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lepelog edited this page Feb 15, 2023 · 2 revisions

BZS

BZS files contain the main logic for stages, using a tree-like layout (TODO). Stages and rooms are handled in seperate files, so the nodetypes differ slightly.

Stage:

  • 'LYSE' (defines the mapping of storyflags/daytime -> layer)
  • 'STIF' (defines some stage information, such as default cull distance)
  • 'RMPL' (roomplan? something to do with what rooms to load in other rooms)
  • 'PCAM'
  • 'LYLT' (defines what cinematic cutscene to play on certain layers)
  • 'LAY ', contains 29 layers, can also have subnodes:
    • 'OBJN' (defines which actors code to load, used for loading rels)
    • 'ARCN' (defines all the arcs used by actors, not sure if it's actually used)
    • 'OBJ ' (normal objects)
    • 'OBJS'
    • 'SOBJ' (scaled objects)
    • 'DOOR'
    • 'STAG'

Room:

  • 'OBJN'
  • 'ARCN'
  • 'FILE'
  • 'SCEN' (defines the next entrance to load when triggering an exit)
  • 'CAM '
  • 'PATH' (paths are a collections of points)
  • 'PNT ' (points in a path)
  • 'BPNT' (special points? B for bezier?)
  • 'SPTH'
  • 'SPNT'
  • 'AREA' (defines spaces, that can then used by actors to see if link is in them)
  • 'EVNT' (actor events, used to trigger zev events)
  • 'PLY ' (might mean 'PLAYER'? entrances, defines the position where to spawn)
  • 'SOBJ'
  • 'STAG'
  • 'LAY ', contains 29 layers, can have subnodes:
    • 'OBJN'
    • 'ARCN'
    • 'OBJS' (actors that are also spawned if this room is inactive)
    • 'OBJ ' (actors that only spawn if this room is active)
    • 'SOBJ' (scaled objects)
    • 'STAS'
    • 'STAG' (tags)
    • 'SNDT' (sound tag)
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