Stolen is a Action/Adventure game developed by Blue 52
The following applies to the Stolen demo included on the JAMPACK Volume 12 Demo Disc.
Most of the games data is in DATA.BCB
Use the following script to extract DATA.BCB:
Some level terrain meshes are stored in the .BSP files.
Format of the .BSP files
.....
[0x28] 4ByteInteger #Of Faces
[0x58] 4ByteInteger #Of Vertexes
[0x68] 4BytePointer To Face Indexes
[0x6C] 4BytePointer To Vertexes
....
Format of the Face Index Section
6Bytes Per Face
{2ByteIntegerVertex#1, 2ByteIntegerVertex#2, 2ByteIntegerVertex#3}
....
Format of the Vertex Section
0x10 (16 in Decimal) Bytes Per Vertex
{4ByteFloatingPointVertexes(X,Y,X)+4ByteFloatingPointWeight}
The Mesh files begin with the header text BBS1 (42 42 53 31 in Hex notation)
These BBS1 files bear a very close resemblance to The character meshes in Turok Evolution, though both games also use different types of meshes that are not found in the other's.
The each BBS1 file is composed of subsections of size XX
Where each subsection begins with
?? ?? ?? ?? XX ?? ?? ?? ?? ?? ?? ?? ?? ?? FF 00
Followed by XX pairs of
verX, verY, verZ, ?? ?? ?? 00
norX, norY, norZ ?? ?? ?? 00
Where "ver" are the 4byte floating point vertexes.
And "nor" are the 4byte floating point normals (They all lie on the unit sphere)
The following applies to the Stolen demo included on the JAMPACK Volume 12 Demo Disc.
Most of the games data is in DATA.BCB
Use the following script to extract DATA.BCB:
It is worth pointing out that while the .AGZ and .FGZ files are compressed
they can be decompressed with the program 7ZIP.
Some level terrain meshes are stored in the .BSP files.
Format of the .BSP files
.....
[0x28] 4ByteInteger #Of Faces
[0x58] 4ByteInteger #Of Vertexes
[0x68] 4BytePointer To Face Indexes
[0x6C] 4BytePointer To Vertexes
....
Format of the Face Index Section
6Bytes Per Face
{2ByteIntegerVertex#1, 2ByteIntegerVertex#2, 2ByteIntegerVertex#3}
....
Format of the Vertex Section
0x10 (16 in Decimal) Bytes Per Vertex
{4ByteFloatingPointVertexes(X,Y,X)+4ByteFloatingPointWeight}
The Mesh files begin with the header text BBS1 (42 42 53 31 in Hex notation)
These BBS1 files bear a very close resemblance to The character meshes in Turok Evolution, though both games also use different types of meshes that are not found in the other's.
The each BBS1 file is composed of subsections of size XX
Where each subsection begins with
?? ?? ?? ?? XX ?? ?? ?? ?? ?? ?? ?? ?? ?? FF 00
Followed by XX pairs of
verX, verY, verZ, ?? ?? ?? 00
norX, norY, norZ ?? ?? ?? 00
Where "ver" are the 4byte floating point vertexes.
And "nor" are the 4byte floating point normals (They all lie on the unit sphere)