BREAKOBJ files contain static position/rotation data for debris from broken scenery objects (such as chairs, boxes, pots, etc).
When an object is destroyed during live game-play, the physics engine calculates the behavior/positioning of the resulting debris in real time (ignoring BREAKOBJ data). However, if an object is already broken when an area is loaded, static debris positions are loaded from the BREAKOBJ file corresponding to that area. BREAKOBJ data entries correspond to object instances, not object types; this allows for the creation of unique object fragment arrangements to avoid a "tiling" effect when objects of the same type are destroyed near each other.
There are 18 BREAKOBJ files in Dark Souls 1, each containing data for the world objects of a specific game area:
m10_00_00_00.breakobj
- The Depthsm10_01_00_00.breakobj
- Undead Burg, Undead Parishm10_02_00_00.breakobj
- Firelink Shrinem11_00_00_00.breakobj
- Painted World of Ariamism12_00_00_00.breakobj
- Unused? (Darkroot Garden?)m12_00_00_01.breakobj
- Darkroot Gardenm12_01_00_00.breakobj
- Royal Woodm13_00_00_00.breakobj
- Catacombsm13_01_00_00.breakobj
- Tomb of the Giantsm13_02_00_00.breakobj
- Great Hollowm14_00_00_00.breakobj
- Blighttownm14_01_00_00.breakobj
- Demon Ruins, Lost Izalithm15_00_00_00.breakobj
- Sen's Fortressm15_01_00_00.breakobj
- Anor Londom16_00_00_00.breakobj
- New Londo Ruinsm17_00_00_00.breakobj
- Duke's Archives, Crystal Cavem18_00_00_00.breakobj
- Kiln of the First Flame*m18_01_00_00.breakobj
- Northern Undead Asylum/map/breakobj/
First eight bytes are always:
42 4A 42 4F 01 17 05 08
B J B O