SHET viewer for file "MICRO/BREAKY/BREAKY6.DAT", offset 427248

Not all the info in the SHET is shown here. I can't seem to get the HTML tables to display without a minimum row spacing, so some of the sheets have gaps in. Currently using a heuristic to guess at the locations of the Sheets.

Found 17 sheets

Many sheets have metadata arrays, with one 8-byte entry for each texture square. This page can only show one byte plane from those arrays at a time. Please choose one of the following:

Header

unknownunknown???sheetCount
bkfobjs.def bkftims.def 2390700117

[201] bkftable at 427279

XYZZ1rXrYrZZ2WidthHeightXSYS
000000002626256256

ABCDE
11010

Flat continues at 430027 for 6482 bytes

12
00

A is non-zero, printing camera / bump map array, showing only something to do with the corners? No immediately noticeable difference when zeroed out.

00000000000000000111100000
00000000000000000000000000
00011000110000100080000000
00000000111000100008000000
00010000110000000010000010
00000000111110000000000010
00000100010010000000110010
00000100100010000000110000
00100100100010200000110000
00080100100010200000110000
00000100100010000000110000
00000100000010800000110000
00020100000010800000110000
00020100000010800000110000
00000100000010000000110000
00000100000011100000110000
00000110000011000000110000
00808111000011000000110000
00000110000011000000000100
00000111000011110000000100
00000011100000000000000000
00000000000000000000000000
01011000000000000000000000
01000000000000000000000000
00000000000000000000000000
00000000000000000000000000

Now objects and weapons at 435437

ObjtCount
48
XrotYrotZrotZero1XposYposZPosZeroOBJTtypeone1isSolidDunno
0000132211790012110
00-15860630539930011110
0014604835498001411-40
00146049731520009110
001460216720810015110
00146016341763009110
00-176014875476001411-40
00-176057924259001411-10
00650432636520023110
00181023301171001411-10
00181024952880002711-10
00181012403803002811-10
0-8642036675469002711-10
2-34970172543270025110
2-34970413117460015110
2-3497057253034001411-10
2-3144051355416009110
2-31440566113310020110
2-3144051479670019110
2-31440296624460015110
2-3-513022923747002811-40
0-2-451029711866002811-10
00-12500441626010026110
00-6770226744380025110
00-6770310811510017110
00-6770340913640015110
007330296813880015110
0073306091512001411-10
001024038412909002110
111724010526055009110
11172403454820007000
10878012696139007000
0-1-13610280163350015110
0-112670434559480018110
00102409172532002110
2252009063080007100
018780204953660013110
018780359949850010110
018780408951270016110
00287061436100012110
0000123155590016110
0012160464847860020110
0012160505132310025110
00-1894044174072002711-10
001139038313329002110
-26390037282836-1810710-50
0000464159610017110
-10-1700562857530011110
WeapCount
1
SomethingTypeXposYposZPosZero
11142605875-60

[202] floorsht at 436509

XYZZ1rXrYrZZ2WidthHeightXSYS
-2848-31521000000004040304304

ABCDE
10010

Flat continues at 442953 for 12806 bytes

12
00

A is non-zero, printing camera / bump map array, showing only something to do with the corners? No immediately noticeable difference when zeroed out.

0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000111000000000
0000000000000000000000000000111110000000
0000000000000000000000000000111100000000
0000000000000000000000000000110000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000
0000000000000000000000000000000000000000

Now objects and weapons at 455755

ObjtCount
0
WeapCount
0

[203] ritewall at 455759

XYZZ1rXrYrZZ2WidthHeightXSYS
9152-3151-32000-1024-10240728167165

ABCDE
01010

Flat continues at 458107 for 6 bytes

123456
000000

[204] bbotwall at 458113

XYZZ1rXrYrZZ2WidthHeightXSYS
91528849-32001024020470728167165

ABCDE
01010

Flat continues at 460461 for 6 bytes

123456
000000

[205] ttopwall at 460467

XYZZ1rXrYrZZ2WidthHeightXSYS
-2848-3152-3200-1024000728167165

ABCDE
00010

Flat continues at 462815 for 6 bytes

123456
000000

[206] leftwall at 462821

XYZZ1rXrYrZZ2WidthHeightXSYS
-28438848-32000102410240728167165

ABCDE
00010

Flat continues at 465169 for 6 bytes

123456
000000

[207] sidenum1 at 465175

XYZZ1rXrYrZZ2WidthHeightXSYS
0665300-1024000273256256


D=6

D=65532

D=5

D=65528

D=5

D=65529

D=4

D=65532

D=6

D=65531

D=5

D=65533

D=5

D=65532

D=6

D=65530

D=6

D=5

D=65531

D=5

D=3

D=12

D=65528

D=10

D=7

D=65521

D=10

D=65522

D=8

D=65528

D=12

D=65526

D=10

D=65530

D=10

D=65528

D=12

D=65524

D=10

D=10

D=65526

D=10

D=6
ABCDE
01110

Flat continues at 465543 for 6 bytes

123456
000000

[208] sidenum2 at 465549

XYZZ1rXrYrZZ2WidthHeightXSYS
00000-1024-10240273256256


D=4

D=65530

D=6

D=65530

D=5

D=65531

D=7

D=65530

D=5

D=65531

D=7

D=65529

D=3

D=65531

D=6

D=65530

D=5

D=65531

D=6

D=65532

D=12

D=65526

D=8

D=65524

D=12

D=65524

D=10

D=65526

D=13

D=65524

D=10

D=65526

D=13

D=65523

D=6

D=65526

D=12

D=65524

D=10

D=65526

D=12

D=65528

D=12

D=65526
ABCDE
01110

Flat continues at 465917 for 6 bytes

123456
000000

[209] sidenum3 at 465923

XYZZ1rXrYrZZ2WidthHeightXSYS
665700010240-20470273256256


D=5

D=65530

D=4

D=3

D=65531

D=5

D=65532

D=4

D=65528

D=7

D=3

D=65532

D=4

D=65530

D=7

D=65533

D=5

D=65531

D=6

D=65530

D=5

D=65531

D=10

D=65524

D=8

D=6

D=65526

D=10

D=65528

D=8

D=65520

D=14

D=6

D=65528

D=8

D=65524

D=14

D=65530

D=10

D=65526

D=12

D=65524

D=10

D=65526
ABCDE
01110

Flat continues at 466291 for 6 bytes

123456
000000

[210] sidenum4 at 466297

XYZZ1rXrYrZZ2WidthHeightXSYS
66566654000102410240273256256


D=6

D=6

D=65529

D=4

D=65531

D=5

D=7

D=65530

D=65532

D=4

D=65531

D=7

D=65529

D=6

D=65531

D=7

D=65531

D=4

D=65530

D=5

D=65531

D=7

D=13

D=12

D=65522

D=8

D=65526

D=9

D=15

D=65524

D=65527

D=8

D=65526

D=14

D=65522

D=12

D=65526

D=14

D=65526

D=8

D=65524

D=10

D=65526

D=14
ABCDE
01110

Flat continues at 466665 for 6 bytes

123456
000000

[211] jumpsht1 at 466671

XYZZ1rXrYrZZ2WidthHeightXSYS
10483104-20-23202047012287270

ABCDE
10001

Flat continues at 466723 for 22 bytes

12
00

A is non-zero, printing camera / bump map array, showing only something to do with the corners? No immediately noticeable difference when zeroed out.

8
8

Now objects and weapons at 466741

ObjtCount
0
WeapCount
0

[212] jumpsht2 at 466745

XYZZ1rXrYrZZ2WidthHeightXSYS
357523640024600012287270

ABCDE
10001

Flat continues at 466797 for 22 bytes

12
186255

A is non-zero, printing camera / bump map array, showing only something to do with the corners? No immediately noticeable difference when zeroed out.

2
2

Now objects and weapons at 466815

ObjtCount
0
WeapCount
0

[213] ojcart01 at 466819

XYZZ1rXrYrZZ2WidthHeightXSYS
6382432-1700000021270190

ABCDE
10001

Flat continues at 466871 for 22 bytes

12
00

A is non-zero, printing camera / bump map array, showing only something to do with the corners? No immediately noticeable difference when zeroed out.

88

Now objects and weapons at 466889

ObjtCount
0
WeapCount
0

[214] ojcart02 at 466893

XYZZ1rXrYrZZ2WidthHeightXSYS
35692812-1700000021270190

ABCDE
10001

Flat continues at 466945 for 22 bytes

12
00

A is non-zero, printing camera / bump map array, showing only something to do with the corners? No immediately noticeable difference when zeroed out.

80

Now objects and weapons at 466963

ObjtCount
0
WeapCount
0

[215] placemt1 at 466967

XYZZ1rXrYrZZ2WidthHeightXSYS
12936288-150001165012306258

ABCDE
10001

Flat continues at 467019 for 22 bytes

12
00

A is non-zero, printing camera / bump map array, showing only something to do with the corners? No immediately noticeable difference when zeroed out.

0
0

Now objects and weapons at 467037

ObjtCount
0
WeapCount
0

[216] placemt2 at 467041

XYZZ1rXrYrZZ2WidthHeightXSYS
2094882-15000317012306258

ABCDE
10001

Flat continues at 467093 for 22 bytes

12
00

A is non-zero, printing camera / bump map array, showing only something to do with the corners? No immediately noticeable difference when zeroed out.

0
0

Now objects and weapons at 467111

ObjtCount
0
WeapCount
0

[218] ojcart03 at 467115

XYZZ1rXrYrZZ2WidthHeightXSYS
35673191-170000-111021270190

ABCDE
10001

Flat continues at 467167 for 443409 bytes

12
00

A is non-zero, printing camera / bump map array, showing only something to do with the corners? No immediately noticeable difference when zeroed out.

88

last sheet: printing waypoint table at 467185:

last sheet was preceeded by a bump array. ptr++

Next int16 is 256, assuming array of 2*256 bytes:

expected array is too large! bottling out at 467188