Data Files (data/ directory)
Overview
All runtime gameplay data resides in the data/ directory.
Files originating from the CD-ROM are read via AddCDPath();
user save files are local.
Complete File Listing
| File / Pattern | Location | Description |
|---|---|---|
config.def |
Local | Runtime configuration — see Configuration |
world000.blp … world005.blp |
CD | Tutorial / school missions (6 levels, Episode 1) |
world100.blp … world137.blp |
CD | Main campaign, Episode 2 (normal, ~38 levels) |
world138.blp … world153.blp |
CD | Campaign Episode 3 (advanced, ~16 levels) |
world200.blp … world215.blp |
CD/local | Bonus / advanced missions (16 levels, Episode 4) |
user000.blp … user009.blp |
Local | Player save game slots (10 slots) |
demo000.blp … demo003.blp |
CD | Built-in demo recordings (4 demos) |
enigmes.blp |
CD | Special puzzle / enigma world |
info.blp |
CD | Game information / credits world |
Mission Numbering Scheme
000–005 Tutorial (school)
100–137 Campaign Episode 2 (normal)
138–153 Campaign Episode 3 (advanced)
200–215 Bonus Episode 4
Some world numbers in the 138–153 range are skipped (cut content or reserved).
File Access Paths
// CD path: reads from CD-ROM directory (set by CD-Rom= in config.def)
void AddCDPath(char *filename);
// Used for world100–world199
// User path: reads/writes from local user data directory
void AddUserPath(char *filename);
// Used for user000–user009
Save Slot UI
CDecor::FileExist(rank, bUser, world, time, total) is called for each of
the 10 save slots to determine whether a save exists and read its world
number and time for display in the load/save screens.
Demo Files
Demo files (demo000.blp–demo003.blp) have a different structure than
world files — they begin with DemoHeader followed by an array of DemoEvent
records, not DescFile. See Demo Recording & Playback.