Difference between revisions of "Cryo/File formats"

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=== EDENCHAR.BIN ===
=== EDENCHAR.BIN ===
_gameFont ?
_gameFont ?
Used in my_bulle(), my_pr_bulle(), drawSubtitleChar()


=== CONDIT.DAT ===
=== CONDIT.DAT ===
_gameConditions ?
_gameConditions ?
Used in testCondition(), fetchValue()


=== DIALOGUE.DAT ===
=== DIALOGUE.DAT ===
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=== *.HNM ===
=== *.HNM ===
Used for FMV sequences. Most DOS videos and all Mac videos use [https://wiki.multimedia.cx/index.php/HNM4 HNM4], while the logos and credits videos in the DOS version uses [https://wiki.multimedia.cx/index.php/HNM_(1) HNM (1)] instead.
Used for FMV sequences. Most DOS videos and all Mac videos use [https://wiki.multimedia.cx/index.php/HNM4 HNM4], while the logos and credits videos in the DOS version uses [https://wiki.multimedia.cx/index.php/HNM_(1) HNM (1)] instead.
=== PHRASE*.HSQ ===
Used in checkPhraseFile(), getPhrase(), my_bulle()


=== *.HSQ ===
=== *.HSQ ===


=== *.MUS ===
=== *.MUS ===
Used for music. Uses a standard [https://wiki.multimedia.cx/index.php/Creative_Voice Creative Voice] container with a custom text block containing loop data.


=== *.SAL ===
=== *.SAL ===
_placeRawBuf ?
Used in loadPlace(), getPlaceRawBuf(), displaySingleRoom()


=== ICONES.SPR ===
=== ICONES.SPR ===

Latest revision as of 00:05, 23 June 2022

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 ?

Used in my_bulle(), my_pr_bulle(), drawSubtitleChar()

CONDIT.DAT

_gameConditions ?

Used in testCondition(), fetchValue()

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.

PHRASE*.HSQ

Used in checkPhraseFile(), getPhrase(), my_bulle()

*.HSQ

*.MUS

Used for music. Uses a standard Creative Voice container with a custom text block containing loop data.

*.SAL

_placeRawBuf ?

Used in loadPlace(), getPlaceRawBuf(), displaySingleRoom()

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.