-
Notifications
You must be signed in to change notification settings - Fork 1
Disc Layout
NOTE: where I've said z=zlib, it might refer to z=zapit (the company)...
- Data/
- game.zbc
- zlib compressed byte code
- app_sdram_(3/a).cat.bin
- game.zbc
- Fonts/
- [str].dat
- [str].zbm
- zlib compressed bit map (fonts, probably)
- IFrames/
- MPEG sequences for loading(?)
- Images/
- zlib compressed bit map (images, probably)
- Movies/
- MPEG sequences
- Sounds/
- zlib compressed waveform (wav, probably)
- gamewave.diz
- provides loader information of some kind
(this is from VeggieTales but should be generic enough)
To expand on my confusion about whether the "z"s are, there is typically zlib as a compression mechanism but there isn't an obvious file header (which is sensible considering they were dealing with their own format I'd assume).
(from Lock 5)
[global]
appname=wilds
appfile=/Data/game.zbc
version=1.01.5bailr
[platform]
board=3
engine=/Data/app_sdram_3.cat.bin
version=0.11.3.65nhfs
Paths should be able to contain spaces
We're currently assuming app_sdram_[board].cat.bin gets loaded first, and then provides the in-memory loader for lua.
-
gamewave.diz
- basic game info, which engine and bytecode file to use app_sdram_*.cat.bin
-
.zbc
- Lua 5.0 bytecode -
.zwf
- ZAPiT wavefile -
.zbm
- ZAPiT bitmap -
.mpg
,.m2v
- movies -
.dat
- font files
Letter Zap! additionally have: dic38.zdt
, lfreq.dat
, tag.mtx
for dictionary data
And also some Windows files, including .dll
, .sys
, .tmp
, and Thumbs.db
; as well as two .rar
files (Sudoku maps and iframes in 4 Degrees vol 1
So far we know enough to unpack .zwf
and .zbm
, we don't have any info about .dat
font files, video formats are well known