 19: Knifethrower <br> 20: Shotgun goon <br> 21: Rat <br> 22: Dragon <br> 23: Dragon (partially decomposed) <br> 24: Gondola (Venetian boat) <br> 25: Shark <br> 26: Yellow moray eel <br> 27: Black moray eel <br> 28: Barracuda / Whiskered fish (white, yellow) <br> 29: Scuba diver <br> 30: Gun-wielding rig worker <br> 31: Gun-wielding rig worker <br> 32: Stick-wielding goon <br> 33: Stick-wielding goon <br> 34: Flamethrower-wielding goon <br> 36: Spider <br> 37: Giant spider <br> 38: Crow <br> 39: Tiger / Snow leopard / White tiger <br> 40: Marco Bartoli <br> 41: Spear-wielding Guardian <br> 42: Spear-wielding Guardian statue <br> 43: Sword-wielding Guardian <br> 44: Sword-wielding Guardian statue <br> 45: Yeti <br> 46: Bird monster (guards Talion) <br> 47: Eagle <br> 48: Mercenary <br> 49: Mercenary (black ski mask) <br> 50: Mercenary (black ski mask) <br> 51: Black snowmobile (with guns) <br> 52: Mercenary snowmobile driver <br> 53: Monk with long stick <br> 54: Monk with knife-end stick <br> 55: Collapsible floor <br> 57: Loose boards (Opera House) <br> 58: Swinging sandbag / spiky ball <br> 59: Spikes / Glass shards <br> 60: Boulder <br> 61: Disk <br> 62: Wall-mounted disk shooter <br> 63: Door? (Opera House) <br> 64: Slamming door <br> 65: Elevator <br> 66: Minisub <br> 67: Movable cubical block (pushable) <br> 68: Movable cubical block (pushable) <br> 69: Movable cubical block (pushable) <br> 70: Movable cubical block (pushable) <br> 71: Big bowl (Ice Palace) <br> 72: Breakable window <br> 73: Breakable window <br> 76: Airplane propeller <br> 77: Power saw <br> 78: Overhead pulley hook <br> 79: Sandbag / Ceiling fragments <br> 80: Rolling spindle <br> 81: Wall-mounted knife blade <br> 82: Statue with knife blade <br> 83: Multiple boulders / snowballs <br> 84: Detachable icicles <br> 85: Spiky movable wall <br> 86: Bounce pad <br> 87: Wall segment with spikes <br> 88: Tibetan bell <br> 89: * Boat wake (Venice, Bartoli) <br> 90: * Snowmobile wake (Tibetan Foothills) <br> 91: Lara and a snowmobile <br> 92: Wheel doorknob <br> 93: Above-water switch <br> 94: Underwater propeller <br> 95: Air fan <br> 96: Swinging box / spiky ball <br> 97: Gun-wielding rig worker / Marco Bartoli (unused?) <br> 98: Goon at the fancy door holding poison bottle / Gun-wielding rig worker <br> 99: Lara in cutscene <br>100: * Frame (for indicator bars) <br>101: Rolling storage drums <br>102: Zipline handle <br>103: Above-water switch <br>104: Underwater switch (some above-water ones) <br>105: Underwater switch <br>106: Door <br>107: Door <br>108: Door <br>109: Door <br>110: Door <br>111: Door <br>112: Door <br>113: Door <br>114: Door <br>115: Door <br>116: Door ? Bridge ? (Temple of Xian) <br>117: Bridge (flat) <br>118: Bridge (slope = 1) <br>119: Bridge (slope = 2) <br>120: Passport (opening up) <br>121: Stopwatch <br>122: Lara and butler picture <br>123: Goon at the fancy door / Monk <br>124: Airplane cockpit / Marco Bartoli <br>125: Fancy-door goon's gunflare / Crate lid / Minisub / Bartoli follower <br>126: Fancy-door goon's gun / Ceiling hook <br>127: Fancy-door goon's gunflare / Marco Bartoli / Lara's boot (thrown) / Bartoli follower <br>128: Laptop computer / Fabio / Marco Bartoli / Bartoli follower <br>129: Crate / Bartoli follower <br>130: Eros the Goon <br>133: Passport (closed) <br>134: N-thingy (Playstation memory card?) <br>135: * Pistols <br>136: * Shotgun <br>137: * Auto pistols <br>138: * Uzis <br>139: * Harpoon gun <br>140: * M16 <br>141: * Grenade launcher <br>143: * Shotgun shells <br>144: * Auto-pistol clips <br>145: * Uzi clips <br>146: * Harpoons <br>147: * M16 clips <br>148: * Grenades <br>149: * Small medipack <br>150: * Large medipack <br>151: * Flares <br>152: Flare <br>153: Sunglasses <br>154: Portable CD player <br>155: Direction keys <br>157: Pistol <br>158: Shotgun <br>159: Auto-pistol <br>160: Uzi <br>161: Harpoon gun <br>162: M16 <br>163: Grenade launcher <br>164: Pistol ammo(?) <br>165: Shotgun ammo <br>166: Auto-pistol ammo <br>167: Uzi ammo <br>168: Harpoons <br>169: M16 ammo <br>170: Grenades <br>171: Small medipack <br>172: Large medipack <br>173: Flares (opening box) <br>174: * Puzzle 1 <br>175: * Puzzle 2 <br>176: * Puzzle 3 ? [unused] <br>177: * Puzzle 4 <br>178: Puzzle 1 <br>179: Puzzle 2 <br>180: Puzzle 3 ? [unused] <br>181: Puzzle 4 <br>182: Slot 1 empty <br>183: Slot 2 empty <br>184: Slot 3 empty ? [unused] <br>185: Slot 4 empty <br>186: Slot 1 full <br>187: Slot 2 full <br>188: Slot 3 full ? [unused] <br>189: Slot 4 full <br>190: * Dragon 1 <br>191: * Dragon 2 <br>192: * Dragon 3 <br>193: * Key 1 <br>194: * Key 2 <br>195: * Key 3 <br>196: * Key 4 <br>197: Key 1 <br>198: Key 2 <br>199: Key 3 <br>200: Key 4 <br>201: Lock 1 <br>202: Lock 2 <br>203: Lock 3 <br>204: Lock 4 <br>205: * Pickup 1 <br>206: * Pickup 2 <br>207: Pickup 1 <br>208: Pickup 2 <br>209: Dragon explosion effect (expanding bubble) <br>210: Dragon explosion effect (expanding bubble) <br>211: Dragon explosion effect (expanding bubble) <br>212: Lara's hips / Alarm <br>213: Lara's hips <br>214: Tyrannosaur <br>215: Lara's hips <br>216: Lara's hips <br>217: Lara's hips <br>218: Dragon bones <br>219: Dragon bones <br>220: * Extra Fire (Ice Palace) <br>222: Aquatic Mine (Venice) <br>223: Menu background (displayed when doing 3D-hardware rendering) <br>224: * Gray disk <br>225: Gong-hammering animation <br>226: Gong (Ice Palace) <br>227: Detonator box <br>228: Helicopter (Diving Area) <br>229: * Grenade blast <br>230: * Splash <br>231: * Bubbles <br>233: * Blood splatter <br>234: * Green-white thing (Great Wall) <br>235: Flare burning? <br>236: * Flash (looks like distant light) <br>238: * Bullet hit <br>239: * Sparkles (Floating Islands, Dragon's Lair) <br>240: Gunflare <br>241: Gunflare (spiky) <br>243: Lara's hips <br>244: Lara's hips <br>245: Rod? <br>246: * Flamethrower (repeat of grenade blast) <br>247: Pointer? <br>248: Support? <br>249: Rod? <br>250: * Sprayed particles (Diving Area, Barkhang Monastery, Temple of Xian) <br>252: * Fire <br>253: Lara's hips <br>254: Skybox <br>255: * Standard symbols <br>256: Monk <br>257: Lara's hips <br>259: Helicopter (The Great Wall) <br>260: The butler <br>261: * Assault-course numerals and punctuation <br>262: Lara's hips <br>263: Shotgun <br>264: Lara's hips <br>289: * Cellar artifact 1 (gold mask) <br>290: * Cellar artifact 2 (rounded statue) <br>291: * Cellar artifact 3 (flattened statue)</font> <p><a NAME="Catalogs_TR1EntityStates"></a><font color="#800000"><b><u>TR1 Entity States</u></b> <p> I've found that the two lion types are the two sexes of lions and that the crocodiles and giant rats have separate types for on-land ones and swimming ones. Also, Lara's evil-twin mutant has only the breathing animation; its mirror-image behaviour is almost certainly hardcoded. I wonder if there is a reference-point object in the center of the room that this mutant lives in; there has to be some such point to refer the reflection to. <p>This contains the states of everything but Lara. <p>* = sprite sequence; others are movable mesh objects <p> 0: Lara <br> 1: Lara pistol animation <br> 2: Lara shotgun animation <br> 3: Lara magnum animation <br> 4: Lara Uzi animation <br> 5: Lara / Lara's home appearance / Lara wounded / Lara turned to gold <br> 6: Lara's evil twin mutant <p> 7: Wolf <br> 1: Walking <br> 2: Running <br> 3: Jumping <br> 5: Stalking <br> 6: Jumping and attacking <br> 7: Attacking <br> 8: Lying down <br> 9: Getting ready to strike <br> 10: Running jump <br> 11: Dying <br> 12: Biting <br> 8: Bear <br> 0: Walking on all fours <br> 1: Getting back to all fours <br> 2: Walking on hind legs <br> 3: Running on all fours <br> 4: Rearing up on hind legs <br> 5: Growling? <br> 6: Running and attacking <br> 7: Standing on hind legs <br> 8: Biting <br> 9: Dying <br> 9: Bat <br> 1: Starting to fly <br> 2: Flying straight <br> 3: Biting <br> 4: Circling <br> 5: Dying <br> 10: Crocodile (on land) <br> 1: Stationary <br> 2: Walking <br> 3: Walking <br> 4: Turning <br> 5: Biting <br> 7: Dying <br> 11: Crocodile (in water) <br> 1: Swimming <br> 2: Biting <br> 3: Dying <br> 12: Lion (male) <br> 1: Standing <br> 2: Walking <br> 3: Leaping <br> 4: Leaping and biting <br> 5: Dying <br> 6: Biting <br> 7: Biting <br> 13: Lion (female) <br> 1: Standing <br> 2: Walking <br> 3: Leaping <br> 4: Leaping and biting <br> 5: Dying <br> 6: Biting <br> 7: Biting <br> 14: Panther <br> 1: Standing <br> 2: Walking <br> 3: Leaping <br> 4: Leaping and biting <br> 5: Dying <br> 6: Biting <br> 7: Biting <br> 15: Gorilla <br> 1: Standing on all fours <br> 3: Running on all fours <br> 4: Walking on legs (attacking?) <br> 5: Dying <br> 6: Thumping chest <br> 7: Waving arms <br> 8: Turning leftward? <br> 9: Turning rightward? <br> 10: Jumping up and waving arms <br> 11: Climbing <br> 16: Giant Rat (on land) <br> 1: Standing <br> 2: Jumping and Biting <br> 3: Running <br> 4: Biting <br> 5: Dying <br> 6: Rearing up <br> 17: Giant Rat (in water) <br> 1: Swimming <br> 2: Biting <br> 3: Dying <br> 18: Tyrannosaur <br> 1: Standing <br> 2: Walking <br> 3: Running <br> 5: Dying <br> 6: Bellowing <br> 7: Biting <br> 8: Shaking Head and Spitting Out <br> 19: Raptor <br> 0: Dying <br> 1: Standing <br> 2: Walking <br> 3: Running <br> 4: Jumping and Biting? <br> 6: Bellowing <br> 7: Running and bellowing <br> 8: Biting <br> 20: Winged mummy (unused) / Winged mutant <br> 1: Crouching <br> 2: Walking <br> 3: Running <br> 4: Biting? <br> 6: Looking <br> 7: Jumping? <br> 8: Clawing? <br> 9: Aiming right-hand gun <br> 10: Aiming and firing left-hand gun <br> 11: Firing right-hand gun <br> 12: Standing <br> 13: Flying <br> 21: Lara's hips <br> [Only one state] <br> 22: Lara's hips <br> [Only one state] <br> 23: Centaur mutant <br> 1: Standing <br> 2: Firing <br> 3: Galloping <br> 4: Aiming <br> 5: Dying <br> 6: Rearing up <br> 24: Mummy <br> 1: Standing <br> 2: Falling forward <br> 27: Larson <br> 0: Walking <br> 1: Standing holding gun <br> 2: Walking <br> 3: Running <br> 4: Aiming gun <br> 5: Injured by gunshot / Dying <br> 6: Standing <br> 7: Firing gun <br> 28: Pierre <br> 1: Standing <br> 2: Walking <br> 3: Running <br> 4: Aiming guns <br> 5: Dying <br> 6: Putting guns away <br> 7: Firing guns <br> 29: Skateboard <br> 0: Being turned around <br> 1: Stationary <br> 2: Stationary <br> 3: Stationary <br> 4: Stationary <br> 30: Skateboard kid <br> 0: Turning and Aiming? <br> 1: Firing <br> 2: Skating <br> 3: Aiming <br> 4: Firing <br> 5: Dying <br> 31: Cowboy <br> 1: Aiming <br> 2: Walking <br> 3: Running <br> 4: Aiming <br> 5: Dying <br> 6: Firing <br> 32: "Mr. T" <br> 0: Dying <br> 1: Standing <br> 2: Walking <br> 3: Running <br> 4: Aiming <br> 6: Firing <br> 33: Winged Natla (actually, Natla with a winged mutant) <br> 1: Standing <br> 2: Flying <br> 3: Running <br> 4: Aiming and firing <br> 5: "Dying" the first time <br> 7: Spinning around in air <br> 8: Standing <br> 9: Dying for real <br> 34: Giant mutant <br> 0: Dying <br> 1: Sitting on floor <br> 2: Pulling self forward <br> 4: Slapping with right hand <br> 5: Slapping with both hands <br> 6: Making big wave with right hand <br> 8: Dropping to floor after hatching <br> 9: Raising arms <br> 11: Shaking victim with right hand <br> 35: Collapsible floor <br> 0: Stationary <br> 1: Shaking <br> 2: Falling <br> 3: Settling down <br> 36: Swinging blade <br> 0: Stationary <br> 2: Swinging <br> 37: Spikes <br> [Only one state] <br> 38: Boulder <br> 0: Stationary <br> 1: Rolling <br> 39: Dart <br> [Only one state] <br> 40: Wall-mounted dartgun <br> 0: Idle? <br> 1: Firing? <br> 41: Door (opens upward) <br> 0: Upward <br> 1: On side <br> 42: Slamming doors <br> 0: Open <br> 1: Closed <br> 43: Sword of Damocles <br> [Only one state] <br> 44: Thor's hammer's handle <br> 0: Stationary in "up" position <br> 1: Moving down a little and returning <br> 2: Moving down all the way <br> 3: Stopped at "down" position <br> 45: Thor's hammer's block <br> 0: Stationary <br> 1: Moving down a little and returning <br> 2: Moving down all the way <br> 46: Hanging ball? / Some kind of box? <br> [Only one state] <br> 47: Metal rod? / Powered mining cart <br> 0: Stationary <br> 1: Moving <br> 48: Movable cubical block (pushable) <br> 0: Stationary <br> 1: Being pulled? <br> 2: Being pushed? <br> 49: Movable cubical block (pushable) <br> 0: Stationary <br> 1: Being pulled? <br> 2: Being pushed? <br> 50: Movable cubical block (pushable) <br> 0: Stationary <br> 1: Being pulled? <br> 2: Being pushed? <br> 51: Movable cubical block (pushable) <br> 0: Stationary <br> 1: Being pulled? <br> 2: Being pushed? <br> 52: Movable tall block <br> 0: Stationary <br> 1: Moving forward? <br> 2: Moving backward? <br> 53: Pieces of something? <br> 0: Stationary <br> 1: Falling <br> 2: Settling down <br> 54: Sword of Damocles <br> [Only one state] <br> 55: Above-water switch <br> 0: Off <br> 1: On <br> [states may be reversed] <br> 56: Underwater switch <br> 0: Off <br> 1: On <br> [states may be reversed] <br> 57: Door <br> 0: Closed <br> 1: Open <br> 58: Door <br> 0: Closed <br> 1: Open <br> 59: Door <br> 0: Closed <br> 1: Open <br> 60: Door <br> 0: Closed <br> 1: Open <br> 61: Door <br> 0: Closed <br> 1: Open <br> 62: Door <br> 0: Closed <br> 1: Open <br> 63: Door <br> 0: Closed <br> 1: Open <br> 64: Door <br> 0: Closed <br> 1: Open <br> 65: Trapdoor (opens downward) <br> 0: Closed <br> 1: Open <br> 66: Trapdoor (opens downward) <br> 0: Closed <br> 1: Open <br> 68: Bridge (flat) <br> [Only one state] <br> 69: Bridge (slope = 1) <br> [Only one state] <br> 70: Bridge (slope = 2) <br> [Only one state] <br> 71: Passport (opening up) <br> [Only one state] <br> 72: Compass <br> [Only one state] <br> 74: Cogs (animated) <br> 0: Stationary <br> 1: Turning <br> 75: Cogs (animated) <br> 0: Stationary <br> 1: Turning <br> 76: Cogs (animated) <br> 0: Stationary <br> 1: Turning <br> 77: Lara in CS / Scion holder in CS <br> 78: Larson in CS / Natla in CS / Scion holder in CS <br> 79: Larson's gun in CS / Scion in CS / Natla in CS <br> 80: Scion in CS <br> 81: Passport (closed) <br> [Only one state] <br> 82: N-thingy (Playstation memory card?) <br> [Only one state] <br> 83: Save crystal <br> [Only one state] <br> 84: * Pistols <br> 85: * Shotgun <br> 86: * Magnums <br> 87: * Uzis <br> 88: * Pistol ammo(?) <br> 89: * Shotgun ammo <br> 90: * Magnum ammo <br> 91: * Uzi ammo <br> 93: * Small medipack <br> 94: * Large medipack <br> 95: Sunglasses <br> [Only one state] <br> 96: Cassette player and headphones <br> [Only one state] <br> 97: Direction keys <br> [Only one state] <br> 99: Pistol <br> [Only one state] <br>100: Shotgun <br> [Only one state] <br>101: Magnum <br> [Only one state] <br>102: Uzi <br> [Only one state] <br>103: Pistol ammo(?) <br> [Only one state] <br>104: Shotgun ammo <br> [Only one state] <br>105: Magnum ammo <br> [Only one state] <br>106: Uzi ammo <br> [Only one state] <br>108: Small medipack <br> [Only one state] <br>109: Large medipack <br> [Only one state] <br>110: * Puzzle 1 <br>111: * Puzzle 2 <br>112: * Puzzle 3 <br>113: * Puzzle 4 <br>114: Puzzle 1 <br> [Only one state] <br>115: Puzzle 2 <br> [Only one state] <br>116: Puzzle 3 <br> [Only one state] <br>117: Puzzle 4 <br> [Only one state] <br>118: Slot 1 empty <br> [Only one state] <br>119: Slot 2 empty <br> [Only one state] <br>120: Slot 3 empty <br> [Only one state] <br>121: Slot 4 empty <br> [Only one state] <br>122: Slot 1 full <br> [Only one state] <br>123: Slot 2 full <br> [Only one state] <br>124: Slot 3 full <br> [Only one state] <br>125: Slot 4 full <br> [Only one state] <br>126: * Pickup 1 <br>127: Pickup 1 <br> [Only one state] <br>128: Lara's hips <br> [Only one state] <br>129: * Key 1 <br>130: * Key 2 <br>131: * Key 3 <br>132: * Key 4 <br>133: Key 1 <br> [Only one state] <br>134: Key 2 <br> [Only one state] <br>135: Key 3 <br> [Only one state] <br>136: Key 4 <br> [Only one state] <br>137: Lock 1 <br> [Only one state] <br>138: Lock 2 <br> [Only one state] <br>139: Lock 3 <br> [Only one state] <br>140: Lock 4 <br> [Only one state] <br>143: * Scion Piece <br>146: Complete Scion <br> [Only one state] <br>147: Scion Holder <br> [Only one state] <br>150: Scion Piece <br> [Only one state] <br>151: * Flare(?) / Explosion <br>153: * Splash <br>155: * Bubbles <br>156: * Bubbles <br>158: * Blood splatter <br>160: * Flying disk <br>161: Centaur statue <br> [Only one state] <br>162: Shack suspended from wire rope <br> 0: Starting position <br> 1: Dropping after first fuse <br> 2: Dropping after second fuse <br> 3: Dropping after third fuse (to ground) <br> 4: On the ground <br>163: Mutant egg and holder (normal size) <br> 0: Starting to hatch <br> 1: Hatching (is the fragmenting hardcoded?) <br>164: * Bullet hit <br>165: * Sparkle <br>166: Gunflare <br> [Only one state] <br>169: Lara's hips <br> [Only one state] <br>170: Lara's hips <br> [Only one state] <br>172: Mutant bullet <br> [Only one state] <br>173: Mutant grenade <br> [Only one state] <br>176: * Splatter <br>177: Lara's hips <br> [Only one state] <br>178: * Fire <br>179: Lara's hips <br> [Only one state] <br>180: Flowing Atlantean lava <br> [Only one state] <br>181: Mutant egg and holder (big) <br> 0: Starting to hatch <br> 1: Hatching (is the fragmenting hardcoded?) <br>182: Motorboat <br> 1: Stationary (initial) <br> 2: Moving <br> 3: Stationary (final) <br>183: Lara's hips <br> [Only one state] <br>189: Shrinking wedge? <br> [Only one state] <br>190: * Standard symbols <br>191: * Plant 1 <br>192: * Plant 2 <br>193: * Plant 3 <br>194: * Plant 4 <br>195: * Plant 5 <br>200: * Bag 1 <br>204: * Bag 2 <br>207: Gunflare <br> [Only one state] <br>212: * Rock 1 <br>213: * Rock 2 <br>214: * Rock 3 <br>215: * Bag 3 <br>216: * Pottery 1 <br>217: * Pottery 2 <br>231: * Painted pot <br>233: * Inca mummy <br>236: * Pottery 3 <br>237: * Pottery 4 <br>238: * Pottery 5 <br>239: * Pottery 6</font> <p><a NAME="Catalogs_TR2EntityStates"></a> <p><font color="#000080"><b><u>TR2 Entity States</u></b> <p>Comparing these to those of TR1, it seems rather difficult to map the NPC's, though doors and switches and stuff like that will map just fine. <br> <p>This contains the states of everything but Lara <p><i>Exception: Lara and the boats and snowmobiles</i> <p>* = sprite sequence; others are movable mesh objects <p> 0: Lara <br> 1: Lara pistol animation <br> 2: Lara's ponytail <br> 3: Lara shotgun animation <br> 4: Lara auto-pistol animation <br> 5: Lara Uzi animation <br> 6: Lara M16 animation <br> 7: Lara grenade-launcher animation <br> 8: Lara harpoon-gun animation <br> 9: Lara flare animation <br> 10: Lara's hips <br> Lara and the snowmobiles: <br> 0: Driving <br> 1: Climbing in from right <br> 2: Starting the engine <br> 3: Stopping the engine <br> 4: Jumping upward <br> 5: Driving <br> 6: Climbing in from left <br> 7: Climbing out to left <br> 8: Driving <br> 9: Climbing out to right <br> 10: Dying? <br> 11: Dying <br> 12: Thrown out of snowmobile and dying <br> 11: Lara's hips <br> Lara and the boats: <br> 0: Entering <br> 1: Driving (stationary) <br> 2: Driving (moving) <br> 3: Jumping out rightward (starboard) <br> 4: Jumping out leftward (port) <br> 6: Jumping upward <br> 8: Dying <p> Also has Lara hitting the gong with the hammer in the Ice Palace <p> 12: Lara's hips / Lara dagger animation <p> Lara examining Dagger of Xian pulled from Bartoli dragon's belly <p> 13: Red snowmobile (can go fast) <br> [various states of vibration] <br> 0: <br> 1: <br> 2: <br> 4: Going slightly upwards <br> 6: <br> 7: <br> 8: <br> 10: Going off a ledge <br> 11: <br> 14: Boat <br> [various states of rocking/pitching] <br> 0: <br> 1: <br> 2: <br> 3: <br> 15: Doberman <br> 1: Walking <br> 2: Running <br> 3: Standing <br> 4: Biting <br> 5: Sitting on all fours <br> 6: Standing and panting <br> 7: Biting <br> 8: Jumping and biting <br> 9: Jumping and biting <br> 10: Dying <br> 16: Masked goon (white mask, jacket) <br> 1: Walking <br> 2: Running <br> 3: Standing and aiming gun <br> 4: Standing and aiming gun <br> 5: Standing and shaking head <br> 6: Standing and aiming gun, bracing self <br> 7: Firing gun, bracing self <br> 9: Running while aiming gun <br> 10: Standing and aiming gun <br> 11: Firing gun <br> 12: Dying <br> 13: Dying <br> 17: Masked goon (white mask, vest) <br> 0: Standing (animations recycled) <br> 18: Masked goon (black mask) <br> 0: Standing (animations recycled) <br> 19: Knifethrower <br> 1: Standing <br> 2: Walking <br> 3: Running <br> 4: Throwing with right hand <br> 5: Throwing with left hand <br> 6: Throwing with left hand <br> 7: Throwing with right hand <br> 8: Throwing with both hands <br> 9: Throwing with both hands <br> 10: Dying <br> 20: Shotgun goon <br> 1: Standing, guns up <br> 2: Standing, guns holstered <br> 3: Walking, guns up <br> 4: Running <br> 5: Aiming right gun <br> 6: Aiming left gun <br> 7: Firing right gun <br> 8: Firing left gun <br> 9: Aiming both guns <br> 10: Firing both guns <br> 11: Dying <br> 21: Rat <br> 1: Running <br> 2: Standing on all fours <br> 3: Rearing up, biting? <br> 4: Biting <br> 5: Rearing up and biting <br> 6: Dying <br> 22: Dragon (front) <br> 1: Walking <br> 2: Walking, looking leftward <br> 3: Walking, looking rightward <br> 4: Rearing up <br> 5: Breathing fire in reared-up position <br> 6: Standing <br> 7: Back to forward position <br> 8: Walking <br> 9: Raising left foot <br> 10: Raising right foot <br> 11: Dying <br> 23: Dragon (back) <br> [various standing and walking states] <br> 1: <br> 2: <br> 3: <br> 6: <br> 7: <br> 8: <br> 9: <br> 10: <br> 11: Dying <br> 24: Gondola (Venetian boat) <br> [Seems to be static, as if animations were unused] <br> [Fragmentation probably hardcoded] <br> 1: <br> 2: <br> 3: <br> 4: <br> 25: Shark <br> 0: Standing still <br> 1: Swimming <br> 2: Swimming fast <br> 3: Biting <br> 4: Biting <br> 5: Dying <br> 6: Shaking victim in mouth <br> 26: Yellow moray eel <br> 1: Biting <br> 2: Wiggling head <br> 3: Dying <br> 27: Black moray eel <br> 1: Biting <br> 2: Wiggling head <br> 3: Dying <br> 28: Barracuda / Whiskered Fish (white, yellow) <br> 1: Standing still <br> 2: Swimming <br> 3: Swimming fast <br> 4: Biting <br> 5: Biting <br> 6: Dying <br> 29: Scuba diver <br> 1: Swimming <br> 2: Treading water <br> 3: Swimming, wielding harpoon gun <br> 4: Swimming, wielding harpoon gun <br> 6: Treading water, wielding harpoon gun <br> 7: Treading water, firing harpoon gun <br> 9: Dying <br> 30: Gun-wielding rig worker (khaki pants) <br> 1: Walking <br> 2: Standing <br> 3: Standing with gun upward <br> 4: Firing gun <br> 5: Running <br> 6: Grabbing gun <br> 7: Dying <br> 8: Aiming gun <br> 9: Crouching and aiming gun <br> 10: Crouching and firing gun <br> 31: Gun-wielding rig worker (blue jeans) <br> 1: Standing while wielding gun <br> 2: Walking 324 <br> 3: Running <br> 4: Standing with gun pointed downward <br> 5: Firing gun <br> 6: Running while firing gun <br> 7: Dying <br> 8: Aiming gun <br> 9: Running and aiming gun <br> 10: Crouching and aiming gun <br> 11: Crouching and firing gun <br> 32: Stick-wielding goon <br> 1: Standing <br> 2: Running <br> 3: Big sideways hit <br> 4: Hitting with stick <br> 5: Standing, holding stick with both hands <br> 6: Running, ready for big hit with stick <br> 7: Standing, ready for big hit with stick <br> 8: Making big hit with stick <br> 9: Hitting with stick <br> 10: Running, holding stick with both hands <br> 11: Dying <br> 12: Stepping up <br> 13: Climbing up low ledge <br> 14: Climbing up ledge <br> 15: Jumping down from a ledge <br> 33: Stick-wielding goon (can't climb) <br> 1: Standing <br> 2: Running <br> 3: Big sideways hit <br> 4: Hitting with stick <br> 5: Standing, holding stick with both hands <br> 6: Running, ready for big hit with stick <br> 7: Standing, ready for big hit with stick <br> 8: Making big hit with stick <br> 9: Hitting with stick <br> 10: Running, holding stick with both hands <br> 11: Dying <br> 34: Flamethrower-wielding goon <br> 1: Standing <br> 2: Running <br> 3: Running, holding nozzle horizontal <br> 4: Standing, pointing nozzle downward <br> 5: Firing <br> 6: Firing while walking <br> 7: Dying <br> 8: Aiming <br> 9: Aiming while running <br> 36: Spider <br> 1: Standing <br> 2: Crawling <br> 3: Crawling <br> 4: Biting <br> 5: Jumping <br> 6: Jumping <br> 7: Dying <br> 37: Giant spider <br> 1: Standing <br> 2: Crawling <br> 3: Crawling fast <br> 4: Biting <br> 7: Dying <br> 38: Crow <br> 1: Flying <br> 2: Flying in place <br> 3: Flying <br> 4: Dying <br> 5: Dying <br> 6: Pecking <br> 7: Pecking <br>39: Tiger / Snow leopard / White tiger <br> 0: Dying <br> 1: Standing <br> 2: Walking <br> 3: Leaping <br> 5: Biting <br> 6: Biting <br> 7: Leaping and biting <br> 8: Leaping and biting <br> 40: Marco Bartoli <br> [Only one state] <br> 41: Spear-wielding Xian Guard <br> 1: Holding spears upward <br> 2: Holding spears horizontal forward-right <br> 3: Walking while pointing spears forward <br> 4: Running while pointing spears forward <br> 5: Picking up spears, pointing them backward <br> 6: Pointing spears forward <br> 7: Pointing spears downward and back <br> 8: Pointing spears forward <br> 9: Walking, moving right spear forward <br> 10: Thrusting left spear forward <br> 11: Walking, moving left spear forward <br> 12: Thrusting right spear forward <br> 13: Turning spears rightward <br> 14: Turning spears leftward <br> 15: Pulling up spears and pointing them back-downward <br> 16: Twirling spears over head <br> 18: Getting up from statue position <br> 19: Spearing victim and tossing forward <br>42: Spear-wielding Xian Guard statue <br> [Only one state] <br> [fragmenting probably hardcoded] <br>43: Sword-wielding Xian Guard <br> 1: Standing <br> 2: Walking <br> 3: Swinging sword back over head <br> 4: Swinging sword forward over head <br> 5: Swinging sword sideways to back <br> 6: Swinging sword sideways to forward <br> 7: Holding sword pointed downward <br> 8: Flying while holding sword <br> 9: Getting up from statue position <br> 10: Moving sword back while walking (swing over shoulder / pull back) <br> 11: Moving sword forward while walking (swing forward / thrust) <br>44: Sword-wielding Xian Guard statue <br> [Only one state] <br> [fragmenting probably hardcoded] <br>45: Yeti <br> 1: Running <br> 2: Standing <br> 3: Walking <br> 4: Punching <br> 5: Reaching and swiping downward <br> 6: Running and punching <br> 7: Howling <br> 8: Dying <br> 9: Thumping chest <br> 10: Stepping up <br> 11: Climbing up a short ledge <br> 12: Climbing up a ledge <br> 13: Jumping down from a ledge <br> 14: Holding victim and waving <br> 46: Bird monster (guards Talion) <br> 1: Standing <br> 2: Walking <br> 3: Looking upward <br> 4: Swiping downward <br> 5: Getting ready to punch <br> 6: Punching <br> 7: Punching <br> 8: Howling <br> 9: Dying <br> 10: Pulling arms out <br> 11: Getting hands together in front <br> 47: Eagle <br> 1: Flying <br> 2: Perching? <br> 3: Gliding <br> 4: Dying <br> 5: Dying <br> 6: Pecking <br> 48: Mercenary <br> 1: Standing <br> 2: Walking <br> 3: Running <br> 4: Aiming gun <br> 5: Firing gun <br> 6: Aiming gun two-handed <br> 7: Firing gun two-handed <br> 8: Firing gun in a sweep <br> 9: Firing gun in continued sweep <br> 10: Aiming gun while walking <br> 11: Aiming gun sideways <br> 12: Aiming gun while walking <br> 13: Dying <br> 14: Firing gun while walking <br> 49: Mercenary (black ski mask, gray jacket) <br> 1: Aiming gun while walking <br> 2: Standing <br> 3: Walking <br> 4: Running <br> 5: Aiming gun <br> 6: Aiming gun two-handed <br> 7: Firing gun <br> 8: Aiming gun two-handed <br> 9: Firing gun while walking <br> 10: Firing gun while walking <br> 11: Dying <br> 12: Squatting and aiming <br> 13: Squatting and firing <br> 50: Mercenary (black ski mask, brown jacket) <br> 0: Standing (animations recycled) <br> 51: Black snowmobile (with guns) <br> 1: Idle <br> 2: Moving <br> 3: Turning left <br> 4: Turning right <br> 5: Turning left <br> 6: Turning right <br> 52: Mercenary snowmobile driver <br> 1: Driving (idle) <br> 2: Driving (moving) <br> 3: Turning left <br> 4: Turning right <br> 5: Turning left <br> 6: Turning right <br> 7: Dying <br> 53: Monk with long stick <br> 1: Standing and wielding stick <br> 2: Walking <br> 3: Running <br> 4: Slicing with stick <br> 5: Twirling stick and holding out hand <br> 6: Stabbing forward with stick <br> 7: Spearing with stick <br> 8: Twirling stick overhead <br> 9: Dying <br> 10: Holding stick out and running <br> 11: Holding stick and putting out hand <br> 54: Monk with knife-end stick <br> 1: Standing and wielding stick <br> 2: Walking <br> 3: Running <br> 4: Slicing with stick <br> 5: Twirling stick and holding out hand <br> 6: Stabbing forward with stick <br> 7: Spearing with stick <br> 8: Twirling stick to side and overhead <br> 9: Dying <br> 10: Holding stick out and running <br> 11: Holding stick and putting out hand <br> 55: Collapsible floor <br> 0: Stationary <br> 1: Shaking <br> 2: Falling <br> 3: Settling down <br> 57: Loose boards <br> 0: Stationary <br> 1: Shaking <br> 2: Falling <br> 3: Settling down <br> 58: Swinging sandbag / spiky ball <br> [Only one state] <br> 59: Spikes / Glass shards <br> [Only one state] <br> 60: Boulder <br> 0: Stationary <br> 1: Rolling <br> 61: Disk (like dart) <br> [Only one state] <br> 62: Wall-mounted disk shooter (like dartgun) <br> 0: Idle? <br> 1: Firing? <br> 63: Drawbridge <br> 0: Upward <br> 1: On side <br> 64: Slamming door <br> 0: Open <br> 1: Closed <br> 65: Elevator <br> 0: Doors closed <br> 1: Doors open <br> 66: Minisub <br> [Only one state] <br> 67: Movable cubical block (pushable) <br> 0: Stationary <br> 1: Being pulled? <br> 2: Being pushed? <br> 68: Movable cubical block (pushable) <br> 0: Stationary <br> 1: Being pulled? <br> 2: Being pushed? <br> 69: Movable cubical block (pushable) <br> 0: Stationary <br> 1: Being pulled? <br> 2: Being pushed? <br> 70: Movable cubical block (pushable) <br> 0: Stationary <br> 1: Being pulled? <br> 2: Being pushed? <br> 71: Big bowl (Ice Palace) <br> 0: Horizontal <br> 1: Tipped <br> 72: Breakable window (can shoot out) <br> [Only one state] <br> [fragmenting probably hardcoded] <br> 73: Breakable window (must jump through) <br> [Only one state] <br> [fragmenting probably hardcoded] <br> 76: Airplane propeller <br> 0: Spinning <br> 1: Stopped <br> 77: Power saw <br> 0: Spinning <br> 1: Stopped <br> 78: Overhead pulley hook <br> [Only one state] <br> 79: Sandbag / Ceiling fragments <br> 0: Stationary <br> 1: Falling <br> 2: Settling down <br> 80: Rolling spindle <br> 1: Stationary <br> 2: Rolling <br> 81: Wall-mounted knife blade <br> 1: Extended <br> 2: Pulled back <br> 82: Statue with knife blade <br> 1: Pulled back <br> 2: Extended <br> 83: Multiple boulders / snowballs <br> 1: Rolling <br> 2: Stopped <br> 84: Detachable icicles <br> 1: Attached to ceiling <br> 2: Falling <br> 3: On ground <br> 85: Spiky movable wall <br> [Only one state] <br> 86: Bounce pad <br> 0: Idle <br> 1: Kicking upwards <br> 87: Spiky ceiling segment <br> [Only one state] <br> 88: Tibetan bell <br> 0: Stationary <br> 1: Swinging <br> 89: * Boat wake (Venice, Bartoli) <br> 90: * Snowmobile wake (Tibetan Foothills) <br> 91: Lara and a snowmobile <br> [Only one state] <br> 92: Wheel knob <br> 0: Parent door closed <br> 1: Parent door open <br> 93: Above-water switch <br> 0: Off <br> 1: On <br> [states may be reversed] <br> 94: Underwater propeller <br> 0: Spinning <br> 1: Stopped <br> 95: Air fan <br> 0: Spinning <br> 1: Stopped <br> 96: Swinging box / spiky ball <br> [Only one state] <br> 97: Gun-wielding rig worker / Marco Bartoli (unused?) <br> 98: Goon at the fancy door holding poison bottle / Gun-wielding rig worker <br> 99: Lara in cutscene <br>100: * Frame (for indicator bars) <br>101: Rolling storage drums <br> 1: Rolling <br> 2: Stopped <br>102: Zipline handle <br> 1: Moving <br> 2: Settling down <br>103: Above-water switch <br> 0: Off <br> 1: On <br> [states may be reversed] <br>104: Above-water/underwater switch <br> 0: Off <br> 1: On <br> [states may be reversed] <br>105: Underwater switch <br> 0: Off <br> 1: On <br> [states may be reversed] <br>106: Door <br> 0: Closed <br> 1: Open <br>107: Door <br> 0: Closed <br> 1: Open <br>108: Door <br> 0: Closed <br> 1: Open <br>109: Door <br> 0: Closed <br> 1: Open <br>110: Door <br> 0: Closed <br> 1: Open <br>111: Door (pulled upward in Temple of Xian) <br> 0: Closed <br> 1: Open <br>112: Door (pulled upward in Temple of Xian) <br> 0: Closed <br> 1: Open <br>113: Door (pulled upward) <br> 0: Closed <br> 1: Open <br>114: Trapdoor (opens downward) <br> 0: Closed <br> 1: Open <br>115: Trapdoor (opens downward) <br> 0: Closed <br> 1: Open <br>116: Trapdoor (opens downward) <br> 0: Closed <br> 1: Open <br>117: Bridge (flat) <br> [Only one state] <br>118: Bridge (slope = 1) <br> [Only one state] <br>119: Bridge (slope = 2) <br> [Only one state] <br>120: Passport (opening up) <br> [Only one state] <br>121: Stopwatch <br> [Only one state] <br>122: Lara and butler picture <br> [Only one state] <br>123: Goon at the fancy door / Monk <br>124: Airplane cockpit / Marco Bartoli <br>125: Fancy-door goon's gunflare / Crate lid / Minisub / Bartoli follower <br>126: Fancy-door goon's gun / Ceiling hook <br>127: Fancy-door goon's gunflare / Marco Bartoli / Lara's boot (thrown) / Bartoli follower <br>128: Laptop computer / Fabio / Marco Bartoli / Bartoli follower <br>129: Crate / Bartoli follower <br>130: Eros the Goon <br>133: Passport (closed) <br> [Only one state] <br>134: N-thingy (Playstation memory card?) <br> [Only one state] <br>135: * Pistols <br>136: * Shotgun <br>137: * Auto pistols <br>138: * Uzis <br>139: * Harpoon gun <br>140: * M16 <br>141: * Grenade launcher <br>143: * Shotgun shells <br>144: * Auto-pistol clips <br>145: * Uzi clips <br>146: * Harpoons <br>147: * M16 clips <br>148: * Grenades <br>149: * Small medipack <br>150: * Large medipack <br>151: * Flares <br>152: Flare <br> [Only one state] <br>153: Sunglasses <br> [Only one state] <br>154: Portable CD player <br> [Only one state] <br>155: Direction keys <br> [Only one state] <br>157: Pistol <br> [Only one state] <br>158: Shotgun <br> [Only one state] <br>159: Auto-pistol <br> [Only one state] <br>160: Uzi <br> [Only one state] <br>161: Harpoon gun <br> [Only one state] <br>162: M16 <br> [Only one state] <br>163: Grenade launcher <br> [Only one state] <br>164: Pistol ammo(?) <br> [Only one state] <br>165: Shotgun ammo <br> [Only one state] <br>166: Auto-pistol ammo <br> [Only one state] <br>167: Uzi ammo <br> [Only one state] <br>168: Harpoons <br> [Only one state] <br>169: M16 ammo <br> [Only one state] <br>170: Grenades <br> [Only one state] <br>171: Small medipack <br> [Only one state] <br>172: Large medipack <br> [Only one state] <br>173: Flares (opening box) <br> [Only one state] <br>174: * Puzzle 1 <br>175: * Puzzle 2 <br>176: * Puzzle 3 ? [unused] <br>177: * Puzzle 4 <br>178: Puzzle 1 <br> [Only one state] <br>179: Puzzle 2 <br> [Only one state] <br>180: Puzzle 3 ? [unused] <br> [Only one state] <br>181: Puzzle 4 <br> [Only one state] <br>182: Slot 1 empty <br> [Only one state] <br>183: Slot 2 empty <br> [Only one state] <br>184: Slot 3 empty ? [unused] <br> [Only one state] <br>185: Slot 4 empty <br> [Only one state] <br>186: Slot 1 full <br> [Only one state] <br>187: Slot 2 full <br> [Only one state] <br>188: Slot 3 full ? [unused] <br> [Only one state] <br>189: Slot 4 full <br> [Only one state] <br>190: * Dragon 1 <br>191: * Dragon 2 <br>192: * Dragon 3 <br>193: * Key 1 <br>194: * Key 2 <br>195: * Key 3 <br>196: * Key 4 <br>197: Key 1 <br> [Only one state] <br>198: Key 2 <br> [Only one state] <br>199: Key 3 <br> [Only one state] <br>200: Key 4 <br> [Only one state] <br>201: Lock 1 <br> [Only one state] <br>202: Lock 2 <br> [Only one state] <br>203: Lock 3 <br> [Only one state] <br>204: Lock 4 <br> [Only one state] <br>205: * Pickup 1 <br>206: * Pickup 2 <br>207: Pickup 1 <br> [Only one state] <br>208: Pickup 2 <br> [Only one state] <br>209: Dragon explosion effect (expanding netted bubble) <br> [Only one state] <br>210: Dragon explosion effect (expanding netted bubble) <br> [Only one state] <br>211: Dragon explosion effect (expanding solid bubble) <br> [Only one state] <br>212: Lara's hips / Alarm <br> [Only one state] <br>213: Lara's hips <br> [Only one state] <br>214: Tyrannosaur <br> 1: Standing <br> 2: Walking <br> 3: Running <br> 5: Dying <br> 6: Bellowing <br> 7: Biting <br> 8: Shaking Head and Spitting Out <br>215: Lara's hips <br> [Only one state] <br>216: Lara's hips <br> [Only one state] <br>217: Lara's hips <br> [Only one state] <br>218: Dragon bones (front) <br> [Only one state] <br>219: Dragon bones (back) <br> [Only one state] <br>220: * Extra Fire (Ice Palace) <br>222: Aquatic Mine (Venice) <br> [Only one state] <br>223: Menu background (displayed when doing 3D-hardware rendering) <br> [Only one state] <br>224: * Gray disk <br>225: Gong-hammering animation <br> [Only one state] <br>226: Gong (Ice Palace) <br> [Only one state] <br>227: Detonator box <br> [Only one state] <br>228: Helicopter (Diving Area) <br> [Only one state] <br>229: * Grenade blast <br>230: * Splash <br>231: * Bubbles <br>233: * Blood splatter <br>234: * Green-white thing (Great Wall) <br>235: Flare burning? <br> [Only one state] <br>236: * Flash (looks like distant light) <br>238: * Bullet hit <br>239: * Sparkles (Floating Islands, Dragon's Lair) <br>240: Gunflare <br> [Only one state] <br>241: Gunflare (spiky) <br> [Only one state] <br>243: Lara's hips <br> [Only one state] <br>244: Lara's hips <br> [Only one state] <br>245: Rod? <br> [Only one state] <br>246: * Flamethrower (repeat of grenade blast) <br>247: Pointer? <br> [Only one state] <br>248: Support? <br> [Only one state] <br>249: Rod? <br> [Only one state] <br>250: * Sprayed particles (Diving Area, Barkhang Monastery, Temple of Xian) <br>252: * Fire <br>253: Lara's hips <br> [Only one state] <br>254: Skybox <br> [Only one state] <br>255: * Standard symbols <br>256: Monk <br> [Only one state] <br>257: Lara's hips <br> [Only one state] <br>259: Helicopter (The Great Wall) <br> [Only one state] <br>260: The butler <br> 1: Walking <br> 2: Standing <br>261: * Assault-course numerals and punctuation <br>262: Lara's hips <br> [Only one state] <br>263: Shotgun <br> [Only one state] <br>264: Lara's hips <br> [Only one state] <br>289: * Cellar artifact 1 (gold mask) <br>290: * Cellar artifact 2 (rounded statue) <br>291: * Cellar artifact 3 (flattened statue)</font> <br> <p><b>These are animation identifications for TR1 and TR2</b> <p><b>The format of each one is:</b> <p><b>Number#: Identification</b> <br><b> Next Animation Number</b> <br><b> Bones1[] Opcode Identification</b> <br><b> Sounds</b> <p><a NAME="Catalogs_TR1Animations"></a><font color="#800000"><b><u>TR1 Animations:</u></b> <p><b>Movable 0: Basic Lara</b> <p><b>0: Running</b> <br><b> 0</b> <br><b> Footstep</b> <br><b>1: Walking carefully</b> <br><b> 1</b> <br><b> Footstep</b> <br><b>2: Sidestep?</b> <br><b> 11</b> <br><b> Footstep</b> <br><b>3: Sidestep?</b> <br><b> 11</b> <br><b> Footstep</b> <br><b>4: Run a bit</b> <br><b> 0</b> <br><b>5: Run a bit</b> <br><b> 0</b> <br><b>6: Start running</b> <br><b> 0</b> <br><b> Footstep</b> <br><b>7: Run to walk?</b> <br><b> 1</b> <br><b> Footstep</b> <br><b>8: Stop running</b> <br><b> 11</b> <br><b> Footstep</b> <br><b>9: Run half a cycle?</b> <br><b> 1</b> <br><b> Footstep</b> <br><b>10: Stop running? End a jump?</b> <br><b> 11</b> <br><b> Footstep</b> <br><b>11: Stationary</b> <br><b> 103</b> <br><b>12: Sidestep left</b> <br><b> 12</b> <br><b> Footstep</b> <br><b>13: Sidestep right</b> <br><b> 13</b> <br><b> Footstep</b> <br><b>14: Landing on feet?</b> <br><b> 15</b> <br><b> Landing on feet</b> <br><b>15: Getting up on feet</b> <br><b> 11</b> <br><b> Footstep</b> <br><b>16: Jump</b> <br><b> 17</b> <br><b> [Opcode 2]</b> <br><b> Jump</b> <br><b>17: Into the air</b> <br><b> 77</b> <br><b>18: Jump</b> <br><b> 19</b> <br><b> [Opcode 2]</b> <br><b> Jump</b> <br><b>19: Into the air</b> <br><b> 77</b> <br><b>20: Moving slightly leftward</b> <br><b> 21</b> <br><b>21: Leftward to forward?</b> <br><b> 1</b> <br><b> Footstep</b> <br><b>22: Landing</b> <br><b> 23</b> <br><b>23: Landing</b> <br><b> 23</b> <br><b>24: Landing, then getting up</b> <br><b> 11</b> <br><b> Landing on feet, then htting wall</b> <br><b>25: Dying</b> <br><b> 25</b> <br><b> Dying with broken bones</b> <br><b>26: Jump upwards</b> <br><b> [Opcode 2]</b> <br><b> 27</b> <br><b>27: Jump upwards</b> <br><b> 28</b> <br><b> Jump</b> <br><b>28: Jumping upwards</b> <br><b> 28</b> <br><b>29: Grabbing?</b> <br><b> [Opcode 1: Grab point]</b> <br><b> 96</b> <br><b>30: Landing</b> <br><b> 23</b> <br><b>31: Landing</b> <br><b> 11</b> <br><b> Landing on feet</b> <br><b>32: Pulling herself up?</b> <br><b> 33</b> <br><b>33: Landing</b> <br><b> 23</b> <br><b> Landing on feet, then htting wall</b> <br><b>34: In the air?</b> <br><b> 35</b> <br><b>35: In the air?</b> <br><b> 35</b> <br><b>36: Jumping up?</b> <br><b> 23</b> <br><b>37: Jumping up?</b> <br><b> 23</b> <br><b>38: Getting to standstill</b> <br><b> 11</b> <br><b> Footstep</b> <br><b>39: Getting to standstill</b> <br><b> 11</b> <br><b> Footstep</b> <br><b>40: Walking backward</b> <br><b> 40</b> <br><b> Footstep</b> <br><b>41: Starting to walk backward</b> <br><b> 40</b> <br><b>42: Pulling herself up a ledge</b> <br><b> 11</b> <br><b> [Opcode 1: Step point]</b> <br><b> Pulling herself up</b> <br><b>43: Starting to run</b> <br><b> 6</b> <br><b> [Opcode 1: Step point]</b> <br><b> [Opcode 3]</b> <br><b>44: Sidestepping rightward</b> <br><b> 44</b> <br><b> Footstep</b> <br><b>45: Falling</b> <br><b> 23</b> <br><b>46: Falling</b> <br><b> 0</b> <br><b>47: Flipover?</b> <br><b> 48</b> <br><b>48: Flip-to-standing?</b> <br><b> 11</b> <br><b> [Opcode 6: 0]</b> <br><b> Footstep</b> <br><b>49: Falling</b> <br><b> 23</b> <br><b>50: Stepping up</b> <br><b> [Opcode 1: Step point]</b> <br><b> 51</b> <br><b> Stepping up?</b> <br><b>51: To standing position</b> <br><b> 11</b> <br><b> Footstep</b> <br><b>52: Starting to run</b> <br><b> 6</b> <br><b>53: Hitting wall</b> <br><b> 11</b> <br><b> Hitting wall</b> <br><b>54: Hitting wall</b> <br><b> 11</b> <br><b> Hitting wall</b> <br><b>55: Stepping up</b> <br><b> 0</b> <br><b> Footstep</b> <br><b>56: Stepping up</b> <br><b> 0</b> <br><b> Footstep</b> <br><b>57: Stepping up</b> <br><b> 1</b> <br><b> Footstep</b> <br><b>58: Stepping down</b> <br><b> 1</b> <br><b> Footstep</b> <br><b>59: Stepping down</b> <br><b> 1</b> <br><b> Footstep</b> <br><b>60: Stepping down</b> <br><b> 1</b> <br><b> Footstep</b> <br><b>61: Stepping down backward</b> <br><b> 40</b> <br><b> Footstep</b> <br><b>62: Stepping down backward</b> <br><b> 40</b> <br><b> Footstep</b> <br><b>63: Pulling lever</b> <br><b> 11</b> <br><b> [Opcode 3: attached to other]</b> <br><b> Pulling metal lever</b> <br><b>64: Pushing lever back</b> <br><b> 11</b> <br><b> [Opcode 3: attached to other]</b> <br><b> Metal-lever reset (pushing it back)</b> <br><b>65: Sidestep right</b> <br><b> 65</b> <br><b> Footstep</b> <br><b>66: To standing position</b> <br><b> 11</b> <br><b>67: Sidestep left</b> <br><b> 67</b> <br><b>68: To standing position</b> <br><b> 11</b> <br><b>69: Sidestep right</b> <br><b> 69</b> <br><b>70: Sliding</b> <br><b> 70</b> <br><b> Sliding</b> <br><b>71: Recovering from slide?</b> <br><b> 72</b> <br><b> Footstep</b> <br><b>72: To standing position</b> <br><b> 11</b> <br><b> Footstep</b> <br><b>73: Starting a standing jump</b> <br><b> 91</b> <br><b> Stepping up?</b> <br><b>74: Jump?</b> <br><b> [Opcode 2]</b> <br><b> 75</b> <br><b>75: Backflip</b> <br><b> 75</b> <br><b>76: Jump</b> <br><b> [Opcode 2]</b> <br><b> 77</b> <br><b>77: Landing</b> <br><b> 77</b> <br><b>78: Jump Left</b> <br><b> [Opcode 2]</b> <br><b> 79</b> <br><b>79: Leftward Roll</b> <br><b> 79</b> <br><b>80: Jump Right</b> <br><b> [Opcode 2]</b> <br><b> 81</b> <br><b>81: Rightward Roll</b> <br><b> 81</b> <br><b>82: Landing on Feet after a Fall</b> <br><b> 11</b> <br><b> Landing on feet</b> <br><b>83: Falling?</b> <br><b> 23</b> <br><b>84: Falling?</b> <br><b> 23</b> <br><b>85: Falling?</b> <br><b> 23</b> <br><b>86: Swimming</b> <br><b> [Opcode 6: 3, 3]</b> <br><b> 86</b> <br><b> Swimming</b> <br><b>87: Swimming stationary</b> <br><b> 87</b> <br><b>88: Pushing something?</b> <br><b> 89</b> <br><b>89: Jump backwards</b> <br><b> 90</b> <br><b> Footstep</b> <br><b>90: To standing position</b> <br><b> 11</b> <br><b> Footstep</b> <br><b>91: Jumping upwards</b> <br><b> [Opcode 2]</b> <br><b> 28</b> <br><b>92: Running</b> <br><b> 0</b> <br><b> Footstep</b> <br><b>93: Fall</b> <br><b> 93</b> <br><b>94: Jump with getting ready to grab</b> <br><b> 95</b> <br><b>95: Jump with being ready to grab</b> <br><b> 95</b> <br><b>96: Grabbing a ledge</b> <br><b> 96</b> <br><b> Ledge grabbing?</b> <br><b>97: Pulling herself up</b> <br><b> 102</b> <br><b> [Opcode 1: Step point]</b> <br><b> Pulling up</b> <br><b>98: Falling?</b> <br><b> 23</b> <br><b>99: Landing?</b> <br><b> 82</b> <br><b> Landing on feet</b> <br><b>100: Jump with being ready to grab</b> <br><b> 95</b> <br><b>101: Jump with being ready to grab</b> <br><b> 95</b> <br><b>102: Stationary</b> <br><b> 11</b> <br><b>103: Stationary and breathing</b> <br><b> 103</b> <br><b>104: Starting to slide while looking rightward</b> <br><b> 105</b> <br><b> Landing on feet</b> <br><b>105: Sliding while looking rightward</b> <br><b> 105</b> <br><b> Sliding</b> <br><b>106: To standing position</b> <br><b> 11</b> <br><b> Footstep</b> <br><b>107: Swimming</b> <br><b> 108</b> <br><b>108: Swimming</b> <br><b> 108</b> <br><b> [Opcode 6: 3, 3, 3]</b> <br><b>109: Swimming</b> <br><b> 86</b> <br><b> Swimming</b> <br><b>110: Treading water</b> <br><b> 110</b> <br><b>111: Pulling herself out of the water</b> <br><b> 11</b> <br><b> [Opcode 6: 12]</b> <br><b> Surfacing</b> <br><b>112: Diving</b> <br><b> 86</b> <br><b> [Opcode 6: 3, 3, 3]</b> <br><b> Into water</b> <br><b>113: Reverse direction underwater</b> <br><b> 86</b> <br><b> Swim and gurgle</b> <br><b>114: Surfacing</b> <br><b> 110</b> <br><b> Catching breath and a splash</b> <br><b>115: Starting to swim</b> <br><b> 86</b> <br><b> Gurgle</b> <br><b>116: Treading water</b> <br><b> 116</b> <br><b> Treading water</b> <br><b>117: Treading water</b> <br><b> 110</b> <br><b>118: Treading water</b> <br><b> 116</b> <br><b>119: Dive</b> <br><b> 86</b> <br><b> [Opcode 6: 3]</b> <br><b> Swimming</b> <br><b>120: Ready to push/pull block</b> <br><b> 120</b> <br><b>121: To standing position from push/pull</b> <br><b> 11</b> <br><b>122: Pulling block</b> <br><b> 11</b> <br><b> [Opcode 1: Final-position offset]</b> <br><b> [Opcode 3: attached to other]</b> <br><b> Pulling block</b> <br><b>123: Pushing block</b> <br><b> 11</b> <br><b> [Opcode 1: Final-position offset]</b> <br><b> [Opcode 3: attached to other]</b> <br><b> Pushing block</b> <br><b>124: Dying underwater</b> <br><b> 124</b> <br><b> [Opcode 6: 3, 3, 3, 3]</b> <br><b>125: Getting hurt</b> <br><b> 125</b> <br><b> Getting hurt</b> <br><b>126: Getting hurt</b> <br><b> 126</b> <br><b> Getting hurt</b> <br><b>126: Getting hurt</b> <br><b> 127</b> <br><b> Getting hurt</b> <br><b>128: Getting hurt</b> <br><b> 0</b> <br><b> Getting hurt</b> <br><b>129: Underwater lever pull</b> <br><b> 108</b> <br><b> [Opcode 6: 3, 3, 3]</b> <br><b> Underwater lever pull</b> <br><b>130: Picking up underwater</b> <br><b> 108</b> <br><b> [Opcode 6: 3, 3]</b> <br><b>131: Pulling out and using key</b> <br><b> 11</b> <br><b> [Opcode 3: attached to other]</b> <br><b> Inserting key/card</b> <br><b>132: Dying underwater</b> <br><b> 132</b> <br><b> [Opcode 6: 3, 3, 3]</b> <br><b>133: Dying</b> <br><b> 133</b> <br><b> Killed by flames/lava</b> <br><b>134: Inserting something</b> <br><b> 11</b> <br><b> [Opcode 3: attached to other]</b> <br><b> Inserting chip</b> <br><b>135: Picking something up</b> <br><b> 11</b> <br><b> [Opcode 3: attached to other]</b> <br><b>136: Leftward on grabbed ledge</b> <br><b> 136</b> <br><b> Something clicking</b> <br><b>137: Rightward on grabbed ledge</b> <br><b> 137</b> <br><b> Something clicking</b> <br><b>138: Dying</b> <br><b> 138</b> <br><b> Dying</b> <br><b>139: Dying</b> <br><b> 139</b> <br><b> Getting hurt</b> <br><b>140: Starting to tread water</b> <br><b> 141</b> <br><b>141: Treading water backward</b> <br><b> 141</b> <br><b> Treading water</b> <br><b>142: Treading water</b> <br><b> 110</b> <br><b>143: Treading water leftward</b> <br><b> 143</b> <br><b> Treading water</b> <br><b>144: Treading water rightward</b> <br><b> 144</b> <br><b> Treading water</b> <br><b>145: Dying</b> <br><b> 145</b> <br><b> Dying and hitting ground</b> <br><b>146: Starting roll</b> <br><b> 147</b> <br><b>147: Finishing roll</b> <br><b> [Opcode 6: 0]</b> <br><b> 148</b> <br><b>148: Standing up after roll</b> <br><b> 11</b> <br><b> Roll over</b> <br><b>149: Dying</b> <br><b> 149</b> <br><b> Killed by spikes</b> <br><b>150: Ledge grab</b> <br><b> 96</b> <br><b> Ledge grab?</b> <br><b>151: Roll over</b> <br><b> 11</b> <br><b> Roll over</b> <br><b>152: Swimming</b> <br><b> 87</b> <br><b> Into water</b> <br><b>153: Dive</b> <br><b> 153</b> <br><b>154: Swimming</b> <br><b> 87</b> <br><b> Into water</b> <br><b>155: Dying</b> <br><b> 155</b> <br><b> Dying with broken bones</b> <br><b>156: Starting dive</b> <br><b> 158</b> <br><b>157: Starting dive</b> <br><b> 158</b> <br><b>158: Swan dive</b> <br><b> 158</b> <br><b>159: Handstand pull-up</b> <br><b> 102</b> <br><b> [Opcode 1: Step point]</b> <br><b> Pulling up?</b> <p><b>Movable 1: Pistol Animations</b> <p><b>160: Aim pistols</b> <br><b> 160</b> <br><b>161: Holster pistols</b> <br><b> 160</b> <br><b>162: Pull out pistols</b> <br><b> 160</b> <br><b>163: Aim pistols</b> <br><b> 163</b> <p><b>Movable 2: Shotgun Animations</b> <p><b>164: Aim shotgun</b> <br><b> 164</b> <br><b>165: Put shotgun back, grab shotgun</b> <br><b> 165</b> <br><b>166: Put shotgun back, grab shotgun</b> <br><b> 164</b> <br><b>167: Put shotgun to hips</b> <br><b> 164</b> <br><b>168: Wield shotgun</b> <br><b> 164</b> <p><b>Movable 3: AutoPistol Animations</b> <p><b>169: Aim autopistols</b> <br><b> 169</b> <p><b>Movable 4: Uzi Animations</b> <p><b>170: Aim Uzis [has angry head]</b> <br><b> 170</b></font> <p><a NAME="Catalogs_TR2Animations"></a><font color="#000080"><b><u>TR2 Animations:</u></b> <p><b>Movable 0: Basic Lara</b> <p><b>0: Running</b> <br><b> 0</b> <br><b> {footstep / walk in shallow water}</b> <br><b>1: Walking carefully</b> <br><b> 1</b> <br><b> {footstep / treading water}</b> <br><b>2: Sidestep?</b> <br><b> 11</b> <br><b> {footstep / walk in shallow water}</b> <br><b>3: Sidestep?</b> <br><b> 11</b> <br><b> {footstep / walk in shallow water}</b> <br><b>4: Run a bit</b> <br><b> 0</b> <br><b>5: Run a bit</b> <br><b> 0</b> <br><b>6: Start running</b> <br><b> 0</b> <br><b> {footstep / walk in shallow water}</b> <br><b>7: Run to walk?</b> <br><b> 1</b> <br><b> {footstep / walk in shallow water}</b> <br><b>8: Stop running</b> <br><b> 11</b> <br><b> {footstep / walk in shallow water}</b> <br><b>9: Run half a cycle?</b> <br><b> 1</b> <br><b> {footstep / walk in shallow water}</b> <br><b>10: Stop running? End a jump?</b> <br><b> 11</b> <br><b> {footstep / walk in shallow water}</b> <br><b>11: Stationary</b> <br><b> 103</b> <br><b>12: Sidestep left</b> <br><b> 12</b> <br><b> {footstep / treading water}</b> <br><b>13: Sidestep right</b> <br><b> 13</b> <br><b> {footstep / treading water}</b> <br><b>14: Landing on feet?</b> <br><b> 15</b> <br><b> {landing on feet / into water}</b> <br><b>15: Getting up on feet</b> <br><b> 11</b> <br><b> {Footstep / {}}</b> <br><b>16: Jump</b> <br><b> 17</b> <br><b> [Opcode 2]</b> <br><b> Jump {footstep / walk in shallow water}</b> <br><b>17: Into the air</b> <br><b> 77</b> <br><b>18: Jump</b> <br><b> 19</b> <br><b> [Opcode 2]</b> <br><b> Jump {footstep / walk in shallow water}</b> <br><b>19: Into the air</b> <br><b> 77</b> <br><b>20: Moving slightly leftward</b> <br><b> 21</b> <br><b>21: Leftward to forward?</b> <br><b> 1</b> <br><b> {footstep / treading water}</b> <br><b>22: Landing</b> <br><b> 23</b> <br><b>23: Landing</b> <br><b> 23</b> <br><b>24: Landing, then getting up</b> <br><b> 11</b> <br><b> {hitting wall, falling / walk in water, into water}</b> <br><b>25: Dying</b> <br><b> 25</b> <br><b> {dying with broken bones / into water}</b> <br><b>26: Jump upwards</b> <br><b> 27</b> <br><b> [Opcode 2]</b> <br><b> {{} / walk in shallow water}</b> <br><b>27: Jump upwards</b> <br><b> 28</b> <br><b> Jump</b> <br><b>28: Jumping upwards</b> <br><b> 28</b> <br><b>29: Grabbing?</b> <br><b> [Opcode 1: Grab point]</b> <br><b> 96</b> <br><b>30: Landing</b> <br><b> 23</b> <br><b>31: Landing</b> <br><b> 11</b> <br><b> {landing on feet / walk in shallow water}</b> <br><b>32: Pulling herself up?</b> <br><b> 33</b> <br><b>33: Landing</b> <br><b> 23</b> <br><b> Landing on feet, hitting wall</b> <br><b>34: In the air?</b> <br><b> 35</b> <br><b>35: In the air?</b> <br><b> 35</b> <br><b>36: Jumping up?</b> <br><b> 23</b> <br><b>37: Jumping up?</b> <br><b> 23</b> <br><b>38: Getting to standstill</b> <br><b> 11</b> <br><b> {footstep / walk in shallow water}</b> <br><b>39: Getting to standstill</b> <br><b> 11</b> <br><b> {footstep / walk in shallow water}</b> <br><b>40: Walking backward</b> <br><b> 40</b> <br><b> {footstep / treading water}</b> <br><b>41: Starting to walk backward</b> <br><b> 40</b> <br><b>42: Pulling herself up a ledge</b> <br><b> 11</b> <br><b> [Opcode 1: Step point]</b> <br><b> Pulling up {{} / surfacing}</b> <br><b>43: Starting to run</b> <br><b> 6</b> <br><b> [Opcode 1: Step point]</b> <br><b> [Opcode 3]</b> <br><b>44: Sidestepping rightward</b> <br><b> 44</b> <br><b> {footstep / trading water}</b> <br><b>45: Falling</b> <br><b> 23</b> <br><b>46: Falling</b> <br><b> 0</b> <br><b>47: Flipover?</b> <br><b> 48</b> <br><b> {} / Into water</b> <br><b>48: Flip-to-standing?</b> <br><b> 11</b> <br><b> [Opcode 6: 0]</b> <br><b> {footstep / walk in shallow water}</b> <br><b>49: Falling</b> <br><b> 23</b> <br><b>50: Stepping up</b> <br><b> [Opcode 1: Step point]</b> <br><b> 51</b> <br><b> Pulling up {{} / wade in shallow water}</b> <br><b>51: To standing position</b> <br><b> 11</b> <br><b> Footstep</b> <br><b>52: Starting to run</b> <br><b> 6</b> <br><b>53: Hitting wall</b> <br><b> 11</b> <br><b> Hitting wall</b> <br><b>54: Hitting wall</b> <br><b> 11</b> <br><b> Hitting wall</b> <br><b>55: Stepping up</b> <br><b> 0</b> <br><b> Footstep {{} / walk in shallow water}</b> <br><b>56: Stepping up</b> <br><b> 0</b> <br><b> Footstep {{} / walk in shallow water}</b> <br><b>57: Stepping up</b> <br><b> 1</b> <br><b> Footstep {{} / treading water}</b> <br><b>58: Stepping down</b> <br><b> 1</b> <br><b> Footstep {{} / treading water}</b> <br><b>59: Stepping down</b> <br><b> 1</b> <br><b> Footstep {{} / walk in shallow water}</b> <br><b>60: Stepping down</b> <br><b> 1</b> <br><b> Footstep {{} / walk in shallow water}</b> <br><b>61: Stepping down backward</b> <br><b> 40</b> <br><b> Footstep {{} / walk in shallow water}</b> <br><b>62: Stepping down backward</b> <br><b> 40</b> <br><b> Footstep {{} / walk in shallow water}</b> <br><b>63: Pulling lever</b> <br><b> 11</b> <br><b> [Opcode 3: attached to other]</b> <br><b> Pulling metal lever {{} / treading water}</b> <br><b>64: Pushing lever back</b> <br><b> 11</b> <br><b> [Opcode 3: attached to other]</b> <br><b> Metal-lever reset (pushing it back) {{} / treading water}</b> <br><b>65: Sidestep left</b> <br><b> 65</b> <br><b> Footstep {{} / treading water}</b> <br><b>66: To standing position</b> <br><b> 11</b> <br><b>67: Sidestep right</b> <br><b> 67</b> <br><b> Footstep {{} / treading water}</b> <br><b>68: To standing position</b> <br><b> 11</b> <br><b>69: Step forward</b> <br><b> 69</b> <br><b> Footstep {{} / treading water}</b> <br><b>70: Sliding</b> <br><b> 70</b> <br><b> Sliding</b> <br><b>71: Recovering from slide?</b> <br><b> 72</b> <br><b> Footstep {{} / walk in shallow water}</b> <br><b>72: To standing position</b> <br><b> 11</b> <br><b> Footstep</b> <br><b>73: Starting a standing jump</b> <br><b> 91</b> <br><b> Jump {{} / treading water}</b> <br><b>74: Jump?</b> <br><b> [Opcode 2]</b> <br><b> {{} / surfacing}</b> <br><b>75: Backflip</b> <br><b> 75</b> <br><b>76: Jump</b> <br><b> [Opcode 2]</b> <br><b> {{} / surfacing}</b> <br><b>77: Landing</b> <br><b> 77</b> <br><b>78: Jump Left</b> <br><b> [Opcode 2]</b> <br><b> 79</b> <br><b> {{} / surfacing}</b> <br><b>79: Leftward Roll</b> <br><b> 79</b> <br><b>80: Jump Right</b> <br><b> [Opcode 2]</b> <br><b> 81</b> <br><b> {{} / surfacing}</b> <br><b>81: Rightward Roll</b> <br><b> 81</b> <br><b>82: Landing on Feet after a Fall</b> <br><b> 11</b> <br><b> Landing on feet {{} / walk shallow, into water}</b> <br><b>83: Falling?</b> <br><b> 23</b> <br><b>84: Falling?</b> <br><b> 23</b> <br><b>85: Falling?</b> <br><b> 23</b> <br><b>86: Swimming</b> <br><b> [Opcode 6: 3, 3]</b> <br><b> Swimming</b> <br><b>87: Swimming stationary</b> <br><b> 87</b> <br><b>88: Pushing something?</b> <br><b> 89</b> <br><b>89: Jump backwards</b> <br><b> 90</b> <br><b> Footstep {{} / walk in shallow water}</b> <br><b>90: To standing position</b> <br><b> 11</b> <br><b> Footstep {{} / treading water}</b> <br><b>91: Jumping upwards</b> <br><b> [Opcode 2]</b> <br><b> 28</b> <br><b> {{} / surfacing}</b> <br><b>92: Running</b> <br><b> 0</b> <br><b> Footstep {{} / walk in shallow water}</b> <br><b>93: Fall</b> <br><b> 93</b> <br><b>94: Jump with getting ready to grab</b> <br><b> 95</b> <br><b>95: Jump with being ready to grab</b> <br><b> 95</b> <br><b>96: Grabbing a ledge</b> <br><b> 96</b> <br><b> Ledge grab, pull up</b> <br><b>97: Pulling herself up</b> <br><b> 102</b> <br><b> [Opcode 1: Step point]</b> <br><b> Pulling up</b> <br><b>98: Falling?</b> <br><b> 23</b> <br><b>99: Landing?</b> <br><b> 82</b> <br><b> Landing on feet</b> <br><b>100: Jump with being ready to grab</b> <br><b> 95</b> <br><b>101: Jump with being ready to grab</b> <br><b> 95</b> <br><b>102: Stationary</b> <br><b> 11</b> <br><b>103: Stationary and breathing</b> <br><b> 103</b> <br><b>104: Starting to slide while looking rightward</b> <br><b> 105</b> <br><b> Landing on feet</b> <br><b>105: Sliding while looking rightward</b> <br><b> 105</b> <br><b> Sliding</b> <br><b>106: To standing position</b> <br><b> 11</b> <br><b> Footstep {{} / walk in shallow water}</b> <br><b>107: Swimming</b> <br><b> 108</b> <br><b>108: Swimming</b> <br><b> 108</b> <br><b> [Opcode 6: 3, 3, 3]</b> <br><b>109: Swimming</b> <br><b> 86</b> <br><b> Swimming</b> <br><b>110: Treading water</b> <br><b> 110</b> <br><b>111: Pulling herself out of the water</b> <br><b> 11</b> <br><b> [Opcode 6: 12]</b> <br><b> Surfacing</b> <br><b>112: Diving</b> <br><b> 86</b> <br><b> [Opcode 6: 3, 3, 3]</b> <br><b> Into water</b> <br><b>113: Reverse direction underwater</b> <br><b> 86</b> <br><b> Swimming, gurgle</b> <br><b>114: Surfacing</b> <br><b> 110</b> <br><b> Catching breath, surfacing</b> <br><b>115: Starting to swim</b> <br><b> 86</b> <br><b> Gurgle</b> <br><b>116: Treading water</b> <br><b> 116</b> <br><b> Treading water</b> <br><b>117: Treading water</b> <br><b> 110</b> <br><b>118: Treading water</b> <br><b> 116</b> <br><b>119: Dive</b> <br><b> 86</b> <br><b> [Opcode 6: 3, 3, 3]</b> <br><b> Swimming</b> <br><b>120: Ready to push/pull block</b> <br><b> 120</b> <br><b>121: To standing position from push/pull</b> <br><b> 11</b> <br><b>122: Pulling block</b> <br><b> 11</b> <br><b> [Opcode 1: Final-position offset]</b> <br><b> [Opcode 3: attached to other]</b> <br><b> Pulling block</b> <br><b>123: Pushing block</b> <br><b> 11</b> <br><b> [Opcode 1: Final-position offset]</b> <br><b> [Opcode 3: attached to other]</b> <br><b> Pushing block</b> <br><b>124: Dying underwater</b> <br><b> 124</b> <br><b> [Opcode 6: 3, 3, 3, 3]</b> <br><b>125: Getting hurt</b> <br><b> 125</b> <br><b> Getting hurt</b> <br><b>126: Getting hurt</b> <br><b> 126</b> <br><b> Getting hurt</b> <br><b>126: Getting hurt</b> <br><b> 127</b> <br><b> Getting hurt</b> <br><b>128: Getting hurt</b> <br><b> 0</b> <br><b> Getting hurt</b> <br><b>129: Underwater lever pull</b> <br><b> 108</b> <br><b> [Opcode 6: 3, 3, 3]</b> <br><b> Underwater lever pull, then swimming</b> <br><b>130: Picking up underwater</b> <br><b> 108</b> <br><b> [Opcode 6: 3, 3]</b> <br><b>131: Pulling out and using key</b> <br><b> 11</b> <br><b> [Opcode 3: attached to other]</b> <br><b> Inserting key/card {{} / treading water}</b> <br><b>132: Dying underwater</b> <br><b> 132</b> <br><b> [Opcode 6: 3, 3, 3]</b> <br><b>133: Dying</b> <br><b> 133</b> <br><b> Killed by flames/lava {{} / into water}</b> <br><b>134: Inserting something</b> <br><b> 11</b> <br><b> [Opcode 3: attached to other]</b> <br><b> Inserting chip</b> <br><b>135: Picking something up</b> <br><b> 11</b> <br><b> [Opcode 3: attached to other]</b> <br><b> Picked up something</b> <br><b>136: Leftward on grabbed ledge</b> <br><b> 136</b> <br><b> Something clicking</b> <br><b>137: Rightward on grabbed ledge</b> <br><b> 137</b> <br><b> Something clicking</b> <br><b>138: Dying</b> <br><b> 138</b> <br><b> Dying {{} / into water}</b> <br><b>139: Dying</b> <br><b> 139</b> <br><b> Getting hurt, hitting wall {{} / into water}</b> <br><b>140: Starting to tread water</b> <br><b> 141</b> <br><b>141: Treading water backward</b> <br><b> 141</b> <br><b> Treading water</b> <br><b>142: Treading water</b> <br><b> 110</b> <br><b>143: Treading water leftward</b> <br><b> 143</b> <br><b> Treading water</b> <br><b>144: Treading water rightward</b> <br><b> 144</b> <br><b> Treading water</b> <br><b>145: Dying</b> <br><b> 145</b> <br><b>145: Dying, hitting ground {{} / into water}</b> <br><b>146: Starting roll</b> <br><b> 147</b> <br><b>147: Finishing roll</b> <br><b> [Opcode 6: 0]</b> <br><b> {roll over / into water}</b> <br><b>148: Standing up after roll</b> <br><b> 11</b> <br><b>149: Dying</b> <br><b> 149</b> <br><b> Killed by spikes</b> <br><b>150: Ledge grab</b> <br><b> 96</b> <br><b> Ledge grab</b> <br><b>151: Roll over</b> <br><b> 11</b> <br><b> Hit the ground and roll {{} / into water}</b> <br><b>152: Swimming</b> <br><b> 87</b> <br><b> Into water</b> <br><b>153: Dive</b> <br><b> 153</b> <br><b>154: Swimming</b> <br><b> 87</b> <br><b> Into water</b> <br><b>155: Dying</b> <br><b> 155</b> <br><b> Dying with broken bones {{} / into water}</b> <br><b>156: Starting dive</b> <br><b> 158</b> <br><b>157: Starting dive</b> <br><b> 158</b> <br><b>158: Swan dive</b> <br><b> 158</b> <br><b>159: Handstand pull-up</b> <br><b> 102</b> <br><b> [Opcode 1: Step point]</b> <br><b> Pulling up [attachment point]</b> <br><b>160: Starting to climb upward</b> <br><b> 164</b> <br><b> [Opcode 1: Grab point]</b> <br><b> Pulling up, clicks, {{} / wade in shallow water}</b> <br><b>161: Climbing upward</b> <br><b> 161</b> <br><b> [Opcode 1: Grab point]</b> <br><b> Pulling up? {{} / clicks}</b> <br><b>162: Stop climbing upward</b> <br><b> 164</b> <br><b> [Opcode 1: Grab point]</b> <br><b> Click</b> <br><b>163: Stop climbing upward</b> <br><b> 164</b> <br><b> [Opcode 1: Grab point]</b> <br><b> Click</b> <br><b>164: Hold on while climbing</b> <br><b> 164</b> <br><b>165: Starting to climb upward</b> <br><b> 161</b> <br><b> Click</b> <br><b>166: Stop climbing downward</b> <br><b> 164</b> <br><b> Click</b> <br><b>167: Stop climbing downward</b> <br><b> 164</b> <br><b> Click</b> <br><b>168: Climb downward</b> <br><b> 168</b> <br><b> [Opcode 1: Grab point]</b> <br><b> Click</b> <br><b>169: Climb downward</b> <br><b> 168</b> <br><b> [Opcode 1: Grab point]</b> <br><b> Click</b> <br><b>170: Climb rightward</b> <br><b> 170</b> <br><b> Click</b> <br><b>171: Climb leftward</b> <br><b> 171</b> <br><b> Click</b> <br><b>172: Hanging on to ledge</b> <br><b> 173</b> <br><b> [Opcode 1: Grab point]</b> <br><b>173: Climbing up while holding ledge</b> <br><b> 164</b> <br><b>174: Climbing onto ledge</b> <br><b> 102</b> <br><b> [Opcode 1:]</b> <br><b> Pulling up [attachment point, opcode 3]</b> <br><b>175: To standing position</b> <br><b> 11</b> <br><b>176: Wading</b> <br><b> 177</b> <br><b>177: Wading</b> <br><b> 177</b> <br><b> Wade in shallow water</b> <br><b>178: Wading</b> <br><b> 177</b> <br><b> Into water</b> <br><b>179: Starting to wade</b> <br><b> 177</b> <br><b>180: Starting to run?</b> <br><b> 0</b> <br><b>181: Starting to run?</b> <br><b> 0</b> <br><b>182: Starting to jump backwards from grab</b> <br><b> 183</b> <br><b> [Opcode 2]</b> <br><b>183: Jumping backwards</b> <br><b> 75</b> <br><b> [Opcode 1: Grab point]</b> <br><b>184: To standing position</b> <br><b> 11</b> <br><b>185: To standing position</b> <br><b> 11</b> <br><b>186:</b> <br><b> 177</b> <br><b>187: Climb upward and stop</b> <br><b> 96</b> <br><b> [Opcode 1: Grab point]</b> <br><b> Click</b> <br><b>188: Climb downward and stop</b> <br><b> 96</b> <br><b> [Opcode 1: Grab point]</b> <br><b> Click</b> <br><b>189: Throwing flare?</b> <br><b> 189</b> <br><b>190: Running uphill</b> <br><b> 177</b> <br><b> Into water</b> <br><b>191: Pulling upward</b> <br><b> 11</b> <br><b> [Opcode 3]</b> <br><b> Into water</b> <br><b>192: Getting onto terra firma</b> <br><b> 11</b> <br><b> Into water</b> <br><b>193: Getting onto terra firma</b> <br><b> 11</b> <br><b> Into water</b> <br><b>194: Climb down and grab</b> <br><b> 96</b> <br><b> [Opcode 1: Grab point]</b> <br><b> Click</b> <br><b>195: Pressing two buttons?</b> <br><b> 11</b> <br><b> [Opcode 3: attached to other]</b> <br><b> Lever pull</b> <br><b>196: Pressing two buttons?</b> <br><b> 11</b> <br><b> [Opcode 3: attached to other]</b> <br><b> Lever pull</b> <br><b>197: Pressing button</b> <br><b> 11</b> <br><b> [Opcode 3: attached to other]</b> <br><b> Pressing button</b> <br><b>198: Swimming</b> <br><b> 108</b> <br><b>199: Swimming</b> <br><b> 108</b> <br><b>200: Swimming</b> <br><b> 108</b> <br><b>201: Climb right and drop</b> <br><b> 96</b> <br><b> [Opcode 1: Grab point]</b> <br><b>202: Climb left and drop</b> <br><b> 96</b> <br><b> [Opcode 1: Grab point]</b> <br><b>203: Swimming flipover?</b> <br><b> 205</b> <br><b> Swimming</b> <br><b>204: Pick up a flare?</b> <br><b> 11</b> <br><b>205: Swimming?</b> <br><b> 108</b> <br><b>206: Grabbing a flare while swimming?</b> <br><b> 108</b> <br><b>207: Half-flipover</b> <br><b> 209</b> <br><b> [Opcode 6: 0]</b> <br><b>208: Flipover to dive</b> <br><b> 153</b> <br><b>209: Flipover?</b> <br><b> 75</b> <br><b>210: Flipover</b> <br><b> 211</b> <br><b> [Opcode 6: 0]</b> <br><b>211: Landing after flip</b> <br><b> 75</b> <br><b>212: Flipover</b> <br><b> 213</b> <br><b> [Opcode 6: 0]</b> <br><b>213: Landing after flip</b> <br><b> 77</b> <br><b>214: Kicking</b> <br><b> 11</b> <br><b>215: Grabbing zipline handle</b> <br><b> [Opcode 1: Grab point]</b> <br><b> Zipline handle grab</b> <br><b>216: Holding onto zipline?</b> <br><b> 216</b> <br><b>217: Releasing zipline handle?</b> <br><b> [Opcode 1: Grab point]</b> <br><b> [Opcode 3]</b> <br><b> 77</b> <p><b>Movable 1: Pistol Animations</b> <p><b>218: Aim pistols</b> <br><b> 218</b> <br><b>219: Holster pistols</b> <br><b> 218</b> <br><b>220: Pull out pistols</b> <br><b> 218</b> <br><b>221: Aim pistols</b> <br><b> 221</b> <p><b>Movable 2: Ponytail</b> <p><b>[All animations hardcoded as game physics]</b> <p><b>Movable 3: Shotgun Animations</b> <p><b>222: Aim shotgun</b> <br><b> 224</b> <br><b>223: Put shotgun back, grab shotgun</b> <br><b> 222</b> <br><b> Holstering guns</b> <br><b>224: Put shotgun back, grab shotgun</b> <br><b> 224</b> <br><b> Firing shotgun, then cocking it</b> <br><b>225: Put shotgun to hips</b> <br><b> 225</b> <br><b> [Opcode 4]</b> <br><b> Holstering guns</b> <br><b>226: Wield shotgun</b> <br><b> 222</b> <p><b>Movable 4: AutoPistol Animations</b> <p><b>227: Aim autopistols</b> <br><b> 227</b> <p><b>Movable 5: Uzi Animations</b> <p><b>228: Aim Uzis [has angry head]</b> <br><b> 228</b> <p><b>Movable 6: M16 Animations</b> <p><b>229: M16 on back, aiming another M16</b> <br><b> 231</b> <br><b>230: Put M16 back, grab M16</b> <br><b> 229</b> <br><b> Holstering guns</b> <br><b>231: Fire M16</b> <br><b> 231</b> <br><b>232: Put M16 back, grab M16</b> <br><b> 232</b> <br><b> [Opcode 4]</b> <br><b> Holstering guns</b> <br><b>233: Turn M16 away</b> <br><b> 229</b> <br><b>234: Aim M16</b> <br><b> 236</b> <br><b>235: Turn M16 away</b> <br><b> 234</b> <br><b>236: Aim and fire M16</b> <br><b> 236</b> <p><b>Movable 7: Grenade-launcher animations</b> <p><b>237: Put grenade launcher away, aim GL</b> <br><b> 238</b> <br><b> Holstering guns</b> <br><b>238: Aim grenade launcher</b> <br><b> 240</b> <br><b>239: Get grenade for launcher</b> <br><b> 240</b> <br><b> Grenade settling, entering</b> <br><b>240: Fire grenade launcher</b> <br><b> 239</b> <br><b> Grenade-launcher firing</b> <br><b>241: Turning grenade launcher away</b> <br><b> 238</b> <br><b>242: Put grenade launcher away, then wield it</b> <br><b> 242</b> <br><b> [Opcode 4]</b> <br><b> Holstering guns</b> <p><b>Movable 8: Harpoon-gun animations</b> <p><b>243: Harpoon gun on back; aiming another HG</b> <br><b> 245</b> <br><b>244: Put harpoon gun back, grab HG</b> <br><b> 243</b> <br><b> Holstering guns</b> <br><b>245: Fire harpoon gun</b> <br><b> 245</b> <br><b> Harpoon ricochet</b> <br><b>246: Put harpoon gun back; grab HG</b> <br><b> 243</b> <br><b> [Opcode 4]</b> <br><b> Holstering guns</b> <br><b>247: Turn harpoon gun away</b> <br><b> 243</b> <br><b>248: Reload harpoon gun</b> <br><b> 243</b> <br><b> {harpoon reload / underwater harpoon reload}</b> <br><b>249: Pointing harpoon gun forward</b> <br><b> 251</b> <br><b>250: Turning harpoon gun away from forward</b> <br><b> 249</b> <br><b>251: Fire harpoon gun</b> <br><b> 251</b> <br><b> Fire harpoon</b> <br><b>252: Put harpoon gun back; grab HG</b> <br><b> 252</b> <br><b> [Opcode 4]</b> <br><b>253: Put harpoon gun back; grab HG</b> <br><b> 253</b> <br><b> [Opcode 4]</b> <p><b>Movable 9: Flare animations</b> <p><b>254: Holding flare</b> <br><b> 254</b> <br><b>255: Pulling flare out?</b> <br><b> 255</b> <br><b>256: Pulling flare out?</b> <br><b> 257</b> <br><b>257: Lighting flare?</b> <br><b> 254</b> <br><b>258: Lighting flare?</b> <br><b> 254</b> <p><b>Movable 10:</b> <p><b>259: Standing</b> <br><b> 259</b> <br><b>260: Being tossed about (Lara getting killed by tyrannosaur?)</b> <br><b> 260</b></font> <p><p> <p><a NAME="Catalogs_TR2SoundIDs"></a><font color="#000080"><b><u>TR2 Sound IDs</u></b> <p><b>The first number is the sound's index in "SoundMap"; TR2 appears to be completely consistent here.</b> <p><b>The second number is the sound's index in the file MAIN.SFX</b> <p><b>A short description follows, and if the sound is a member of a set, then a "--" and then how many are in that set. Thus, Lara's footsteps are a set of 4 sounds.</b> <br> <p>0000 -- 0000 -- Footstep -- 4 <br>0001 -- 0004 -- Lara grunt <br>0002 -- 0005 -- Lara "no" <br>0003 -- 0006 -- Lara sliding <br>0004 -- 0007 -- Lara landing on feet <br>0005 -- 0008 -- Lara grunt (pulling up) <br>0006 -- 0009 -- Lara unholstering pistols/magnums/UZIs <br>0007 -- 0010 -- Lara holstering pistols/magnums/UZIs <br>0008 -- 0011 -- Lara firing pistols <br>0009 -- 0012 -- Lara cocking shotgun/pistol <br>0010 -- 0013 -- Bullet ricochet -- 2 <br>0011 -- 0015 -- Lara lighting flare <br>0012 -- 0016 -- Flare burning <br>0013 -- ---- <br>0014 -- ---- <br>0015 -- 0017 -- Harpoon ricochet <br>0016 -- 0018 -- Harpoon reload <br>0017 -- 0019 -- Walk in shallow water -- 4 <br>0018 -- 0023 -- Wade in shallow water -- 2 <br>0019 -- ---- <br>0020 -- 0025 -- Lara treading water <br>0021 -- 0026 -- Lara firing magnums <br>0022 -- 0027 -- Harpoon reload (underwater?) <br>0023 -- 0028 -- Fire harpoon (underwater) <br>0024 -- 0029 -- Massive crash <br>0025 -- 0030 -- Lara pressing button <br>0026 -- 0031 -- Lara moan (pulling up) <br>0027 -- 0032 -- Lara grunt (hitting wall) -- 2 <br>0028 -- 0034 -- Click (?) -- 2 <br>0029 -- 0036 -- Lara grunt (jumping) <br>0030 -- 0037 -- Lara scream (falling) <br>0031 -- 0038 -- Lara getting hurt -- 2 <br>0032 -- 0040 -- Lara roll <br>0033 -- 0041 -- Splash (Lara into water) <br>0034 -- 0042 -- Splash (Lara surfacing) <br>0035 -- 0043 -- Switch (Lara underwater) <br>0036 -- 0044 -- Lara catching breath <br>0037 -- 0045 -- Underwater gurgle <br>0038 -- 0046 -- Lara pulling metal lever <br>0039 -- 0047 -- Lara inserting key/card <br>0040 -- 0048 -- Lara inserting chip/pryr-whl/scroll/gem/etc. <br>0041 -- 0049 -- Lara dying 1 <br>0042 -- 0050 -- Lara dying 2 <br>0043 -- 0051 -- Lara firing Uzis <br>0044 -- 0052 -- Gunshot echo? <br>0045 -- 0053 -- Lara firing shotgun <br>0046 -- 0054 -- Lara grunt (starting to push block) <br>0047 -- 0055 -- Lara grunt (pushing block) -- 3 <br>0048 -- 0058 -- Click (?) <br>0049 -- 0059 -- Something hitting Lara? <br>0050 -- 0060 -- Bullet hitting Lara? <br>0051 -- 0061 -- Lara "heh!" (pulling up?) <br>0052 -- 0062 -- Lara treading water <br>0053 -- 0063 -- Lara's bones breaking (dying) <br>0054 -- 0064 -- Ledge grab by Lara? <br>0055 -- 0065 -- Lara "oomph!" (hitting wall after grabbing ledge) <br>0056 -- 0066 -- Footstep/ledge shimmy by Lara? <br>0057 -- 0067 -- Metal-lever reset <br>0058 -- 0068 -- Glass breaking <br>0059 -- 0069 -- Waterfall and gurgle <br>0060 -- 0060 -- Underwater ambience <br>0061 -- 0071 -- Underwater level pull <br>0062 -- 0072 -- Lara "aha!" (picked up something) <br>0063 -- 0073 -- Block sliding <br>0064 -- 0074 -- Door opening <br>0065 -- 0075 -- Something swinging <br>0066 -- 0076 -- Brittle ground <br>0067 -- 0077 -- Brittle ground breaking away/falling <br>0068 -- 0078 -- Brittle ground hitting solid ground <br>0069 -- 0079 -- Enemy footstep -- 3 <br>0070 -- 0082 -- Enemy grunt (climbing up something) <br>0071 -- 0083 -- Enemy hitting Lara 1 <br>0072 -- 0084 -- Enemy hitting Lara 2 <br>0073 -- 0085 -- Enemy groan (dying) <br>0074 -- 0086 -- Enemy growl <br>0075 -- 0087 -- Enemy grunt (climbing up something?) <br>0076 -- 0088 -- Enemy grunt (climbing up something?) <br>0077 -- 0089 -- ? <br>0078 -- 0090 -- Lara firing M-16 <br>0079 -- 0091 -- Waterfall <br>0080 -- 0092 -- Sword statue (drop) <br>0081 -- 0093 -- Sword statue (lift) <br>0082 -- 0094 -- Metal gate open <br>0083 -- 0095 -- Metal gate close <br>0084 -- 0096 -- Pop? <br>0085 -- 0097 -- Enemy body hitting ground (dying) -- 3 <br>0086 -- 0100 -- Dog bark 1 <br>0087 -- 0101 -- Footstep? -- 3 <br>0088 -- 0104 -- Dog bark 2 <br>0089 -- 0105 -- Dog yelp (dying) -- 3 <br>0090 -- 0108 -- Dog pant <br>0091 -- 0109 -- Footstep? -- 3 <br>0092 -- 0112 -- Leopard growl 1 <br>0093 -- 0113 -- Leopard snarl <br>0094 -- 0114 -- Leopard growl 2 <br>0095 -- 0115 -- Leopard growl-twitch (dying) <br>0096 -- 0116 -- Leopard growl 3 <br>0097 -- 0117 -- Rat squeak -- 2 <br>0098 -- 0119 -- Rat squeal (dying) <br>0099 -- 0120 -- Tiger growl 1 <br>0100 -- 0121 -- Tiger growl 2 <br>0101 -- 0122 -- Tiger growl 3 <br>0102 -- 0123 -- Tiger dying <br>0103 -- 0124 -- Tiger growl 4 <br>0104 -- 0125 -- Echo? <br>0105 -- 0126 -- Explosion -- 2 <br>0106 -- 0128 -- Growl? <br>0107 -- 0129 -- Footstep? <br>0108 -- 0130 -- Menu-option movement <br>0109 -- 0131 -- Menu option: Lara's home <br>0110 -- ---- <br>0111 -- 0132 -- Menu/menu-option popup <br>0112 -- 0133 -- Menu-option escape <br>0113 -- 0134 -- Menu-option select? <br>0114 -- 0135 -- Menu-option select <br>0115 -- 0136 -- Menu game-page turn <br>0116 -- 0137 -- Lara sigh ("The-e-ere!") from recharge <br>0117 -- 0138 -- Enemy footstep (clicking) -- 4 <br>0118 -- 0142 -- Enemy firing gun with silencer -- 2 <br>0119 -- 0144 -- Enemy "ah!" (dying) <br>0120 -- 0145 -- Enemy "oo!" (dying) <br>0121 -- 0146 -- Enemy punch? <br>0122 -- 0147 -- Spider moving <br>0123 -- 0148 -- Grenade launcher load (grenade entering) <br>0124 -- 0149 -- Grenade launcher load (grenade settling) <br>0125 -- 0150 -- Fire grenade launcher <br>0126 -- 0151 -- Spider biting Lara? <br>0127 -- 0152 -- Spiked metal door slide <br>0128 -- 0153 -- Spiked metal door close <br>0129 -- 0154 -- Eagle squawk <br>0130 -- 0155 -- Eagle-wing flap <br>0131 -- 0156 -- Eagle dying squawk <br>0132 -- 0157 -- Crow "grok!" <br>0133 -- 0158 -- Crow-wing flap <br>0134 -- 0159 -- Crow "grak!" <br>0135 -- 0160 -- Crunch? <br>0136 -- 0161 -- Enemy gun cock? <br>0137 -- 0162 -- Enemy gunshot? <br>0138 -- 0163 -- ? <br>0139 -- 0164 -- ? <br>0140 -- 0165 -- Heavy breathing (?) <br>0141 -- 0166 -- Enemy chuckling (after killing Lara) <br>0142 -- 0167 -- Monk "poy-yaw!" <br>0143 -- 0168 -- Monk "awu!" (dying?) <br>0144 -- ---- <br>0145 -- 0169 -- Lara "oi-ah!" (killed by spikes) <br>0146 -- 0170 -- Lara groan (killed by flames/lava) <br>0147 -- 0171 -- Boulder(s)/oildrum(s)/snowballs/etc. rolling <br>0148 -- 0172 -- Sandbag snapping <br>0149 -- 0173 -- Sandbag/? hitting ground <br>0150 -- 0174 -- Burning <br>0151 -- ---- <br>0152 -- 0175 -- Snowmobile start <br>0153 -- 0176 -- Snowmobile idle <br>0154 -- 0177 -- Snowmobile accelerate <br>0155 -- 0178 -- Snowmobile (high engine RPM) <br>0156 -- 0179 -- Snowmobile shut off <br>0157 -- 0180 -- Enemy gunshot <br>0158 -- 0181 -- Enemy groan (dying) <br>0159 -- 0182 -- Enemy heavy breathing <br>0160 -- 0183 -- Click? <br>0161 -- 0184 -- Floor trapdoor open <br>0162 -- 0185 -- Floor trapdoor close <br>0163 -- 0186 -- Yeti growl -- 2 <br>0164 -- 0188 -- Yeti chest beat <br>0165 -- 0189 -- Yeti ? <br>0166 -- 0190 -- Yeti grunt and chest beat <br>0167 -- 0191 -- Yeti scream <br>0168 -- 0192 -- Yeti scream (dying) <br>0169 -- 0193 -- Yeti growl 1 <br>0170 -- 0194 -- Yeti growl 2 <br>0171 -- 0195 -- Yeti grunt <br>0172 -- 0196 -- Yeti growl 3 <br>0173 -- 0197 -- Yeti footstep -- 2 <br>0174 -- 0199 -- Enemy heavy breathing <br>0175 -- 0200 -- Enemy flamethrower flame <br>0176 -- 0201 -- Enemy flamethrower reset? <br>0177 -- 0202 -- Enemy flamethrower cycle? <br>0178 -- 0203 -- Enemy groan (dying?) <br>0179 -- 0204 -- Enemy flamethrower pack echo (dying) <br>0180 -- 0205 -- Enemy belt(?) jingle <br>0181 -- 0206 -- Wrench "ching" (enemy) <br>0182 -- 0207 -- Footstep? <br>0183 -- 0208 -- Footstep/Lara hit? <br>0184 -- 0209 -- Enemy cocking shotgun <br>0185 -- ---- <br>0186 -- 0210 -- Underwater? <br>0187 -- ---- <br>0188 -- 0211 -- Scuba-diver airflow <br>0189 -- ---- <br>0190 -- 0212 -- Pulley crane-block movement <br>0191 -- 0213 -- Curtain open/close <br>0192 -- 0214 -- enemy grunt (scuba; dying?) <br>0193 -- 0215 -- Underwater? <br>0194 -- 0216 -- Boat start <br>0195 -- 0217 -- Boat idle <br>0196 -- 0218 -- Boat accelerate <br>0197 -- 0219 -- Boat (high engine RPM) <br>0198 -- 0220 -- Boat shut off <br>0199 -- 0221 -- Boat (engine hit) <br>0200 -- 0222 -- Boat (body hit) <br>0201 -- 0223 -- Clatter 1 <br>0202 -- 0224 -- Clatter 2 <br>0203 -- 0225 -- Clatter 3 <br>0204 -- 0226 -- Door slide <br>0205 -- 0227 -- Lara flesh wound -- 2 <br>0206 -- 0229 -- saw (high RPM) <br>0207 -- 0230 -- saw switched off <br>0208 -- 0231 -- Bell chime <br>0209 -- 0232 -- ? creaking/hitting something <br>0210 -- 0233 -- ? swinging <br>0211 -- 0234 -- ? breaking? <br>0212 -- 0235 -- Pulley movement <br>0213 -- 0236 -- Airplane engine idle <br>0214 -- ---- <br>0215 -- 0237 -- Underwater fan <br>0216 -- ---- <br>0217 -- 0238 -- Vent fan <br>0218 -- 0239 -- Rope swing <br>0219 -- 0240 -- Jump pad 1 <br>0220 -- 0241 -- Jump pad 2 <br>0221 -- 0242 -- Something breaking? <br>0222 -- 0243 -- ball/rock/snowballs/etc rolling <br>0223 -- 0244 -- ball/rock/snowballs/etc settling <br>0224 -- 0245 -- ? <br>0225 -- 0246 -- Crash? <br>0226 -- 0247 -- Crash? <br>0227 -- 0248 -- Something rolling <br>0228 -- 0249 -- Something hitting wall/settling <br>0229 -- 0250 -- Blade slice-hit <br>0230 -- 0251 -- Blade "ching" <br>0231 -- 0252 -- Rolling spike-wheel <br>0232 -- 0253 -- Kill of something? <br>0233 -- 0254 -- blade cutting into Lara? <br>0234 -- 0255 -- Rotating-handle loosen <br>0235 -- 0256 -- Rotating-handle turn <br>0236 -- 0257 -- Rotating-handle door-latch open <br>0237 -- 0258 -- Rotating-handle door creak and latch <br>0238 -- 0259 -- Monk? footstep -- 4 <br>0239 -- 0263 -- Monk sword swing (single) <br>0240 -- 0264 -- Monk sword swing (multi) <br>0241 -- 0265 -- Monk shout 1 -- 3 <br>0242 -- 0268 -- Monk shout 2 -- 3 <br>0243 -- 0271 -- Monk dying? -- 3 <br>0244 -- 0274 -- Monk hurt? -- 3 <br>0245 -- 0277 -- Crunch? -- 2 <br>0246 -- 0279 -- Enemy, "haye" <br>0247 -- 0280 -- Splash (surfacing) <br>0248 -- 0281 -- Waterfall <br>0249 -- 0282 -- Footstep in snow -- 3 <br>0250 -- 0285 -- Gunshot? <br>0251 -- 0286 -- Enemy gunshot <br>0252 -- 0287 -- Enemy "ahaga-hoog-uh!" (dying) <br>0253 -- 0288 -- Enemy grunt (dying?) <br>0254 -- 0289 -- Shooting-circle blade <br>0255 -- 0290 -- Footstep? -- 4 <br>0256 -- 0294 -- Monk "oye!" <br>0257 -- 0295 -- Monk "aweh!" <br>0258 -- 0296 -- Shooting circle blade hit <br>0259 -- 0297 -- Warrior footstep <br>0260 -- 0298 -- Monk blade swing? -- 3 <br>0261 -- 0301 -- Monk? blade swing <br>0262 -- 0302 -- Warrior growl -- 2 <br>0263 -- 0304 -- Knifethrower hiccup <br>0264 -- 0305 -- Warrior burp, "wuuhh!"? -- 3 <br>0265 -- 0308 -- Warrior growl-burp? <br>0266 -- ---- <br>0267 -- 0309 -- Warrior awaken <br>0268 -- 0310 -- Warrior growl-burp? <br>0269 -- 0311 -- Lever pull <br>0270 -- ---- <br>0271 -- ---- <br>0272 -- ---- <br>0273 -- ---- <br>0274 -- ---- <br>0275 -- ---- <br>0276 -- ---- <br>0277 -- ---- <br>0278 -- 0312 -- Chain pulley <br>0279 -- 0313 -- Lara zipline handle grab <br>0280 -- 0314 -- Lara zipline slide <br>0281 -- 0315 -- Lara zipline handle hit <br>0282 -- 0316 -- Body slump? <br>0283 -- 0317 -- ? body crunch <br>0284 -- 0318 -- ? <br>0285 -- 0319 -- Crunch? <br>0286 -- 0320 -- Sliding door open <br>0287 -- 0321 -- Sliding door open <br>0288 -- 0322 -- Water something <br>0289 -- 0323 -- ? <br>0290 -- 0324 -- ? <br>0291 -- 0325 -- Talion guardian scream <br>0292 -- 0326 -- ? gasp, growl -- 3 <br>0293 -- 0329 -- Talion guardian hoarse breathing <br>0294 -- 0330 -- Talion guardian footstep <br>0295 -- 0331 -- Talion guardian scream (dying) <br>0296 -- 0332 -- Large spider <br>0297 -- 0333 -- Helicopter <br>0298 -- 0334 -- Dragon footstep <br>0299 -- 0335 -- Dragon growl 1 <br>0300 -- 0336 -- Dragon growl 2 <br>0301 -- 0337 -- Dragon body fall <br>0302 -- 0338 -- Dragon dying breath <br>0303 -- 0339 -- Dragon growl 3 <br>0304 -- 0340 -- Dragon grunt <br>0305 -- 0341 -- Dragon fire-breathing <br>0306 -- 0342 -- Dragon leg lift <br>0307 -- 0343 -- Dragon leg hit <br>0308 -- 0344 -- Warrior blade swing -- 2 <br>0309 -- 0346 -- Warrior blade swing (fast) <br>0310 -- ---- <br>0311 -- 0347 -- Warrior breath? <br>0312 -- 0348 -- Warrior hover <br>0313 -- 0349 -- Warrior landing <br>0314 -- 0350 -- Warrior? blade hit <br>0315 -- 0351 -- Warrior? blade slice -- 2 <br>0316 -- 0353 -- Birds chirping -- 2 <br>0317 -- 0355 -- ? crunch <br>0318 -- 0356 -- ? crunch -- 3 <br>0319 -- 0359 -- Door creak and close <br>0320 -- 0360 -- ? breaking <br>0321 -- 0361 -- Large spider snarl <br>0322 -- 0362 -- Large spider footstep -- 4 <br>0323 -- 0366 -- Large spider snarl (dying) <br>0324 -- 0367 -- Dragon growl <br>0325 -- 0368 -- Dragon/T-Rex footstep <br>0326 -- 0369 -- Dragon/T-Rex growl 1 <br>0327 -- 0370 -- Dragon/T-Rex growl 2 <br>0328 -- ---- <br>0329 -- 0371 -- Water drip -- 3 <br>0330 -- 0374 -- Stage-backdrop move <br>0331 -- 0375 -- Stone door slide <br>0332 -- 0376 -- Platform alarm (Star-Trek-like) <br>0333 -- 0377 -- Lara's grandfather clock tick <br>0334 -- 0378 -- Lara's house front door chime <br>0335 -- 0379 -- Lara's house alarm <br>0336 -- 0380 -- ? Boat racing <br>0337 -- 0381 -- ? Water <br>0338 -- 0382 -- ? <br>0339 -- 0383 -- ? <br>0340 -- 0384 -- ? <br>0341 -- 0385 -- ? <br>0342 -- 0386 -- ? <br>0343 -- 0387 -- hit? <br>0344 -- 0388 -- Butler sounds 1 -- 5 <br>0345 -- 0393 -- Butler sounds 2 -- 4 <br>0346 -- 0397 -- Butler sounds 3 -- 2 <br>0347 -- 0399 -- Butler cup clatter -- 2 <br>0348 -- 0401 -- Brittle ground breaking <br>0349 -- 0402 -- Spider explode (dying)/Lara bullet hit? <br>0350 -- 0403 -- Shark bite <br>0351 -- 0404 -- Lava <br>0352 -- 0405 -- Loud hit? <br>0353 -- 0406 -- Unwelcome guests at Lara's home <br>0354 -- 0407 -- Zipper? </font> </body> </html>