Text & Data Formats
KOTOR heavily relies on structured text and data layouts to manage everything from stat numbers to map meshes. Engine-native evidence for these varied structures (2DA, TLK, VIS, LYT, LTR) is documented below.
Implementation Blueprints
| Specification | Core Focus |
|---|---|
| 2DA (2D Array) | Binary/text relational database format managing core engine rules, constants, and stats. |
| TLK (Talk Table) | Centralized localized string dictionary managing all in-game dialogue and UI text. |
| VIS (Visibility Graph) | Binary topology mapping the rendering culling relationships between area geometry rooms. |
| LYT (Layout File) | ASCII configuration defining spatial positioning and linking of a module’s room geometry. |
| LTR (Letter Frequency) | Character-frequency matrices supporting the in-game random name generator algorithms. |