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FileStructure

eadmaster edited this page Jul 13, 2025 · 21 revisions

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Filetypes

Filename Description
0*.EVN Events files containing dialogues and some game logic. Event files are read from disk during the "LOADING" screens, so when using a savestate you may be loading an older version. Use the ingame Debug Mode to easily test these. The current event file is loaded in RAM @ 0x29E000
*.CHR Sprite texture data. Goes with *.PAK of the same base name. Also used to store the doorway signs.
*.PAK Sprite Pack. See PAK Format. Hacked only to resize the doorway signs.
*.PCM A symlink to a cd audio track. The LBA in the cd's file table for the file must match the actual location on the disc or it won't play.
*.PRG Program binary(SH2). Most of them handle some NPC behavior or enemy AI.
*.CHB 8x8 4/8 BPP Tile data. Used for VDP2 backgrounds.
*.MCB Tile Map data for above files. See MCB Format
*.SND TON banks. Basically audio for Sound effects, music, etc.
*.MPB More tile map data. 2 bytes map data per tile?
*.CLB Color Palette. Each entry is 2 bytes, rgb 555, highest bit is unused.

Files reference

Filename Description
0.BIN Main Program. Pretty much anything related to the main part of the game including game events, text rendering, etc. is handled here. It is loaded from the disk only once when the game is booted, so when using savestates you may be loading an older version.
KANJI.BIN Main font for dialogue, items, etc. 12x12 tiles. In the English-patched version the Latin alphabet is stored starting from offset 0x4380 (related issue). Confusingly, the same file is also used to store the items names and descriptions due to insufficient space in 0.bin (related issue)
OPENING0.EVN Opening cutscene before starting the game.
SELECT.EVN Book Selection area when you start a game.
COCKPIT.CHB Save Menu Tile data. See related issue
OP_GRAD0.EVN Gradriel's opening.
000_0?_0.EVN, VD14.* Valenadine Castle, Courtyard, bedroom (?=floor number)
OP_EDOW.EVN Edward's opening.
OP_PURO.EVN Proserpina's opening.
OP_PORT.EVN Portgus's opening.
OP_HIND.EVN Last book opening.
002_*.EVN, VD1T.* Valenadine Town
004_*.EVN, NB1T.* Nutsbill
012_*.EVN, GB1T.* Goblin Market
015_*.EVN, DR1T.*, 156_*.EVN (Proserpina) Dorangora
020_*.EVN, SM1T.*, 160_*.EVN (Proserpina) Cemeteryth
026_*.EVN, LL1T.*, 166_*.EVN (Proserpina) Lowgrove
031_*.EVN, AT1T.* Amberstep
039_*.EVN, RL1T.* Leeland
041_*.EVN, 043_*.EVN, 045_*.EVN, KD?T.*, KDV?.*, YA1C.*, 171_*.EVN (Proserpina) Cadho Badho
055_*.EVN, DC1T.* Dwarf Land
061_*.EVN, NE1T.* Knelt
074_*.EVN, SG1T.* Sagon
079_*.EVN, VG11.* Volga Castle
081_*.EVN, VG1T.* Volga Town
SDDRVS.TSK Sound Driver(68K code)
SOUNDDAT.BIN More sound data. Sound DSP Program, sound sequence data for a few sequenced songs and sequence data for sound effects.

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