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LBA extensions overview
These extensions are extensions of files extracted from package files.
Unfortunately, package files don't keep names nor extensions of the files they contain, so we were forced to create some extensions to distinguish one files from another. These files are called "extacted files" and can contain many types of data, like images, text, font, and so on. Some extracted files have known format so we gave most of them extensions.
Remeber: extracted file extensions that you will see on this page are not stored inside package files, but were usually created by people who discovered formats of the files.
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Unknown format or use. Formats of files with this extension were not recognized yet. A file which format is already known can also have this extension. In that case an own extension is not necessary (for example because there is only one such file for the whole game). |
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Contain full screen images and textures (as RAW colour plette indexes). They can be in dimensions: 256x256 and 640x480 (full screen).
In LBA 1 they are usually 640x480, having size of 307200 bytes, each byte represents one pixel (not encoded in any way). |
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| Supported by: LBADeComp LBA Screen Viewer LBA Image Creator |
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*.PAL | | (LBA colour palettes) | | |
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These files contain colour palettes used in the game. The game needs these files because it works in colour mode, that can display at most 256 colours at one time. The palette tells the game which colours from true colour palette (24-bit) can be used. The game may use many palettes for different purposes, for example to display one image there may be needed different colours, than to display another image. This way also disk space can be saved, because each pixel of the image is stored as an 8-bit value (instead of 24-bit, like in regular images). |
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| Supported by: LBADeComp LBA Screen Viewer LBA Image Creator |
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These files contain text subtitles that display at the bottom on the screen when characters say something. The files have identification numbers, and the game references them by these numbers. This way it is easy to make a translation of the game without modifying the scene scripts. In LBA 2 these files also contain information how the text should be displayed: in a small frame, large frame, as an option to chose, etc. |
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| Supported by: LBA Text File Editor LBADeComp LBA Text Editor 2 |
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*.VOC | | (creative voice samples) | | |
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*.HL1 | | (LBA1 Holomap Locations) | | |
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This file contains the arrow informations which appear in the LBA1 Holomap. Informations related with its coordinations in Twinsun planet and also about the description text. |
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| Supported by: LBA Holomap Location |
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Contains the 11440 characters, required for writing the Japanese language (approx. 3000 of them are the commonly-used kanjis, and approx. 100 are hiragana, and katakana). |
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The encrypted LBA texts from the LBA 1 Preview Version.
Note: The .DIA extension is officially also the normal LBA Texts extension, but we already use .LBT for that. |
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*.F3D | | (File3D Information) | | |
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This is the LBA 2 equivalent to the LBA 1 FILE3D.HQR file. |
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| Supported by: LBA File3D Editor |
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This is the file that contains the scene, text, 3-D models, and animations used in the LBA 2 credits. It's the only entry in LBA2.HQR. |
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| Supported by: LBA 2 Credits Manager |
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These files are only used by LBA 2, to run the DOS version of the game. |
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| Supported by: MS-DOS Font Editor |
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These files are located inside the LBA 2 executable file (both the .EXE, and the .DOS ones), and are used to display the Keyboard Configuration Menu. |
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| Supported by: MS-DOS Font Editor |
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*.FNT | | (MS-DOS Japanese Font File) | | |
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These files are most probably used for Japanese LBA 2, to display the Keyboard Configuration Menu. |
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These are the entries in the LBA 2 RESS.HQR file, that are all exactly 131884 bytes long. They're used for shading the LBA 2 outside scenes. |
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*.TXT | | (LBA 1 Movies Information File) | | |
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The file contains information about Sprite Actors. It is divided into 16-byte blocks, no header or stuff. Each of these blocks contains information about consecutive sprite from the Sprites.hqr file. The blocks contain information about [0,0,0] point of the Sprite image as a Scene Object, and dimensions in all three axes it has in the Scene environment. |
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Info provided by: El Muerte, alexfont, OBrasilo, Zink, the Incredible WUK, Omni and Mor Shemesh (morshem). | |
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