Difference between revisions of "Game.dtz"
(→GAME.DTZ) |
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| also packed deflate/zlib algorithm (*) | | also packed deflate/zlib algorithm (*) | ||
|- | |- | ||
− | | | + | | particle effects |
| particle.txd | | particle.txd | ||
− | | | + | | LCS PS2: <code>0x4A1C28</code> |
+ | |||
+ | LCS PSP: <code>0x38AB90</code> | ||
+ | |||
+ | VCS PS2: <code>0x761F0</code> | ||
+ | |||
+ | VCS PSP: <code>0x3F7FB0</code> | ||
| contain all textures of particle effect (*) | | contain all textures of particle effect (*) | ||
|- | |- | ||
| generic-textures | | generic-textures | ||
| generic.txd, wheels.txd, vehicle.txd | | generic.txd, wheels.txd, vehicle.txd | ||
− | | | + | | LCS PS2: <code>0x4A1BFC</code> |
+ | |||
+ | LCS PSP: <code>0x392B04</code> | ||
+ | |||
+ | VCS PS2: <code>0x539E0</code> | ||
+ | |||
+ | VCS PSP: <code>0x3D60B4</code> | ||
| contains general textures for cars and all the textures of wheels (*) | | contains general textures for cars and all the textures of wheels (*) | ||
|- | |- | ||
| radar icons | | radar icons | ||
| hud.txd | | hud.txd | ||
− | | | + | | LCS PS2: <code>0x4A1BE4</code> |
− | | contain | + | |
+ | LCS PSP: <code>0x38AD30</code> | ||
+ | |||
+ | VCS PS2: <code>0x287B0</code> | ||
+ | |||
+ | VCS PSP: <code>0x3B4678</code> | ||
+ | | contain icons for hud (*) | ||
|- | |- | ||
| texture of radar | | texture of radar | ||
| radarNN.txd | | radarNN.txd | ||
| | | | ||
− | | | + | | Contain textures for radar |
|- | |- | ||
| colspan="4" | <b>Animation</b> | | colspan="4" | <b>Animation</b> | ||
Line 177: | Line 195: | ||
|- | |- | ||
| particle data | | particle data | ||
− | | particle. | + | | particle.cfg |
− | | | + | | LCS PS2: <code>0x3917D0</code> |
− | | | + | | characteristics of special effects |
|- | |- | ||
| pedstats data | | pedstats data | ||
| pedstats.dat | | pedstats.dat | ||
− | | | + | | LCS PS2: |
− | | | + | part 1 - <code>0x49E820</code> |
+ | |||
+ | part 2 - <code>0x49EB78</code> | ||
+ | |||
+ | part 3 - <code>0x4A1A10</code> | ||
+ | |||
+ | LCS PSP: | ||
+ | |||
+ | <code>0x391DA0</code> | ||
+ | |||
+ | VCS PS2: | ||
+ | |||
+ | part 1 - <code>0x4C8080</code> | ||
+ | |||
+ | part 2 - <code>0x4C8428</code> | ||
+ | |||
+ | VCS PSP: | ||
+ | |||
+ | <code>0x3B1F10</code> | ||
+ | | characteristics of pedestrians, in the PS2-version split into parts | ||
+ | |||
+ | LCS PS2: | ||
+ | |||
+ | part 1 - 15 items | ||
+ | |||
+ | part 2 - 18 items | ||
+ | |||
+ | part 3 - 9 items | ||
+ | |||
+ | LCS PSP: | ||
+ | |||
+ | 42 items | ||
+ | |||
+ | VCS PS2: | ||
+ | |||
+ | part 1 - 6 items | ||
+ | |||
+ | part 2 - 36 items | ||
+ | |||
+ | VCS PSP: | ||
+ | |||
+ | 42 items | ||
|- | |- | ||
| timecyc data | | timecyc data |
Revision as of 23:05, 2 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 | LCS PS2: 0x4EF4D8
|
also packed deflate/zlib algorithm (*) |
particle effects | particle.txd | LCS PS2: 0x4A1C28
LCS PSP: VCS PS2: VCS PSP: |
contain all textures of particle effect (*) |
generic-textures | generic.txd, wheels.txd, vehicle.txd | LCS PS2: 0x4A1BFC
LCS PSP: VCS PS2: VCS PSP: |
contains general textures for cars and all the textures of wheels (*) |
radar icons | hud.txd | LCS PS2: 0x4A1BE4
LCS PSP: VCS PS2: VCS PSP: |
contain icons for hud (*) |
texture of radar | radarNN.txd | Contain textures for radar | |
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 | specific 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.cfg | LCS PS2: 0x3917D0
|
characteristics of special effects |
pedstats data | pedstats.dat | LCS PS2:
part 1 - part 2 - part 3 - LCS PSP:
VCS PS2: part 1 - part 2 - VCS PSP:
|
characteristics of pedestrians, in the PS2-version split into parts
LCS PS2: part 1 - 15 items part 2 - 18 items part 3 - 9 items LCS PSP: 42 items VCS PS2: part 1 - 6 items part 2 - 36 items VCS PSP: 42 items |
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