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Links
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Helpful LinksDescriptionNotes
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https://mega.nz/#!61sBDIrQ!JLPv4DBgyTyCLlVnjHTo-lxRaU4xICpbHqFC7sWT0Bs.zip of TPGC archive files and their models (139 MB)View with BMDView2.
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http://www.mediafire.com/download/42c5j4qbawd1e1j/GC_stuff.7z.7z of BMDview2, rarcdump, and yaz0dec (664 KB)
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http://www.mediafire.com/download/83g106f9ov1zv0f/WindViewer_DBEdition.zipxdaniel's WindViewerUse to view TP map files.
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https://github.com/LordNed/GCZelda-Map-Entity-Info-DumperLordNed's Map Entity Info Dumper
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https://tcrf.net/Proto:The_Legend_of_Zelda:_Twilight_Princess/Map_SelectFormatted & translated menu1.dat
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https://docs.google.com/spreadsheets/d/1s5mx30M63eSTwsNZW1QbSf4gXTnv8perp_9nslTi4GA/edit#gid=389791764TP Demo's RframeworkF.map
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http://www.amnoid.de/gc/bmd.txtBMD file format documentation
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https://github.com/LordNed/WindEditor/wiki/J3D-DocumentationJ3D{1,2} file format documentation (most .b?? formats)Also other formats with links to them in the sidebar to the right.
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https://github.com/LordNed/WindEditor/wiki/DZS-and-DZRDZR and DZS chunk documentationThese are from TWW, but most of them should apply to TP as well.
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https://firefly.nu/up/obj_dec.list.htmlList of object file contents
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https://firefly.nu/up/zelda/tp/tpthing.htmlFireFly's Room Code generator (using Dark Linkaël's code template)
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Codes
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Ver.CreatorDescriptionCodeNotes
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GC-USDark LinkaelChange Current Layer0040AFCB 0000000X
0040AFD9 0000000X
X goes from 0 to F
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Notes
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AuthorLocationFilenameNotes
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CrvFence.arc/bmdr/u_crvfence_bbreakaThis file lacks a file extension, unlike similar files.
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CrvFence.arc/bmdr/u_crvfence_bbreakbThis file lacks a file extension, unlike similar files.
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Demo11_00.arc/btk/demo11_water_cut00_gp_1_c_btkThis file lacks a file extension, unlike similar files.
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Always.arc/tex/zl2_polygon_ia8This file lacks a file extension, unlike similar files.
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Z2Sound.baaContains the sound file names. It seems to link together all the music and SFX.
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GlitterBerrirel/Final/Release/.relTo find linked .arcs, search:
00 00 3F E0 00 00
To find .rel actor number, search:
FF FF FF FD 00 07 FF FD
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.RARC
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Dir.Cont.TranslationDescriptionNotes
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arc.arcArchive
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bck.bckBinary ?Animations to bones of models
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bcks.bckBinary ?Most are compressed
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bdlm.bdlBinary Dolphin Model
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blk.blk? Layout ?
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bls.bls? Layout SceneCutscene(?) (based on filenames)
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bmde.bmdBinary Model Data ?Models
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bmdg.bmdBinary Model Data ?Stationary object models
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bmdp.bmdBinary Model Data ?Only E_s1.arc/bmdp/ (contains 1 file)
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bmdr.bmdBinary Model Data ?Animated and stationary objects models, effects related to another moving object or to each other. This directory is mostly common for maps
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bmdv.bmdBinary Model Data ?Animated models with effects
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bmwe.bmdBinary Model Data ?ModelsOnly Alink.arc/bmwe/ (contains 2 files)
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bmwr.bmdBinary Model Data ?Models
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bpk.bpkBinary ?Cursor/graphics(?) (based on filenames)
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brk.brkBinary ?Animations for model effects (?)
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btk.btkBinary Texture ?Animations for model effects (?)
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btp.btpBinary Texture ?Animations for model textures
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dat.bti
.arc
.bin
.csv
.dat
.txt
DataCatch-all/anything goes, a mixed bag of files
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dir.txtDirectoryJapanese leftover notes (Shift-JIS)Only Sample.arc/dir/ (contains 3 files)
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dir5aDirectory 5XML (sorta) output from Maya?Only Sample.arc/dir5/ (contains 1 file)
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dzb.dzbDolphin Zelda BackgroundCollision (objects)
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dzs.dzsDolphin Zelda StageSTG (Stage) data containing "FILI" and "TRES" types
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evt.dat
.stb
EventDisplays model-related event triggers
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font.bfnFontRelated to text?
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kcl.kcl? CollisionMap CollisionOctree of triangles to determine the surface of a polygon. Groups are determined by their materials.

Surface codes:
00-02 - rock surface (dust effect)
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plc.plcPosition Layout CoordinatesStage information to Room positioning Usually used to place doors to connect rooms, keep in mind some doors are called in the .dzr in relation to event data to lock.

Beginning offset 0x19 shows what room reference link is in. This is required for every collective reference (0x2D, 0x41, 0x55, Every 20 offsets)or else the game will not load that map. (black screen of death!)
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scrn.btk
.blo
.brk
.bck
.bpk
ScreenContains UI layout information
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spec.datSpecificationsUsually just 8 bytes of 0s for some reason
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tex.btiTextures
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texture.btiTexturesOnly E_{db,hb,yd}.arc/texture (each contains 1 file)
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timg.bti? ImageImage formatUsually related to the scrn folder representing 2D overlays
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Files
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TypeExt(s)TranslationDescriptionNotes
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BCK.bckAnimation to bones of modelMagic number: "J3D1bck1". Sometimes Yaz0-compressed.
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BDL.bdlBinary ModelModel (With TEV register section)Magic number: "J3D2bdl4".
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BFN.bfnBinary FontFontMagic number: "FONTbfn1".
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BLK.blkMagic number: "J3D1blk1".
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BLS.blsCutscene (?) (based on filenames)Magic number: "J3D1bls1".
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BPK.bpkCursor/graphic (?) (based on filenames)Magic number: "J3D1bpk1".
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BRK.brkBinary Register KeyAnimation for model effect (?)Magic number: "J3D1brk1". Sometimes Yaz0-compressed.
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BTK.btkBinary Texture KeyAnimation for model effect (?)Magic number: "J3D1btk1". Sometimes Yaz0-compressed.
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BTP.btpAnimation for model textureMagic number: "J3D1btp1". Sometimes Yaz0-compressed.
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DZB.dzbDolphin Zelda BackgroundObject collision
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RARC.arcRefactored ArchiveArchive formatMagic number: "RARC". Sometimes Yaz0-compressed.
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TIMG.btiT ImageImage format
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SCRN.bloScreenContains UI layout informationMagic number: "SCRN".
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SPLC.plcStage to room referencesMagic number: "SPLC".
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STB.stbStudio BinaryCutsceneMagic number: "STB\x00".
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.DZR
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FileFormatTranslationIDNotes
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DZRSCLSScene ListMap exitsExit positioning is located by reading the end SCLS cluster reference.
You will see SCLS (with other cluster names) and at the end of the custer (Before the next one starts) is the starting position.

Ex: SCLS.......¸
53 43 4C 53 00 00 00 04 00 00 00 B8
Find offset B8 (000000B8) where the exit calls begin.

The 04 is most likely declares the number of lines the cluster holds
after that beginning reference call. (Multiples of 16)

First 8 hex bits: Map name (8th bit usually a break '00')
Next (9th) hex bit: Spawn position number
Next (10th) hex bit: Room number to load (01 for R01_00)
Next (11th) hex bit: Exit type ('F0' = 240 = door?)
Next (12th) hex bit: Padding (distance from exit type?)
Next (13th) hex bit: Unknown, usually '01' or '00'. True/False for something? // (Not always found. 'readRm' calls are related to exits)