game.dtz
DTZ - a memory dump console packaged with a lossless compression algorithm deflate/zlib. You can pack and unpack, for example, by using DTZ Editor.
Contents
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
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
Total number of records: 40
typedef struct vFireOffset{
float f1;
float f2;
float f3;
};
typedef 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; //integer value
DWORD _f44; //DWORD ? unknown
vFireOffset m_vFireOffset; //vector
vFireOffset m_vFireOffset; //vector
DWORD dwModelID;
DWORD dwModel2ID;
DWORD dwWeaponSlot
DWORD _f6C; //padding (0xAA)
};