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Merge pull request #163 from Argent77/fileformats-general
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Fixes, updates and additions for general file formats table
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lynxlynxlynx committed Oct 7, 2023
2 parents ad50194 + 4eeaab7 commit eceab2b
Showing 1 changed file with 92 additions and 73 deletions.
165 changes: 92 additions & 73 deletions file_formats/general.htm
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<td><code>.acm</code></td>
<td>???</td>
<td>&nbsp;</td>
<td>Music.</td>
<td>Music. ACM compressed sound files.</td>
</tr>
<tr>
<td>N/A</td>
<td><code>.acm</code></td>
<td>???</td>
<td>EE only</td>
<td>Music. Ogg Vorbis compressed sound files.</td>
</tr>
<tr>
<td>N/A</td>
Expand All @@ -148,16 +155,23 @@
<td><code>.mve</code></td>
<td>???</td>
<td>&nbsp;</td>
<td>Movies. Proprietry Interplay format.</td>
<td>Movie. Proprietary Interplay format.</td>
</tr>
<tr>
<td>0x0004</td>
<td><code>.wav</code>
<p><code>.wac</code></p>
<td><code>.wav</code><br/>
<code>.wac</code>
</td>
<td>'<code>WAVC</code>'</td>
<td>&nbsp;</td>
<td>Sounds. Note that 'WAVC' and 'RIFF' .wav files are used interchangeably throughout the engine; WAVC is an internal format -- more precisely, an ACM file with a header attached to simplify buffer estimation during file decompression.</td>
<td>Sound. Note that 'WAVC' and 'RIFF' .wav files are used interchangeably throughout the engine; WAVC is an internal format -- more precisely, an ACM file with a header attached to simplify buffer estimation during file decompression.</td>
</tr>
<tr>
<td>0x0004</td>
<td><code>.wav</code></td>
<td>N/A</td>
<td>EE only</td>
<td>Ogg Vorbis compressed sound file.</td>
</tr>
<tr>
<td>0x0004</td>
Expand All @@ -168,7 +182,7 @@
</tr>
<tr>
<td>0x0005</td>
<td>N/A</td>
<td><code>.wfx</code></td>
<td>'<code>WFX </code>'</td>
<td>&nbsp;</td>
<td>Wave FX file. WFX files are used to determine variation for playback of wave sounds.</td>
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<tr>
<td>0x03e9</td>
<td><code>.wed</code></td>
<td>'<code>WED</code>'</td>
<td>'<code>WED </code>'</td>
<td>&nbsp;</td>
<td>Area region information.</td>
</tr>
Expand All @@ -211,14 +225,14 @@
<tr>
<td>0x03eb</td>
<td><code>.tis</code></td>
<td>N/A</td>
<td>'<code>TIS </code>'</td>
<td>&nbsp;</td>
<td>Graphics, specifically area art.</td>
</tr>
<tr>
<td>0x03ec</td>
<td><code>.mos</code></td>
<td>'<code>MOS</code>'</td>
<td>'<code>MOS </code>'</td>
<td>&nbsp;</td>
<td>Graphics, specifically minimaps and GUI backgrounds.</td>
</tr>
Expand All @@ -232,16 +246,16 @@
<tr>
<td>0x03ed</td>
<td><code>.itm</code></td>
<td>'<code>ITM</code>'</td>
<td>'<code>ITM </code>'</td>
<td>&nbsp;</td>
<td>Items.</td>
<td>Item.</td>
</tr>
<tr>
<td>0x03ee</td>
<td><code>.spl</code></td>
<td>'<code>SPL</code>'</td>
<td>'<code>SPL </code>'</td>
<td>&nbsp;</td>
<td>Spells.</td>
<td>Spell.</td>
</tr>
<tr>
<td>0x03ef</td>
Expand All @@ -260,21 +274,21 @@
<tr>
<td>0x03f1</td>
<td><code>.cre</code></td>
<td>'<code>CRE</code>'</td>
<td>'<code>CRE </code>'</td>
<td>&nbsp;</td>
<td>Creatures.</td>
<td>Creature.</td>
</tr>
<tr>
<td>0x03f2</td>
<td><code>.are</code></td>
<td>'<code>AREA</code>'</td>
<td>&nbsp;</td>
<td>Area defintion, including actor, door, region and container details.</td>
<td>Area definition, including actor, door, region and container details.</td>
</tr>
<tr>
<td>0x03f3</td>
<td><code>.dlg</code></td>
<td>'<code>DLG</code>'</td>
<td>'<code>DLG </code>'</td>
<td>&nbsp;</td>
<td>Dialog definition.</td>
</tr>
Expand All @@ -290,21 +304,21 @@
<td><code>.gam</code></td>
<td>'<code>GAME</code>'</td>
<td>&nbsp;</td>
<td>Save games, specifically party details.</td>
<td>Saved game, specifically party details.</td>
</tr>
<tr>
<td>N/A</td>
<td><code>.sav</code></td>
<td>'<code>SAV</code>'</td>
<td>'<code>SAV </code>'</td>
<td>&nbsp;</td>
<td>Save games, specifically area and store details.</td>
<td>Saved game, specifically area and store details.</td>
</tr>
<tr>
<td>0x03f6</td>
<td><code>.sto</code></td>
<td>'<code>STOR</code>'</td>
<td>&nbsp;</td>
<td>Stores.</td>
<td>Store.</td>
</tr>
<tr>
<td>0x03f7</td>
Expand All @@ -313,19 +327,12 @@
<td>&nbsp;</td>
<td>World map.</td>
</tr>
<tr>
<td>0x03f8</td>
<td><code>.chr</code></td>
<td>'<code>CHR</code>'</td>
<td>&nbsp;</td>
<td>Characters.</td>
</tr>
<tr>
<td>0x03f8</td>
<td><code>.eff</code></td>
<td>'<code>EFF </code>'</td>
<td>ToTSC and IWD and BG2</td>
<td>Effects; a replacement for the 30-byte effect structure found in CRE and ITM files. The EFF V2.0 format can be found either as a standalone file or embedded in CRE, ITM and SPL files.</td>
<td>Effect; a replacement for the 30-byte effect structure found in CRE and ITM files. The EFF V2.0 format can be found either as a standalone file or embedded in CRE, ITM and SPL files.</td>
</tr>
<tr>
<td>0x03f9</td>
Expand All @@ -337,30 +344,30 @@
<tr>
<td>0x03fa</td>
<td><code>.chr</code></td>
<td>'<code>CHR</code>'</td>
<td>'<code>CHR </code>'</td>
<td>&nbsp;</td>
<td>Character.</td>
</tr>
<tr>
<td>0x03fb</td>
<td><code>.vvc</code></td>
<td>'<code>VVC</code>'</td>
<td>'<code>VVC </code>'</td>
<td>&nbsp;</td>
<td>Visual 'spell casting' effects.</td>
<td>Visual 'spell casting' effect.</td>
</tr>
<tr>
<td>0x03fc</td>
<td><code>.vef</code></td>
<td>???</td>
<td>Baldur's Gate 2 only</td>
<td>Visual effects. There are no known files of this type.</td>
<td>'<code>VEF </code>'</td>
<td>Baldur's Gate 2, EE games</td>
<td>Sequence of visual effects. Used by EE games to implement complex effects.</td>
</tr>
<tr>
<td>0x03fd</td>
<td><code>.pro</code></td>
<td><code>'PRO'</code></td>
<td>'<code>PRO </code>'</td>
<td>&nbsp;</td>
<td>Projectiles.</td>
<td>Projectile.</td>
</tr>
<tr>
<td><code>N/A</code></td>
Expand All @@ -383,70 +390,89 @@
<td><code>.wbm</code></td>
<td>???</td>
<td>EE only</td>
<td>Video format</td>
<td>WebM Video format. Used for cinematics as well as animations in ARE resources.</td>
</tr>
<tr>
<td>0x0400</td>
<td><code>.fnt</code></td>
<td>???</td>
<td>Baldur's Gate Enhanced Edition / Baldur's Gate Enhanced Edition 2 only</td>
<td>Font.</td>
<td>EE only</td>
<td>Proprietary font format used by EE games before patch 2.0.</td>
</tr>
<tr>
<td>0x0402</td>
<td><code>.gui</code></td>
<td>???</td>
<td>Baldur's Gate Enhanced Edition / Baldur's Gate Enhanced Edition 2 only</td>
<td>GUI definition.</td>
<td>Text format<br/>
EE only</td>
<td>GUI definitions for EE games before patch 2.0.</td>
</tr>
<tr>
<td>0x0403</td>
<td><code>.sql</code></td>
<td>???</td>
<td>Baldur's Gate Enhanced Edition / Baldur's Gate Enhanced Edition 2 only</td>
<td>Text format<br/>
EE only</td>
<td>Sql.</td>
</tr>
<tr>
<td>0x0404</td>
<td><code>.pvrz</code></td>
<td>???</td>
<td>Baldur's Gate Enhanced Edition / Baldur's Gate Enhanced Edition 2 only</td>
<td>Compressed tileset.</td>
<td>EE only</td>
<td>Zlib-compressed PVR graphics file; referenced by BAM, MOS and TIS files.</td>
</tr>
<tr>
<td>0x0405</td>
<td><code>.glsl</code></td>
<td>???</td>
<td>EE only</td>
<td>Shader description language.</td>
<td>Text format<br/>
EE only</td>
<td>Shader description language. Used for both OpenGL and DirectX shader language variants.</td>
</tr>
<tr>
<td>0x0406</td>
<td><code>.tot</code></td>
<td>N/A</td>
<td>Icewind Dale / BG2 only</td>
<td>&quot;Talk Table Override Text&quot;. This is used to override to specific entries in the TLK file. TOT files are used in conjunction with the TOH file.</td>
</tr>
<tr>
<td>0x0407</td>
<td><code>.toh</code></td>
<td>'<code>TLK </code>'</td>
<td>Icewind Dale / BG2 / EE only</td>
<td>&quot;Talk Table Override Header&quot;. This is used to override to specific entries in the <code>TLK</code> file. In the original games TOH files are used in conjunction with the TOT file. In EE games TOH files are self-contained.</td>
</tr>
<tr>
<td>0x0408</td>
<td><code>.menu</code></td>
<td>???</td>
<td>EE only</td>
<td>Menu definition</td>
<td>Text format<br/>
EE only</td>
<td>GUI definitions for EE games since patch 2.0.</td>
</tr>
<tr>
<td>0x0409</td>
<td><code>.menu</code></td>
<td><code>.lua</code></td>
<td>???</td>
<td>EE only</td>
<td>LUA script file</td>
<td>Text format<br/>
EE only</td>
<td>LUA script file.</td>
</tr>
<tr>
<td>0x040a</td>
<td><code>.ttf</code></td>
<td>???</td>
<td>EE only</td>
<td>True Type Font</td>
<td>True Type Font.</td>
</tr>
<tr>
<td>0x040b</td>
<td><code>.png</code></td>
<td>???</td>
<td>EE patch 2+ only</td>
<td>Image file</td>
<td>EE only</td>
<td>Image file. Supported since EE patch 2.0.</td>
</tr>
<tr>
<td>0x044c</td>
Expand All @@ -455,41 +481,34 @@
<td>Baldur's Gate 2 only</td>
<td><span class="unknown">Unknown</span></td>
</tr>
<tr>
<td>N/A</td>
<td><code>.baf</code></td>
<td>N/A</td>
<td>Text format</td>
<td>Uncompiled scripts.</td>
</tr>
<tr>
<td>0x0802</td>
<td><code>.ini</code></td>
<td>N/A</td>
<td>Text format<br />
Planescape: Torment and Icewind Dale</td>
<td>Quest and spawn information.</td>
Planescape: Torment, Icewind Dale, EE games</td>
<td>Quest and spawn information. Also used for creature animation definitions in EE games.</td>
</tr>
<tr>
<td>0x0803</td>
<td><code>.src</code></td>
<td>N/A</td>
<td>Planescape: Torment only</td>
<td>Planescape: Torment, PST:EE</td>
<td>Overhead text.</td>
</tr>
<tr>
<td>N/A</td>
<td><code>.toh</code></td>
<td>'<code>TLK </code>'</td>
<td>Icewind Dale only/BG2 only</td>
<td>&quot;Talk Table Override Header&quot;. This is used to override to specific entries in the <code>TLK</code> file. TOH files are used in conjunction with the TOT file.</td>
<td>0x0804</td>
<td><code>.maze</code></td>
<td>'<code>MAZE</code>'</td>
<td>PST:EE only</td>
<td>Modron Maze layout definition.</td>
</tr>
<tr>
<td>N/A</td>
<td><code>.tot</code></td>
<td><code>.baf</code></td>
<td>N/A</td>
<td>Icewind Dale only/BG2 only</td>
<td>&quot;Talk Table Override Text&quot;. This is used to override to specific entries in the TLK file. TOT files are used in conjunction with the TOH file.</td>
<td>Text format</td>
<td>Uncompiled script.</td>
</tr>
<tr>
<td>N/A</td>
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