File System
Last modified by Hugo Peters on 2021/03/14 19:19
Dinosaur Planet uses a File System Table (FST) for its assets.
The filesystem is located at offset 0xA4970 in the rom.
The following files are included:
ID | Filename | Offset | Description |
0 | AUDIO.tab | 0x000A4AA0 | Table of offsets into AUDIO.bin |
1 | AUDIO.bin | 0x000A4B0C | Soundbanks of samples/instruments |
2 | SFX.tab | 0x001BF088 | Table of offsets into SFX.bin |
3 | SFX.bin | 0x001BF098 | A soundbank of encoded sound effects |
4 | AMBIENT.tab | 0x009D65D0 | Table of offsets into AMBIENT.bin |
5 | AMBIENT.bin | 0x009D65E0 | MIDI-esque sequenced audio of ambient noise |
6 | MUSIC.tab | 0x00B033F8 | Table of offsets into MUSIC.bin |
7 | MUSIC.bin | 0x00B03408 | MIDI-esque sequenced music, a true goldmine of David Wise goodness |
8 | MPEG.tab | 0x010A34F0 | Table of offsets into MPEG.bin |
9 | MPEG.bin | 0x010A4518 | Over one hour worth of MP3 encoded dialog |
10 | MUSICACTIONS.bin | 0x01E6ABDC | Currently unknown |
11 | CAMACTIONS.bin | 0x01E6EBDC | Currently unknown |
12 | LACTIONS.bin | 0x01E6F3DC | Currently unknown |
13 | ANIMCURVES.bin | 0x01E6F3DC | Sequence/cutscene tracks for objects. Each track consists of multiple curves, such as object position, head rotation, mouth angle and more, as well as a timeline of events, such as animation events, dialog events and sound effect events. |
14 | ANIMCURVES.tab | 0x01FD9B24 | Table of offsets into ANIMCURVES.bin |
15 | OBJSEQ2CURVE.tab | 0x01FE8EFC | Binds an OBJSEQ index to an ANIMCURVES.tab index |
16 | FONTS.bin | 0x01FE9EFE | Contains... fonts! |
17 | CACHEFONTSTAB.bin | 0x01FED382 | Currently unknown |
18 | CACHEFONTSTEX.bin | 0x01FED382 | Currently unknown |
19 | GAMETEXT.bin | 0x01FED382 | The game's on-screen localization (menus, subtitles, item descriptions, etc.) |
20 | GAMETEXT.tab | 0x01FFE340 | Table of offsets into GAMETEXT.bin |
21 | GLOBALMAP.bin | 0x02002AD8 | The layout of the world map. |
22 | TABLES.bin | 0x02002D24 | Currently unknown |
23 | TABLES.tab | 0x02003030 | Table of offsets into TABLES.bin |
24 | SCREENS.bin | 0x02003074 | Bitmaps with the text "Krystal's adventure..." and "Sabre's adventure...". |
25 | SCREENS.tab | 0x0204E094 | Table of offsets into SCREENS.bin |
26 | VOXMAP.bin | 0x0204E0A4 | Currently unknown |
27 | VOXMAP.tab | 0x020501A4 | Table of offsets into VOXMAP.bin |
28 | TEXPRE.tab | 0x020501AA | Table of offsets into TEXPRE.bin |
29 | TEXPRE.bin | 0x020512EA | Some textures (not used?) |
30 | WARPTAB.bin | 0x020E023A | Positions into the world map where the player can warp to. |
31 | MAPS.bin | 0x020E083A | Cell layouts, object lists and more relating to each map. |
32 | MAPS.tab | 0x02197C2A | Table of offsets into MAPS.bin |
33 | MAPINFO.bin | 0x021986EA | Metadata for each map, such as name and type![]() |
34 | ? | 0x0219932A | |
35 | ? | 0x021993F2 | |
36 | TEX1.bin | 0x021993F2 | Environment/model textures. |
37 | TEX1.tab | 0x0297283E | Table of offsets into TEX1.bin |
38 | TEXTABLE.bin | 0x02976156 | Indices used to convert texture references into IDs for the tab files. |
39 | TEX0.bin | 0x02976C66 | UI/minimap textures. |
40 | TEX0.tab | 0x02CCADE6 | Table of offsets into TEX1.bin |
41 | BLOCKS.bin | 0x02CCBE42 | Level mesh chunks. |
42 | BLOCKS.tab | 0x0325FE74 | Table of offsets into BLOCKS.bin |
43 | TRKBLK.bin | 0x03260FB4 | Converts indices used by MAPS.bin to level mesh chunk into IDs for BLOCKS.tab |
44 | HITS.bin | 0x03261024 | Collision data. |
45 | HITS.tab | 0x032898A4 | Table of offsets into HITS.bin |
46 | MODELS.tab | 0x0328A9E0 | Table of offsets into MODELS.bin |
47 | MODELS.bin | 0x0328B9F8 | The... models! |
48 | MODELIND.bin | 0x03477548 | Converts indices used by OBJECTS.bin to model IDs for MODELS.tab |
49 | MODANIM.tab | 0x0347805E | Table of starting offsets into MODANIM.bin |
50 | MODANIM.bin | 0x03478868 | Contains animation IDs for each model. -1 indicates a new animation bank. |
51 | ANIM.tab | 0x0347B36E | Table of offsets into ANIM.bin |
52 | ANIM.bin | 0x0347D752 | The game's... animations! |
53 | AMAP.tab | 0x037AA752 | Table of offsets into AMAP.bin |
54 | AMAP.bin | 0x037AB766 | Animation remap tables. |
55 | BITTABLE.bin | 0x037DE966 | The game's default bittable![]() |
56 | WEAPONDATA.bin | 0x037E0DE6 | ? |
57 | VOXOBJ.tab | 0x037E3C1E | Table of offsets into VOXOBJ.bin |
58 | VOXOBJ.bin | 0x037E3C26 | ? |
59 | MODLINES.bin | 0x037E3C26 | Collision/physics data? |
60 | MODLINES.tab | 0x037E5586 | Table of offsets into MODLINES.bin |
61 | SAVEGAME.bin | 0x037E562E | The default savegame file. |
62 | SAVEGAME.tab | 0x037E6E2E | Table of offsets into SAVEGAME.bin |
63 | OBJSEQ.bin | 0x037E6E3A | Groups of objects that belong to a single sequence. |
64 | OBJSEQ.tab | 0x037ECEC2 | Table of offsets into OBJSEQ.bin |
65 | OBJECTS.tab | 0x037ED766 | Table of offsets into OBJECTS.bin |
66 | OBJECTS.bin | 0x037EEB42 | The object definitions, including their name, DLL type, models, and more. |
67 | OBJINDEX.bin | 0x037EEB42 | Converts indices used by MAPS.bin and OBJSEQ.bin into IDs for OBJECTS.tab. |
68 | OBJEVENTS.bin | 0x037EEB42 | ? |
69 | OBJHITS.bin | 0x0382D794 | Collision data for objects. |
70 | DLLS.bin | 0x038317CC | Reloctable code modules that are hot-swapped during gameplay. See more: DLL System |
71 | DLLS.tab | 0x03B04BDC | Table of offsets into DLLS.bin |
72 | DLLSIMPORTTAB.bin | 0x03B064DC | Table of entrypoints into the main executable that DLLs use to link to specific function/data imports |
73 | ENVFXACT.bin | 0x03B06CF4 | ? |