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FileStructure
eadmaster edited this page Feb 15, 2025
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Filename | Description |
---|---|
0*.EVN |
Events files containing dialogues and some game logic. Event files are read from disk during the "LOADING" screens, so when using a savestate you may be loading an older version. Use the ingame Debug Mode to easily test these. |
*.CHR |
Sprite texture data. Goes with *.PAK of the same base name. Also used to store the doorway signs. |
*.PAK |
Sprite Pack. See PAK Format |
*.PCM |
A symlink to a cd audio track. The LBA in the cd's file table for the file must match the actual location on the disc or it won't play. |
*.PRG |
Program binary(SH2). Most of them handle some NPC behavior or enemy AI. |
*.CHB |
8x8 4/8 BPP Tile data. Used for VDP2 backgrounds. |
*.MCB |
Tile Map data for above files. See MCB Format |
*.SND |
TON banks. Basically audio for Sound effects, music, etc. |
*.MPB |
More tile map data. 2 bytes map data per tile? |
*.CLB |
Color Palette. Each entry is 2 bytes, rgb 555, highest bit is unused. |
Filename | Description |
---|---|
0.BIN |
Main Program. Pretty much anything related to the main part of the game including game events, text rendering, etc. is handled here. It is loaded from the disk only once when the game is booted, so when using savestates you may be loading an older version. |
KANJI.BIN |
Main font for dialogue, items, etc. 12x12 tiles. In the English-patched version the Latin alphabet is stored starting from offset 0x4380 (related issue). Confusingly, the same file is also used to store the items names and descriptions due to insufficient space in 0.bin (related issue) |
OPENING0.EVN |
Opening cutscene before starting the game. |
SELECT.EVN |
Book Selection area when you start a game. |
COCKPIT.CHB |
Save Menu Tile data. See related issue |
OP_GRAD0.EVN |
Gradriel's opening. |
000_06_0.EVN |
Valenadine Castle, courtyard battle, bedroom |
000_01_0.EVN |
Valenadine Castle, 1st floor |
OP_EDOW.EVN |
Edward's opening. |
OP_PURO.EVN |
Proserpina's opening. |
OP_PORT.EVN |
Portgus's opening. |
OP_HIND.EVN |
Last book opening. |
002_0?_?.EVN |
Valenadine town |
004_0?_?.EVN |
Nutsbill |
012_00_?.EVN |
Goblin Market |
015_0?_?.EVN |
Dorangora village |
026_0?_?.EVN |
Lowgrove village |
031_0?_?.EVN |
Amberstep village |
039_0?_?.EVN |
Leeland village |
041-0?_?.EVN , 043-0?_?.EVN , 045-0?_?.EVN
|
Cado Bado village (multiple parts) |
055_0?_?.EVN |
Dwarf Land |
061-0?_?.EVN |
Knelt village |
074-0?_?.EVN |
Sagon |
081-0?_?.EVN |
Volga Town |
SDDRVS.TSK |
Sound Driver(68K code) |
SOUNDDAT.BIN |
More sound data. Sound DSP Program, sound sequence data for a few sequenced songs and sequence data for sound effects. |