3B NN 01 31 ?? 00 XX XX YY YY ZZ ZZ RR RR NX NX NY NY NZ NZ NR NR ST RN CA ?? DR DO ?? LF KK ??
ST = Stage (for example Kendo's shop is Stage 0 Room 1 so it would appear as 0001) RN = Room Number CA = Camera Angle of next room (I.E. Where the Camera is). NN = Door Number (Guess since my test room had 4 possible doors. Stairs are doors.) LF = Locked Flag (If I set another door to the same Hex as a locked door, it too becomes locked but if either door is opened the other becomes unlocked.) KK = Key Needed
XX = X co-ords (Co-ords go Low High). YY = Y co-ords ZZ = Z co-ords RR = Rotation ?? (those two seemed to affect the Door position but not the NextRoom Position.
NX = Next Room Start X co-ords (doors have an access width as to why each co-ord has 2, a beginning and an end). NY = Next Room Start Y co-ords (This is normally 0000) NZ = Next Room Start Z co-ords NR = Next Room Rotation
DR = Door type. Wooden, metal, Stairs, lift. (Remember there is an UP/Down,In/Out version of Doors/Stairs/Lifts etc.)
00 = Wooden 4 Rectangle Door (Handle Left) (Opens away from Player) 01 = Wooden 3 rectangle door (Handle left) (Opens away from Player) 02 = Wooden 4 rectangle door Blue (Handle left) (Opens away from Player) 03 = Wooden Rectangle with Diamonds door (Handle left) (Opens away from Player) 04 = Wooden 6 Rectangle Blue (Handle left) (Opens away from Player) 05 = Wooden 3 Rectangle (Handle left) (Opens away from Player) 06 = Metal Door X (Handle Left) (Opens away from Player) 07 = Metal Door Plain with small grill at bottom.(Handle left) (Opens away from Player) 08 = Metal Door 2 Rectangles (Handle left) (Opens away from Player) 09 = Wooden Door 6 Rectangles (Handle left) (Opens away from Player) 0a = Gate with Bars (Handle left) (Opens away from Player) 0B = 2 Windows 4 Diamonds (Handle left) (Opens away from Player) 0C = RPD Doors (open towards Player) (Opens away from Player) 0D = Wooden 3 rectangle door (Silver Handle left) (Opens away from Player) 0E = Metal Stairs Up 0f = Wooden Stairs (1F West Stairs) 10 = Lift Gate (Open Right to Left) 11 = Double wooden door. Metal Grill at bottom, right door opens away from player. 12 = Stone Basement Steps. Up 13 = Grey Metal Door. Big window (with XXX) 14 = Double Width Metal Door. Slides Right to Left (handle on Right) 15 = Metal Door 2 X, 1 High, 1 Low, Black/Yellow /// in centre. 16 = Metal Ladders 17 = Old Ring Handle Door Left opens away from player 18 = Green Wooden Door Gold Handle Left Opens away from player 19 = Metal Circle Handle Left Lab Door. Slides Left to Right. 1a = Metal Door 3 Rectangles Handle Left Opens away from player 1b = Autopsy Double Doors, Opens towards player. 1c = Metal Door. Knob (left). Grill at bottom. Barred Window 1D = Metal Door Brown. Grill at top. 1E = Air Vent 1F = Metal Door Opens Up/Down by Splitting. Sewer X-DR 20 = No Door Ada Scream. 21 = No Door Birkin Sounds 22 = Brown Rusty Metal Door Handle Left Opens away from player 23 = Grey Metal Door with Border (sorta B ) Handle Left Opens away from player 24 = Grey/Green Metal Door, Metal Foot Guard, Window Handle Left Opens away from player 25 = Shaft Type L Automatic Door. 26 = Brown Metal Doors with twist Handle Left. Left Door opens Away From Player 27 = Double Teethed Metal Doors. Doors Slide apart. 28 = Red Small Elevator Up 29 = Shaft Type M metal Door, Handle Left Opens away From Player 2A = Metal Slide Left to Right Door. Small Window Up, Small Grill Bottom. 2b = Dumping Area B2 Shutter. 2c = Black/Red Sliding Doors with small windows. 2D = Scenario 1 End Lift Up 2e = Metal Door Bars, Handle Left Opens AFP RED Green light Above handle 2f = Turquoise Inverview Room Door. HL AFP 30 = Bus Double Doors open AFP 31 = Frozen Type-P Double Metal Door. Left Door opens AFP 32 = Please Wait Clothes Change. 33 = Vent 34 = Side Pack is being equipped. 35 = Vent 36 = Black Screen. *Drip Drip*
DO = Door Open. 0 = Handle Left, open Away From Player Lifts/Stairs/Ladders Up 1= Handle Right towards player. Lifts/Stairs/Ladders Down. Some rooms use above 1 for the Door open but most doors end up with a blank screen if you do.
?? = Unknown at the moment
ENEMY CODE: 22 Bytes
44 00 NN EM PP @@ ** SN TX FL XX XX YY YY ZZ ZZ RR RR 00 00 00 00
NN = Enemy number (room), starts at 00 for 1 (Ada and Sherry seem to use FF) EM = Enemy (take the last two characters from the EMD folder, 1f is the standard 3 Body Zombie) PP = Pose Zombie: 00 Waiting 01 Lyiny Down 02 Walking 03 Crawling 04 Getting Up 05 On back 06 ? 07 Face down no head 08 Slow shuffle 09 Crawl 43 Crawling 48 Eating 86 Fine C2 On Fire Gets up from Face Down C3 Crawling on Fire C6 On Fire Gets up from Face UP
@@ = Unknown (flag, extra animation info ** =
(Set @@ to 04 and ** to 01 if you are putting in a partner)
SN = Sound Set TX = Texture (Zombie 1F has 3) FL = Enemy Flag (Each enemy has a different Value)
XX = X co-ords (Co-ords go Low High). YY = Y co-ords ZZ = Z co-ords RR = Rotation (The way the enemy faces).