Infinity Engine File Format Hacking Project
Work remaining: Big Projects
- Document the BAF format in detail (already sort of documented in the script compiler docs)
- Document the INI files (i.e. not just the format, but how they are used in Torment, etc.)
- Put together consistent documentation of the different old-style effects (i.e. what the various parameters mean for each effect type)
- Put together consistent documentation of the different new-style effects (i.e. what the various parameters mean for each effect type -- are the new style effect types the same as the old-style effect types?)
- (pending) Update documentation with BG2 file formats, when BG2 becomes available
Work remaining: Little Projects
- Document the CHR format
- Document the TOH/TOT files (talk override header/text) -- this looks straightforward
- Document the .mus format?
- Find links to decent docs on the .bmp and .wav file formats so they can be linked to from the formats list. No point in documenting those here, since they are well-known and documented.
- Figure out what the AREA V1.0 Tiled objects structures are used for. They don't appear to be used in any game so far; nevertheless, the ever resourceful Dmitry Jemerov has detailed its format. All that remains is to figure out why it's there.
- Figure out/document the differences between Icewind Dale scripts and BG/PT scripts. It appears to be similar to the PT compiled script format, except without the Team and Faction attributes in the objects. (i.e. it appears to have the "coordinates" field)
Work remaining: Structures with one or more unknown fields
- AREA:
- BCS:
- BIFF:
- CHUI:
- CRE:
- EFF:
- GAME:
- V1.1 format: unknown sections (from Torment)
- V1.1 Header: 132+ bytes unaccounted for (structure is slightly different in BG/PT)
- V1.1 NPCs: 178+ bytes unaccounted for (structure is slightly different in BG/PT/IWD)
- V1.1 Stats: 12 bytes unaccounted for
- V1.1 Variables: 48 bytes unaccounted for
- ITM:
- SPL:
- SRC:
- STOR:
- TLK:
- WED:
- WMAP:
Work remaining: Continuing Projects
- Add clarifying notes to some of the hairier formats. (WED and AREA are a good place to start...)
- Add more example source code; clean, well-written code is worth several thousand words
Work unlikely to make it onto these pages
- Any formats which Interplay is strongly opposed to the public dissemination of, which
appears to be primarily the ACM, WAVC, and MVE formats.