Difference between revisions of "Game.dtz"
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− | '''GAME.DTZ''' ('''D'''a'''T'''a '''Z'''lib) is a file in PS2 and PSP versions of [[GTA LCS]] and [[GTA VCS]]. It contains data files, as well as main textures and models analogue to existing 3D era games compiled in binary form. It is compressed using the zlib/deflate algorithm [http://zlib.net/zlib] (max compression). | + | '''GAME.DTZ''' ('''D'''a'''T'''a '''Z'''lib) is a file in PS2 and PSP versions of [[GTA LCS]] and [[GTA VCS]]. It contains data files, as well as main textures and models analogue to existing 3D era games compiled in binary form. It is compressed using the zlib/deflate algorithm [http://zlib.net/zlib] (max compression). It can be decompressed by any zlib compression/decompression utility, such as offzip [http://aluigi.altervista.org/mytoolz/offzip.zip] and zdrop [https://cdn.discordapp.com/attachments/338352146946981889/442752002993160222/zdrop.exe]. Data can be extracted by [[guard3]]'s DTZpy [http://gtaforums.com/topic/908702-dtzpy/], though textures and some data files can be manipulated with [[Dageron]]'s DTZ Editor [http://www.mediafire.com/file/ubcu958tgb9k79a/DTZ+EDitor.rar]. ''All info provided is about decompressed version'' |
==Header== | ==Header== | ||
The '''Header''' for both [[GTA LCS]] and [[GTA VCS]] versions is nothing but a standard '''Relocatable Chunk''' header, defined like so: | The '''Header''' for both [[GTA LCS]] and [[GTA VCS]] versions is nothing but a standard '''Relocatable Chunk''' header, defined like so: | ||
Line 29: | Line 29: | ||
0x38 number of offsets in IDE table | 0x38 number of offsets in IDE table | ||
0x3C offset to IDE table | 0x3C offset to IDE table | ||
− | 0x40 car class table 1 | + | 0x40 offset to car class table 1 |
− | 0x44 car class table 2 | + | 0x44 offset to car class table 2 |
0x48 offset to GTA3.ZON | 0x48 offset to GTA3.ZON | ||
0x4C 0, ? | 0x4C 0, ? | ||
Line 53: | Line 53: | ||
0x98 number of CULL.IPL "lines" | 0x98 number of CULL.IPL "lines" | ||
0x9C offset to CULL.IPL | 0x9C offset to CULL.IPL | ||
− | 0xA0 number of OCCLU.IPL | + | 0xA0 number of OCCLU.IPL �lines� (0 in VCS) |
0xA4 offset to OCCLU.IPL (0 in VCS) | 0xA4 offset to OCCLU.IPL (0 in VCS) | ||
0xA8 offset to WATERPRO.DAT | 0xA8 offset to WATERPRO.DAT | ||
Line 69: | Line 69: | ||
0xD8 ? | 0xD8 ? | ||
0xDC 0, ? | 0xDC 0, ? | ||
− | 0xE0 offset to | + | 0xE0 offset to MENU.XTX (zlib/deflate compressed) |
0xE4 ? | 0xE4 ? | ||
0xE8 ? | 0xE8 ? | ||
0xEC ? | 0xEC ? | ||
0xF0 ? | 0xF0 ? | ||
− | 0xF4 | + | 0xF4 offset to font data |
− | 0xF8 size of decompressed | + | 0xF8 size of decompressed FSFONTS.XTX |
− | 0xFC offset to | + | 0xFC offset to FSFONTS.XTX (zlib/deflate compressed) |
0x100 offset to radar textures offset table</nowiki> | 0x100 offset to radar textures offset table</nowiki> | ||
Line 272: | Line 272: | ||
'''2DFX''' data is read directly from DTZ header. Each line is 64 bytes (depending on the 2DFX type, padding is used at the end). 24 bytes are common for all types (only 0, 1 and 3 are used). Each line is assigned an ID, counting from 0. | '''2DFX''' data is read directly from DTZ header. Each line is 64 bytes (depending on the 2DFX type, padding is used at the end). 24 bytes are common for all types (only 0, 1 and 3 are used). Each line is assigned an ID, counting from 0. | ||
<nowiki> | <nowiki> | ||
− | 4b float Position X (relative to centre of the object | + | 4b float Position X (relative to centre of the object) |
− | 4b float Position Y (relative to centre of the object | + | 4b float Position Y (relative to centre of the object) |
− | 4b float Position Z (relative to centre of the object | + | 4b float Position Z (relative to centre of the object) |
− | 4b float | + | 4b float Position W (relative to centre of the object) |
1b int Colour R | 1b int Colour R | ||
1b int Colour G | 1b int Colour G | ||
Line 510: | Line 510: | ||
Data marked with * needs to be multiplied by 30.0 to get original value | Data marked with * needs to be multiplied by 30.0 to get original value | ||
− | === | + | ===HANDLING.CFG=== |
====LCS==== | ====LCS==== | ||
{{stub}} | {{stub}} | ||
Line 583: | Line 583: | ||
fBrakeDeceleration = fBrakeDeceleration*2500) | fBrakeDeceleration = fBrakeDeceleration*2500) | ||
fCollisionDamageMultiplier = fMass/2000*fCollisionDamageMultiplier</nowiki> | fCollisionDamageMultiplier = fMass/2000*fCollisionDamageMultiplier</nowiki> | ||
+ | ===Font Data=== | ||
+ | This section seems to be present only in VCS, and has info about spliting font textures to individual character sprites, as well as character spacing. 0xF4 points to an array of pointers, 3 on PSP and 4 on PS2 (PS2 has the additional PagerText font). Each pointer points to an info section for each fonts. This info section looks like this: | ||
+ | <nowiki> | ||
+ | 2b int Total number of characters | ||
+ | 2b int Number of Controller Button Characters | ||
+ | 2b int ? (Number of some character types) | ||
+ | 2b int ? (Number of some character types) | ||
+ | 4b int Offset to Character Data 1 | ||
+ | 4b int Offset to Character Data 2 | ||
+ | 1b int Font ID | ||
+ | 3b Uninitialised Data (??) | ||
+ | 4b int ? | ||
+ | 4b int ? | ||
+ | 4b int ? | ||
+ | 4b float ? | ||
+ | 4b int ? | ||
+ | 4b int ? | ||
+ | 20b string Font Name | ||
+ | 4b ? ? | ||
+ | 4b ? ? | ||
+ | 4b ? ? | ||
+ | 4b int ?</nowiki> | ||
+ | Character Data 1 has as many entries as there are characters for that specific font and has this format: | ||
+ | <nowiki> | ||
+ | 2b int ? | ||
+ | 2b int Bottom Right X (pixel) | ||
+ | 2b int ? | ||
+ | 2b int Bottom Right Y (pixel) | ||
+ | 2b string Character | ||
+ | 2b int Top Left X (pixel) | ||
+ | 2b int Top Left Y (pixel)</nowiki> | ||
==Sources== | ==Sources== | ||
http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm | http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm | ||
− | + | {{N|VCS|LCS}} |
Latest revision as of 23:11, 12 January 2021
GAME.DTZ (DaTa Zlib) is a file in PS2 and PSP versions of GTA LCS and GTA VCS. It contains data files, as well as main textures and models analogue to existing 3D era games compiled in binary form. It is compressed using the zlib/deflate algorithm [1] (max compression). It can be decompressed by any zlib compression/decompression utility, such as offzip [2] and zdrop [3]. Data can be extracted by guard3's DTZpy [4], though textures and some data files can be manipulated with Dageron's DTZ Editor [5]. All info provided is about decompressed version
Contents
Header
The Header for both GTA LCS and GTA VCS versions is nothing but a standard Relocatable Chunk header, defined like so:
struct base::sChunkHeader { uint32 ident; uint32 shrink; uint32 fileEnd; uint32 dataEnd; uint32 relocTab; uint32 numRelocs; uint32 globalTab; uint16 numClasses; uint16 numFuncs; };
More info on Relocatable chunk
LCS Version
VCS Version
0x20 paths 0x24 offset to "Buildings" info 0x28 offset to "Treadables" info 0x2C offset to "Dummys" info 0x30 offset to "EntryInfoNode" info 0x34 offset to "PtrNode" info 0x38 number of offsets in IDE table 0x3C offset to IDE table 0x40 offset to car class table 1 0x44 offset to car class table 2 0x48 offset to GTA3.ZON 0x4C 0, ? 0x50 0, ? 0x54 number of 2dfx data "lines" 0x58 offset to 2dfx data 0x5C ? (has to do with model indices) 0x60 offset to "Texlist" info 0x64 0, ? 0x68 ? 0x6C 0, ? 0x70 ? 0x74 offset to OBJECT.DAT 0x78 ? 0x7C offset to GTA3PS2.DIR 0x80 offset to animation data 0x84 offset to FISTFITE.DAT 0x88 offset to PED.DAT offset table 0x8C offset to PEDSTATS.DAT offset table 0x90 offset to car colours data 0x94 ? 0x98 number of CULL.IPL "lines" 0x9C offset to CULL.IPL 0xA0 number of OCCLU.IPL �lines� (0 in VCS) 0xA4 offset to OCCLU.IPL (0 in VCS) 0xA8 offset to WATERPRO.DAT 0xAC offset to weather types table 0xB0 offset to SURFACE.DAT 0xB4 offset to TIMECYC.DAT 0xB8 offset to PEDGRP.DAT 0xBC offset to PARTICLE.CFG 0xC0 offset to WEAPON.DAT 0xC4 0, ? 0xC8 offset to models offset table 0xCC offset to MOCAPPS2.DIR 0xD0 ? 0xD4 0, ? 0xD8 ? 0xDC 0, ? 0xE0 offset to MENU.XTX (zlib/deflate compressed) 0xE4 ? 0xE8 ? 0xEC ? 0xF0 ? 0xF4 offset to font data 0xF8 size of decompressed FSFONTS.XTX 0xFC offset to FSFONTS.XTX (zlib/deflate compressed) 0x100 offset to radar textures offset table
Data Formats
IPL
IPL Info
The header of GAME.DTZ points to 5 IPL info tables: Buildings, Treadables, Dummys, EntryInfoNode and PtrNode. The first 3 are 16 bytes in size and are defined like so:
4b int Offset to IPL data 4b int ? 4b int Number of IPL lines 4b int ? 16 char Name of IPL info (Buildings, Treadables, etc...)
Need more info on EntryInfoNode and PtrNode
IPL Structure
The IPL data is structured like so:
4b float m00 4b float m10 4b float m20 4b float Unk1 4b float m01 4b float m11 4b float m21 4b float Unk2 4b float m02 4b float m12 4b float m22 4b float Unk3 4b float Position-X 4b float Position-Y 4b float Position-Z 4b float Unk4 24b ? 2b int Corresponding Model ID 6b ?
The IPL is basically a matrix:
[m00, m01, m02, Position-X] [m10, m11, m12, Position-Y] [m20, m21, m22, Position-Z] [unk1, unk2, unk3, unk4 ]
The bottom row is Leeds Engine stuff, not useful for generating IPL. They only matter in memory. Someone may provide more info
Generating IPL in text format
In order to calculate the original rotation values, this algorythm comes in handy:
float tr = m00 + m11 + m22
if (tr > 0) {
float S = sqrt(tr+1.0) * 2; // S=4*qw
qw = 0.25 * S;
qx = (m21 - m12) / S;
qy = (m02 - m20) / S;
qz = (m10 - m01) / S;
} else if ((m00 > m11)&(m00 > m22)) {
float S = sqrt(1.0 + m00 - m11 - m22) * 2; // S=4*qx
qw = (m21 - m12) / S;
qx = 0.25 * S;
qy = (m01 + m10) / S;
qz = (m02 + m20) / S;
} else if (m11 > m22) {
float S = sqrt(1.0 + m11 - m00 - m22) * 2; // S=4*qy
qw = (m02 - m20) / S;
qx = (m01 + m10) / S;
qy = 0.25 * S;
qz = (m12 + m21) / S;
} else {
float S = sqrt(1.0 + m22 - m00 - m11) * 2; // S=4*qz
qw = (m10 - m01) / S;
qx = (m02 + m20) / S;
qy = (m12 + m21) / S;
qz = 0.25 * S;
}
And finally, since 3DS Max that originally created IPL negates X,Y,Z:
Rotation X = -qx Rotation Y = -qy Rotation Z = -qz Rotation W = qw
IDE
On both LCS and VCS, 0x3C points to a table containing offsets to IDE lines and 0x38 specifies the number of values in the table. Each value-offset is assigned an ID, starting from 0. If it so happens and the value-offset is 0x00000000, then the ID isn't assigned to any object. The structure is like so:
LCS
8b - 4b int Name of the object (CRC32 Hash encryption) 4b - 1b int Type (1: objs, 3:tobj, 4:weap, 5:hier, 6:cars, 7:ped) 1b int Count 2dfx (ex. if 2dfxID=8 and Count2dfx=4, then the assigned IDs are 8, 9, 10, 11) 1b int Collision in .DTZ (boolean, 0:not in DTZ, 1:in DTZ) 1b - Padding 4b int offset to collision (.col2) 2b int 2dfx ID 2b int Object.DAT ID 2b - 2b int Texture ID 4b int Type (CRC32 Hash encryprion) 4b int offset to model (if no .mdl exists in .DTZ, then it's 0)
Type 1 OBJS:
4b float Draw Distance 1 4b float Draw Distance 2 4b float Draw Distance 3 (if object is LOD, then disappearing distance) 1b int Mesh Count 1b int ? 2b int Flags 4b int if object is LOD, offset to IDE ID of original object, otherwise =0
Type 3 TOBJ:
4b float Draw Distance 1 4b float Draw Distance 2 4b float Draw Distance 3 (if object is LOD, then disappearing distance) 1b int Mesh Count 1b int ? 2b int Flags 4b int if object is LOD, offset to IDE ID of original object, otherwise =0 4b int Time On 4b int Time Off
Type 4 WEAP:
4b float Draw Distance 1 4b float Draw Distance 2 4b float Draw Distance 3 (if object is LOD, then disappearing distance) 1b int Mesh Count 1b int ? 2b int Flags 4b int Weapon.DAT ID 4b int Animation ID
VCS
8b - 4b int Name of the object (CRC32 Hash encryption) 4b - 1b int Type (1: objs, 3:tobj, 4:weap, 5:hier, 6:cars, 7:ped) 1b int Count 2dfx (ex. if 2dfxID=8 and Count2dfx=4, then the assigned IDs are 8, 9, 10, 11) 1b int Collision in .DTZ (boolean, 0:not in DTZ, 1:in DTZ) 1b - Padding 4b int offset to collision (.col2) 2b int 2dfx ID 2b int Object.DAT ID 2b - 2b int Texture ID 2b ? 2b - 4b int Type (CRC32 Hash encryprion) 4b int offset to model (if no .mdl exists in .DTZ, then it's 0)
Type 1 OBJS:
4b float Draw Distance 1 4b float Draw Distance 2 4b float Draw Distance 3 (if object is LOD, then disappearing distance) 1b int Mesh Count 1b int ? 2b int Flags 4b int if object is LOD, offset to IDE ID of original object, otherwise =0
Type 3 TOBJ:
4b float Draw Distance 1 4b float Draw Distance 2 4b float Draw Distance 3 (if object is LOD, then disappearing distance) 1b int Mesh Count 1b int ? 2b int Flags 4b int if object is LOD, offset to IDE ID of original object, otherwise =0 4b int Time On 4b int Time Off
More info soon
Car class tables
Each table has as many elements as there are vehicle classes: 11 for LCS and 13 for VCS. Each element is given an ID:
0: normal 1: poorfamily 2: richfamily 3: executive 4: worker 5: big 6: taxi 7: moped 8: motorbike 9: leisureboat 10: workerboat
VCS has 2 extra (they are used for some boats, their exact names are unknown since they're not present in other games)
Table 1
Each table element is an array of the IDs of the vehicle models in that class.
4b int ID of a vehicle
Each table element has 100 bytes allocated, thus the maximum number of vehicles per class is 25. If there are fewer than 25 vehicles in the class, the rest of the array is uninitialized. The format is the same for both LCS and VCS.
Table 2
Each table element is the number of vehicles in each class.
4b int Number of vehicles in the class
Again, same case for both LCS and VCS.
2DFX
2DFX data is read directly from DTZ header. Each line is 64 bytes (depending on the 2DFX type, padding is used at the end). 24 bytes are common for all types (only 0, 1 and 3 are used). Each line is assigned an ID, counting from 0.
4b float Position X (relative to centre of the object) 4b float Position Y (relative to centre of the object) 4b float Position Z (relative to centre of the object) 4b float Position W (relative to centre of the object) 1b int Colour R 1b int Colour G 1b int Colour B 1b int Unknown (usually 200.0, like in Vice City) 4b int Type
Type 0 Lights:
4b float View Distance 4b float Outer Range 4b float Size 4b float Inner Range 1b int Flash 1b int Wet 1b int Flare 1b int Shadow Intensity 4b int Flags 4b int Offset to corona texture 4b int Offset to shadow texture 8b - Padding
Type 1 Particles:
4b int Particle Type 4b float Strength X 4b float Strength Y 4b float Strength Z 4b float Scale 20b - Padding
Type 2 Peds investigate:
4b float ? 4b float ? 4b float ? 1b int ? 1b int ? 26b - Padding
Type 3 Peds:
4b float Rotation X 4b float Rotation Y 4b float Rotation Z 4b float Rotation X (again) 4b float Rotation Y (again) 4b float Rotation Z (again) 4b int Behaviour 12b - Padding
The format is the same as the plain text version of III and VC. More info can be found on: 2DFX
OBJECT.DAT
It's read directly from DTZ header. Each line is given an ID counting from 0.
LCS
116 entries
4b float B Mass 4b float C TurnMass 4b float D Air Resistance 4b float E Elasticity 4b float F Bouyance 4b float G Uproot Limit 4b float H Collision Damage Multiplier 1b int I Collision Damage Effect 1b int J Special Collision Response Cases 1b int K Camera to avoid this object 1b - Padding
Notes about actual values (what is expected to be in original file):
Bouyance = 0.8 * Mass / Bouyance
VCS
140 entries
4b float B Mass 4b float C TurnMass 4b float D Air Resistance 4b float E Elasticity 4b float F Bouyance 4b float G Uproot Limit 4b float H Collision Damage Multiplier 1b int ? 1b int ? (J Special Collision Response Cases?) 1b int ? (K Camera to avoid this object?) 1b int ? 1b int ? 3b - Padding
Notes about actual values (what is expected to be in original file):
Bouyance = 0.8 * Mass / Bouyance
PEDSTATS.DAT
The GAME.DTZ header redirects to a table which contains 4byte values, each one being an offset to each PEDSTATS.DAT line. Each line is defined as so:
LCS
VCS
4b int ID 4b float B Flee Distance 4b float C Heading Change Rate 4b float H Attack Strength 4b float I Attack Weakness 2b int J Flags 1b int D Fear 1b int E Temper 1b int F Lawfulness 1b int G Sexiness 26b char A Name
PARTICLE.CFG
LCS
VCS
4b int ID 20b int A Name 4b float CR Create Range 4b float E Default Initial Radius 4b float F Expansion Rate 2b int H Fade Time 2b int G Initial Intensity 2b int I Fade Amount 2b int GA Initial Intensity 2b int HA Fade Time 2b int IA Fade Amount 1b int K Start Animation Frame 1b int L Final Anim Frame 1b int J Anim Speed 1b - Padding 4b int M Rotation Speed 4b float N Gravitational Acceleration 4b int O Friction Decceleration 4b int P Default Life Span 4b float Q Position Random Error 4b float R Velocity Random Error 4b float S Expansion Rate Error 4b int T Rotation Rate Error 4b int U Life Soan Error Shape 4b float V Trail Length Multiplier 4b int Z Flags 1b int B Render Colouring R 1b int C Render Colouring G 1b int D Render Colouring B 1b - Padding 4b int CV Initial Color Variation 1b int B2 Fade Destination Colour R 1b int C2 Fade Destination Colour G 1b int D2 Fade Destination Colour B 1b - Padding 4b int FT Colour Fade Time 4b float WX x-axis Stretch Value 4b float WY y-axis Stretch Value 4b float WI Wind Factor 4b ? ? 4b ? ?
weapons data
Analog of weapons.dat
Structure of LCS version
Total number of records: 38
typedef struct vFireOffset{
float x;
float y;
float z;
};
typedef struct vTimeStrc{
float a;
float b;
float c;
};
typedef struct weapondata{
int FireType;
float Range;
int FiringRate;
int Reload;
int AmountOfAmmunition;
int Damage;
float Speed;
float Radius;
float LifeSpan;
float Spread;
DWORD padding1;
DWORD padding2;
vFireOffset FireOffset;
DWORD zero;
DWORD anim_id;
vTimeStrc time1;
vTimeStrc time2;
float unk;
DWORD ModelID;
DWORD ModelID2;
DWORD weapon_slot;
DWORD Flags <format=hex>;
};
Structure of VCS version
0xC0 points to the offset of a value, and that value is the offset of weapon data. Each "line" is given an ID starting from 0 (that ID is linked to weapon IDE). There are 40 weapon IDs in total.
4b int a Flags 4b int B Fire type 4b float C Range 4b int D Firing Rate 4b int E Reload 4b int F Amount of Ammunition 4b int G Damage 4b float H Speed 4b float I Radius 4b float J Life span 4b float K Spread 4b - Padding 4b float L Fire offset X 4b float M Fire offset Y 4b float N Fire offset Z 4b float Fire offset W 4b int P Anim ID 4b float R * animation loop start 4b float S * animation loop end 4b float T * point in animation where weapon is fired 4b float U * animation2 loop start 4b float V * animation2 loop end 4b float W * point in animation2 where weapon is fired 4b float X * point in anim where we can breakout of anim/attack and run away 4b int Y model id (IDE) 4b int Z model id 2 (IDE) 4b int b Weapon Slot 4b - Padding
Data marked with * needs to be multiplied by 30.0 to get original value
HANDLING.CFG
LCS
VCS
HANDLING.CFG data is read from the IDE section of each vehicle. There are 6 types of handling (to be found). Type 1 (or the common one) is presented. This is very likely to be wrong :) Need help!
4b float ? 4b float ? 4b float ? 4b float ? 4b float ? 4b float ? 4b float ? 4b float ? 4b float ? 4b float ? 4b float ? 4b float ? 4b float ? 4b float ? 4b float ? 4b float ? 4b float ? 4b float ? 4b float fEngineAcceleration 4b float TransmissionData.fEngineInertia 4b float ? 4b float ? 4b float ? 1b char TransmissionData.nDriveType 1b char TransmissionData.nEngineType 1b int TransmissionData.nNumberOfGears 1b int Padding 4b float fBrakeDeceleration 4b float fBrakeBias 4b float fSteeringLock 4b float fTractionLoss 4b float fTractionBias 4b float fSuspensionForceLevel 4b float fSuspensionDampingLevel 4b float suspension upper limit 4b float suspension lower limit 4b float suspension bias between front and rear 4b float suspension anti-dive multiplier 4b float fSeatOffsetDistance 4b int nMonetaryValue 1b int front lights 1b int rear lights 2b int Padding 4b float fDragMult 4b ? (Probably padding) 4b float CentreOfMass.x (CVuVector X) 4b float CentreOfMass.y (CVuVector Y) 4b float CentreOfMass.z (CVuVector Z) 4b float - (CVuVector W) 4b int nPercentSubmerged 4b float ? 4b float TransmissionData.fMaxVelocity 4b float fMass 4b float fTurnMass 4b float fTractionMultiplier 4b float fCollisionDamageMultiplier 4b int ? 4b int ? 12b ?
Notes about actual values (what is expected to be in original file):
fEngineAcceleration = fEngineAcceleration *12500(*2 for nDriveType = '4')) fBrakeDeceleration = fBrakeDeceleration*2500) fCollisionDamageMultiplier = fMass/2000*fCollisionDamageMultiplier
Font Data
This section seems to be present only in VCS, and has info about spliting font textures to individual character sprites, as well as character spacing. 0xF4 points to an array of pointers, 3 on PSP and 4 on PS2 (PS2 has the additional PagerText font). Each pointer points to an info section for each fonts. This info section looks like this:
2b int Total number of characters 2b int Number of Controller Button Characters 2b int ? (Number of some character types) 2b int ? (Number of some character types) 4b int Offset to Character Data 1 4b int Offset to Character Data 2 1b int Font ID 3b Uninitialised Data (??) 4b int ? 4b int ? 4b int ? 4b float ? 4b int ? 4b int ? 20b string Font Name 4b ? ? 4b ? ? 4b ? ? 4b int ?
Character Data 1 has as many entries as there are characters for that specific font and has this format:
2b int ? 2b int Bottom Right X (pixel) 2b int ? 2b int Bottom Right Y (pixel) 2b string Character 2b int Top Left X (pixel) 2b int Top Left Y (pixel)
Sources
http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
Grand Theft Auto: Vice City Stories | |
---|---|
File Formats | .cfg • .dat • .dtz • .gxt • .ide • .img • .ipl • .pss • .scm • .vb • .xtx |
Documentation | Leeds Engine • Radio Stations • Vehicles |
Tools | Sanny Builder |
Useful Links | Community Portal • Discussion Forum • Modding Topic |
Grand Theft Auto: Liberty City Stories | |
---|---|
File Formats | .cfg • .chk • .dat • .dtz • .gxt • .ide • .img • .ipl • .mdl • .pss • .scm • .vb |
Documentation | Leeds Engine • Opcodes • Radio Stations • Saves • Scrollbar • Vehicles |
Tools | Sanny Builder |
Useful Links | Community Portal • Discussion Forum • Modding Topic • Mobile Modding |