1 This document is intended to be a complete description of the function of the
2 data files found in Moo2. Within a section, files should be sorted
3 alphabetically. Content will be added as more is understood.
6 These are not actual LBX archives, but simply renamed Smack! video files.
7 libavcodec can decode these.
8 amebafin.lbx - An amoeba floating in space. I've never seen this ingame.
9 anatkfin.lbx - Antarans teleporting into our galaxy.
10 anwinfin.lbx - Victory against the Antarans.
11 dimtvfin.lbx - Teleporting to attack the antarans.
12 genwinfn.lbx - You have won the game.
13 intro.lbx - "This is Alpha Niner, calling science station Hermings."
14 loserfin.lbx - You have lost the game.
15 orionfin.lbx - Victory at Orion.
16 plntdfin.lbx - Destruction of a planet.
17 wininfin.lbx - Victory at the Galactic Council.
20 stream.lbx - The main music tracks in the game.
21 streamhd.lbx - Short music tracks (audience screens, etc).
25 bldg#.lbx - Buildings for the colony view. Use fonts.lbx.002 for the
26 palette. Part of the image, clearly meant to be a shadow,
27 is not coloured properly. There is an extra flag in these
28 images, which is probably related.
29 bldg5.lbx is an archive with one empty file. There *is*
30 some other junk in the archive file, though...
32 buffer0.lbx - Just about every UI element for every dialog that is used on
33 the galactic map screen. Use fonts.lbx.005 for the palette.
35 colbldg.lbx - The colony building menu. Use fonts.lbx.002 for the palette.
37 game.lbx - The "game" menu. Images 0-19, 27 and 28 use fonts.lbx.005 as
38 the palette: these are for the in-game menu. Images 20-26 use
39 fonts.lbx.006 as the palette, these are for the main menu.
41 logo.lbx - Simtex and Microprose logo images.
43 mainmenu.lbx - Graphics for the main menu. Use fonts.lbx.006 for the palette.
45 monster.lbx - Monster images for tactical combat. Use fonts.lbx.004 for the
46 palette. Use monster.lbx.013 as the override for Images 0-6
47 (Antarans). Image 7 uses monster.lbx.014, image 8 uses
48 monster.lbx.015 and so on up to image 12. Image 20 starts
49 again at monster.lbx.015. I'm not sure what override image 25
50 (the Avenger) uses; most look good, maybe monster.lbx.015
53 planets.lbx - Backgrounds for the colony view. Use fonts.lbx.002 for the
56 plntsum.lbx - Interface elements for the planets screen. Use fonts.lbx.007
59 raceicon.lbx - The little people icons used on the colony screen. Use
60 fonts.lbx.002 for the palette.
62 racesel.lbx - The race selection dialogue. Use fonts.lbx.010 for the
63 palette and racesel.lbx.000 as the override.
65 ships.lbx - Ship graphics. Use fonts.lbx.012 for the base palette. Every
66 50th image contains an override palette which will colour the
67 ships for a particular player colour.
69 science.lbx - Contains the mouse cursor and the textbox/swirling mist
70 animations for tech screens. Use the mouse cursor image as
71 the override palette for the other two.
73 sr_r#_XX.lbx - The background of tech screens. Three for each race: science,
76 starbg.lbx - Various galaxy background features: starfields and nebulae.
77 Seem to work with any of palettes from fonts.lbx.001,
78 fonts.lbx.005, fonts.lbx.009 and fonts.lbx.011.
80 tanm_###.lbx - The spinning tech animations used on the tech screens. One
81 file for each tech. There appears to be some data between
82 the LBX header and the first file in the archive. Use
83 fonts.lbx.002 for the palette.
85 techsel.lbx - The menu for selecting research. Probably some mistakes here,
86 but for images 0-13, use fonts.lbx.004 as the base palette and
87 techsel.lbx.000 as the override. For images 14-27, use
88 fonts.lbx.005 as the base palette and techsel.lbx.014 as the