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Purposes sourced from LBA File Info,
verified against #define constants in SOURCES/COMMON.H (lines 66-80).
LBA File Info omits video.hqr; the list below is complete per the source code.
File
Purpose
lba2.hqr
Ending credits data
scene.hqr
Scripts defining active scene content
body.hqr
3D models of characters
anim.hqr
Animations for 3D models
anim3ds.hqr
3DS-format animations
objfix.hqr
3D models of fixed objects
samples.hqr
Sound samples (excluding voices)
text.hqr
In-game dialogue text
screen.hqr
Full-screen images
sprites.hqr
Compressed sprites; see MENU.md for SPRITE_CURSOR (173) and the menu pointer
spriraw.hqr
Raw-format sprites
ress.hqr
Miscellaneous resources
lba_bkg.hqr
Isometric background maps, bricks, objects
holomap.hqr
Holomap data and textures
video.hqr
Video/cinematic data
scrshot.hqr
Demo screenshot images
ILE/OBL Pairs (exterior island surfaces)
Each island has a .ile (3D surface + textures) and .obl (3D objects) file.
Loaded dynamically by SOURCES/3DEXT/LOADISLE.CPP; island base names (for index)
in SOURCES/EXTFUNC.CPP (lines 202-213). Table below shows asset filenames.
Files
Island
Citabau.ile/obl
Citadel Island (good weather)
Citadel.ile/obl
Citadel Island (rain)
Desert.ile/obl
White Leaf Desert
Emeraude.ile/obl
Emerald Moon
Celebrat.ile/obl
Celebration Island (no statue)
Celebra2.ile/obl
Celebration Island (statue emerged)
Otringal.ile/obl
Otringal
Platform.ile/obl
Island of the Wannies
Mosquibe.ile/obl
Island of the Mosquibees
Knartas.ile/obl
Francos Island
Ilotcx.ile/obl
Island CX
Ascence.ile/obl
Elevator to the Undergas
Souscelb.ile/obl
Volcano Island
Moon.ile/obl
Emerald Moon (second visit)
VOX Files (voice packs)
xx_NNN.vox where xx is the language code. See LBA File Info for per-island mapping.
Objects
Term
Also known as
Definition
Code location
Reference
T_OBJET
--
Full game object: position, body, anim, scripts, collision, flags, stats. Up to MAX_OBJETS (100) per scene. Hero is always object 0.
SOURCES/DEFINES.H
--
T_OBJ_3D
Obj
3D sub-struct within T_OBJET: X/Y/Z position, Alpha/Beta/Gamma rotation, Body/Anim indices, frame state.
LIB386/H/OBJECT/AFF_OBJ.H
--
ListObjet
--
Array of T_OBJET[MAX_OBJETS]. Populated by ChangeCube() on scene load.
SOURCES/OBJECT.CPP
--
GenBody
Body index
Which 3D model the object currently uses. See enum table below.
SOURCES/DEFINES.H (GEN_BODY_*)
--
GenAnim
Animation ID
Which animation is currently playing. See enum table below.
SOURCES/DEFINES.H (GEN_ANIM_*)
--
ZV
Zone de Vie, Bounding volume
Axis-aligned bounding box of an object: XMin/XMax, YMin/YMax, ZMin/ZMax. Hero ZV is ~500 units wide, nearly filling a 512-unit grid cell.
SOURCES/DEFINES.H (T_OBJET fields)
--
Scripts
Term
Also known as
Definition
Code location
Reference
Life Script
Behavior script, LM_*
Bytecode controlling object behavior (AI decisions, dialogue triggers, state changes). Executed per-frame by DoLife(). 131 LM_* opcodes in SOURCES/COMMON.H; often cited as 155 total (parameter variants or external count).
SOURCES/GERELIFE.CPP, SOURCES/COMMON.H
--
Track Script
Movement script, TM_*
Bytecode controlling object movement paths (go-to-point, wait, loop). Executed per-frame by DoTrack(). 53 macros total.
SOURCES/GERETRAK.CPP, SOURCES/COMMON.H
--
PtrLife / OffsetLife
--
Pointer to life script bytecode and current execution offset within it.
SOURCES/DEFINES.H (T_OBJET fields)
--
PtrTrack / OffsetTrack
--
Pointer to track script bytecode and current execution offset.
SOURCES/DEFINES.H (T_OBJET fields)
--
Hero
Term
Also known as
Definition
Code location
Reference
Comportement
Behavior mode
Hero's current play style, affecting movement, combat, and abilities.
SOURCES/COMMON.H, SOURCES/PERSO.CPP
--
ListVarGame
Game variables
Array of 256 quest/story state variables (MAX_VARS_GAME). Set by LM_SET_VAR_GAME, read by life scripts.
SOURCES/GLOBAL.CPP
--
DemoSlide
Demo mode
Built-in non-playable mode. Player input is ignored, dialogues auto-advance.
SOURCES/GLOBAL.CPP, SOURCES/C_EXTERN.H
--
Input
Input bitmask
Bitfield of currently pressed actions. See input names table below.