Difference between revisions of "Loot (.ITS) File Format"
Jump to navigation
Jump to search
Heinermann (talk | contribs) (→ITSEntry: stray bead value) |
Heinermann (talk | contribs) (→ITSEntry: collection info) |
||
Line 18: | Line 18: | ||
===ITSEntry=== | ===ITSEntry=== | ||
Describes a single piece of loot. | Describes a single piece of loot. Chests and clovers are automatically included in the [[Save_File_(OKAMI)_File_Format#Map_Data|Map Data collection bitfield]], the index is in the order they appear in this file, and incremented only when a collectable is encountered. | ||
{| class="wikitable dataStructure" | {| class="wikitable dataStructure" | ||
Line 47: | Line 47: | ||
| 20 || 1 || uint8 || || Unknown. | | 20 || 1 || uint8 || || Unknown. | ||
|- | |- | ||
| 21 || 1 || uint8 || || | | 21 || 1 || uint8 || || No respawn. Forced include this entry in the [[Save_File_(OKAMI)_File_Format#Map_Data|Map Data collection bitfield]]. | ||
|- | |- | ||
| 22 || 1 || uint8 || || Unknown. | | 22 || 1 || uint8 || || Unknown. |
Revision as of 01:30, 31 July 2025
Note: This page pertains to Reverse Engineering of Okami File Formats.
Explanation
This file defines all guaranteed loot locations on a single map.
File Format
Overall
Start (Byte) | Width (Bytes) | Type | Field Name | Note |
---|---|---|---|---|
0 | 4 | uint32 | Number of Entries | Count of loot definitions |
4 | ITSEntry array | entries | Loot definitions | |
padding | 00 | Pad zeroes for 4 byte alignment |
ITSEntry
Describes a single piece of loot. Chests and clovers are automatically included in the Map Data collection bitfield, the index is in the order they appear in this file, and incremented only when a collectable is encountered.
Start (Byte) | Width (Bytes) | Type | Field Name | Note |
---|---|---|---|---|
0 | 1 | uint8 | contents_id | See Item Table. |
1 | 1 | uint8 | cat_id | Category ID: 0a is items. |
2 | 1 | uint8 | unknown2 | Always 01. |
3 | 1 | uint8 | container_state | See below for values. |
4 | 3 | PackedTuple<uint8> | size | Size of container (width, height, depth). |
7 | 3 | PackedTuple<uint8> | rotation | Rotation around axis (x, y, z). |
10 | 6 | PackedTuple<uint16> | coordinates | Location of container (x, y, z) |
16 | 1 | uint8 | container_type | See below for values. |
17 | 1 | uint8 | Unknown. | |
18 | 1 | uint8 | Unknown. | |
19 | 1 | uint8 | Unknown. | |
20 | 1 | uint8 | Unknown. | |
21 | 1 | uint8 | No respawn. Forced include this entry in the Map Data collection bitfield. | |
22 | 1 | uint8 | Unknown. | |
23 | 1 | uint8 | Unknown. | |
24 | 1 | uint8 | Stray bead bitfield index for the Collection Data struct. | |
25 | 15 | uint8 array | padding | All 00. |
container_state
Value | Meaning |
---|---|
00 | On Land |
01 | Underwater |
02 | Buried |
03 | On Land (unsure the difference from 00) |
04 | Required Pickup (Only astral pouch and devout beads chests.) |
05 | Powerslash Only (Kusa Village Gourds.) |
06 | In Canal (Sei'an Commoner's Quarter chests that are initially on land and later underwater.) |
07 | Tidal (Sunken Ship chests that are on land at night and underwater during day.) |
13 | On Land (Pots only, but some are 00 or 03, so what's the difference?) |
container_type
Value | Meaning |
---|---|
00 | Free-standing |
01 | Sasa Chest |
02 | Pot |
03 | Wooden Horse |
04 | Chest |
05 | Gale Shrine Chest |
06 | Clover |
07 | Grass |
08 | Watermelon |
09 | Locked Box |
0a | Bloom Pod |
0b | Guardian Fruit |
0c | Electric Chest |
0d | Clam Shell |
0e | Flower |
0f | Flaming Chest |
10 | One-eyed Doll |
11 | Frozen Chest |
12 | Crystal PS3 Rock |
13 | Iron PS2 Rock |