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Twilight Princess ROM Documentation


Keanine
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Zelda: Twilight Princess ROM Documentation

 

Documentation

(Based on the GCN version of Twilight Princess)

 

File System

Stage Folder

Object Folder - Very incomplete. This is a public document, so feel free to add to it!

 

Collision Flags

 

 

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Tools - Updated!

 

 

 

szstools - This package contains yaz0dec, rarcdump and gcmdump.

 

yaz0dec - This neat little program extracts .arc files, simple as that! To use it, drag the .arc onto the exe. This is part of szstools.

 

rarcdump - .rarc files are usually found within .arc files, and can be extracted with this tool. Occassionally, .arc files will not extract with yaz0dec. In this case just try using rarcdump instead. Just drag the file onto the exe! This is part of szstools.

 

gcmdump - This program is used for extracting GameCube images. I personally don't recommend it as there are other programs on the list that are more user-friendly and even have a few more features, but it's here if all else fails!

 

btidump - This program is used for converting .bti files into .dds images.

 

*bmdview2 - This is an incredibly useful tool, it allows you to open bmd models with bck animations. Especially useful for previewing before exporting with MaxBMD, or just confirming the identity of a model!

 

MaxBMD plugin for 3ds Max - This plugin is good for extracting models with bones and animations.

 

GCRebuilder - Used for extracting and importing files from GameCube images.

 

Dolphin Emulator - Useful for testing. Also has a filesystem viewer for extracting files.

 

Wind Waker Tools

(Since Twilight Princess runs on a modified version of the engine used in Wind Waker, some tools may be compatible. However, be aware that there may be issues when trying to load data from TP)

 

Wind Viewer (Original) (Continuation) - A tool for viewing and modifying maps.

 

Wind Editor - Another tool made for viewing and editing maps.

 

I couldn't find the original download link for any files labeled, so I've hosted an unofficial Google Drive mirror.

 

 

 

External Documentation Links

http://zelda64rus.ucoz.ru/_fr/0/tp_iso_file_ind.txt

http://tcrf.net/The_Legend_of_Zelda:_Twilight_Princess

http://pastebin.com/X0w4EY8T

http://www.amnoid.de/gc/

 

Tutorials

Accessing models and Animations

 

You will need:

Yaz0dec
rarcdump
bmdview2
A Twilight Princess GCN .gcm
 
 
Getting the Files
To get the files to work with, you will need to extract them from the gcm. I personally used Dolphin to do this. First you need to add Twilight Princess to your Dolphin library, then right click it and select properties. Click the Filesystem tab and in the root look for the "res" folder. Right click this and Extract Directory (If this doesn't work, extract all). This contains, at least from what I know, all of the models of characters and stages, as well as some other data.
 
Before we continue I would recommend creating a backup of the files.
 
Extracting
Now that you have extracted the files, you should decide what you want to look for. All of the fields, dungeons and interiors are inside of "Stage", all props and character models are in "Object". The process for each is the same so we are going to use a stage as an example. Let's extract Hyrule Throne Room.
 
According to my documentation, the Throne Room is located inside the folder "R_SP301". Open up the folder and you will see an two arc files.We want "R00_00.arc". Drag this file over the Yaz0dec.exe and it will extract. This will create a new file called "R00_00.arc 0.rarc". You want to drag this new file onto rarcdump.exe which will then extract it again. This is because they are double compressed. Doing this will create a folder with all the models, animations or other files.
 
Note: Sometimes an arc file will not decompress properly. I have found that dragging this arc onto the rarcdump.exe will decompress this. I'm not sure why this is, maybe they forgot to double compress it?
 
Viewing the models
So now you have your "R00_00.arc 0.rarc_dir" folder, you want to open this and the archive folder within. What will greet you are 5 folders. The only one that we are interested in is the bmdr folder. Open this and you will see 2 bmd files, model.bmd and model 3.bmd. Open up BMDView2 and drag model.bmd into the window. It will now display the Throne Room!
 
Since the viewer was originally made for Wind Waker, everything will look a little bright. Hold G to turn off the shaders. Use the arrow keys to move forwards, backwards and strafe, and use the left mouse button to turn. Use shift to move faster.
 
Viewing animations
For viewing animations, you must first load up a model with the same process detailed above. I will use GWolf.arc from the Object folder. After loading up the BMD of the gold wolf, you will want to go back to the "archive" folder. Instead of picking one of the bmd folders, this time we want the bck folder. .bck's are for animations. In here there are 10 animations. Drag these into BMDView2 while the gold wolf model is still loaded and the wolf will carry out the animation!
 
Extra

The animations stored within GWolf.arc all have the prefix "wl". This stands for Wolf Link. As a result, you can use Wolf Links animation files with this model! (Found in alAnm.arc!)

 

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If you have any questions about Twilight Princess or need any help I'll see what I can do, but I know more about the formats rather than the directory structure.

 

 

EDIT:

However in res/Objects

AlAnm has quite a few (nearly all) of Links animations, plus all the weapon models.

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If you have any questions about Twilight Princess or need any help I'll see what I can do, but I know more about the formats rather than the directory structure.

 

 

EDIT:

However in res/Objects

AlAnm has quite a few (nearly all) of Links animations, plus all the weapon models.

Hey Antidote, believe it or not you have popped up in quite a few of my searches to find the tools I needed to extract models!

Thanks for the offer to help, I'll definitely keep that in mind if we need anything.

 

Off-Topic: Actually, we've been extracting Link from kmdl into 3DS Max and can't work out how to get the .bst animations in from AlAnim, if you can help with that it would be great if you can pm me :)

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I'm not finding any BST files, and it doesn't sound familiar, can you post an example of one?

 

Also it doesn't surprise me that you've found me quite a few times when searching, I was pretty active in several places working on extractors for several games.

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@Antidote Oops sorry it was late when I posted that, what I meant to say was just all of the animation files. Tired me was being so specific he said the wrong extension  :wacko:@SanguinettiMods Thanks! That's very useful but it doesn't seem complete. Do you know if the owner has any plans to finish it at all?EDIT: Worked out the animation thing. Still working on map documentation and finding Kakariko.

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@Antidote Oops sorry it was late when I posted that, what I meant to say was just all of the animation files. Tired me was being so specific he said the wrong extension  :wacko:

 

@SanguinettiMods Thanks! That's very useful but it doesn't seem complete. Do you know if the owner has any plans to finish it at all?

 

EDIT: Worked out the animation thing. Still working on map documentation and finding Kakariko.

I doubt it. It's really old as far as I can tell, but it's the only thing I've found.

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@Antidote Thanks that would actually make a lot of sense. Are there any other patterns you know of that could help out in documenting?

 

@SanguinettiMods Ah ok well it was still very helpful anyway. Already used it to confirm a couple locations with similar themes.

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Just a quick update, I'm still working on the documentation, but life's just been throwing things at me recently so I haven't made as much progress as I'd hoped. I still have no clue whether people will find this helpful, but it's something interesting to do and I'm happy to complete it.

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Well at least it's not useless :D It seems that a few of the locations are missing textures, most noticeably Hyrule Field. Most of Hyrule Field is located in F_SP121 and the fields with entrances to Castle Town are in F_SP122.

 

I was curious if someone knew if this is because the textures are stored elsewhere as they are reused more than once or something like that.

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Ah it would make a lot of sense for them to be located there. 

 

Just so you know, I'm roughly half way done with the Stage folder. Once I get all this information up, there are one or two locations that I need help confirming.

 

EDIT:

Is there any way to apply the correct textures to the models? At some points I'm looking at things like this:

 

 

Posted Image

 

 

For the record, is it the Cave of Ordeals? It's located in D_SB01 and has 50 room folders and an STG.

 

EDIT:

haddockd's second link, confirms my thoughts on it being the Cave of Ordeals as it describes the room as the "Great Fairy's Cave".

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