Difference between revisions of "Game.dtz"

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(weapons data)
Line 272: Line 272:
 
* * - Data marked with (*) are opened by [[GTA Stories Texture Explorer]].
 
* * - Data marked with (*) are opened by [[GTA Stories Texture Explorer]].
  
==weapons data==
+
=== weapons data ===
{{stub}}
 
  
<!--
+
Analog of weapons.dat
TODO: FIX
 
  
Analog of weapons.dat. Basic differences - configuration has binary view.
+
==== Structure of LCS version ====
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)
+
Total number of records: 38
   
+
 
Number of notes: 40
+
 
 +
<source lang="cpp">
 +
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>;
 +
};
 +
</source>
 +
 
 +
==== Structure of VCS version ====
 +
 
 +
Total number of records: 40
  
VCS version structure :
 
 
<source lang="cpp">
 
<source lang="cpp">
  struct weapondata{
+
typedef struct vFireOffset{
 +
    float      f1;
 +
    float      f2;  
 +
    float      f3;       
 +
};
 +
 
 +
typedef struct weapondata{
 
     DWORD      dwType;  
 
     DWORD      dwType;  
 
     int        iFireType;
 
     int        iFireType;
Line 300: Line 344:
 
     float      fSpread;
 
     float      fSpread;
 
     DWORD      dwPadding;  //padding (0xAA)
 
     DWORD      dwPadding;  //padding (0xAA)
     vFireOffset m_vFireOffset;  //vector  
+
     vFireOffset m_vFireOffset;  //vector
 
     DWORD      _f3C;  //always zero
 
     DWORD      _f3C;  //always zero
     DWORD      _f40;  //
+
     DWORD      _f40;  //integer value
 
     DWORD      _f44;  //DWORD ? unknown
 
     DWORD      _f44;  //DWORD ? unknown
 
     vFireOffset m_vFireOffset;  //vector
 
     vFireOffset m_vFireOffset;  //vector
 
     vFireOffset m_vFireOffset;  //vector
 
     vFireOffset m_vFireOffset;  //vector
     DWORD      _f60;  
+
     DWORD      dwModelID;  
     DWORD      _f64;
+
     DWORD      dwModel2ID;
     DWORD      _f68;  //weapon slot?
+
     DWORD      dwWeaponSlot
 
     DWORD      _f6C;  //padding (0xAA)       
 
     DWORD      _f6C;  //padding (0xAA)       
};
+
};
 
</source>
 
</source>
-->
 
  
 
==handling data==
 
==handling data==

Revision as of 23:17, 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

LCS PSP: 0x4DA830

VCS PS2: 0x581330

VCS PSP: 0x51D95C

contain texture of menu, packed deflate/zlib algorithm (*)
texture of fonts fonts.txd LCS PS2: 0x4EF4D8

LCS PSP: 0x4E2B1C

VCS PS2: 0x57BE4C

VCS PSP: 0x530AFC

also packed deflate/zlib algorithm (*)
particle effects particle.txd LCS PS2: 0x4A1C28

LCS PSP: 0x38AB90

VCS PS2: 0x761F0

VCS PSP: 0x3F7FB0

contain all textures of particle effect (*)
generic-textures generic.txd, wheels.txd, vehicle.txd LCS PS2: 0x4A1BFC

LCS PSP: 0x392B04

VCS PS2: 0x539E0

VCS PSP: 0x3D60B4

contains general textures for cars and all the textures of wheels (*)
radar icons hud.txd LCS PS2: 0x4A1BE4

LCS PSP: 0x38AD30

VCS PS2: 0x287B0

VCS PSP: 0x3B4678

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 PSP: 0x50190

VCS PS2: 0x4C2A10

VCS PSP: 0x3AF30F

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 - 0x49E820

part 2 - 0x49EB78

part 3 - 0x4A1A10

LCS PSP:

0x391DA0

VCS PS2:

part 1 - 0x4C8080

part 2 - 0x4C8428

VCS PSP:

0x3B1F10

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

VCS PSP: 0x2E8B60

Other
SDT-files. only in PSP versions

Notes:

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)      
};

handling data