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Hugo Peters 1.1 1 Dinosaur Planet uses a **File System Table** (FST) for its assets.
2
3 The filesystem is located at offset 0xA4970 in the rom.
4
5 The following files are included:
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7 |ID|Filename|Description
8 |0|AUDIO.tab|Table of offsets into AUDIO.bin
Hugo Peters 2.1 9 |1|AUDIO.bin|Soundbanks of samples/instruments
Hugo Peters 1.1 10 |2|SFX.tab|Table of offsets into SFX.bin
Hugo Peters 2.1 11 |3|SFX.bin|A soundbank of encoded sound effects
Hugo Peters 1.1 12 |4|AMBIENT.tab|Table of offsets into AMBIENT.bin
Hugo Peters 2.1 13 |5|AMBIENT.bin|MIDI-esque sequenced audio of ambient noise
Hugo Peters 1.1 14 |6|MUSIC.tab|Table of offsets into MUSIC.bin
Hugo Peters 2.1 15 |7|MUSIC.bin|MIDI-esque sequenced music, a true goldmine of David Wise goodness
Hugo Peters 1.1 16 |8|MPEG.tab|Table of offsets into MPEG.bin
Hugo Peters 2.1 17 |9|MPEG.bin|Over one hour worth of MP3 encoded dialog
18 |10|MUSICACTIONS.bin|Currently unknown
19 |11|CAMACTIONS.bin|Currently unknown
20 |12|LACTIONS.bin|Currently unknown
21 |13|ANIMCURVES.bin|Sequence/cutscene tracks for objects.
22 Each track consists of multiple curves, such as object position, head rotation, mouth angle and more,
23 as well as a timeline of events, such as animation events, dialog events and sound effect events.
Hugo Peters 1.1 24 |14|ANIMCURVES.tab|Table of offsets into ANIMCURVES.bin
Hugo Peters 2.1 25 |15|OBJSEQ2CURVE.tab|Binds an OBJSEQ index to an ANIMCURVES.tab index
26 |16|FONTS.bin|Contains... fonts!
27 |17|CACHEFONTSTAB.bin|Currently unknown
28 |18|CACHEFONTSTEX.bin|Currently unknown
29 |19|GAMETEXT.bin|The game's on-screen localization (menus, subtitles, item descriptions, etc.)
Hugo Peters 1.1 30 |20|GAMETEXT.tab|Table of offsets into GAMETEXT.bin
Hugo Peters 2.1 31 |21|GLOBALMAP.bin|The layout of the world map.
32 |22|TABLES.bin|Currently unknown
Hugo Peters 1.1 33 |23|TABLES.tab|Table of offsets into TABLES.bin
Hugo Peters 2.1 34 |24|SCREENS.bin|Bitmaps with the text "Krystal's adventure..." and "Sabre's adventure...".
Hugo Peters 1.1 35 |25|SCREENS.tab|Table of offsets into SCREENS.bin
Hugo Peters 2.1 36 |26|VOXMAP.bin|Currently unknown
Hugo Peters 1.1 37 |27|VOXMAP.tab|Table of offsets into VOXMAP.bin
38 |28|TEXPRE.tab|Table of offsets into TEXPRE.bin
Hugo Peters 2.1 39 |29|TEXPRE.bin|Some textures (not used?)
40 |30|WARPTAB.bin|Positions into the world map where the player can warp to.
41 |31|MAPS.bin|Cell layouts, object lists and more relating to each map.
Hugo Peters 1.1 42 |32|MAPS.tab|Table of offsets into MAPS.bin
Hugo Peters 2.1 43 |33|MAPINFO.bin|Metadata for each map, such as name and type(?)
Hugo Peters 1.1 44 |34|?|
45 |35|?|
Hugo Peters 2.1 46 |36|TEX1.bin|Environment/model textures.
Hugo Peters 1.1 47 |37|TEX1.tab|Table of offsets into TEX1.bin
Hugo Peters 2.1 48 |38|TEXTABLE.bin|Indices used to convert texture references into IDs for the tab files.
49 |39|TEX0.bin|UI/minimap textures.
Hugo Peters 1.1 50 |40|TEX0.tab|Table of offsets into TEX1.bin
Hugo Peters 2.1 51 |41|BLOCKS.bin|Level mesh chunks.
Hugo Peters 1.1 52 |42|BLOCKS.tab|Table of offsets into BLOCKS.bin
Hugo Peters 2.1 53 |43|TRKBLK.bin|Converts indices used by MAPS.bin to level mesh chunk into IDs for BLOCKS.tab
54 |44|HITS.bin|Collision data.
Hugo Peters 1.1 55 |45|HITS.tab|Table of offsets into HITS.bin
56 |46|MODELS.tab|Table of offsets into MODELS.bin
Hugo Peters 2.1 57 |47|MODELS.bin|The... models!
58 |48|MODELIND.bin|Converts indices used by OBJECTS.bin to model IDs for MODELS.tab
Hugo Peters 1.1 59 |49|MODANIM.tab|Table of offsets into MODANIM.bin
Hugo Peters 2.1 60 |50|MODANIM.bin|Level mesh animations?
Hugo Peters 1.1 61 |51|ANIM.tab|Table of offsets into ANIM.bin
Hugo Peters 2.1 62 |52|ANIM.bin|The game's... animations!
Hugo Peters 1.1 63 |53|AMAP.tab|Table of offsets into AMAP.bin
Hugo Peters 2.1 64 |54|AMAP.bin|Animation remap tables.
65 |55|BITTABLE.bin|The game's default bittable(?). The "Game Bits" system is used to track state in the game.
66 |56|WEAPONDATA.bin|?
Hugo Peters 1.1 67 |57|VOXOBJ.tab|Table of offsets into VOXOBJ.bin
Hugo Peters 2.1 68 |58|VOXOBJ.bin|?
69 |59|MODLINES.bin|Collision/physics data?
Hugo Peters 1.1 70 |60|MODLINES.tab|Table of offsets into MODLINES.bin
Hugo Peters 2.1 71 |61|SAVEGAME.bin|The default savegame file.
Hugo Peters 1.1 72 |62|SAVEGAME.tab|Table of offsets into SAVEGAME.bin
Hugo Peters 2.1 73 |63|OBJSEQ.bin|Groups of objects that belong to a single sequence.
Hugo Peters 1.1 74 |64|OBJSEQ.tab|Table of offsets into OBJSEQ.bin
75 |65|OBJECTS.tab|Table of offsets into OBJECTS.bin
Hugo Peters 2.1 76 |66|OBJECTS.bin|The object definitions, including their name, DLL type, models, and more.
77 |67|OBJINDEX.bin|Converts indices used by MAPS.bin and OBJSEQ.bin into IDs for OBJECTS.tab.
78 |68|OBJEVENTS.bin|?
79 |69|OBJHITS.bin|Collision data for objects.
80 |70|DLLS.bin|(((
81 Reloctable code modules that are hot-swapped during gameplay.
82 Each object in the game links to a specific DLL for their behavior.
83
84 See more: [[DLL System>>Main.Tech.Engine.DLL System.WebHome]]
85 )))
Hugo Peters 1.1 86 |71|DLLS.tab|Table of offsets into DLLS.bin
Hugo Peters 2.1 87 |72|DLLSIMPORTTAB.bin|Table of entrypoints into the main executable that DLLs use to link to specific function/data imports
88 |73|ENVFXACT.bin|?
Hugo Peters 1.1 89
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