D3TV

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|extensions={{ext|sht}}, others
 
|extensions={{ext|sht}}, others
 
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'''D3TV''' files are game data files used by the v3.x of the D.U.N.E (Developers Universal Non-programming Environment) Engine, which added support for CD Audio with the Commodore CDTV. These files usually correspond to individual "shots" in a DUNE game, and are based on the [[IFF]] metaformat.
+
'''D3TV''' files are game data files used by the v3.x of the D.U.N.E (Developers Universal Non-programming Environment) Engine, which added support for CD Audio with the Commodore CDTV, and is well known for being the engine used by "The Town With No Name" and "Psycho Killer". These files usually correspond to individual "shots" in a DUNE game, and are based on the [[IFF]] metaformat.
  
 
== Identification ==
 
== Identification ==
Line 12: Line 12:
 
These files contain many different chunks for different types of game data. All offsets mentioned are relative to the start of the chunk identifier.
 
These files contain many different chunks for different types of game data. All offsets mentioned are relative to the start of the chunk identifier.
  
W.I.P.
+
=== AFRM ===
 +
The purpose of this chunk is currently unknown.
 +
 
 +
=== AVNE ===
 +
This chunk contains information about "avenues", which are links to other shots.
 +
 
 +
{| class="wikitable"
 +
! Offset
 +
! Data
 +
! Size (in bytes)
 +
|-
 +
| 0x00 || Chunk identifier (<code>AVNE</code>) || 4
 +
|-
 +
| 0x04 || Chunk size (always <code>30</code>) || 4
 +
|-
 +
| 0x08 || Shot path || unknown
 +
|}
 +
 
 +
=== BPNT ===
 +
This chunk contains information about where a button is, and is followed by the connected AVNE chunk. Point fields are repeated for each point in the button.
 +
 
 +
{| class="wikitable"
 +
! Offset
 +
! Data
 +
! Size (in bytes)
 +
|-
 +
| 0x00 || Chunk identifier (<code>BPNT</code>) || 4
 +
|-
 +
| 0x04 || Chunk size (minimum of <code>0C</code>, goes up by 4 for each point) || 4
 +
|-
 +
| 0x08 || Point X || 2
 +
|-
 +
| 0x0A || Point Y || 2
 +
|}
 +
 
 +
=== CAUD ===
 +
This chunk sets the audio sample or module to be played when entering a shot, or when activating a button.
 +
 
 +
{| class="wikitable"
 +
! Offset
 +
! Data
 +
! Size (in bytes)
 +
|-
 +
| 0x00 || Chunk identifier (<code>CAUD</code>) || 4
 +
|-
 +
| 0x04 || Chunk size (always <code>30</code>) || 4
 +
|-
 +
| 0x08 || Audio path || unknown
 +
|}
 +
 
 +
=== CDTV ===
 +
This chunk refers to CD Audio that is played immediately when a shot is entered.
 +
 
 +
{| class="wikitable"
 +
! Offset
 +
! Data
 +
! Size (in bytes)
 +
|-
 +
| 0x00 || Chunk identifier (<code>CDTV</code>) || 4
 +
|-
 +
| 0x04 || Chunk size (always <code>1C</code>) || 4
 +
|-
 +
| 0x09 || CD Track || 1
 +
|-
 +
| 0x0D || Start point minutes || 1
 +
|-
 +
| 0x0E || Start point seconds || 1
 +
|-
 +
| 0x0F || Start point CDDA frames || 1
 +
|-
 +
| 0x11 || End point minutes || 1
 +
|-
 +
| 0x12 || End point seconds || 1
 +
|-
 +
| 0x13 || End point CDDA frames || 1
 +
|}
 +
 
 +
=== EVNT ===
 +
This chunk seems to related an avenue to either a button press or time elapsing. Usually followed by an AVNE and sometimes a BPNT.
 +
 
 +
{| class="wikitable"
 +
! Offset
 +
! Data
 +
! Size (in bytes)
 +
|-
 +
| 0x00 || Chunk identifier (<code>EVNT</code>) || 4
 +
|-
 +
| 0x04 || Chunk size (always <code>2C</code>) || 4
 +
|-
 +
| 0x15 || Timer length (?) || 1
 +
|-
 +
|}
 +
 
 +
=== GRPH ===
 +
This chunk gets the image or animation for the shot, and sets some extra details about it.
 +
 
 +
{| class="wikitable"
 +
! Offset
 +
! Data
 +
! Size (in bytes)
 +
|-
 +
| 0x00 || Chunk identifier (<code>GRPH</code>) || 4
 +
|-
 +
| 0x04 || Chunk size (always <code>9C</code>) || 4
 +
|-
 +
| 0x08 || Graphic path (null-terminated string) || unknown
 +
|-
 +
| 0x8E || Frames || 2
 +
|}
 +
 
 +
[[Category:IFF based file formats]]

Latest revision as of 12:13, 24 November 2023

File Format
Name D3TV
Ontology
Extension(s) .sht, others

D3TV files are game data files used by the v3.x of the D.U.N.E (Developers Universal Non-programming Environment) Engine, which added support for CD Audio with the Commodore CDTV, and is well known for being the engine used by "The Town With No Name" and "Psycho Killer". These files usually correspond to individual "shots" in a DUNE game, and are based on the IFF metaformat.

Contents

[edit] Identification

D3TV files begin with FORM, have the file-size in bytes starting at offset 4, and have a type indicator of D3TV at offset 8.

[edit] Chunks

These files contain many different chunks for different types of game data. All offsets mentioned are relative to the start of the chunk identifier.

[edit] AFRM

The purpose of this chunk is currently unknown.

[edit] AVNE

This chunk contains information about "avenues", which are links to other shots.

Offset Data Size (in bytes)
0x00 Chunk identifier (AVNE) 4
0x04 Chunk size (always 30) 4
0x08 Shot path unknown

[edit] BPNT

This chunk contains information about where a button is, and is followed by the connected AVNE chunk. Point fields are repeated for each point in the button.

Offset Data Size (in bytes)
0x00 Chunk identifier (BPNT) 4
0x04 Chunk size (minimum of 0C, goes up by 4 for each point) 4
0x08 Point X 2
0x0A Point Y 2

[edit] CAUD

This chunk sets the audio sample or module to be played when entering a shot, or when activating a button.

Offset Data Size (in bytes)
0x00 Chunk identifier (CAUD) 4
0x04 Chunk size (always 30) 4
0x08 Audio path unknown

[edit] CDTV

This chunk refers to CD Audio that is played immediately when a shot is entered.

Offset Data Size (in bytes)
0x00 Chunk identifier (CDTV) 4
0x04 Chunk size (always 1C) 4
0x09 CD Track 1
0x0D Start point minutes 1
0x0E Start point seconds 1
0x0F Start point CDDA frames 1
0x11 End point minutes 1
0x12 End point seconds 1
0x13 End point CDDA frames 1

[edit] EVNT

This chunk seems to related an avenue to either a button press or time elapsing. Usually followed by an AVNE and sometimes a BPNT.

Offset Data Size (in bytes)
0x00 Chunk identifier (EVNT) 4
0x04 Chunk size (always 2C) 4
0x15 Timer length (?) 1

[edit] GRPH

This chunk gets the image or animation for the shot, and sets some extra details about it.

Offset Data Size (in bytes)
0x00 Chunk identifier (GRPH) 4
0x04 Chunk size (always 9C) 4
0x08 Graphic path (null-terminated string) unknown
0x8E Frames 2
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