1 Unless otherwise stated, values are stored as 4 byte Little-Endian Integers
2 When you see a { } it means that the number of bytes of the value inside is determined by the value of the outside.
3 Unless otherwise stated, numbers are in *Decimal* format.
4 ? Represents a 4-byte longint with an unknown value.
5 A number (such as 540 or 440) appear as-is in the file (as a longint).
6 The purpose of these bytes are essentially unknown.
7 k8: this is shitmaker version which introduced data structure with this format.
8 Most words (like game_id and hspeed) will be actual variables stored,
9 unless they begin with a capitol letter, like X or Hspeed, in which case
10 GM keeps track of the value without a variable.
15 room (the current room)
20 cursor_sprite (deprecated, default of -1)
21 Steps since Game Start
27 Type (0 = real, 1 = string)
29 How long String Value is { String Value }
30 Number of Rows (0 if this is only element)
33 0 (x4 - these 4 0's only appear on the first run)
34 (Columns - 1 on first run, Columns thereafter) {
35 Type (0 = real, 1 = string)
37 How long String Value is { String Value }
41 How many room ID's there are
46 How long room_caption is { room_caption }
53 How long "Creation code" is { "Creation code" }
54 How many Backgrounds there are (always 8)
58 background_index (-1 for none)
63 (double) background_xscale
64 (double) background_yscale
65 (double) background_hspeed
66 (double) background_vspeed
68 (double) background_alpha
71 How many Views there are (always 8)
87 view_object (-1 for none)
102 Has Sprite (as opposed to a circle with a questionmark)
112 (double) gravity_direction
130 (double) path_position
131 (double) path_positionprevious
134 (double) path_orientation
136 (double) Path x (eg if relative, set to (x,y), if absolute, set to (0,0))
139 (double) timeline_position
140 (double) timeline_speed
141 How long "Instance Creation Code" is { "Instance Creation Code" }
146 Type (0 = real, 1 = string)
148 How long String Value is { String Value }
149 Number of Rows (0 if this is only element)
152 0 (x4 - these 4 0's only appear on the first run)
153 (Columns - 1 on first run, Columns thereafter) {
154 Type (0 = real, 1 = string)
156 How long String Value is { String Value }
161 0 (seems to be alternative instanses - looking into it)
181 Last placed Instance ID (100000 = none, 100001 = first)
182 Last placed Tile ID (10000000 = none, 10000001 = first)