Game data files

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* [[id Software Music Format]]
 
* [[id Software Music Format]]
 
* [[Interplay ACM]]
 
* [[Interplay ACM]]
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* [[Inverse Frequency Sound format]]
 
* [[Ken's Adlib Music]]
 
* [[Ken's Adlib Music]]
 
* [[Sierra AGI]]
 
* [[Sierra AGI]]
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This section details formats which are specific to a single game, such as [[God of Thunder Music Format]].
 
This section details formats which are specific to a single game, such as [[God of Thunder Music Format]].
  
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* Crystal Caves
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** [[Crystal Caves Sound format]]
 
* Donkey Konga 2
 
* Donkey Konga 2
 
** [[Donkey Konga 2 DSP]]
 
** [[Donkey Konga 2 DSP]]

Revision as of 13:45, 23 January 2013

File Format
Name Game data files
Ontology

Contents

Overview

Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an Emulator it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.

See also: Interactive Fiction for data formats related to text adventure games, and Saved Games for data saved by games to store a player's game status.

References

  • Xentax Wiki
  • ReWiki
  • QuickBMS, a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games

General Game Formats

This section details formats such as Interplay ACM and Unreal Music Format which are used in a number of games.

Audio / Music

Individual Game Formats

This section details formats which are specific to a single game, such as God of Thunder Music Format.

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