Pryzm+Chapter+One+The+Dark+Unicorn

The data files for this game are compressed using an unknown compression routine, so the main 32 megabyte memory has to be dumped to be able to look at non-compressed data.



Level Terrain format: 4Byte"NameSize" 4Byte"NameSpace" 01 00 00 00 00 00 00 00 "NAME" zero terminated 00 00 00 00 00 00 00 00 00 00 00 00 11 00 00 00 Unknown4Byte#1 Unknown4Byte#2 10 00 00 00 UnknownMemoryPointer(4Byte) 4Byte"Section1DataSize" 4Byte"Section2DataSize" 4Byte"Section3DataSize" 4Byte"Section4DataSize" 4Byte"Section5DataSize" 00 00 00 00 00 00 00 00 Section 1 Begins: Section 1 Format {4ByteFloatCollisionDetectionCoord#1(X,Y,Z)+4ByteFloatCollisionDetectionCoord#2(X,Y,Z)+Unknown16ByteStructure} Section 2 Begins: Section 2 Format {4ByteFloatFACEnormalMappings(X,Y,Z)+4ByteFloatWeight+2ByteIntegerVertexIndex(Ver#1,Ver#2,Ver#3)+UnknownByte+00} Section 3 Begins: Section 3 Format {Unknown2ByteIntegers(#1,#2,#3,#4,#5,#6)+UnknownByte+00+SpecialByteTri#1+SpecialByteTri#2} NOTE SpecialByteTri can only take on the following values, "00", "01", "02" Section 4 Begins: Section 4 Format {Unknown2Integers(#1,#2)+SpecialByteBin+00 00 00} NOTE SpecialByteBin can only take on the following values, "00", "01" Section 5 Begins: Section 5 Format: {4ByteFloatVertexes(X,Y,Z)}