LcfMapTree

LcfMapTree, or LMT for short, is the file-format for map-data that needs to be present all the time ingame, all random-encounter AREAs, the game's title aswell as all data necessary for the maptree to give it a structure.

Header

Each file starts with a byte that defines how long the format-identifying string next to it will be. Normally, this is always 10 (0x0A), followed by the text "LcfMapTree".

Map/Area Data

MAPs and AREAs use the same type structure and are ordered by their ID. The first entry, which occupies ID 0, is what you see displayed as a folder in the maptree-window and contains the game's title as its name. Maps with a parent-ID set to 0 are direct childs of that "folder".

ContentDataTypeDetails
10x01 NameStringLess than 12 bytes
20x02 ParentIDBER
30x03 TreeDepthBERShould be Parent's TreeDepth + 1
40x04 TypeBER0: MAP, 1: AREA
50x05 EditScroll XBERLast position of horizontal Scrollbar in MapEditor
60x06 EditScroll YBERLast position of vertical Scrollbar in MapEditor
70x07 ExpandFlagBooleanAre ChildMaps collapsed or expanded?
110x0B Change BGMBER0: Parent Map, 1: Don't Change, 2: Set to Data of #12/0x0C
120x0C BGM Data
210x15 Change BackdropBER0: Parent Map, 1: Based on Terrains, 2: Set to Data of #22/0x16
220x16 Backdrop FilenameString
310x1F Teleport SkillsBER0: Parent Map, 1: Enable, 2: Disable
320x20 Escape SkillsBER0: Parent Map, 1: Enable, 2: Disable
330x21 Saving in MenuBER0: Parent Map, 1: Enable, 2: Disable
410x29 Encounter TroopsArray2D
440x2C StepsBER
510x33 AreaRectarray<uint32_t, 4>[LeftX, TopY, RightX, BottomY]

BGM Data

This is a structure-type used for music in all Lucifer data-formats.

ContentDataTypeDetails
10x01 FilenameString
20x02 FadeTimeBER0~10000 (milliseconds)
30x03 VolumeBER0~100 (%)
40x04 Tempo/PitchBER50~150 (%)
50x05 PanningBER0~100 (50 = Centered)

Encounter Troops

This is a list of troops to start battles as random-encounters on the map, entries just contain an ID and nothing else.

ContentDataTypeDetails
10x01 TroopIDBER

Starting Positions

At the end of the file, this structure defines where the player aswell as the vehicles have their initial locations when you choose to start a new game.

ContentDataTypeDetails
10x01 Player MapIDBER
20x02 Player XBER
30x03 Player YBER
110x0B Boat MapIDBER
120x0C Boat XBER
130x0D Boat YBER
210x15 Ship MapIDBER
220x16 Ship XBER
230x17 Ship YBER
310x1F Airship MapIDBER
320x20 Airship XBER
330x21 Airship YBER