An important note: Everysingle map in Fallout 2 is different, so you'll have to get started with the 'artemple.map' and then work out things for other maps based on your findings here. In Fallout 2, the map files are split into 4 different areas:
Now lets begin with the basics. This starts at the begginning of the map at continues till the offset EC. The basics contains information on the map, such as the script file it uses and the grid size. Now to explain each of the parts, open up 'artemple.map' and I will explain each of the bits:
Offset Byte length Description 26h - 27h 2 associated script number for the map 2bh 1 grid size, values can be:
0c 100x100 40,000 bytes 08 100x200 80,000 bytes 00 100x300 120,000 bytes 36h - 37h 2 Map name can be found in \text\english\game\map.msg
The tiles begin in every map at ECh, but vary when coming to where they end, in the above table where it says 0C - 100x100 - 40,000 bytes etc. means if at 28h it says 000C then the tiles will go for 40,000 bytes, etc. making it a 100x100 grid - heres the format of a tile.RRRR FFFF
RRRR - the frame number for a roof tile
FFFF - The frame number for a floor tileFor example: 0001 00C5
Where 0001 is the roof and 00C5 is the floor. 0001 means no tile (this is for both the roof and the floor).
And in the game, the tiles always go from right to left, and from top to bottom.
The scripts are located in the map right after the tiles have ended. However, the format of the scripts section in the map is not fully understood. Basically, this is how they are presented:
0001 FFFF FFFF 0000 0000 0000 0004
At the moment, it seems like the 0001 refers to an object in the map (not sure how this works), and then the 0004 refers to the script (in this case, script test 03).
The section of the map after all of the scripts is the section which contains all of the screen-painting information. This section is the biggest section of the map.
The different object ID's are:
Object Type Hex Number Items 00 Critters 01 Scenery 02 Walls 03 Nothing 04 Misc 05 Items
Object Type Block Length Armor 88 Container 88 Drug 88 Weapon 96 Ammo 96 Misc 92 Key 92 Now the offsets. If a container has items in it, go down to the inventory section, to learn how to put items into it. Also note, the offsets in the following sections use offsets for the item if it's starting offset is 00.
Offset Length(Byte) Description 00h - 03h 4Tile number 1Ch 1Object Type Id 00 - Item 1Eh - 1Fh 2Frame of Item 28h 1Object Type Id 00 2Ah - 2Bh 2Object ID 28h - 2Bh 4PID (Object type ID + Object ID) 40h - 43h 4Script no. (FFFF FFFF = no script) 44h - 47h 4No. of items (Container only)
CrittersIf a critter has items in it, refer to the inventory section
Offset Length(Byte) Description 00h - 03h 4Tile no. 1Bh 1Angle of Critter. Values can be:
00 Lower Right 01 Down 02 Lower Left 03 Higher Left 04 Up 05 High Right 1Ch 1Object Type ID 01 - Critter 1Eh - 1Fh 2Frame of Critter 28h 1Object Type ID 01 2Ah - 2Bh 2Object ID 28h - 2Bh 4PID (Object Type ID + Object ID) 40h - 43h 4Script No. (No script means dead) 44h - 47h 4Number of Items if any 68h - 6Bh 4Group id 70h - 73h 4hit Points 7Dh - 7Eh 2Quantity of first item, if they have items
Scenery
Object Subtype Block Length Portal 92 Stairs 96 Elevator 96 Ladder down 96 Ladder Up 96 Generic 88
Offset Length(byte) Description 00h - 03h 4 Tile no. 1Ch 1 Object Type ID 02 - Scenery 1Eh - 1Fh 2 Frame of Scenery 28h 1 Object type id 02 2Ah - 2Bh 2 Object ID 28h - 2Bh 4 PID 40h - 43h 4 Script no. (FFFF FFFF - No script) Walls
Offset Length(byte) Description 00h - 03h 4Tile no. 1Ch 1Object type ID 03 - Wall 1Eh - 1Fh 2Frame of Wall 20h - 23h 4Aligns the walls, not all walls have this though. 28h 1Object type ID 03 2Ah - 2Bh 2Object ID 28h - 2Bh 4PID 40h - 43h 4FFFF FFFF - Don't think walls can have scripts Misc
Object type: Block Length Exit Grid 104 Generic 88
Offset Length(byte) Description 00h - 03h 4Tile no. 1Ch 1Object Type ID 05 - Misc 1Eh - 1Fh 2Frame of Misc 28h 1Object Type ID 05 2Ah - 2Bh 2Object ID 28h - 2Bh 4PID 40h - 43h 4ffff ffff (Might be able to have script) 56h - 57h 2Calls up that Map file when you Step on a green exit grid (I think) 58h - 5Bh 4????, Tile no. for what, Something to do with the exit grid
How to add new items to critters and containers.
Subtype Block Length Armor 92 Container 96 Drug 92 Weapon 100 Ammo 96 Misc 96 Key 96 Now here are the offsets for inventory:
Offset Length Description 24h 1Wielding or not wielding, it sort of works, possible values:
00 Not wielding 02 is wielding 0a ?? 2Ch 1Object Type ID for Inventory, Values same as above, I think 2Eh - 2Fh 2item ID 5Ah - 5Bh 2Amount of Ammo if any (Weapon Only) 5Fh 1Ammunition Type, if any (Weapon Only) 5Ah - 5Fh 6If weapon doesnt have ammuniton, then just 6 lots of FF
Copyright 2000 by Neo (kingpin131@hotmail.com)
corrections and additions made by Smackrazor (sea_man_stains__@hotmail.com)