The ROOM format is used to store object layout data in Tropical Freeze.
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This file format needs more research Still a lot of unknown values and a lot of things that aren't known about how objects interact with each other.
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Format
Type
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Count
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Name
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Notes
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Form Descriptor
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1
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ROOM Form Descriptor
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Data type is ROOM
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Header
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1
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Header
|
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Layer
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Varying
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Layers
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Each layer is under its own form. Unsure if the format has a layer count anywhere.
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Type
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Count
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Name
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Notes
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Chunk Descriptor
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1
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Room Header Descriptor
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Data type is RMHD
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u16
|
1
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Unknown
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Always 3?
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Performance Groups
Type
|
Count
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Name
|
Notes
|
Chunk Descriptor
|
1
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Performance Groups Descriptor
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Data type is PGRP
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u16
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1
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Performance Group Count
|
|
Performance Group
|
Performance Group Count
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Performance Groups
|
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Performance Group
Type
|
Count
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Name
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Notes
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u32
|
1
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Name Length
|
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char
|
Name Length
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Performance Group Name
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Not zero-terminated
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GUID
|
1
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PerformanceGroupController Instance GUID
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bool
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1
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Unknown
|
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u16
|
1
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Layer Count
|
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GUID
|
Layer Count
|
Layer GUIDs
|
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Generated Object Map
Generated Object
Type
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Count
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Name
|
Notes
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GUID
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1
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Generated Object Layer ID
|
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GUID
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1
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Layer ID
|
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Load Unit
Type
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Count
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Name
|
Notes
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Form Descriptor
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1
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Load Unit Descriptor
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Data type is LUNT
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Chunk Descriptor
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1
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Load Unit Header Descriptor
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Data type is LUHD
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u32
|
1
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Name Length
|
|
char
|
Name Length
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Load Unit Name
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For some reason these seem to generally have really short names (sometimes a single character).
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GUID
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1
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Unknown
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Probably the GUID for this load unit
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u16
|
1
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Unknown
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Chunk Descriptor
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1
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Load Unit Resources Descriptor
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Data type is LRES
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u32
|
1
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Resource Count
|
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GUID
|
Resource Count
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Load Unit Resources Array
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Likely a list of all resources that are used by this load unit.
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Chunk Descriptor
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1
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Load Unit Layers Descriptor
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Data type is LLYR
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u32
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1
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Layer Count
|
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GUID
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Layer Count
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Load Unit Layers Array
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Likely a list of all layers that are part of this load unit. (Note that it seems layers can be included in multiple load units.)
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Layer
Type
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Count
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Name
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Notes
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Form Descriptor
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1
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Layer Form Descriptor
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Data type is LAYR
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Chunk Descriptor
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1
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Layer Header Descriptor
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Data type is LHED
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u32
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1
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Name Length
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|
char
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Name Length
|
Layer Name
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GUID
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1
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Layer ID
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u32
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1
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Unknown
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GUID
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1
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Unknown
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bool
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1
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Unknown
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Form Descriptor
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1
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Unknown Descriptor
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Data type is GSRP . Often has a size of 0.
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Form Descriptor
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1
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Script Descriptor
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Data type is SRIP
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Game Object Component
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Varies
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Components
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Unsure if there is a layer component count.
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Game Object Component
Type
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Count
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Name
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Notes
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Chunk Descriptor
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1
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Component Descriptor
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Data type is COMP
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u32
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1
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Component Type
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This appears to be a hash of the component name.
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GUID
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1
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Instance ID
|
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u32
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1
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Name Length
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char
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Name Length
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Instance Name
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The remaining data seems to have two structures; one that's used by most objects and one that's specific to GameObject components.
Regular structure:
Type
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Count
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Name
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Notes
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u16
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1
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Connection Count
|
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Connection
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Connection Count
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Connection Array
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These establish links to other components to allow them to interact
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u32
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1
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Property Count
|
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Property
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Property Count
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Object Properties
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GameObject structure:
Type
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Count
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Name
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Notes
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u32
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1
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Sub-Component Count
|
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Sub-Component
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Sub-Component Count
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Sub-Component Array
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Seems to describe other script components that are children of this one.
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bool
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1
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Unknown
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This is likely the Active flag that appears on every object in the previous games.
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vector3
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1
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Position
|
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vector3
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1
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Rotation
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Euler XYZ angles in degrees (presumably in ZYX order like the previous games).
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vector3
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1
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Scale
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Connection
Type
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Count
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Name
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Notes
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char
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4
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Event
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This is the event that causes the connection to trigger. (These are what were called States in the previous games.)
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char
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4
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Action
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Action that the connected object should execute when the connection triggers. (These are what were called Messages in the previous games.)
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GUID
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1
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Target Instance ID
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Instance ID of the target object that
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u32
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1
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Unknown
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Property
Type
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Count
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Name
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Notes
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u32
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1
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Property ID
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32-bit hash of the property name.
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u16
|
1
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Property Size
|
|
|
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Property Data
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Varies depending on the type of the property (which is hardcoded depending on the property ID).
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Sub-Component
This structure is used to define sub-components that are attached to GameObject components.
Type
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Count
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Name
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Notes
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char
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4
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Type
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Usually COMP , but sometimes other things like IL00 . Not sure what it means.
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GUID
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1
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Component ID
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bool
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1
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Unknown
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Might be an Active/Enabled flag.
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Component Types
ID
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Component
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0x749749F1
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GameObject
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0x4EC5FA3A
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FakePlayerControls
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0x57153AA4
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StaticCollision
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0x41956904
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RenderWorld
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0xB4361E7B
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ActorCollision
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0x2BE8BC19
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LightStatic
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0x9EE5541D
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LightDynamic
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0xCD098F70
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Effect
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0x8FE0BFC9
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Relay
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0xA7DB53C1
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Counter
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0xADA85938
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SeaLion
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0xAAEBA313
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WarusKing
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0x05DD288E
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Switch
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0x9E8A4940
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Timer
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0xD616EE8B
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ControllerAction
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0xD898656D
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Waypoint
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0xF0240D23
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PathControl
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0x4FE57689
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CameraHint
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0x97E65DDD
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TouchableTrigger
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0x1A4117AB
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Toucher
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0xC49D730E
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TriggerLogic
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0xD47974E4
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FiniteStateMachine
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0x1349E5AC
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CustomInterpolation
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0xC1F64515
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CameraTarget
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0xDE522669
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Generator
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0x1383F6D6
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GeneratorDeleter
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0x2C4F2D31
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SplineMotion
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0x1223437C
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Creature
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0x21C57D2B
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DynamicActorCollision
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0xDF31EC16
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Render
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0xAE921C3B
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Player
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0x81A242A0
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DirectionalIrradianceMap
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0xBDE4AB05
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TakeDamage
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0x5453C979
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MasterSlave
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0x07E3137F
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TraceObject
|
0x046FAD23
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TimerSequence
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0x3175DF36
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ApplyDamage
|
0x65E2349B
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RelayRandom
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0xABBCFC6A
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RelayConditional
|
0xEA30E0B1
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SpawnPoint
|
0x1FB9AF22
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ActorKeyframe
|
0xCB6D9ACE
|
PlayerProxy
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0x6FB22081
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BarrelCannon
|
0xF4567AD7
|
RumbleEffect
|
0x10EA9EC8
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ObjectFollow
|
0x481EA5AF
|
Pickup
|
0xBC9A60AE
|
CameraManager
|
0xDB38B3FB
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GroundPoundDetector
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0xBE82DEF3
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Projectile
|
0x43C0D52A
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ClingPathControl
|
0xB85D6790
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ColorModifier
|
0x021C14B0
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Explosion
|
0x16702F15
|
ReloadSetLoader
|
0x660FC7C1
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Checkpoint
|
0x8C2CCFAC
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PlayerRespawn
|
0xC0281AE7
|
ImpulseDriver
|
0xD4538C9B
|
Bouncer
|
0x06E89BE7
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Health
|
0xE0AFAF06
|
PlayerActionHint
|
0x1A90271D
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Grabbable
|
0x3C23783B
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GrabThrow
|
0x9373FEC0
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Respawn
|
0xAF565E69
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SwingRope
|
0xC7B43DA6
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ActorInteraction
|
0xC9ED6454
|
WindWaker
|
0x78D8893A
|
CameraTargetPlayer
|
0xA86E6401
|
PoiObject
|
0xFDD83489
|
Sound
|
0xCCAD4BD9
|
PerformanceGroupController
|
0x502506D6
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TouchSet
|
0x88603CF7
|
MineCartProxy
|
0xE1E1C49C
|
WaterVolume
|
0x6C5D597D
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NearVisible
|
0x3449A5DF
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Swimmer
|
0x591D8F55
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CharacterPrimitivesCollision
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0x90D8D3CE
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RenderMethodResolver
|
0xBD4CFA2F
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TriggerForce
|
0x3150D2F6
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FuseBomb
|
0xAF3A06F2
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PathControlZipline
|
0xD32870DF
|
PolarBear
|
0x2131C235
|
GroupSpawn
|
0x2751EBF2
|
AnimationGridController
|
0x18B96D29
|
TimerAnimationGridParamProvider
|
0xB9F9F04C
|
ActionDetector
|
0x343A47F7
|
CameraShaker
|
0x06159C2D
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RespawnBalloon
|
0x7E6063C8
|
PlayerActor
|
0x91F22DCF
|
Tippy
|
0x89F426F2
|
CinematicCameraShot
|
0x1EB2749F
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ConveyorModifier
|
0x73AECD92
|
FogVolume
|
0x845E492A
|
Retronome
|
0x23C5DFF4
|
WaterRenderVolume
|
0x55F80CCE
|
CinematicSkipHandler
|
0xAB5C5D7B
|
BonusRoom
|
0x3A3A6FAD
|
TireBounce
|
0x9D25FE2D
|
BeatUpHandler
|
0x9FC07D01
|
Owl
|
0xA42F7AB9
|
GrabbableGenerator
|
0xF34EDD1F
|
InventoryItem
|
0x18C0AD0F
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EndGame
|
0xEBE92100
|
RocketBarrelProxy
|
0xB7ADA3EC
|
BurningBranch
|
0x59AB515E
|
HotCoals
|
0xE21D45CB
|
BarrelBalloon
|
0x6302BBB3
|
UVTransform
|
0x5FEF037B
|
Baboon
|
0x25899782
|
MusicData
|
0x1AC8C8FD
|
MusicStateController
|
0x47A60DC3
|
MusicSystemTransport
|
0x5CF17BFE
|
AdapterManager
|
0xCA08C6A4
|
WaterRenderDecal
|
0x7F6D1CBA
|
RelayAutoFire
|
0x3DAAF68B
|
BaboonManager
|
0xD745DC42
|
GraphicalTransition
|
0x0FA3899C
|
RetronomeDriver
|
0x57E54B9D
|
EndLevel
|
0x6780941E
|
SuperCombinedAbilityEmitter
|
0xB8B6A22E
|
SuperCombinedAbilityResponder
|
0x0AF8D63C
|
MapPlayer
|
0x8CB5BF7D
|
MapPathControl
|
0xEBE0DAEE
|
WaterCurrentVolume
|
0xA7D1C922
|
CausticVolume
|
0x35D8F3F0
|
PufferFish
|
0xBA796FEF
|
Playlist
|
0xC2F2282A
|
WindWakerImpulser
|
0xE03DD39F
|
MapNode
|
0x55AAB5F1
|
RambiCrate
|
0x24D9D323
|
AudioEffect
|
0xF7602744
|
DSP
|
0x160E9AF9
|
RoomSettings
|
0x5746A908
|
DynamicActorControl
|
0x59276E0E
|
HUDAnchor
|
0xF442A668
|
TimeKeyframe
|
0xB6040870
|
RelayProbabilityGameMode
|
0xF3847DE3
|
FlyingPickupEffect
|
0x212BCDF5
|
SimpleShadow
|
0x655C5175
|
AudioBusController
|
0xF6751A5D
|
PlayerKeyframe
|
0xC04DAF13
|
BreathMonitor
|
0x4C7B9FC8
|
DirectionalIrradianceProbes
|
0x0BE7FC29
|
SurfaceControl
|
0xB6EC1A51
|
SimpleSound
|
0xD2CAC9A5
|
LightGroupProxy
|
0xDFD2A23A
|
DialogPanel
|
0xBCCB1B30
|
MinecartPathManager
|
0xD856F6B9
|
Imposter
|
0xBD040603
|
LevelDarkener
|
0xA72A9926
|
RenderGroup
|
0x3258FD44
|
RenderToFlash
|
0x3ABCFF68
|
SkinSwap
|
0xC532AD25
|
ScreenCaptureToFlash
|
0xB152AD59
|
PlayerSound
|
0xBFF963D2
|
StreamedMovie
|
0x7DCAF170
|
BloomEffect
|
0x1243C3E3
|
ProjectedSimpleShadowReceiver
|
0x5368FF52
|
ShopData
|
0xA04F0C68
|
ShopInstance
|
0x5B0C954B
|
UICameraSelector
|
0x7CC0B7BF
|
Squawks
|
0xB177FA02
|
SquawksProxy
|
0x4C53A836
|
UnitController
|
0x008E3AF5
|
FlashTextureSwapper
|
0xF5D80D1A
|
Extras
|
0xBB449D71
|
ExtrasType
|
0xA98F9015
|
ExtrasCategory
|
0xEE0D6FD4
|
DynamicLoadManager
|
0xFDDB58A1
|
MapManagerProxy
|
0xA32E718F
|
Achievement
|
0x62913993
|
AudioBusMixer
|
0xADCD416E
|
Credits
|
0xA4E4FE1D
|
HUDFadeDetector
|
0xAF9DEA76
|
ProductionFrontEndProxy
|