Files in general: *.00A Animation *.00M Materials (palette) *.### Object ### (###=number prefixed with zeros) OBJECT FILE: SCENE.00A FILE: word: number of objects word: file number for object 0 word: file number for object 1 ... word: file number for object N Stream of frame data starts. word X x&0xfff = number of object bits: 0x0F Low 4 bits of the object to modify 0x30 Bytes of flags to read (0..3) 0xC0 Command: 0x00 0=Leave to list 0x40 1=Remove from list 0x80 2=Add to list 0xC0 3=Hi change. X&0x3F=Object number/16. (high bits) Hi change 0x3F (X=0xFF) means special. Next byte Y: <0x80=next frame, Y=hi byte of camera angle (field of vision) 0=next frame 0xFF=end of anim Position: 3 x DWORD Rotation: 9 x WORD ### Flags: bits: 0..1 0=X coordinate same, 1=byte change, 2=word change, 3=dword chnage (all start out zero) 2..3 -"- for Y coordinate 4..5 -"- for Z coordinate 6 1=Matrix stored with word changes (0=bytes) 7..15 1=This entry in matrix changed All objects start hidden (except camera)