Wiki source code of File System
Version 2.1 by Hugo Peters on 2021/03/03 00:22
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author | version | line-number | content |
---|---|---|---|
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: | ||
6 | |||
7 | |ID|Filename|Description | ||
8 | |0|AUDIO.tab|Table of offsets into AUDIO.bin | ||
9 | |1|AUDIO.bin|Soundbanks of samples/instruments | ||
10 | |2|SFX.tab|Table of offsets into SFX.bin | ||
11 | |3|SFX.bin|A soundbank of encoded sound effects | ||
12 | |4|AMBIENT.tab|Table of offsets into AMBIENT.bin | ||
13 | |5|AMBIENT.bin|MIDI-esque sequenced audio of ambient noise | ||
14 | |6|MUSIC.tab|Table of offsets into MUSIC.bin | ||
15 | |7|MUSIC.bin|MIDI-esque sequenced music, a true goldmine of David Wise goodness | ||
16 | |8|MPEG.tab|Table of offsets into MPEG.bin | ||
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. | ||
24 | |14|ANIMCURVES.tab|Table of offsets into ANIMCURVES.bin | ||
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.) | ||
30 | |20|GAMETEXT.tab|Table of offsets into GAMETEXT.bin | ||
31 | |21|GLOBALMAP.bin|The layout of the world map. | ||
32 | |22|TABLES.bin|Currently unknown | ||
33 | |23|TABLES.tab|Table of offsets into TABLES.bin | ||
34 | |24|SCREENS.bin|Bitmaps with the text "Krystal's adventure..." and "Sabre's adventure...". | ||
35 | |25|SCREENS.tab|Table of offsets into SCREENS.bin | ||
36 | |26|VOXMAP.bin|Currently unknown | ||
37 | |27|VOXMAP.tab|Table of offsets into VOXMAP.bin | ||
38 | |28|TEXPRE.tab|Table of offsets into TEXPRE.bin | ||
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. | ||
42 | |32|MAPS.tab|Table of offsets into MAPS.bin | ||
43 | |33|MAPINFO.bin|Metadata for each map, such as name and type(?) | ||
44 | |34|?| | ||
45 | |35|?| | ||
46 | |36|TEX1.bin|Environment/model textures. | ||
47 | |37|TEX1.tab|Table of offsets into TEX1.bin | ||
48 | |38|TEXTABLE.bin|Indices used to convert texture references into IDs for the tab files. | ||
49 | |39|TEX0.bin|UI/minimap textures. | ||
50 | |40|TEX0.tab|Table of offsets into TEX1.bin | ||
51 | |41|BLOCKS.bin|Level mesh chunks. | ||
52 | |42|BLOCKS.tab|Table of offsets into BLOCKS.bin | ||
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. | ||
55 | |45|HITS.tab|Table of offsets into HITS.bin | ||
56 | |46|MODELS.tab|Table of offsets into MODELS.bin | ||
57 | |47|MODELS.bin|The... models! | ||
58 | |48|MODELIND.bin|Converts indices used by OBJECTS.bin to model IDs for MODELS.tab | ||
59 | |49|MODANIM.tab|Table of offsets into MODANIM.bin | ||
60 | |50|MODANIM.bin|Level mesh animations? | ||
61 | |51|ANIM.tab|Table of offsets into ANIM.bin | ||
62 | |52|ANIM.bin|The game's... animations! | ||
63 | |53|AMAP.tab|Table of offsets into AMAP.bin | ||
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|? | ||
67 | |57|VOXOBJ.tab|Table of offsets into VOXOBJ.bin | ||
68 | |58|VOXOBJ.bin|? | ||
69 | |59|MODLINES.bin|Collision/physics data? | ||
70 | |60|MODLINES.tab|Table of offsets into MODLINES.bin | ||
71 | |61|SAVEGAME.bin|The default savegame file. | ||
72 | |62|SAVEGAME.tab|Table of offsets into SAVEGAME.bin | ||
73 | |63|OBJSEQ.bin|Groups of objects that belong to a single sequence. | ||
74 | |64|OBJSEQ.tab|Table of offsets into OBJSEQ.bin | ||
75 | |65|OBJECTS.tab|Table of offsets into OBJECTS.bin | ||
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 | ))) | ||
86 | |71|DLLS.tab|Table of offsets into DLLS.bin | ||
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|? | ||
89 | |||
90 |