09-01-2016, 02:51 PM
ADT - Image file
ARD - Archived .WAV files
BIN - Game code. Can also be an archive of various files; Roomcut.bin
BGM - Midi version 0 file
BSS - Archived Sony BS movie/picture files; Backgrounds
CPE - Game code. In BH 2 Beta 2, it contains the Debug Menu information.
CPT - Game code/Header file
DAL - Game code. Contains information on where certain files are located.
DAT - Game code, various other uses
DIE - Sony .TIM file
D01 - Sony .TIM file
D02 - Sony .TIM file
D03 - Sony .TIM file
D04 - Sony .TIM file
D05 - Sony .TIM file
D06 - Sony .TIM file
D07 - Sony .TIM file
DOR - Sony .TIM file
EDH - Header/Info file for .VB files
EMD - Sony .TIM file, TMD Model
EMS - Archived .TIM files
EMW - TMD Model?
ESP - .TIM Header/Info file
ETM - Archived .TIM files
EXE - Game code
H - Header file
HED - Header file
HSB - Archived .WAV files
INF - Program Information file
ITP - Archived .TIM files
IVM - Sony .TIM file
MAP - Archived .TIM files
PIX - Headerless (No Header Info) Sony .TIM file
PLD - Sony .TIM file
PLW - Sony .TIM file
PTC -
RDT - Various. Contains .TIM files aswell as various Sound FX for different rooms.
RGB - Image file
SAP - Signed 8-Bit .WAV File/Wave Format 2; Looped Wave of Background Music for PC versions
SND - Header/Info file for .VB files
SLD - Special Text/Image file
STF - Archived image file
STR - Sony movie
SYM - Game code
TIM - Sony .TIM file/Can also be an archive of .TIM files
TM2 - Header/Info file for .TIM files
TMD - Model
TS - Extended informated .TIM file
VB - Archived Wave files
VBS - Archived Wave Files
VH - Header/Info file for .VB files
XA - Sony Wave files
XAS - Sony Wave files
AFS - Advanced File System (archive)
ADX - CRI audio format (Music, voice, misc.)
AHX - CRI MPEG audio
ALZ - ARC file format with improper extension
ARC - Archive of TPL textures, LZ compressed files, THP video, etc.
ARD - Archive of Sony PSone TIM textures, [custom]SEQ/VH/VB music/sounds, and [custom]TMD data
AST - Uncompiled C/C++ code
BIN - Binary data/code. (Archived model data, background images, etc.)
BJL - RBJ C/C++ header file
BGM - Archived Sony PSone SEQ, VH, and VB/VAB sound data (Music)
BGZ - Archive of multiple quasi-JPEG images
BNR - Nintendo Gamecube Disc Banner data (unique rectangle image/data shown in BIOS)
BSS - Archived Sony PSone BS movie images (Background)
CAM - Camera setting text definitions
CM2 - Camera setting text definitions
CPE - Sony PSone PSYQ SDK executable
CNF - Sony PSone BIOS information
CPT - Compiled binary data/code
DAT - Binary data/code. (Memory Card saves, TIM textures, PIX textures, etc.)
DEF - Text definitions/directories
DIE - Archive of a Sony PSone TIM texture & camera animation (Death scene)
D01 - Archive of a Sony PSone TIM texture & TMD (Door)
D02 - Archive of a Sony PSone TIM texture & TMD (Door)
D03 - Archive of a Sony PSone TIM texture & TMD (Door)
D04 - Archive of a Sony PSone TIM texture & TMD (Door)
D05 - Archive of a Sony PSone TIM texture & TMD (Door)
D06 - Archive of a Sony PSone TIM texture & TMD (Door)
D07 - Archive of a Sony PSone TIM texture & TMD (Door)
DOC - Uncompiled C/C++ code (Message)
DOL - Nintendo Gamecube executable
DOR - Archive of a Sony PSone TIM texture & TMD (Door)
DPS - HTML/XML DEFINE list
DRV - Sega Dreamcast executable driver
DSP - Nintendo Gamecube ADPCM waveform (Music, voice)
ELS - Uncompiled C/C++ code (effect list)
EMD - Archive of a Sony PSone TIM texture, TMD model, and animation data (Player/Enemy)/GCN data ?
EVS - Cutscene animations
ESP - Compiled binary data/code
EST - Uncompiled C/C++ code (Enemy set)
EXE - Sony PSone executable
H - C/C++ header file
H4M - Nintendo Gamecube video (FMV)
HED - Sony PSone VH data w/special header
HSB - Archive of Sony PSone SEP, VH, and VB/VAB sound data (Music)
INF - ISO-9660 file system format information
INI - Executable input information
IVM - Archive of Sony PSone TMD model and its corresponding TIM texture
LST - Text definitions/directories
LZ - HUFFMAN table compression-scheme compressed file
M2V - MPEG 1 system stream (audio+video)
MAP - Archived Sony PSone Tim textures
MHP - Nintendo Gamecube THP variant (uses ARC variant index header)
PIX - Headerless Sony PSone TIM textures(s)
PLD - Archive of a Sony PSone TIM texture, [custom]TMD model, and animation data (Player/Enemy)
PLW - Archive of a Sony PSone TIM texture, [sometimes custom]TMD model, and animation data (Weapon)
PRO - [custom]MIDI data
PTC - Raw 24-bit RGB image
PVR - Sega Dreamcast Power Vector Rendering GPU image texture
REL - Nintendo Gamecube Codewarrior executable/driver
RDT - Archive of Sony PSone VH/VAB sound(s), TIM texture(s), and TMD sprite data(s) (Room)
RGB - Raw 24-bit RGB image
SAM - [custom]waveform samples
SAP - Signed 8-Bit WAV file w/special header; Looped background music waveform for PC verions
SCT - Uncompiled C/C++ code (Scenario)
SDI - [custom]index data
SEL - C/C++ header file
SEP - Multiple Sony PSone Standard MIDI Format 1 data(s) all using the same pQES header
SEQ - Sony PSone Standard MIDI Format 1 data
SFD - TMPGEnc format M2V using CRI ADX audio
SND - Sony PSone VH/VAB sound data/Nintendo Gamecube DSP variant data
SLD - [custom]Sony PSone TMD data
SST - Uncompiled C/C++ code
STF - Raw 24-bit RGB image
STR - Sony PSone streaming movie (FMV)
TGA - 24-bit Targa image
THP - Nintendo Gamecube JPEG sequenced movie (FMV)
TIM - Sony PSone image texture(s)
TM2 - [Custom]Sony PSone TMD data
TMD - Sony PSone 3D Model data
TS - Sony PSone Tim texture
TPL - Nintendo Gamecube image texture(s)
VAB - Multiple Sony PSone VAG sound samples (Player/Enemy/Music/Weapon/Room sound(s))
VIB - Uncompiled C/C++ code
VAG - Single Sony PSone ADPCM encoded waveform (Player/Enemy/Music/Weapon/Room sound(s))
VB - Multiple Sony PSone VAG sound samples (Player/Enemy/Music/Weapon/Room sound(s))
VBS - Archive of multiple Sony PSone VAB data(s) (Enemy sounds)
VH - Sony PSone VB/VAB header
XA - Sony PSone streaming ADPCM audio (Voice)
XAS - Sony PSone streaming ADPCM audio (Voice)
Font= http://assemblergames.com/l/threads/comp...ons.34061/
ARD - Archived .WAV files
BIN - Game code. Can also be an archive of various files; Roomcut.bin
BGM - Midi version 0 file
BSS - Archived Sony BS movie/picture files; Backgrounds
CPE - Game code. In BH 2 Beta 2, it contains the Debug Menu information.
CPT - Game code/Header file
DAL - Game code. Contains information on where certain files are located.
DAT - Game code, various other uses
DIE - Sony .TIM file
D01 - Sony .TIM file
D02 - Sony .TIM file
D03 - Sony .TIM file
D04 - Sony .TIM file
D05 - Sony .TIM file
D06 - Sony .TIM file
D07 - Sony .TIM file
DOR - Sony .TIM file
EDH - Header/Info file for .VB files
EMD - Sony .TIM file, TMD Model
EMS - Archived .TIM files
EMW - TMD Model?
ESP - .TIM Header/Info file
ETM - Archived .TIM files
EXE - Game code
H - Header file
HED - Header file
HSB - Archived .WAV files
INF - Program Information file
ITP - Archived .TIM files
IVM - Sony .TIM file
MAP - Archived .TIM files
PIX - Headerless (No Header Info) Sony .TIM file
PLD - Sony .TIM file
PLW - Sony .TIM file
PTC -
RDT - Various. Contains .TIM files aswell as various Sound FX for different rooms.
RGB - Image file
SAP - Signed 8-Bit .WAV File/Wave Format 2; Looped Wave of Background Music for PC versions
SND - Header/Info file for .VB files
SLD - Special Text/Image file
STF - Archived image file
STR - Sony movie
SYM - Game code
TIM - Sony .TIM file/Can also be an archive of .TIM files
TM2 - Header/Info file for .TIM files
TMD - Model
TS - Extended informated .TIM file
VB - Archived Wave files
VBS - Archived Wave Files
VH - Header/Info file for .VB files
XA - Sony Wave files
XAS - Sony Wave files
AFS - Advanced File System (archive)
ADX - CRI audio format (Music, voice, misc.)
AHX - CRI MPEG audio
ALZ - ARC file format with improper extension
ARC - Archive of TPL textures, LZ compressed files, THP video, etc.
ARD - Archive of Sony PSone TIM textures, [custom]SEQ/VH/VB music/sounds, and [custom]TMD data
AST - Uncompiled C/C++ code
BIN - Binary data/code. (Archived model data, background images, etc.)
BJL - RBJ C/C++ header file
BGM - Archived Sony PSone SEQ, VH, and VB/VAB sound data (Music)
BGZ - Archive of multiple quasi-JPEG images
BNR - Nintendo Gamecube Disc Banner data (unique rectangle image/data shown in BIOS)
BSS - Archived Sony PSone BS movie images (Background)
CAM - Camera setting text definitions
CM2 - Camera setting text definitions
CPE - Sony PSone PSYQ SDK executable
CNF - Sony PSone BIOS information
CPT - Compiled binary data/code
DAT - Binary data/code. (Memory Card saves, TIM textures, PIX textures, etc.)
DEF - Text definitions/directories
DIE - Archive of a Sony PSone TIM texture & camera animation (Death scene)
D01 - Archive of a Sony PSone TIM texture & TMD (Door)
D02 - Archive of a Sony PSone TIM texture & TMD (Door)
D03 - Archive of a Sony PSone TIM texture & TMD (Door)
D04 - Archive of a Sony PSone TIM texture & TMD (Door)
D05 - Archive of a Sony PSone TIM texture & TMD (Door)
D06 - Archive of a Sony PSone TIM texture & TMD (Door)
D07 - Archive of a Sony PSone TIM texture & TMD (Door)
DOC - Uncompiled C/C++ code (Message)
DOL - Nintendo Gamecube executable
DOR - Archive of a Sony PSone TIM texture & TMD (Door)
DPS - HTML/XML DEFINE list
DRV - Sega Dreamcast executable driver
DSP - Nintendo Gamecube ADPCM waveform (Music, voice)
ELS - Uncompiled C/C++ code (effect list)
EMD - Archive of a Sony PSone TIM texture, TMD model, and animation data (Player/Enemy)/GCN data ?
EVS - Cutscene animations
ESP - Compiled binary data/code
EST - Uncompiled C/C++ code (Enemy set)
EXE - Sony PSone executable
H - C/C++ header file
H4M - Nintendo Gamecube video (FMV)
HED - Sony PSone VH data w/special header
HSB - Archive of Sony PSone SEP, VH, and VB/VAB sound data (Music)
INF - ISO-9660 file system format information
INI - Executable input information
IVM - Archive of Sony PSone TMD model and its corresponding TIM texture
LST - Text definitions/directories
LZ - HUFFMAN table compression-scheme compressed file
M2V - MPEG 1 system stream (audio+video)
MAP - Archived Sony PSone Tim textures
MHP - Nintendo Gamecube THP variant (uses ARC variant index header)
PIX - Headerless Sony PSone TIM textures(s)
PLD - Archive of a Sony PSone TIM texture, [custom]TMD model, and animation data (Player/Enemy)
PLW - Archive of a Sony PSone TIM texture, [sometimes custom]TMD model, and animation data (Weapon)
PRO - [custom]MIDI data
PTC - Raw 24-bit RGB image
PVR - Sega Dreamcast Power Vector Rendering GPU image texture
REL - Nintendo Gamecube Codewarrior executable/driver
RDT - Archive of Sony PSone VH/VAB sound(s), TIM texture(s), and TMD sprite data(s) (Room)
RGB - Raw 24-bit RGB image
SAM - [custom]waveform samples
SAP - Signed 8-Bit WAV file w/special header; Looped background music waveform for PC verions
SCT - Uncompiled C/C++ code (Scenario)
SDI - [custom]index data
SEL - C/C++ header file
SEP - Multiple Sony PSone Standard MIDI Format 1 data(s) all using the same pQES header
SEQ - Sony PSone Standard MIDI Format 1 data
SFD - TMPGEnc format M2V using CRI ADX audio
SND - Sony PSone VH/VAB sound data/Nintendo Gamecube DSP variant data
SLD - [custom]Sony PSone TMD data
SST - Uncompiled C/C++ code
STF - Raw 24-bit RGB image
STR - Sony PSone streaming movie (FMV)
TGA - 24-bit Targa image
THP - Nintendo Gamecube JPEG sequenced movie (FMV)
TIM - Sony PSone image texture(s)
TM2 - [Custom]Sony PSone TMD data
TMD - Sony PSone 3D Model data
TS - Sony PSone Tim texture
TPL - Nintendo Gamecube image texture(s)
VAB - Multiple Sony PSone VAG sound samples (Player/Enemy/Music/Weapon/Room sound(s))
VIB - Uncompiled C/C++ code
VAG - Single Sony PSone ADPCM encoded waveform (Player/Enemy/Music/Weapon/Room sound(s))
VB - Multiple Sony PSone VAG sound samples (Player/Enemy/Music/Weapon/Room sound(s))
VBS - Archive of multiple Sony PSone VAB data(s) (Enemy sounds)
VH - Sony PSone VB/VAB header
XA - Sony PSone streaming ADPCM audio (Voice)
XAS - Sony PSone streaming ADPCM audio (Voice)
Font= http://assemblergames.com/l/threads/comp...ons.34061/