Hi. Well I decided to make a list of all the extensions that Sony has used for the PlayStation 1. Starting with the most known, to the most unknown or random I have found on the official PlayStation CD-ROM's. I know, the programmers could have called the extension anything they wanted (rename a .txt a .abc for example), but this is basically a 'track down' type of guide or to figure out what the files really are. I will also include the title of the game it was found on, so you can track it down and check for yourself. Press CTRL+F Windows or COMMAND + F Macintosh to find what you are after (or whatever you use to search for your browser) PM me for errors, post (or contact me on my site if you cant), for what you would like changed and or added... Lets go! :dance: .EXE - PlayStation Executable. .TIM - PlayStation Image file. .XA - PlayStation Audio file. .STR - PlayStation Video Format. .DBI - ? some sort of code file - Bust a Groove UK DEMO 1 PAL .DFS - ? some sort of a model file - Bust a Groove UK DEMO 1 PAL .BPE - ? some sort of an image file - Bust a Groove UK DEMO 1 PAL .NSF - ? unknown file - Crash Bandicoot 2 UK DEMO 1 PAL .NSD - ? unknown file - Crash Bandicoot 2 UK DEMO 1 PAL .BLK - ? audio file - Driver PAL .XM - ? audio file - Driver PAL .SBK - ? audio file - Driver PAL
Sorry for the repeats and other none ps formats these are from a list of Markgrass. ADT - Image file ARD - Archived .WAV files BIN - Game code. Can also be an archive of various files; Roomcut.bin BGM - Midi version 0 file BSS - Archived Sony BS movie/picture files; Backgrounds CPE - Game code. In BH 2 Beta 2, it contains the Debug Menu information. CPT - Game code/Header file DAL - Game code. Contains information on where certain files are located. DAT - Game code, various other uses DIE - Sony .TIM file D01 - Sony .TIM file D02 - Sony .TIM file D03 - Sony .TIM file D04 - Sony .TIM file D05 - Sony .TIM file D06 - Sony .TIM file D07 - Sony .TIM file DOR - Sony .TIM file EDH - Header/Info file for .VB files EMD - Sony .TIM file, TMD Model EMS - Archived .TIM files EMW - TMD Model? ESP - .TIM Header/Info file ETM - Archived .TIM files EXE - Game code H - Header file HED - Header file HSB - Archived .WAV files INF - Program Information file ITP - Archived .TIM files IVM - Sony .TIM file MAP - Archived .TIM files PIX - Headerless (No Header Info) Sony .TIM file PLD - Sony .TIM file PLW - Sony .TIM file PTC - RDT - Various. Contains .TIM files aswell as various Sound FX for different rooms. RGB - Image file SAP - Signed 8-Bit .WAV File/Wave Format 2; Looped Wave of Background Music for PC versions SND - Header/Info file for .VB files SLD - Special Text/Image file STF - Archived image file STR - Sony movie SYM - Game code TIM - Sony .TIM file/Can also be an archive of .TIM files TM2 - Header/Info file for .TIM files TMD - Model TS - Extended informated .TIM file VB - Archived Wave files VBS - Archived Wave Files VH - Header/Info file for .VB files XA - Sony Wave files XAS - Sony Wave files AFS - Advanced File System (archive) ADX - CRI audio format (Music, voice, misc.) AHX - CRI MPEG audio ALZ - ARC file format with improper extension ARC - Archive of TPL textures, LZ compressed files, THP video, etc. ARD - Archive of Sony PSone TIM textures, [custom]SEQ/VH/VB music/sounds, and [custom]TMD data AST - Uncompiled C/C++ code BIN - Binary data/code. (Archived model data, background images, etc.) BJL - RBJ C/C++ header file BGM - Archived Sony PSone SEQ, VH, and VB/VAB sound data (Music) BGZ - Archive of multiple quasi-JPEG images BNR - Nintendo Gamecube Disc Banner data (unique rectangle image/data shown in BIOS) BSS - Archived Sony PSone BS movie images (Background) CAM - Camera setting text definitions CM2 - Camera setting text definitions CPE - Sony PSone PSYQ SDK executable CNF - Sony PSone BIOS information CPT - Compiled binary data/code DAT - Binary data/code. (Memory Card saves, TIM textures, PIX textures, etc.) DEF - Text definitions/directories DIE - Archive of a Sony PSone TIM texture & camera animation (Death scene) D01 - Archive of a Sony PSone TIM texture & TMD (Door) D02 - Archive of a Sony PSone TIM texture & TMD (Door) D03 - Archive of a Sony PSone TIM texture & TMD (Door) D04 - Archive of a Sony PSone TIM texture & TMD (Door) D05 - Archive of a Sony PSone TIM texture & TMD (Door) D06 - Archive of a Sony PSone TIM texture & TMD (Door) D07 - Archive of a Sony PSone TIM texture & TMD (Door) DOC - Uncompiled C/C++ code (Message) DOL - Nintendo Gamecube executable DOR - Archive of a Sony PSone TIM texture & TMD (Door) DPS - HTML/XML DEFINE list DRV - Sega Dreamcast executable driver DSP - Nintendo Gamecube ADPCM waveform (Music, voice) ELS - Uncompiled C/C++ code (effect list) EMD - Archive of a Sony PSone TIM texture, TMD model, and animation data (Player/Enemy)/GCN data ? EVS - Cutscene animations ESP - Compiled binary data/code EST - Uncompiled C/C++ code (Enemy set) EXE - Sony PSone executable H - C/C++ header file H4M - Nintendo Gamecube video (FMV) HED - Sony PSone VH data w/special header HSB - Archive of Sony PSone SEP, VH, and VB/VAB sound data (Music) INF - ISO-9660 file system format information INI - Executable input information IVM - Archive of Sony PSone TMD model and its corresponding TIM texture LST - Text definitions/directories LZ - HUFFMAN table compression-scheme compressed file M2V - MPEG 1 system stream (audio+video) MAP - Archived Sony PSone Tim textures MHP - Nintendo Gamecube THP variant (uses ARC variant index header) PIX - Headerless Sony PSone TIM textures(s) PLD - Archive of a Sony PSone TIM texture, [custom]TMD model, and animation data (Player/Enemy) PLW - Archive of a Sony PSone TIM texture, [sometimes custom]TMD model, and animation data (Weapon) PRO - [custom]MIDI data PTC - Raw 24-bit RGB image PVR - Sega Dreamcast Power Vector Rendering GPU image texture REL - Nintendo Gamecube Codewarrior executable/driver RDT - Archive of Sony PSone VH/VAB sound(s), TIM texture(s), and TMD sprite data(s) (Room) RGB - Raw 24-bit RGB image SAM - [custom]waveform samples SAP - Signed 8-Bit WAV file w/special header; Looped background music waveform for PC verions SCT - Uncompiled C/C++ code (Scenario) SDI - [custom]index data SEL - C/C++ header file SEP - Multiple Sony PSone Standard MIDI Format 1 data(s) all using the same pQES header SEQ - Sony PSone Standard MIDI Format 1 data SFD - TMPGEnc format M2V using CRI ADX audio SND - Sony PSone VH/VAB sound data/Nintendo Gamecube DSP variant data SLD - [custom]Sony PSone TMD data SST - Uncompiled C/C++ code STF - Raw 24-bit RGB image STR - Sony PSone streaming movie (FMV) TGA - 24-bit Targa image THP - Nintendo Gamecube JPEG sequenced movie (FMV) TIM - Sony PSone image texture(s) TM2 - [Custom]Sony PSone TMD data TMD - Sony PSone 3D Model data TS - Sony PSone Tim texture TPL - Nintendo Gamecube image texture(s) VAB - Multiple Sony PSone VAG sound samples (Player/Enemy/Music/Weapon/Room sound(s)) VIB - Uncompiled C/C++ code VAG - Single Sony PSone ADPCM encoded waveform (Player/Enemy/Music/Weapon/Room sound(s)) VB - Multiple Sony PSone VAG sound samples (Player/Enemy/Music/Weapon/Room sound(s)) VBS - Archive of multiple Sony PSone VAB data(s) (Enemy sounds) VH - Sony PSone VB/VAB header XA - Sony PSone streaming ADPCM audio (Voice) XAS - Sony PSone streaming ADPCM audio (Voice)
What is XM? This was found on the UK DEMO 1 DISC PAL. D:\DD\MUSIC MN5.VB MN5.VH MN.XM Also, how do you open VB - Archived Wave files??
I can not find ANY files to do with audio / sound on the game Driver (1. You are the wheelman). Any reason why?
Ok this is what I got... (Driver: You are the Wheelman - PAL) 00000434 , \0.PBN 00000441 , \1.PBN 00000448 , \2.PBN 00000458 , \3.PBN 00000465 , \FRUSTRUM.DAT 00000476 , \LANG.ENG 00000478 , \MLADDER.PSX 00000480 , \SKY.BIN 00000594 , \FB1.FB 00000595 , \FB2.FB 00000596 , \FB3.FB 00000597 , \FB4.FB 00000598 , \FB5.FB 00000599 , \FB6.FB 00000600 , \FB7.FB 00000601 , \FB8.FB 00000602 , \FB9.FB 00000604 , \FB10.FB 00000605 , \FB11.FB 00000606 , \FB12.FB 00000607 , \FB13.FB 00000608 , \FB14.FB 00000609 , \FB15.FB 00000610 , \FB16.FB 00000611 , \FB17.FB 00000612 , \FB19.FB 00000614 , \FB20.FB 00000615 , \FB21.FB 00000616 , \FB22.FB 00000617 , \FB23.FB 00000618 , \FB24.FB 00000619 , \FB25.FB 00000620 , \FB26.FB 00000621 , \FB27.FB 00000622 , \FB28.FB 00000623 , \FB29.FB 00000625 , \FB30.FB 00000626 , \FB31.FB 00000627 , \FB32.FB 00000628 , \FB33.FB 00000629 , \FB34.FB 00000630 , \FB35.FB 00000631 , \FB36.FB 00000632 , \FB37.FB 00000633 , \FB38.FB 00000634 , \FB39.FB 00000636 , \FB40.FB 00000637 , \FB41.FB 00000638 , \FB42.FB 00000639 , \FB43.FB 00000640 , \FB44.FB 00291448 , \RENDER0.STR 00017898 , \RENDER1.STR 00033914 , \RENDER2.STR 00041452 , \RENDER3.STR 00048960 , \RENDER5.STR 00058192 , \RENDER6.STR 00066901 , \RENDER7.STR 00077262 , \RENDER8.STR 00088283 , \RENDER9.STR 00090540 , \RENDER10.STR 00096847 , \RENDER11.STR 00106623 , \RENDER14.STR 00116893 , \RENDER15.STR 00128285 , \RENDER16.STR 00137391 , \RENDER17.STR 00141968 , \RENDER18.STR 00145481 , \RENDER19.STR 00151999 , \RENDER20.STR 00156173 , \RENDER21.STR 00166189 , \RENDER22.STR 00175589 , \RENDER24.STR 00178111 , \RENDER25.STR 00180688 , \RENDER30.STR 00184368 , \RENDER31.STR 00186480 , \RENDER33.STR 00189302 , \RENDER35.STR 00190923 , \RENDER36.STR 00194424 , \RENDER37.STR 00197880 , \RENDER39.STR 00200649 , \RENDER43.STR 00202450 , \RENDER44.STR 00205490 , \RENDER45.STR 00207238 , \RENDER51.STR 00208168 , \RENDER55.STR 00209189 , \RENDER57.STR 00210210 , \RENDER58.STR 00211231 , \RENDER59.STR 00213634 , \RENDER60.STR 00216006 , \RENDER62.STR 00218294 , \RENDER64.STR 00219104 , \RENDER65.STR 00280349 , \RENDER72.STR 00287857 , \RENDER73.STR 00222481 , \RENDER74.STR 00017819 , \PFMV.EXE 00017408 , \FECLUT.CLT 00017409 , \FRNT.B1 00017522 , \FRNT.B2 00017635 , \FRNT.B3 00017716 , \T14.R 00017732 , \T15.R 00017748 , \T19.R 00017764 , \T20.R 00017780 , \T21.R 00017796 , \T22.R 00017812 , \TPDATA.DAT 00000642 , \CPRIGHT.TIM 00000723 , \FACES.TEX 00000829 , \FONT.FNT 00000832 , \FONT1.BNK 00000833 , \FONT2.FNT 00000837 , \FONT3.BNK 00000838 , \GLOAD.TIM 00000919 , \GT.TIM 00000995 , \MLOAD.TIM 00001076 , \PAD.TIM 00001227 , \REF.TIM 00001304 , \CREDITS.LEV 00001758 , \FLAT.LEV 00002788 , \FRISCO.LEV 00006335 , \IVIEW.LEV 00006783 , \LA.LEV 00009531 , \MIAMI.LEV 00012002 , \NEWYORK.LEV 00015349 , \TRAIN.LEV 00015760 , \MISSION.BLK 00015796 , \ATTRACT1.R 00015803 , \ATTRACT2.R 00015810 , \ATTRACT3.R 00015817 , \ATTRACT4.R 00291441 , \CREDITS.R 00015824 , \REPLAY.BLK 00016374 , \FESAMPS.SBK 00016376 , \FETUNE.SBK 00016419 , \FETUNE.XM 00016433 , \MUSIC.BIN 00016867 , \VOICES.BLK 00234981 , \CUTS.XA 00242565 , \MV1.XA 00247677 , \MV2.XA 00250989 , \MV3.XA 00253581 , \MV4.XA 00258229 , \MV5.XA 00275725 , \NMAJ.XA 00000296 , \CRED.BIN 00000336 , \DTC.BIN 00000340 , \DTF.BIN 00000344 , \DTI.BIN 00000348 , \DTL.BIN 00000352 , \DTM.BIN 00000356 , \DTN.BIN 00000360 , \FRONTEND.BIN 00000399 , \IVIEW.BIN 00000408 , \MCARD.BIN 00000024 , \SLES_018.16 00000023 , \SYSTEM.CNF Can not find anything in VOICES.BLK or MUSIC.BIN...
.FB = Don't know maybe some file bank file? or samples their seems to so many of them. FRUSTRUM.DAT = Maybe something to do with instruments? .BLK = Don't know .SBK = Don't know .XM = Extended Module MUSIC.BIN = Some binary file containing XM's http://forum.keygenmusic.org/viewtopic.php?f=7&t=400
Yea, I dont think I can extract them... Thanks for your help KH2K4! If anyone else needs help, be sure to comment...
I am grateful for my obscure "Amiga" module interest/knowledge. Since the XM format is if I am not mistaken Fast Tracker II module format , I mean try to see, if it will run with modplug player. Cause if it is Fast Tracker II music format, then I think it is awesome than an old tracker module is on an old PSX demo cd.
Hmmm where would computing be without it ? well perhaps the X68000 would have been "it" instead of only being in Japan of all things. But seriously, try to check out if it is a Fast Tracker module, via modplug player