Difference between revisions of "Cryo/File formats"
Ccawley2011 (talk | contribs) (Created page with "== Cryo file formats == === EDEN.DAT === Contains all game data files. Can be extracted using the extract_cryo tool from scummvm-tools. The file starts with a 16-bit value c...") |
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=== EDENCHAR.BIN === | === EDENCHAR.BIN === | ||
_gameFont ? | |||
=== CONDIT.DAT === | === CONDIT.DAT === | ||
_gameConditions ? | |||
=== DIALOGUE.DAT === | === DIALOGUE.DAT === | ||
_gameDialogs ? | |||
=== *.DRV === | === *.DRV === | ||
Line 46: | Line 49: | ||
=== ICONES.SPR === | === ICONES.SPR === | ||
_mainBankBuf ? | |||
=== *.VOC === | === *.VOC === | ||
Used in the DOS version for speech and sound effects. Uses a standard [https://wiki.multimedia.cx/index.php/Creative_Voice Creative Voice] container with a custom text block containing lip-sync data. | Used in the DOS version for speech and sound effects. Uses a standard [https://wiki.multimedia.cx/index.php/Creative_Voice Creative Voice] container with a custom text block containing lip-sync data. |
Revision as of 19:02, 31 August 2021
Cryo file formats
EDEN.DAT
Contains all game data files. Can be extracted using the extract_cryo tool from scummvm-tools.
The file starts with a 16-bit value containing the number of files in the archive. This is followed by an array of the following structure containing information about each file:
Offset | Size | Description |
---|---|---|
0 | 16 bytes | The file name |
16 | 4 bytes | The offset of the file within the archive. |
20 | 4 bytes | The size of the file. |
24 | 1 byte | Unknown. |
The rest of the file contains the uncompressed data for each file. All values in the header are little endian. Note that the engine currently ignores the file names, and instead looks up each file by number, so care has to be taken to preserve the file order when creating archives.
EDENCHAR.BIN
_gameFont ?
CONDIT.DAT
_gameConditions ?
DIALOGUE.DAT
_gameDialogs ?
*.DRV
*.HNM
Used for FMV sequences. Most DOS videos and all Mac videos use HNM4, while the logos and credits videos in the DOS version uses HNM (1) instead.
*.HSQ
*.MUS
*.SAL
ICONES.SPR
_mainBankBuf ?
*.VOC
Used in the DOS version for speech and sound effects. Uses a standard Creative Voice container with a custom text block containing lip-sync data.