Files in general:
*.00A	Animation
*.00M	Materials (palette)
*.###	Object ### (###=number prefixed with zeros)

OBJECT FILE:


SCENE.00A FILE:
word:	number of objects
word:	file number for object 0
word:	file number for object 1
	...
word:	file number for object N
Stream of frame data starts.

word	X
x&0xfff = number of object
bits:
0x0F	Low 4 bits of the object to modify
0x30	Bytes of flags to read (0..3)
0xC0	Command:
	0x00 0=Leave to list
	0x40 1=Remove from list
	0x80 2=Add to list
	0xC0 3=Hi change. X&0x3F=Object number/16. (high bits)
	       Hi change 0x3F (X=0xFF) means special. Next byte Y:
	       		<0x80=next frame, Y=hi byte of camera angle (field of vision)
			0=next frame
			0xFF=end of anim

Position: 3 x DWORD
Rotation: 9 x WORD

###

Flags:
bits:	
0..1	0=X coordinate same, 1=byte change, 2=word change, 3=dword chnage (all start out zero)
2..3	-"- for Y coordinate
4..5	-"- for Z coordinate
6	1=Matrix stored with word changes (0=bytes)
7..15	1=This entry in matrix changed

All objects start hidden (except camera)