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.