Difference between revisions of "Game.dtz"
Jump to navigation
Jump to search
(→GAME.DTZ) |
|||
Line 148: | Line 148: | ||
| handling data | | handling data | ||
| handling.dat | | handling.dat | ||
− | |<code>LCS PS2: 0x1647A0</code> | + | | <code>LCS PS2: 0x1647A0</code> |
<code>LCS PSP: 0x50190</code> | <code>LCS PSP: 0x50190</code> | ||
− | | | + | |
+ | <code>VCS PS2: 0x4C2A10</code> | ||
+ | |||
+ | <code>VCS PSP: 0x3AF30F</code> | ||
+ | | LCS and VCS have different structure of handling | ||
|- | |- | ||
| | | |
Revision as of 17:48, 1 August 2012
DTZ - a memory dump console packaged with a lossless compression algorithm deflate/zlib. You can pack and unpack, for example, by using DTZ Editor.
GAME.DTZ
Description | Analogy | Offset | Notes |
---|---|---|---|
Textures | |||
textures of menu | frontend.txd | LCS PS2: 0x4E4A30
|
contain texture of menu, packed deflate/zlib algorithm (*) |
texture of fonts | fonts.txd | also packed deflate/zlib algorithm (*) | |
texture of particle effects | particle.txd | contain all textures of particle effect (*) | |
generic-textures | generic.txd, wheels.txd, vehicle.txd | contains general textures for cars and all the textures of wheels (*) | |
radar icons | hud.txd | contain textures for hud (*) | |
texture of radar | radarNN.txd | only in GTA VCS | |
Animation | |||
? | ped.ifp | ||
? | swim.ifp | only in GTA VCS | |
? | fight.ifp | only in GTA VCS | |
? | driveby.ifp | only in GTA VCS | |
DIR-files | |||
for cuts.img | cuts.dir | not working | |
for GTA3PS2.IMG | GTA3PS2.dir | specifi? for stories, doesn't contain the names. | |
Collision | |||
? | peds.col | peds.col2 | |
? | vehicles.col | vehicles.col2 | |
? | weapons.col | weapons.col2 | |
Models | |||
model of plane | air_vlo.dff | air_vlo.mdl | |
model of arrow | arrow.dff | arrow.mdl | |
model of wheels | wheels.dff | ||
model of marker (zone) | zonecylb.dff | ||
IDE / IPL / DAT | |||
IDE | *.ide | contain all name of models and textures. | |
IPL | *.ipl | contains all the coordinates for the placement of collisions in the game. | |
colors of cars | carcols.dat | ||
cullzone data | cullzone.dat | ||
fistfite data | fistfite.dat | ||
handling data | handling.dat | LCS PS2: 0x1647A0
|
LCS and VCS have different structure of handling |
info.zon | |||
map.zon | |||
object data | object.dat | ||
particle data | particle.dat | ||
pedstats data | pedstats.dat | read by Stories WRLD Tool | |
timecyc data | timecyc.dat | ||
data about waters surfaces | waterpro.dat | ||
weapon data | weapon.dat | VCS PS2: 0x3D7530
|
|
Other | |||
SDT-files. | only in PSP versions |
Notes:
- Offset is specified for the unpacked game.dtz
- * - Data marked with (*) are opened by GTA Stories Texture Explorer.
weapons data
Analog of weapons.dat. Basic differences - configuration has binary view. It consists of two tables with identical structure. Addresses structure and algorithms for reading weapons data for LCS and VCS are differents.
Offset of second table (VCS PS2): 4027696 (Offset for unpacked GAME.DTZ)
Number of notes: 40
VCS version structure (template for 010 editor):
struct weapondata{ DWORD dwType; int iFireType; float fRange; int iFiringRate; int iReload; int iAmountOfAmmunition; int iDamage; float fSpeed; float fRadius; float fLifeSpan; float fSpread; DWORD dwPadding; //padding (0xAA) vFireOffset m_vFireOffset; //vector DWORD _f3C; //always zero DWORD _f40; // DWORD _f44; //DWORD ? unknown vFireOffset m_vFireOffset; //vector vFireOffset m_vFireOffset; //vector DWORD _f60; DWORD _f64; DWORD _f68; //weapon slot? DWORD _f6C; //padding (0xAA) };