Wiki source code of File System
Version 8.1 by Hugo Peters on 2021/03/14 19:19
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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|Offset|Description | ||
8 | |0|AUDIO.tab|0x000A4AA0|Table of offsets into AUDIO.bin | ||
9 | |1|AUDIO.bin|0x000A4B0C|Soundbanks of samples/instruments | ||
10 | |2|SFX.tab|0x001BF088|Table of offsets into SFX.bin | ||
11 | |3|SFX.bin|0x001BF098|A soundbank of encoded sound effects | ||
12 | |4|AMBIENT.tab|0x009D65D0|Table of offsets into AMBIENT.bin | ||
13 | |5|AMBIENT.bin|0x009D65E0|MIDI-esque sequenced audio of ambient noise | ||
14 | |6|MUSIC.tab|0x00B033F8|Table of offsets into MUSIC.bin | ||
15 | |7|MUSIC.bin|0x00B03408|MIDI-esque sequenced music, a true goldmine of David Wise goodness | ||
16 | |8|MPEG.tab|0x010A34F0|Table of offsets into MPEG.bin | ||
17 | |9|MPEG.bin|0x010A4518|Over one hour worth of MP3 encoded dialog | ||
18 | |10|MUSICACTIONS.bin|0x01E6ABDC|Currently unknown | ||
19 | |11|CAMACTIONS.bin|0x01E6EBDC|Currently unknown | ||
20 | |12|LACTIONS.bin|0x01E6F3DC|Currently unknown | ||
21 | |13|ANIMCURVES.bin|0x01E6F3DC|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|0x01FD9B24|Table of offsets into ANIMCURVES.bin | ||
25 | |15|OBJSEQ2CURVE.tab|0x01FE8EFC|Binds an OBJSEQ index to an ANIMCURVES.tab index | ||
26 | |16|FONTS.bin|0x01FE9EFE|Contains... fonts! | ||
27 | |17|CACHEFONTSTAB.bin|0x01FED382|Currently unknown | ||
28 | |18|CACHEFONTSTEX.bin|0x01FED382|Currently unknown | ||
29 | |19|GAMETEXT.bin|0x01FED382|The game's on-screen localization (menus, subtitles, item descriptions, etc.) | ||
30 | |20|GAMETEXT.tab|0x01FFE340|Table of offsets into GAMETEXT.bin | ||
31 | |21|GLOBALMAP.bin|0x02002AD8|The layout of the world map. | ||
32 | |22|TABLES.bin|0x02002D24|Currently unknown | ||
33 | |23|TABLES.tab|0x02003030|Table of offsets into TABLES.bin | ||
34 | |24|SCREENS.bin|0x02003074|Bitmaps with the text "Krystal's adventure..." and "Sabre's adventure...". | ||
35 | |25|SCREENS.tab|0x0204E094|Table of offsets into SCREENS.bin | ||
36 | |26|VOXMAP.bin|0x0204E0A4|Currently unknown | ||
37 | |27|VOXMAP.tab|0x020501A4|Table of offsets into VOXMAP.bin | ||
38 | |28|TEXPRE.tab|0x020501AA|Table of offsets into TEXPRE.bin | ||
39 | |29|TEXPRE.bin|0x020512EA|Some textures (not used?) | ||
40 | |30|WARPTAB.bin|0x020E023A|Positions into the world map where the player can warp to. | ||
41 | |31|MAPS.bin|0x020E083A|Cell layouts, object lists and more relating to each map. | ||
42 | |32|MAPS.tab|0x02197C2A|Table of offsets into MAPS.bin | ||
43 | |33|MAPINFO.bin|0x021986EA|Metadata for each map, such as name and type(?) | ||
44 | |34|?|0x0219932A| | ||
45 | |35|?|0x021993F2| | ||
46 | |36|TEX1.bin|0x021993F2|Environment/model textures. | ||
47 | |37|TEX1.tab|0x0297283E|Table of offsets into TEX1.bin | ||
48 | |38|TEXTABLE.bin|0x02976156|Indices used to convert texture references into IDs for the tab files. | ||
49 | |39|TEX0.bin|0x02976C66|UI/minimap textures. | ||
50 | |40|TEX0.tab|0x02CCADE6|Table of offsets into TEX1.bin | ||
51 | |41|BLOCKS.bin|0x02CCBE42|Level mesh chunks. | ||
52 | |42|BLOCKS.tab|0x0325FE74|Table of offsets into BLOCKS.bin | ||
53 | |43|TRKBLK.bin|0x03260FB4|Converts indices used by MAPS.bin to level mesh chunk into IDs for BLOCKS.tab | ||
54 | |44|HITS.bin|0x03261024|Collision data. | ||
55 | |45|HITS.tab|0x032898A4|Table of offsets into HITS.bin | ||
56 | |46|MODELS.tab|0x0328A9E0|Table of offsets into MODELS.bin | ||
57 | |47|MODELS.bin|0x0328B9F8|The... models! | ||
58 | |48|MODELIND.bin|0x03477548|Converts indices used by OBJECTS.bin to model IDs for MODELS.tab | ||
59 | |49|MODANIM.tab|0x0347805E|Table of starting offsets into MODANIM.bin | ||
60 | |50|MODANIM.bin|0x03478868|Contains animation IDs for each model. -1 indicates a new animation bank. | ||
61 | |51|ANIM.tab|0x0347B36E|Table of offsets into ANIM.bin | ||
62 | |52|ANIM.bin|0x0347D752|The game's... animations! | ||
63 | |53|AMAP.tab|0x037AA752|Table of offsets into AMAP.bin | ||
64 | |54|AMAP.bin|0x037AB766|Animation remap tables. | ||
65 | |55|BITTABLE.bin|0x037DE966|The game's default bittable(?). The "Game Bits" system is used to track state in the game. | ||
66 | |56|WEAPONDATA.bin|0x037E0DE6|? | ||
67 | |57|VOXOBJ.tab|0x037E3C1E|Table of offsets into VOXOBJ.bin | ||
68 | |58|VOXOBJ.bin|0x037E3C26|? | ||
69 | |59|MODLINES.bin|0x037E3C26|Collision/physics data? | ||
70 | |60|MODLINES.tab|0x037E5586|Table of offsets into MODLINES.bin | ||
71 | |61|SAVEGAME.bin|0x037E562E|The default savegame file. | ||
72 | |62|SAVEGAME.tab|0x037E6E2E|Table of offsets into SAVEGAME.bin | ||
73 | |63|OBJSEQ.bin|0x037E6E3A|Groups of objects that belong to a single sequence. | ||
74 | |64|OBJSEQ.tab|0x037ECEC2|Table of offsets into OBJSEQ.bin | ||
75 | |65|OBJECTS.tab|0x037ED766|Table of offsets into OBJECTS.bin | ||
76 | |66|OBJECTS.bin|0x037EEB42|The object definitions, including their name, DLL type, models, and more. | ||
77 | |67|OBJINDEX.bin|0x037EEB42|Converts indices used by MAPS.bin and OBJSEQ.bin into IDs for OBJECTS.tab. | ||
78 | |68|OBJEVENTS.bin|0x037EEB42|? | ||
79 | |69|OBJHITS.bin|0x0382D794|Collision data for objects. | ||
80 | |70|DLLS.bin|0x038317CC|((( | ||
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|0x03B04BDC|Table of offsets into DLLS.bin | ||
87 | |72|DLLSIMPORTTAB.bin|0x03B064DC|Table of entrypoints into the main executable that DLLs use to link to specific function/data imports | ||
88 | |73|ENVFXACT.bin|0x03B06CF4|? |