| A | B | C | D | E | F | G | |
|---|---|---|---|---|---|---|---|
1 | Links | ||||||
2 | |||||||
3 | Helpful Links | Description | Notes | ||||
4 | https://mega.nz/#!61sBDIrQ!JLPv4DBgyTyCLlVnjHTo-lxRaU4xICpbHqFC7sWT0Bs | .zip of TPGC archive files and their models (139 MB) | View with BMDView2. | ||||
5 | http://www.mediafire.com/download/42c5j4qbawd1e1j/GC_stuff.7z | .7z of BMDview2, rarcdump, and yaz0dec (664 KB) | |||||
6 | http://www.mediafire.com/download/83g106f9ov1zv0f/WindViewer_DBEdition.zip | xdaniel's WindViewer | Use to view TP map files. | ||||
7 | https://github.com/LordNed/GCZelda-Map-Entity-Info-Dumper | LordNed's Map Entity Info Dumper | |||||
8 | https://tcrf.net/Proto:The_Legend_of_Zelda:_Twilight_Princess/Map_Select | Formatted & translated menu1.dat | |||||
9 | https://docs.google.com/spreadsheets/d/1s5mx30M63eSTwsNZW1QbSf4gXTnv8perp_9nslTi4GA/edit#gid=389791764 | TP Demo's RframeworkF.map | |||||
10 | http://www.amnoid.de/gc/bmd.txt | BMD file format documentation | |||||
11 | https://github.com/LordNed/WindEditor/wiki/J3D-Documentation | J3D{1,2} file format documentation (most .b?? formats) | Also other formats with links to them in the sidebar to the right. | ||||
12 | https://github.com/LordNed/WindEditor/wiki/DZS-and-DZR | DZR and DZS chunk documentation | These are from TWW, but most of them should apply to TP as well. | ||||
13 | https://firefly.nu/up/obj_dec.list.html | List of object file contents | |||||
14 | https://firefly.nu/up/zelda/tp/tpthing.html | FireFly's Room Code generator (using Dark Linkaël's code template) | |||||
15 | |||||||
16 | Codes | ||||||
17 | |||||||
18 | Ver. | Creator | Description | Code | Notes | ||
19 | GC-US | Dark Linkael | Change Current Layer | 0040AFCB 0000000X 0040AFD9 0000000X | X goes from 0 to F | ||
20 | |||||||
21 | |||||||
22 | |||||||
23 | |||||||
24 | |||||||
25 | |||||||
26 | |||||||
27 | |||||||
28 | Notes | ||||||
29 | |||||||
30 | Author | Location | Filename | Notes | |||
31 | CrvFence.arc/bmdr/ | u_crvfence_bbreaka | This file lacks a file extension, unlike similar files. | ||||
32 | CrvFence.arc/bmdr/ | u_crvfence_bbreakb | This file lacks a file extension, unlike similar files. | ||||
33 | Demo11_00.arc/btk/ | demo11_water_cut00_gp_1_c_btk | This file lacks a file extension, unlike similar files. | ||||
34 | Always.arc/tex/ | zl2_polygon_ia8 | This file lacks a file extension, unlike similar files. | ||||
35 | |||||||
36 | Z2Sound.baa | Contains the sound file names. It seems to link together all the music and SFX. | |||||
37 | |||||||
38 | GlitterBerri | rel/Final/Release/ | .rel | To find linked .arcs, search: 00 00 3F E0 00 00 To find .rel actor number, search: FF FF FF FD 00 07 FF FD | |||
39 | |||||||
40 | |||||||
41 | |||||||
42 | |||||||
43 | .RARC | ||||||
44 | |||||||
45 | Dir. | Cont. | Translation | Description | Notes | ||
46 | arc | .arc | Archive | ||||
47 | bck | .bck | Binary ? | Animations to bones of models | |||
48 | bcks | .bck | Binary ? | Most are compressed | |||
49 | bdlm | .bdl | Binary Dolphin Model | ||||
50 | blk | .blk | ? Layout ? | ||||
51 | bls | .bls | ? Layout Scene | Cutscene(?) (based on filenames) | |||
52 | bmde | .bmd | Binary Model Data ? | Models | |||
53 | bmdg | .bmd | Binary Model Data ? | Stationary object models | |||
54 | bmdp | .bmd | Binary Model Data ? | Only E_s1.arc/bmdp/ (contains 1 file) | |||
55 | bmdr | .bmd | Binary Model Data ? | Animated and stationary objects models, effects related to another moving object or to each other. This directory is mostly common for maps | |||
56 | bmdv | .bmd | Binary Model Data ? | Animated models with effects | |||
57 | bmwe | .bmd | Binary Model Data ? | Models | Only Alink.arc/bmwe/ (contains 2 files) | ||
58 | bmwr | .bmd | Binary Model Data ? | Models | |||
59 | bpk | .bpk | Binary ? | Cursor/graphics(?) (based on filenames) | |||
60 | brk | .brk | Binary ? | Animations for model effects (?) | |||
61 | btk | .btk | Binary Texture ? | Animations for model effects (?) | |||
62 | btp | .btp | Binary Texture ? | Animations for model textures | |||
63 | dat | .bti .arc .bin .csv .dat .txt | Data | Catch-all/anything goes, a mixed bag of files | |||
64 | dir | .txt | Directory | Japanese leftover notes (Shift-JIS) | Only Sample.arc/dir/ (contains 3 files) | ||
65 | dir5 | a | Directory 5 | XML (sorta) output from Maya? | Only Sample.arc/dir5/ (contains 1 file) | ||
66 | dzb | .dzb | Dolphin Zelda Background | Collision (objects) | |||
67 | dzs | .dzs | Dolphin Zelda Stage | STG (Stage) data containing "FILI" and "TRES" types | |||
68 | evt | .dat .stb | Event | Displays model-related event triggers | |||
69 | font | .bfn | Font | Related to text? | |||
70 | kcl | .kcl | ? Collision | Map Collision | Octree of triangles to determine the surface of a polygon. Groups are determined by their materials. Surface codes: 00-02 - rock surface (dust effect) | ||
71 | plc | .plc | Position Layout Coordinates | Stage 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!) | ||
72 | scrn | .btk .blo .brk .bck .bpk | Screen | Contains UI layout information | |||
73 | spec | .dat | Specifications | Usually just 8 bytes of 0s for some reason | |||
74 | tex | .bti | Textures | ||||
75 | texture | .bti | Textures | Only E_{db,hb,yd}.arc/texture (each contains 1 file) | |||
76 | timg | .bti | ? Image | Image format | Usually related to the scrn folder representing 2D overlays | ||
77 | |||||||
78 | Files | ||||||
79 | |||||||
80 | Type | Ext(s) | Translation | Description | Notes | ||
81 | BCK | .bck | Animation to bones of model | Magic number: "J3D1bck1". Sometimes Yaz0-compressed. | |||
82 | BDL | .bdl | Binary Model | Model (With TEV register section) | Magic number: "J3D2bdl4". | ||
83 | BFN | .bfn | Binary Font | Font | Magic number: "FONTbfn1". | ||
84 | BLK | .blk | Magic number: "J3D1blk1". | ||||
85 | BLS | .bls | Cutscene (?) (based on filenames) | Magic number: "J3D1bls1". | |||
86 | BPK | .bpk | Cursor/graphic (?) (based on filenames) | Magic number: "J3D1bpk1". | |||
87 | BRK | .brk | Binary Register Key | Animation for model effect (?) | Magic number: "J3D1brk1". Sometimes Yaz0-compressed. | ||
88 | BTK | .btk | Binary Texture Key | Animation for model effect (?) | Magic number: "J3D1btk1". Sometimes Yaz0-compressed. | ||
89 | BTP | .btp | Animation for model texture | Magic number: "J3D1btp1". Sometimes Yaz0-compressed. | |||
90 | DZB | .dzb | Dolphin Zelda Background | Object collision | |||
91 | RARC | .arc | Refactored Archive | Archive format | Magic number: "RARC". Sometimes Yaz0-compressed. | ||
92 | TIMG | .bti | T Image | Image format | |||
93 | SCRN | .blo | Screen | Contains UI layout information | Magic number: "SCRN". | ||
94 | SPLC | .plc | Stage to room references | Magic number: "SPLC". | |||
95 | STB | .stb | Studio Binary | Cutscene | Magic number: "STB\x00". | ||
96 | |||||||
97 | .DZR | ||||||
98 | |||||||
99 | File | Format | Translation | ID | Notes | ||
100 | DZR | SCLS | Scene List | Map exits | Exit 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) | ||