Injections

Injections defined in the global game flow will by default be applied to each level. Individual levels can also specify their own specific injections to include. In that case, the global injections are merged with the level's when the level loads.

Individual levels can set inherit_injections to false and as a result they will not use the global injection files. If those levels have their own injections defined, only those will be used. And of course, if they have none defined, nothing will be injected.

Disclaimer: Custom levels should not use the injections mechanism and instead should provide data that is already correct and consistent. Reports of bugs about injection files not working for custom levels will not be considered. Note however that the injections that relate to Lara can work in custom levels that do not modify Lara's default mesh structure or animations. These injection files are based on the original Lara model.

The game flow will ignore referenced injection files that do not exist, but it is best practice to remove the references to maintain a clean game flow file.

Following is a summary of what each of the default injection files that are provided with the game achieves.

Injection file Usage Purpose
*_cameras.bin TR1 Injects positional adjustments for cameras that can otherwise cause visual issues, such as in Temple of the Cat.
*_fd.bin TR1, TR2 Injects fixes for floor data issues in the original levels. Refer to the README for a full list of fixes.
*_itemrots.bin TR1, TR2 Injects rotations on pickup items so they make more visual sense when using the 3D pickups option.
*_meshfixes.bin TR1 Injects miscellaneous mesh adjustments for objects, such as in Obelisk of Khamoon to avoid z-fighting.
*_music_tracks.bin TR2 Injects trigger adjustments to convert music track numbers to match file names. These are suitable for OG levels only.
*_pickup_meshes.bin TR1, TR2 Injects mesh edits to change the scale of various pickup models, such as the keys in St. Francis' Folly or the Prayer Wheel in Barkhang Monastry.
*_sfx.bin TR1, TR2 Injects various SFX fixes or additions, such as the PSX Uzi SFX in TR1, or fixing the silent enemies in TR2's water levels.
*_skybox.bin TR1 Injects a predefined skybox model into specific levels.
*_textures.bin TR1 Injects fixes for texture issues in the original levels, such as gaps in the walls or wrongly colored models. Refer to the README for a full list of fixes.
boat_bits.bin TR2 Injects a model in slot `O_BOAT_BITS` (221) which is used to show the boat exploding when it crosses mines.
backpack.bin TR1 Injects mesh edits for Lara's backback, such that it becomes shallower. This is only applied when the braid is enabled, to avoid the braid merging with the backpack. The different files are needed to address mesh structure differences between cutscene and normal levels.
backpack_cut.bin
braid.bin TR1 Injects a braid when the option for it is enabled. This also edits Lara's head meshes (object 0 and object 4) to make the braid fit better. A golden braid is also provided for the Midas Touch animation. Again, different files are needed to cater for mesh differences between cutscene and normal levels. The Lost Valley file comprises a head mesh edit for object 5 only.
braid_cut1.bin
braid_cut2_cut4.bin
braid_valley.bin
bubbles.bin TR1 Injects replacement sprite textures for Lara's underwater bubble sprites, which are cut off in OG.
cistern_plants.bin TR1 This disables the animation on sprite ID 193 in The Cistern and Tomb of Tihocan.
khamoon_mummy.bin TR1 Injects the mummy in room 25 of City of Khamoon, which is present in the PS1 version but not the PC.
lara_animations.bin TR1 Injects several animations, state changes and commands for Lara, such as responsive jumping, jump-twist, somersault, underwater roll, and wading. For custom levels, this injection file will work as-is, but if you are building a level and wish to customise any of Lara's animations, please refer to https://github.com/LostArtefacts/TRXInjectionTool/blob/main/docs/LARA.md for guidance.
lara_gym_guns.bin TR1 Injects all of Lara's weapons and weapon animations in TR1's gym level.
explosion.bin TR1 Injects explosion sprites for certain console commands.
font.bin TR1, TR2 Injects replacement font sprites to support more characters than OG.
guardian_death_commands.bin TR2 Injects an animation command for the bird guardian to end the level on the final frame of its death animation. The original hard-coded end-level behaviour is removed in TR2X.
mines_pushblocks.bin TR1 Injects animation command data for pushblock types 2, 3 and 4 to restore the missing scraping SFX when pulling these blocks.
pickup_aid.bin TR1 Injects a sprite sequence similar to the Midas twinkle effect, which is used when the option for pickup aids is enabled. Custom levels should define a suitable sprite sequence in slot 185.
photo.bin TR1, TR2 Injects camera shutter sound effect for the photo mode, needed only for the cutscene levels.
purple_crystal.bin TR1 Injects a replacement savegame crystal model to match the PS1 style.
scion_collision.bin TR1 Increases the collision radius on the (targetable) Scion such that it can be shot with the shotgun.
seaweed_collision.bin TR2 Fixes the seaweed in Living Quarters blocking Lara from exiting the water.