Oddworld file formats
1.DDV files are movie files used by the game. They are in Masher format,see formats/ddv.h for basic informations
2.Sounds.dat contains every sound of the game. It's mainly cat sound1 sound2 sound3 > sounds.dat, and doesn't contain any index table.It's mono, 16 bits Little Endian PCM. Not sure about the rate, though.It doesn't contain any index table. Those are probably in VAB files. 3.BAN archives are sprites. They can contain a single Anim file 4.BND archives can contain several Anim, Path, Font, or Palt files 5.FNT archives contain Font files. 6.VH and VB archives' meaning is yet unknown 7.BSQ archives' meaning is yet unknown 8.VH archives are VAB (playstation sound bank) headers. VB archives are VAB (playstation sound bank) data 9.CAM archives are 'screens', they include a background image of Bits format,and can contain Font, FG1 and Demo files if needed. 10.SAV seems to be plain memory dump with an optional NxtP header. 11.DDV video format Abe's Odyssey seems to have another version of it, referred to as MOIR AKIK Abe's Exoddus version struct DDVVideoHeader Hope this helped :fuzwink: |
Good looking! ^^
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If I recall VB and VH files are used when putting a proprietary signature on a disc (Difference between a legitimate copy of a game and a dvd-+r with the game data on it). This is probably wrong, my memory is hazy.
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you forgot .LVL files ;)
good job anyway :D |
View another threads and ask Paul.
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Lol..
VB = Vab body containing wave like data, VH = vab header containing the index data for the waves. BSQ = like BND but for SEQ's which are like midi's which use the waves in the vb. Edit: Cept for in AE where VB tends to be mainly empty as it was all pulled together into sounds.dat |