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Reverse engineering of Freedom Fighters (2003) and possibly other Glacier engine games

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Freedom

Reverse engineering of Freedom Fighters (2003) and possibly other Glacier engine games

screenshot

File formats in map data

BUF

- no header
- ASCII resource names throughout
- identifiers at the end
- random data referenced externally?
- not present in ErrorMessages

- contains GMS instance names
- contains GMS instance auxiliary buffers (not understood)

GMS - entities

- compressed
- cross-refs to PRM - mostly understood, able to render entire scene into .obj
- refers to function names (script not figured out yet)

LOC - hierarchical localization data

- fully understood
- not present in ErrorMessages

OCT - ?

PRM - object geometry

- we're able to enumerate models
- dump OBJs with correct vertex positions and load those into Blender
- doesn't describe model placement in world (see GMS)
- a lot of questions remain
- doesn't seem to contain world terrain (??)

RMC - ?

RMI - ?

SGP - ?

SND - ?

SUP - ?

TEX - textures

- texdump managed to parse everything we tried
- also contains reference to WAV files - this part is not understood

ZGF - compressed font collection

- able to reliably decompress
- unable to reliably tell font boundaries
- (probably not very interesting)

xtr - custom format to help mapping file layouts and find gaps in understood data

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Reverse engineering of Freedom Fighters (2003) and possibly other Glacier engine games

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