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PBM file format
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PBM files are the various tile sets. Doukutsu PBM files are NOT Portable Bitmaps. They're plain BMP files. 
There are, however, some restrictions... 
Must have a resolution of 200 pixels/centimeter 
Must be 16 colors. 256 is doable, but 16 is recommended 
Must have a size that's divisible by 16. 
If you want functional transparency, color zero must be absolute blackness (0,0,0). 
Must absolutely have the ASCII string (C)Pixel appended at the end of the file.

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PXA file format
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PXA files contain tile attribute data. There's one for each PBM. Each byte directly maps to a tile in the PBM. 
We haven't decoded the actual tile values yet, but here's a start: Hex Binary 
40 0100 0000  Overdraw 
41 0100 0001  Solid 
54 0101 0100  Slope A1 
55 0101 0101  Slope A2 
56 0101 0110  Slope B1 
57 0101 0111  Slope B2 
60 0110 0000  Water

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PXE file format
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PXE files contain NPC data. There's one for each PXM.
Offset 
0 PXE header 
4 Number of entities 
For each entity 
8 Horizontal location 
10 Vertical location 
12 Game flag thing 
14 TSC script index 
16 Type 
18 Unknown

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PXM file format
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PXM files contain map data.
Offset 
0 PXM header 
4 Length of map 
6 Height of map 
8+ One byte per tile mappage

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TSC file format
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TSC files contain actual script data. They are the lifeblood of the game. There's one for each PXM, and some global ones. 
There are three programs available to decode a TSC file: Dwedit's decoder, and the ones built into Miza & Sue's Workshop. 



http://www.miraigamer.net/forums/showthread.php?p=2643#post2643
 

 

 
 
 