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Pryzm Chapter One The Dark Unicorn
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horse
pryzm
ridding
unicorn
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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.
pryzmlevel1.3ds
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391 KB
DarkUnicornFileExtractor.bms
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1 KB
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)}
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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)}