I've been digging for months about this topic but to no avail. I've even ventured to the second page of Google (I know.)
Some notes:
1) File extensions are nameless
2) Map geometry appears to be stored in a folder titled "m," and each map has more different files (c, d, s, and t)
It's a 13 year old game, and yet documentation is so primitive.
Small Update (9/4/17):
Based on the fact that the maps are divided into many parts (moo_0, moo_1, etc.) it's pretty safe to assume that each folder is part of a different part of the level that can be accessed via a black/transition screen. This would explain why some parts have no s file and some do.
(The prefix "moo" means the Moon. I'll try to make a full list of level prefixes soon.)
Small Update #2 (10/4/17):
Something interesting: I found raw text in d 's hex data. It looks like the only thing that's a major roadblock from this point forward is discovering the name of the file extensions. Not too sure though -- I'm attaching the whole folder in case someone wants to have a look at it. (d is the file of interest, but the other ones might be interesting too)
Have some letters:
Small Breakthrough (11/4/17):
Some notes:
1) File extensions are nameless
2) Map geometry appears to be stored in a folder titled "m," and each map has more different files (c, d, s, and t)
It's a 13 year old game, and yet documentation is so primitive.
Small Update (9/4/17):
- c appears to be either collision data or camera data (I'm leaning towards the latter).
- s is NPC locations. What's interesting is that s contains references to map coordinates, so I'm positive that this folder contains map geometry now.
- d and t are the big files, clocking in at hundreds or thousands of kilobytes
Based on the fact that the maps are divided into many parts (moo_0, moo_1, etc.) it's pretty safe to assume that each folder is part of a different part of the level that can be accessed via a black/transition screen. This would explain why some parts have no s file and some do.
(The prefix "moo" means the Moon. I'll try to make a full list of level prefixes soon.)
Small Update #2 (10/4/17):
Something interesting: I found raw text in d 's hex data. It looks like the only thing that's a major roadblock from this point forward is discovering the name of the file extensions. Not too sure though -- I'm attaching the whole folder in case someone wants to have a look at it. (d is the file of interest, but the other ones might be interesting too)
Have some letters:
Code:
// This begins at the hex address 000211d0. See d for more info.
ver1.02
S
A
04/05/28 10:42:46
bero moo_ground_03
moo_ground_04
moo_ground_05
moo_hai_01
moo_hosi_01
moo_hosi_02
muj_hibi_01
ground_01_v
ground_02_v_x
hai_lambert36_v
hosi_01
hosi_01_v_x
hosi_02_v_x
lambert1
lambert1_v
lambert35_v
lambert3_v
lambert3_v_x
lambert43_v_x
world_root
null
A
null
A_ground null
A_bero_l
mesh
A_bero_r
mesh
A_ground_010
mesh
A_ground_011
mesh
A_ground_012
mesh
A_ground_013
mesh
A_ground_kabe
mesh
A_ground_yuka
mesh
A_iwa null
A_iwa_01
mesh
A_iwa_02
mesh
A_iwa_03
mesh
A_iwa_04
mesh
A_iwa_05
mesh
A_iwa_06
mesh
A_iwa_07
mesh
A_iwa_08
mesh
bero
null
e_bero
mesh
w_bero
mesh
S
null
S_bero
null
polySurface295_q00008
mesh
polySurface295_q00009
mesh
S_guround
null
polySurface435_q00010
mesh
polySurface436_q00011
null
S_ground_01
mesh
S_ground_02
mesh
S_ground_03
mesh
S_ground_04
mesh
S_ground_05
mesh
S_ground_06
mesh
S_ground_07
mesh
S_ground_08
mesh
S_ground_09
mesh
S_hai null
S_hai_grund
mesh
S_hosi
null
pCylinder6_q00012
mesh
pCylinder7_q00013
mesh
pCylinder8_q00014
mesh
pCylinder9_q00015
mesh
S_iwa
null
S_iwa_01
null
S_iwa_01_a
mesh
S_iwa_01_b
mesh
S_iwa_01_d
mesh
S_iwa_02
null
S_iwa_02_a
mesh
S_iwa_02_b
mesh
S_iwa_03
null
S_iwa_03_a
mesh
S_iwa_03_b
mesh
S_iwa_04
null
S_iwa_04_a
mesh
S_iwa_04_b
mesh
S_iwa_05
null
S_iwa_05_a
mesh
S_iwa_05_b
mesh
S_iwa_06
null
S_iwa_06_a
mesh
S_iwa_06_b
mesh
S_iwa_07
null
S_iwa_07_a
mesh
S_iwa_07_b
mesh
S_iwa_08
null
S_iwa_08_a
mesh
S_iwa_08_b
mesh
S_iwa_08_d
mesh
ground_01_v
ground_02_v_x
hai_lambert36_v
hosi_01
hosi_01_v_x
hosi_02_v_x
lambert1
lambert1_v
lambert35_v
lambert3_v
lambert3_v_x
lambert43_v_x
moo_hai_01
bero
muj_hibi_01
moo_hosi_01
moo_hosi_02
moo_ground_03
moo_ground_04
moo_ground_05
hosi_01
hosi_02
hosi_03
pCylinder7_q00013
pCylinder6_q00012
pCylinder8_q00014
pCylinder9_q00015
Small Breakthrough (11/4/17):
- I've discovered that the t file is actually just a .tpl, which makes things a lot easier (these are usually prefixed by the characters ¯0, so they're pretty easy to identify)
- Still no word on d as of yet.
Code:
animation_table
curve_table
fog_table
information
light_table
material_name_table
texture_table
vcd_table