2025/10/15

RE4 2007 Modding Tutorials/Guide Index 2025 - Biohazard4X

 Taken from Resident Evil modding forums:
https://residentevilmodding.boards.net/thread/17912/modding-tutorials-guide-index-2025
by: 
 Biohazard4X


Modding Index 2025

An Attempt At Preserving Modding History of Classic Resident Evil 4.
Since the fall of the old forums a collection of topics and sources of information has unfortunately fallen. With the Rise of this current forum, this stockpile, but not all, of resources have resurfaced with old and new users since 2018. I am making this giant Index for the Sake of Newcomers, and simply a "dictionary" for this game. If you have any tool, link, compilation, or other sources of modding work you feel should be posted here, DM me privately with the link and Author of said resources. 



I CLAIM NOTHING, ALL PIECES OF INFORMATION ARE PUBLIC, AND TOOLS OR FORMS OF AUTOMATION BElONG TO THEIR PROPER
ORIGINATING AUTHORS.

Any questions relating to any of these posted resources should be posted in their OWN PROPER THREAD, KEEP THIS THREAD CLEAN.



RE4 Sourcenext (PC 2007 Port)

The Default DATs in your games directory are these. Each One Contains different Resources for the game from 3d models to Scripts to UI Positioning.

List of all .dat(s) in the games directory.
Movie(Folder) - Movie files (mpeg)
em.dat          - Characters/Enemies/Weapons Data 
emjp.dat       - Characters/Enemies/Weapons Data (Japan Files - Unused on US Release)
etc.dat          - Core Files, Effects, enemy spawn, etc
evd.dat         - Real Time Cutscene Packages (Unused)
ogg.dat         - OGG Audio files
SaveDat.dat  - Save data
SS.dat          - Menu and Subscreen File 
St1.dat         - Stage file for the main story (village)
St2.dat         - Stage file for the main story (Old castle)
St3.dat         - Stage file for the main story (isolated island)
St4.dat         - Stage files for The Mercenaries and Ada the Spy
St5.da          - Stage file for Separate Ways/The Another Order
xfile.dat        - 3DPolygon and  texture data (characters, weapons, moving objects, etc.)
xscr.dat        - 3D Polygons and texture data for Stages



Getting the game ready to mod...
In this port all of the game files and models are stored behind a single DAT.


These DATs are simply the GCA format (G Compression Archiver) so any 3rd party GCA Decompressor will work. Here are list of current known Link to tools to break them down...

JADERLINK GCA TOOL: https://github.com/JADERLINK/RE4-2007-GCA-TOOL

GCA Extractor by Shin-ichi Tsuruta + More Info on Format
Universal Quick DAT (Un)Packer by 

Ask Questions about said tools in their orignal thread you got them from!
Any thing else and all question should be ask here with detailed explanation.
residentevilmodding.boards.net/board/53/re4-modding

Info on Extracting, Repacking and injecting...




Upon Extracting the DATs diving into the general modding environment you will come across many unkown file formats here is there list of all and known file formats present within the game. 

List of all known files
.AEV - Area Events (Switches, doors, etc..)
.BIN - Binary 3D Models 
.BLK - Block Loading (cuts map into loading areas)
.CAM - Room Camera Data
.CNS - Constants, alloc memory for objects(control object counts)
.GCA  - Container for the Games Resources and Assets
.DAT - General Data Container
.DRA - Unknown File
.DSE - Door Sound Effects (Trigger Sounds on Room Transitions)
.EAR - Controller for Effect Groups in the EFF
.EAT - Collision for Objects
.EFF - Effect Package, Contains Models, Textures, Animation Data
.EMI - PC/NPC Interaction Points for various room specific Events 
.ESE - Environment Sound Effects Controller (playback parameters of sound effects)
.ESL - Enemy Spawn List, Enemy Spawning Parameters
.ETM - Container for Interactable BIN Models (Contains  Models for Doors, Windows, ladders)    
.ETS - ETM Spawning List 
.EVD - Cutscene Container, Contains assets for Real-Time Cutscenes
.FCV - 3D Animation (Frames Curve Values) 
.FNT - Font File,  Contain Texture for game text and codepages

.FSE - Floor Sound Effect, Controller for Music and Certain Sound Effects 
.HED - Unknown File
.ITA - Item Spawning List, Controller for Said Items
.ITM - Container for 3D Models and Textures
.LIT - Stage Lighting, Controller of Lights
.LST - List for Sounds inside a room 
.MAP - Another General Data Container (For Maps)
.MDT - Package for In-game Messages, containing Text.
.OSD - Unknown File (Debug Leftover)
.PMD - 3D models 
.REL - Executable Code (External Game Engine DLLs)
.RTP - Waypoints for NPCs, Routes for NPC's
.SAR - Controller for Lights in Lighting Groups inside LIT
.SAT - Stage Collision, Collision for NPC's and PC's 
.SEQ - Sequence File for FCV, Controller for FCV
.SHD - Shader File, Container for Shadows in-game (Not used on 2k7/PS2)
.SMD - Container for Stage Models, Controller for 3D models inside 
.SMX - Controller for 3D Models for SMD

.SND - Controller for Playback of Sounds in Rooms/NPC's/PC's
.STB - Sound Table, Playback of sounds for ETM, correlates to SND
.TEX - In-game Shader for Transparency and shadows. (Not used on 2k7/PS2)
.TGA - Targa Image Data
.TPL - Texture Palette Library, Container for Textures and controller
.UWF - Controller for Positioning and Animating UI Elements
.MHT - 2D Collision for In-game Maps



To Point those who want to rip models or simply the characters here a short sweet list to get you started in the right direction...

A list of models related to the main characters
xfile \ em
Folder name Character model Contents
pl00 Leon (normal + jacket) Head, torso, hands Main story
pl01 Ashley (normal) Head, torso, hands Main story
pl02 Ada (dress) unknown
pl04 Lewis Head, torso, hands Main story
pl05 Ashley (Special 1) Head, torso, hands Main story
pl06 Hank Head, torso, hands The Mercenaries
pl07 Policeman Head, torso, hands Main story
pl08 Leon (normal) Body Main story, The Mercenaries
pl09 Leon (normal + armor) Body Main story
pl0a Krauser Head, torso, hands The Mercenaries
pl0b Ada (One Piece) Head, torso, hands The Mercenaries
pl0c Ada (body suit) Body, hands Ada the Spy
pl0d Wesker Head, torso, hands The Mercenaries
pl0e jet ski For escape from a solitary island Main story
pl0f boat For lakes and waterways Main story
pl10 Leon (Special 1) Body Main story
pl16 Ada (dress) Body, hands The Another Order
pl17 Ashley (Special 2) Head, torso, hands Main story
pl19 Leon (Special 2) Head, torso, hands Main story
pl21 Leon (normal) Head, copper The Another Order NPC

Leon's pl08, pl09, pl10, and Ada's pl0c, pl16 do not work alone and are combined with pl00, pl0b,
respectively , to form a model.
Character model Folder name Contents Combination folder name Contents

Leon (normal) pl08 Body pl00 Head, hands
Leon (normal + armor) pl09 Body pl00 Head, hands
Leon (Special 1) pl10 Body pl00 Head, hands
Ada (body suit) pl0c Body, hands pl0b Head
Ada (dress) pl16 Body, hands pl0b Head


Folder Names and Their Definitions...
Folder Types of Xfile (Extracted)
Different folders contain different resources...

EM - PC, NPC's and Weapon Models
ETCMODEL - Interactable Objects (ETM Models =Door, Barrels, etc.)
EVM - Doors for Big Cheese Boss
OBJ - Various Ingame/Menu 3D Models
SUB - 3D Models for Inventory, Radio and Maps

Each Folder Can be broken down even further.


xfile.dat PMD Models Listing/Directories



xfile/em/wep (In-Game Weapons)
mag00 - empty clip
wep0100 - Punisher
wep0101 - Punisher with silencer
wep0200 - Handgun
wep0201 - Handgun with silencer
wep0300 - Red 9
wep0301 - Red 9 with butt holster
wep0400 - Blacktail
wep0400 - Blacktail with a silencer
wep0500 - Broken Butterfly
wep0600 - Killer 7
wep0601 - Killer 7 with a silencer
wep0700 - Shotgun
wep0800 - Striker
wep0900 - Bolt Action Rifle
wep0901 - Bolt Action Rifle + Scope attachment
wep0902 - Bolt Action Rifle + Infrared Attachment
wep1000 - Semi-auto
wep1001 - Semi-auto + Scope attachment
wep1002 - Semi-auto + Infrared Attachment
wep1100 - TMP
wep1101 - TMP + Suppressor
wep1102 - TMP + Stock
wep1103 - TMP + Stock + Suppressor
wep1200 - Chicago Typewriter (Normal)
wep1300 - Rocket Launcher
wep1400 - Mine-thrower
wep1401 - Mine-thrower + Scope attachment
wep1500 - Handcannon
wep1600 - Leon's Knife
wep1700 - Matilda
wep1900 - Hand Grenade
wep2200 - Incendiary Grenade
wep2300 - Flash Grenade
wep2600 - Krauser Knife
wep2700 - TMP (Krauser)
wep2800 - Krauser's Bow
wep2801 - Arrow for bow (?)
wep2900 - TMP Custom (HUNK)
wep3300 - Riot Gun
wep3800 - Punisher (Ada)
wep3900 - TMP (Ada)
wep4000 - Semi-auto (Ada)
wep4001 - Semi-auto + Scope attachment (Ada)
wep4800 - Ada's Ruzhbayka
wep4900 - Chicago Typewriter with Drum Mag (Leon)
wep5000 - Ada's Crossbow
wep5001 - Arrow from crossbow
wep5100 - PRL
wep5200 - PRL
wep5300 - Ada's Knife
wep5400 - Blacktail (Ada)
wep5500 - Chicago Typewriter with Drum Mag (Ada)

xfile/em/plXX (Playable Characters, etc.)
pl and em PMD Combinations .txt - Download
pl00 - Leon Jacket
pl01 - Ashley (normal)
pl02 - Ada (dress) unknown
pl04 - Luis
pl05 - Ashley Disco(Special 1)
pl06 - Hunk (Mercenaries)
pl07 - Police Guys
pl08 - Leon, No Jacket-No Vest
pl09 - Leon with Vest
pl0A - Krauser (Mercenaries)
pl0B - Ada RE2 Outfit(Mercenaries)
pl0C - Ada the Spy(Mercenaries)
pl0D - Wesker (Mercenaries)
pl0E - Jet Ski
pl0F - Lake Boat
pl10 - Leon RPD (Special 1)
pl16 - Ada Dress(Seperate Ways)
pl17 - Ashley Knight(Special 2)
pl19 - Leon Mafia(Special 2)
pl21 - Leon NPC (Seperate Ways)

xfile/em/emXX (Enemies)
pl and em PMD Combinations .txt - Download
Em10 - Ganado old
Em11 - female ganado
Em12 - old female ganado
Em13 - Ganado
Em14 - J.J (minigun ganado)
Em15 - Ganado old
Em16 - Dr. Salvador
Em18 - Merchant
Em19 - Zealots black cloak
Em1a - Zealots red cloak
Em1b - Zealots blue cloak
Em1c - Garrador
Em1d - Garrador (armored)
Em1e - Water World (?) Ganados
Em1f - Mega Salvador (waterworld)
Em20 - Island Ganado w/hammer (mad max wanna-be)
Em21 - Friendly Dog
Em22 - Infected dog
Em23 - Crow
Em24 - Snake
Em25 - Las Plagas (Face Hugger Parasites)
Em26 - Cow
Em27 - Fish
Em28 - Chicken
Em29 - Bat
Em2a - Bear trap + Explosives trap
Em2b - El Gigante
Em2c - Verdugo
Em2d - Novistadors
Em2e - Spider
Em2f - Del Lago
Em31 - Saddler Mutated
Em32 - "It" (U3)
Em35 - Chief Mendez
Em36 - Regenerators
Em38 - Salazar
Em39 - Krauser
Em3a - Robots
Em3b - covered truck
Em3c - knight armor
Em3e - Gun Game Targets
Em3f - Saddler
Em4b - Stationary cannon
Em4e - stationary minigun
Em44 - Ganado in a Leon jacket
Em81 - Saddler 3

xfile/em (Ballistics)
bal01 - Generic Shell?
bal02 - Generic Shell?
bal03 - Rifle Casing
bal04 - Rocket
bal05 - Minethrower Dart
bal06 - Handgun Shell
bal07 - Shotgun Shell
bal11 - Shotgun Shell

xfile/obj/id (Inventory Examine)
idm000 - Amo case 0
idm00b - Drug vial
idm00a - Egg 2
idm00c - Herb vial 1
idm00e - Grenade 1
idm00e - Salazar Family Insignia
idm0a0 - Mine-Darts
idm0a1 - Spinel
idm0a3 - Gallery key
idm0a4 - Hexagonal Emblem right
idm0a5 - Hexagonal Emblem left
idm0a6 - Hexagonal Emblem combined
idm0a7 - Castle Gate Key
idm0a7 - Herb vial 2
idm0aa - Scope (Mine Thrower)?
idm0b8 - Butterfly Lamp (no Jewels)
idm0b9 - Eye Jewel (Green)
idm0ba - Eye Jewel (Red)
idm0bb - Eye Jewel (Blue)
idm0bc - Butterfly Lamp w/(G)
idm0bd - Butterfly Lamp w/(R)
idm0be - Butterfly Lamp w/(B)
idm0bf - Butterfly Lamp w/(G,R)
idm0c0 - Butterfly Lamp w/(G,B)
idm0c1 - Butterfly Lamp w/(R,B)
idm0c2 - Butterfly Lamp w/(R,G,B)
idm0c3 - Prison Key
idm0c4 - Golden/Platimnum Sword
idm0c5 - Infrared Scope
idm0c6 - Elegant Mask (no Gems)
idm0c7 - Gem (Green)
idm0c8 - Gem (Red)
idm0c9 - Gem (Purple)
idm0ca - Elegant Mask w/(G)
idm0cb - Elegant Mask w/(R)
idm0cc - Elegant Mask w/(P)
idm0cd - Elegant Mask w/(G,R)
idm0ce - Elegant Mask w/(G,P)
idm0cf - Elegant Mask w/(R,P)
idm0d0 - Elegant Mask w/(R,G,P)
idm0d1 - Golden Lynx (no Stones)
idm0d2 - Stone (Green)
idm0d3 - Stone (Red)
idm0d4 - Stone (Blue)
idm0d5 - Golden Lynx w/(G)
idm0d6 - Golden Lynx w/(R)
idm0d7 - Golden Lynx w/(B)
idm0d8 - Golden Lynx w/(G,R)
idm0d9 - Golden Lynx w/(G,B)
idm0da - Golden Lynx w/(R,B)
idm0db - Golden Lynx w/(G,R,B)
idm01a - Amo case 1
idm001 - Grenade 2
idm01b - Hourglass
idm01c - Herbs 1
idm01d - Stone Tablet
idm01e - Lion Ornament
idm01f - Goat Ornament
idm002 - Grenade 3
idm02a - Killer7
idm02b - Killer7 w/Silencer
idm02c - Shotgun
idm02d - Striker
idm02e - Rifle
idm02f - Rifle (semi-auto)
idm003 - Matilda
idm03a - Moonstone (Right half)
idm03b - Insignia Key
idm03c - Round Insignia
idm03d - False Eye
idm03e - Custom TMP
idm03f - Silencer (Handgun) 1
idm004 - Amo case 2
idm005 - Health Spray
idm05a - Elegant Headdress
idm05b - Antique Pipe
idm05c - Gold Bangle w/ Pearls
idm05d - Amber Ring
idm05e - Beerstein (No Catseye)
idm05f - Catseye 1
idm006 - Herbs 2
idm06a - Amo case 3
idm06b - Rifle w/Scope
idm06c - Rifle (semi-auto) w/ Scope
idm06d - Rocket Launcher 1
idm06e - Grail 1
idm06f - Grail 2
idm007 - Amo case 3
idm07a - Blue Moonstone
idm07b - Key to the Mine
idm008 - Egg 2
idm08a - Brass Pocket Watch 1
idm08b - Old Key
idm08c - Camp Key
idm08d - Dynamite
idm08e - Lift Activation Key (Separate Ways)
idm08f - Gold Bangle
idm009 - Egg 3
idm09a - Crown
idm09b - Crown Jewel
idm09c - Royal Insignia
idm09d - Crown with Jewels
idm09e - Crown with an insignia
idm09f - Salazar Family Crown
idm010 - Ada Crossbow
idm011 - Arrow case or Bowgun Bolts case
idm012 - Herb vial 3
idm013 - Herb vial 4
idm014 - Herb vial 5
idm015 - Herb vial 6
idm016 - Herb vial 7
idm017 - Rocket Launcher 2
idm018 - Amo case 4
idm019 - Herbs 3
idm020 - Amo case 4
idm021 - Punisher
idm022 - Scope (Mine Thrower)?
idm023 - Handgun
idm024 - Handgun (with Silencer)
idm025 - Red9 *many morph obj included*
idm026 - Red9 w/stock *many morph obj included*
idm027 - Blacktail
idm028 - Mine Thrower
idm029 - Broken Butterfly
idm030 - TMP
idm031 - Activation Key 1
idm032 - TMP w/ Stock
idm033 - Activation Key 1
idm034 - Chicago Typewriter
idm035 - Rocket Launcher 3
idm036 - Mine Thrower + Scope
idm037 - Handcannon
idm038 - Knife
idm039 - Serpent Ornament
idm040 - unknown object
idm041 - P.R.L. 412
idm042 - Stock (Red9)
idm043 - Stock (TMP)
idm044 - Scope (Rifle)
idm045 - Scope (semi-auto rifle)
idm046 - Mine Cartridge
idm047 - Shotgun (Ada's)
idm051 - Rifle (semi-auto) w/ Infrared Scope
idm052 - Krauser's Bow
idm053 - Chicago Typewriter w/foregrip
idm056 - Velvet Blue
idm057 - Emerald
idm058 - Pearl Pendant 1
idm059 - Brass Pocket Watch 2
idm060 - Catseye (Red)
idm061 - Catseye (Yellow)
idm062 - Beerstein w/(G)
idm063 - Beerstein w/(R)
idm064 - Beerstein w/(Y)
idm065 - Beerstein w/(G,R)
idm066 - Beerstein w/(G,Y)
idm067 - Beerstein w/(R,Y)
idm068 - Beerstein w/(G,R,Y)
idm069 - Moonstone (Left half)
idm070 - Staff of Royalty
idm072 - Arrow case or Bowgun Bolts case
idm074 - Card Key 1
idm076 - Catseye (green)
idm077 - Ruby
idm080 - Golden/Platimnum Sword
idm081 - Iron Key (Separate Ways)
idm082 - Stone of Sacrifice
idm083 - Card Key 2
idm084 - Card Key 3
idm085 - Piece of the Holy Beast, Panther
idm086 - Piece of the Holy Beast, Serpent
idm087 - Piece of the Holy Beast, Eagle
idm088 - Jet-ski Key
idm089 - Pearl Pendant 2
idm090 - Elegant Perfume Bottle
idm091 - Mirror w/ Pearls & Rubies
idm092 - Card Key 4
idm093 - Elegant Chessboard
idm094 - Riot Gun
idm095 - Black Bass
idm096 - Hourglass w/ gold decor 2
idm097 - Black Bass 2
idm098 - Illuminados Pendant
idm099 - Rifle + Scope

xfile/obj/obm (Interactable Game Objects etc.)
obm0200 - Short Scythe
obm0300 - Short Axe
obm0500 - Poker?
obm0600 - Rope
obm0700 - Rope
obm0800 - Chainsaw Yellow
obm0801 - Chainsaw Red
obm0802 - Chainsaw Double
obm0900 - Scythe
obm0a00 - Torch
obm0b00 - Hand Grenade
obm0c00 - Molotov
obm0d00 - Crossbow
obm0f00 - Arrow
obm1000 - Ashley Picture
obm1200 - Binoculars
obm1300 - Rope
obm1600 - Tree
obm1800 - Spike?
obm1900 - Burning Policeman
obm1c00 - Las Plagas 1
obm1d00 - Las Plagas (El Gigante)
obm1e00 - Las Plagas (Garrador)
obm1f00 - Boulder
obm2000 - Hat
obm2000a- Hat 2
obm2100 - Pitchfork
obm2200 - Wooden Bucket
obm2300 - Wheel Barrow
obm2400 - Hat 3
obm2400a- Hat 4
obm2500 - Hat 5
obm2500a- Hat 6
obm2600 - Glasses (Police man?)
obm2900 - White Egg
obm2901 - Brown Egg
obm2902 - Gold Egg
obm2a00 - Police Car
obm2b00l- Padlock
obm2b00r- Padlock
obm2c00 - Walkie Talkie Radio
obm2c01 - Walkie Talkie Radio (Broken)
obm2d00 - Truck
obm2e00 - Piles of Lumber (Lake Obstacles)
obm2f00 - Boat Hook
obm3000a- Police Car Front Windshield
obm3000b- Police Car Rear Windshield
obm3000c- Police Car Window 1 
obm3000d- Police Car Window 2 
obm3000e- Police Car Window 3 
obm3000f- Police Car Window 4 
obm3100 - Spike
obm3200 - Crank Handle
obm3400 - Explosive Wagon
obm3500 - Chandalier
obm3600 - Boat
obm3700 - Rope
obm3900 - Dynamite Stick
obm3a00 - Hexagonal spike? 
obm3b00 - Las Plagas (El Gigante 2)
obm3c00 - (unused)
obm3d00 - Helicopter (Separate Ways?)
obm3e00 - Helicopter (Mike?)
obm3f00 - Helicopter Missle
obm4000 - Wardrope (Luis)
obm4100 - Dead Woman (R100)
obm4101 - Pitchfork (R100)
obm4300 - Key Salazar? (Needs rechecked)
obm4400 - Stone?
obm4600 - Cable Car
obm4700 - Headscarf
obm4700a- Headscarf 2
obm4800 - Turnstile
obm4900 - Kitchen Knife
obm4a00 - Minecart
obm4b00 - Salazar Tower Rolling Barrel
obm4c00 - Chained Padlock
obm4f00 - Key on Zealot (Room with Minigun)
obm5000 - Salazard Statue
obm5100 - Mace
obm5200 - Chain
obm5300 - Minecart trolley
obm5400 - Structure with Ladder (2nd Giant Fight)
obm5500 - Las Plagas (not sure for what???)
obm5600 - Rocket Launcher
obm5800 - Mysterious Bag
obm5900 - Fix-Minigun Turrent
obm5a00 - Nitrogen Tank (Verdugo Fight)
obm5b00 - padlock
obm5c00 - chain
obm5d00 - Church Bell
obm5e00 - Castle Trolley Car
obm5f00 - Chain
obm6000a- Leon - Body
obm6000b- Leon - Head
obm6000c- Leon - Face
obm6000d- Leon - Hair
obm6000e- Leon - Hand Left?
obm6000f- Leon - Hand Right?
obm6100 - Leon - Legs
obm6200 - Mine Carts
obm6300 - Las Plagas Krauser
obm6400 - Red Beret
obm6500 - Gattling Gun Ammo Belt
obm6600 - Las Plagas? (unfinished?)
obm6700 - Bulldozer
obm6800 - Arrow
obm6900 - Shovel
obm7000 - Pickaxe
obm7100 - Chain and Hook
obm7200 - Hook Arms
obm7300 - Crane
obm7301 - Crane Arms
obm7400 - Crane Ball
obm7500 - Lever
obm7600 - Concrete Pillar
obm7700 - Spike?
obm7800 - Shield (Broken)
obm7900 - Target Man
obm7901 - Target Dynamite
obm7902 - Target Man and Dynamite
obm8000 - Target Woman
obm8100 - Target Ashley
obm8200 - Target Salazar
obm8300 - Stun Rod
obm8400 - Big Hammer
obm8500 - Helmet
obm8600 - Wall Mounted Camera
obm8700 - Metal Pillar?
obm8800 - Broken Pillar
obm8900 - Full Pillar
obm9000 - Rocket
obm9100 - Paper Plane
obm9200 - 2 Parallel Chains 
obm9300 -  Insignia Chest Treasure?
obm9400 - Sandstone Wall
obm9500 - Zipline Handle
obm9600 - Cap
obm9700a- Leon Body
obm9800 - Leon legs
obm9900a- Leon Body (RPD)
obm9a00 - Leon Legs (RPD)
obm9b00 - Big Eyeball Saddler
obm9c00 - Beatle
obm9d00 - Grapple Gun
obm9e00 - Rotating Cart
obm9f00 - Arrow
obma000 - Impaled Luis
obma100 - Pendant (worn)
obma200 - Pendant and Key (Worn)
obma300 - Cannon Gun Turrent
obma400 - Mini gun Turrent
obma500 - Helicopter (Crashed)
obma600a- Leon - Body
obma600b- Leon - Head
obma600c- Leon - Face
obma600d- Leon - Hair
obma600e- Leon - Hand Left?
obma600f- Leon - Hand Right?
obma700 - Leon - Legs

xfile/obj/cap (Bottle Caps)
cap01 - Leon + RPG
cap02 - Leon + Shotgun
cap03 - Leon + Handgun
cap04 - Ashley Graham
cap05 - Luis Sera
cap06 - Don Jose
cap07 - Don Diego
cap08 - Don Esteban
cap09 - Don Manuel
cap10 - Dr. Salvador
cap11 - Merchant
cap12 - Zealot + Scythe
cap13 - Zealot + Shield
cap14 - Zealot + Crossbow
cap15 - Zealot
cap16 - Soldier + Dynamite
cap17 - Soldier + Stun Rod
cap18 - Soldier + Hammer
cap19 - Isabel
cap20 - Maria
cap21 - Ada Wong
cap22 - Bella Sister
cap23 - Don Pedro
cap24 - J.J

xfile/etcmodel
Download etcmodel Pictures
et0000 - Window
et0001 - Window (Broken)
et0100 - Small Box
et0200 - Large Box
et0300 - Wooden Door
et0400 - Movable Drawer
et0500 - Movable Bookshelf
et0600 - Ladder (A)
et0700 - Wooden Window Barricade
et0800 - Ladder (B)
et0900 - Wooden Gate (Kickable Only)
et1000 - Lantern (candle) (A)
et0A00 - Lantern (Held up by chain)
et0B00 - Lantern (C)
et0C00 - Light Bulb (Unused)
et0D00 - Metal Door (A)
et0E00 - Switch Lever
et0F00 - Iron door
et1A00 - Medalion
et1B00 - shutter gate
et1C00 - Light Bulb (Unused)
et1D00 - Big Fancy Window
et1D01 - Big Fancy Window (Broken)
et1E00 - Barrel (sideways)
et1F00 - Bird Nest
et1100 - Barrel
et1200 - Explosive Barrel
et1300 - Door
et1400 - Torch (Top part)
et1500 - Large Movable Box
et1600 - Door with latch
et1700 - Door (C)
et1800 - Door
et1900 - Torch (Top part)
et2000 - Door (D)
et2A00 - Door (E)
et2B00 - Door (F)
et2C00 - Window
et2D00 - Barrel
et2E00 - Small Vase
et2E00 - Small Vase (Broken)
et2F00 - Large Vase
et2F01 - Large Vase (Broken)
et2100 - Meta Door
et2200 - Door
et2300 - Cell Door (?)
et2400 - Dungen Door
et2500 - Glass?
et2600 - Metal Door (?)
et2700 - Big Wooden Door(Door Where Ashley Get captured in castle by the novistador)
et2900 - Glass?
et2901 - Glass? (Broken)
et3000 - Knight Statue
et3A00 - shutter
et3B00 - door (?)
et3C00 - Explosive Cylinder Tank
et3D00 - Door
et3E00 - Metal Door
et3F00 - Metal Door
et3100 - Cell door
et3200 - Iron door
et3300 - Door with handle
et3400 - Metal Door
et3500 - ???
et3501 - ???
et3600 - ???
et3601 - ???
et3700 - Cell Gate
et3800 - Light Bulb (Unused)
et3900 - Island Door
et4000 - Curved Wooden Door
et4A00 - Window?
et4A01 - Window? (broken)
et4B00 - Island Door
et4C00 - Shutter
et4D00 - Island Door
et4E00 - Ashley Prison Door with Keycard slot
et4F00 - Island Door (with Glass?)
et4100 - Island Door
et4200 - Wood Beam (Short)
et4300 - Island Door
et4400 - Wood Beam (Long)
et4500 - Island Door (cage?)
et4600 - Island Door with round window
et4700 - Island Door
et4800 - (unused?)
et4900 - Island Door
et5A00 - Window with Frame
et5A01 - Window with Frame (broken)
et5B00 - Window?
et5B01 - Window? (broken)
et5C00 - Window?
Et5C01 - Window? (broken)
et5D00 - Window
et5D01 - Window (broken)
et5E00 - Window
et5E01 - Window (broken)
et5F00 - Window
et5F01 - Window (broken)
et5000 - Glass?
et5001 - Glass? (broken)
et5100 - Glass?
et5101 - Glass? (broken)
et5200 - Short Thick Cylinder Glass Shelves at Island
et5201 - Short Thick Cylinder Glass Shelves at Island (Broken)
et5300 - Tall Cylinder Glass Shelves at Island
et5301 - Tall Cylinder Glass Shelves at Island (Broken)
et5400 - (Unused)
et5600 - Window
et5601 - Window (broken)
et5700 - Glass
et5701 - Glass (broken)
et5800 - Glass
et5801 - Glass (broken)
et5900 - Another door with handle
et6000 - Window
et6001 - Window (broken)
et6100 - Auto opening door (Regenerator)
et6200 - Cell Door
et6300 - Island door (not sure which)
et6400 - (Unused)
et6500 - (Unused)
et6600 - Statue you move at Krauser Fight
et6700 - Iron door
et6800 - Left Door that the Chief Twist
et6900 - Right Door that the Chief Twist

---------------------------

ogg.dat


BGM and audio data flowing in the game are read from ogg.dat .
Folder structure after decompression
ogg.dat consist of..

Bgm - Background Music, and Events etc...
BGM (sub)- Music
EVENT (sub)- General Event Sounds, Caps, Etc.
mi0xx.ogg - Ambient Sounds

core - Menu and attache case operation voice
em - Mainly the voice of enemy characters
foot - Ground-related fricatives such as footsteps
pl - Mainly the voice of the player character
st1 - Main story village stage audio
st2 - Voice of the main story old castle stage
st3 - Audio of the main story isolated island stage
st4 - Voice of Mercenaries, Ada the Spy
st5 - The Voice of Another Order
title - Title screen audio
wep - Weapon voice

Audio format
Each audio file can be played directly on a media player, etc. in OGG format (extension " .ogg ").
More Info on the format can be found here --> Xiph.org/ogg

.lst File Association
The audio files used for each character and stage are associated in the LST file (extension " .lst ").
For example, the basic audio used in NPC Luis (pl06 xfile) is described in pl14_prog.out.lst. 
The " .lst " file is in text format and can be edited with a text editor.

ogg \ pl \ pl14_prog.out.lst - NPC Luis Sound List 

//luis_vo ( Prog# 0 ) <-- Name/prog Call to EXE
0,0, <-- Unknown, Possibly ID start of the List
"luis_gunshoot.ogg",0, <-- Name of OGG / "0"- Plays when Called, "01" - Play on Loop
"Luis_dam02.ogg",0,
"Luis_dam02.ogg",0,
"Luis_dam03.ogg",0,
"Luis_dam03.ogg",0,
"Luis_dam03.ogg",0,
"Luis_usethis.ogg",0,
"luis_leonup.ogg",0,
"luis_shootme.ogg",0,
"luis_killme.ogg",0,
"lsui_killme2.ogg",0,
"luis_leonok.ogg",0,
"lsui_kari.ogg",0,
"luis_thank.ogg",0,
"luis_kiriganai.ogg",0,
"luis_nanniniru.ogg",0,
"luis_yaturawo.ogg",0,
"luis_att1.ogg",0,
"luis_att2.ogg",0,
"luis_hit.ogg",0, <-- Name of OGG / "0"- Plays when Called, "01" - Play on Loop
0,-1, <-- Unknown, Possibly ID end of the List

A Detailed Explanation of the format doesn't exist at this time of making this post. This is just general information i had stored and save.
it is possible to easily assign another voice by rewriting the file name part.

There Exist other types in the rXXX files too. let check them out...

//door000 ( Prog# 1 )
0,1,
"do_metal01_op.ogg",0,
"do_metal01_cl.ogg",0,
//door002 ( Prog# 2 )
0,2,
"door002_op.ogg",0,
"door002_cl.ogg",0,
0,-1,

The Same applies here. Except their call to a "Prog# 1" and "Prog# 2"
also, "door000" and "door002" these are calls to the DSE. You can use Jaderlinks QuadEditor to edit the DSE. Though Since everything is editable via the .lst their is no reason to edit the DSE file unless you are adding multiple door transitions that require another sound effect.

In the PS2 port of the game the Audio was stored in the .SND Files which is fine but since the PC port is a direct port of it they had to keep the same structure and the .SND files for consistency. Essentially the .SND data that would be stored in the file is stored here in the .lst file. These are a bit more technical and im not sure on its meaning but this was worth mentioning.

======================

Bgm.dat

The BGM.dat contains files that essentially act as cues that the EXE will read.
When Extracted...

BGM.DAT Extracted

lets take a look at each file based on its extensions...

bgmtbl.dat 
This is a table of sorts its true meaning isn't documented but it makes a call to the EXE which then reads to the "ogg/bgm/BGM" folder iirc.
Their isn't a viable way of editing this file. 


bio4str.hed, bio4midi.hed, doorse.hed
As implied by the extension these are header files for the exe to redirect. Again theirs not any viable way to edit these files in this Version of the game.
We could add more entries in the doorse.hed but their still no purpose as we could just change the names of the OGG call in the .lst file while without deleting the stock sound effect.
...but its sister files bio4str, bio4midi, no clue...


mi000_a.snd, mi000_b.snd, mi0001_a.snd...
As discussed in the OGG.dat post the SND doesn't contain any Sound data but more rather a cue and technical side of how the sound will behave and overall sound like...
these files are basically a cue files too the following...
"ogg/bgm/mi0xx.ogg"

Here the A and B counter parts would normally be for stereo audio for the left and right speakers but since they both redirect to the same ogg the illusion is lost.


spumap.bin
I have no idea what this file does and theirs no documentation on the file anywhere. The PS2 uses "SPU" files for sound in some way but I don't know or to what extent. 
In the PS2 port it breaks various sounds through out the game so its best to leave this file alone. 



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