Ambermoon Dateien

 

Savefiles
There are up to 11 savefiles; number 01 to 10 are your savegames, while number 00 is the start game. When saving a game, it will be saved one time in the Save.XX directory in JH-encrypted form and another time unencrypted in the main directory Amberfiles, except the Party_char.sav that will be encrypted as well. So you can change the save file in the main directory and copy it back into a Save.XX to change files, without having to deal with encryption. In fact, the game doesn't seem to care in any case if a file is encrypted or not, it merely has to contain the right entry data.

Automap.amb Exploration of 3D maps
Chest_data.amb Content of chests
Merchant_data.amb Content of merchants
Party_char.amb Data of all characters that can join your party
Party_char.sav Everything not contained above (switches, triggers, special items in use etc.)
Saves Names of the save games

 

Static data

1Icon_gfx.amb  
1Map_data.amb
1Map_texts.amb
Main map of Lyramion and texts displayed there
2Icon_gfx.amb  
2Lab_data.amb  
2Map_data.amb
2Map_texts.amb
257 - 455: 2D/3D maps of Lyramion and Morag
513 - 528: Desert moon main map
2Object3D.amb  
2Overlay3D.amb  
2Wall3D.amb  
3Icon_gfx.amb  
3Lab_data.amb  
3Map_data.amb
3Map_texts.amb
300 - 335: Forest moon main map
336 - 369: Forest moon 2D/3D maps
3Object3D.amb  
3Overlay3D.amb  
3Wall3D.amb  
AM2_BLIT  
AM2_CPU  
Ambermoon_extro  
Ambermoon_intro  
Combat_background.amb  
Combat_graphics  
Dictionary.german Can't be decrypted (?)
Event_pix.amb  
Extro_music  
Fantasy_intro  
Floors.amb  
Icon_data.amb  
Intro_music  
Keymap  
Lab_background.amb  
Layouts.amb  
Monster_char_data.amb Data of all enemies
Monster_graphics.amb  
Monster_groups.amb Monster formations
Music.amb  
NPC_char.amb NPC char data (same format as party characters)
NPC_gfx.amb  
NPC_texts.amb Conversation texts of NPCs (no party char texts)
Object_icons  
Object_texts.amb  
Palettes.amb Colour palettes (unfortunately they aren't used exactly in the game as saved here)
Party_gfx.amb  
Party_texts.amb Conversation texts of potential party members
Pics_80x80.amb  
Place_data merchant/trainer/forge/inn data (name, price etc.)
Riddlemouth_graphics  
Stationary  
Travel_gfx.amb  

 

Maps (1Map_data.amb, 2Map_data.amb, 3Map_data.amb) All the world/2D/3D-maps. Each entry is a fragment of a planet map, a 2D or a 3D map.
String collections (1Map_texts.amb, 2Map_texts.amb, 3Map_texts.amb, NPC_texts.amb, Object_texts.amb, Party_texts.amb) Each entry contains a list of strings. There are some commands to alter appearance and display context-specific data:
  " Starts or ends a passage of spoken text (displayed white)
  ^ Paragraph
  ~RUN1~ Starts rune-written part
  ~NORM~ Ends rune-written part
  ~SELF~ Name of player character
  ~LEAD~ Name of selected party leader
  0x00 (hex 0) End of string

The map texts are displayed at specific events at the maps. Every entry corresponds to a part of a main map (Lyramion, Forest Moon, Desert Moon) or a 2D map or a 3D map. They're divided into three files, probably to avoid disk changes. NPC and party texts represent the conversations, similarly connected to the NPCs/ partymembers found in their files. The object texts are displayed when using items (books, scrolls); they don't seem to be in some particular order.

Place_data
Consists of a part with number data and a string part. The strings are the names of stores, training rooms or inns, each limited to a length of 30 characters. The first part most probably specificates the function of those places (type, picture, price factor at stores, price at trainers etc.) in 32 bytes for each place.

Monster_groups.amb
Contains 100 subfiles for the monster formations. Each has a size of 36 bytes, directly representing the formation. Every short int represents a monster (>0) or an empty field (0).

Char data (Party_char.amb, NPC_char.amb, Monster_char_data.amb)
Every entry contains data to a character or monster, such as class, hitpoints, resistances, references to spells, the inventory and so on. The monsters do have some extra data at the end, most probably describing the frames of their animation in battles.


Weitere Informationen zu den Dateiformaten von Ambermoon findet Ihr hier.