Difference between revisions of "LCS/VCS SCM"
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m (No need to specify the target game beyond LCS and VCS.) |
(Documented unknown thingys according to Mobile symbols.) |
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− | 32 bit int | + | 32-bit int Main script size - 8 |
− | 32 bit int | + | 32-bit int Largest mission script size |
− | (02 00 06)h + 32 bit int | + | (02 00 06)h + 32-bit int Jump to second segment - 8 |
− | byte | + | byte Target game ('l' - Liberty for LCS, 'm' - Miami for VCS) |
− | ( | + | (Globals space) Space for global variable storage |
− | (02 00 06)h + 32 bit int | + | (02 00 06)h + 32-bit int Jump to third segment - 8 |
− | byte | + | byte Align (always 0) |
− | 32 bit int | + | 32-bit int Number of save variables |
− | ( | + | (Saved variable indices) 2-byte variable index * number of save variables |
− | 32 bit int | + | 32-bit int Number of used objects |
− | ( | + | (Used object array) 24-byte object name * number of used objects (first object name is empty and therefore unused) |
− | (02 00 06)h + 32 bit int | + | (02 00 06)h + 32-bit int Jump to fourth segment - 8 |
− | byte | + | byte Align (always 0) |
− | + | 16-bit int Number of true globals | |
− | 32 bit int | + | 16-bit int Most globals |
− | + | 32-bit int Largest mission script size | |
− | ( | + | 16-bit int Number of mission scripts |
− | ( | + | 16-bit int Number of exclusive mission scripts |
− | ( | + | (Multi script array) (32-bit offset - 8) * number of mission scripts |
+ | (Main script space) Space of main script (equal to size defined earlier) | ||
+ | (Mission scripts space) Space of mission scripts (stored at offsets defined earlier) | ||
+ | |||
+ | ==See also== | ||
+ | * [[SCM language]] | ||
[[Category:Mission Script]] [[Category:File Formats]] | [[Category:Mission Script]] [[Category:File Formats]] |
Revision as of 12:32, 26 June 2016
32-bit int Main script size - 8 32-bit int Largest mission script size (02 00 06)h + 32-bit int Jump to second segment - 8 byte Target game ('l' - Liberty for LCS, 'm' - Miami for VCS) (Globals space) Space for global variable storage (02 00 06)h + 32-bit int Jump to third segment - 8 byte Align (always 0) 32-bit int Number of save variables (Saved variable indices) 2-byte variable index * number of save variables 32-bit int Number of used objects (Used object array) 24-byte object name * number of used objects (first object name is empty and therefore unused) (02 00 06)h + 32-bit int Jump to fourth segment - 8 byte Align (always 0) 16-bit int Number of true globals 16-bit int Most globals 32-bit int Largest mission script size 16-bit int Number of mission scripts 16-bit int Number of exclusive mission scripts (Multi script array) (32-bit offset - 8) * number of mission scripts (Main script space) Space of main script (equal to size defined earlier) (Mission scripts space) Space of mission scripts (stored at offsets defined earlier)