game.dtz

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DTZ - a memory dump console packaged with a lossless compression algorithm deflate/zlib. You can pack and unpack, for example, by using DTZ Editor.

GAME.DTZ

Description Analogy Offset Notes
Textures
textures of menu frontend.txd LCS PS2: 0x4E4A30

LCS PSP: 0x4DA830

VCS PS2: 0x581330

VCS PSP: 0x51D95C

contain texture of menu, packed deflate/zlib algorithm (*)
texture of fonts fonts.txd LCS PS2: 0x4EF4D8

LCS PSP: 0x4E2B1C

VCS PS2: 0x57BE4C

VCS PSP: 0x530AFC

also packed deflate/zlib algorithm (*)
particle effects particle.txd LCS PS2: 0x4A1C28

LCS PSP: 0x38AB90

VCS PS2: 0x761F0

VCS PSP: 0x3F7FB0

contain all textures of particle effect (*)
generic-textures generic.txd, wheels.txd, vehicle.txd LCS PS2: 0x4A1BFC

LCS PSP: 0x392B04

VCS PS2: 0x539E0

VCS PSP: 0x3D60B4

contains general textures for cars and all the textures of wheels (*)
radar icons hud.txd LCS PS2: 0x4A1BE4

LCS PSP: 0x38AD30

VCS PS2: 0x287B0

VCS PSP: 0x3B4678

contain icons for hud (*)
texture of radar radarNN.txd Contain textures for radar
Animation
 ? ped.ifp
 ? swim.ifp only in GTA VCS
 ? fight.ifp only in GTA VCS
 ? driveby.ifp only in GTA VCS
DIR-files
for cuts.img cuts.dir not working
for GTA3PS2.IMG GTA3PS2.dir specific for stories, doesn't contain the names.
Collision
 ? peds.col peds.col2
 ? vehicles.col vehicles.col2
 ? weapons.col weapons.col2
Models
model of plane air_vlo.dff air_vlo.mdl
model of arrow arrow.dff arrow.mdl
model of wheels wheels.dff
model of marker (zone) zonecylb.dff
IDE / IPL / DAT
IDE *.ide contain all name of models and textures.
IPL *.ipl contains all the coordinates for the placement of collisions in the game.
colors of cars carcols.dat
cullzone data cullzone.dat
fistfite data fistfite.dat
handling data handling.dat LCS PS2: 0x1647A0

LCS PSP: 0x50190

VCS PS2: 0x4C2A10

VCS PSP: 0x3AF30F

LCS and VCS have different structure of handling
info.zon
map.zon
object data object.dat
particle data particle.cfg LCS PS2: 0x3917D0 characteristics of special effects
pedstats data pedstats.dat LCS PS2:

part 1 - 0x49E820

part 2 - 0x49EB78

part 3 - 0x4A1A10

LCS PSP:

0x391DA0

VCS PS2:

part 1 - 0x4C8080

part 2 - 0x4C8428

VCS PSP:

0x3B1F10

characteristics of pedestrians, in the PS2-version split into parts

LCS PS2:

part 1 - 15 items

part 2 - 18 items

part 3 - 9 items

LCS PSP:

42 items

VCS PS2:

part 1 - 6 items

part 2 - 36 items

VCS PSP:

42 items

timecyc data timecyc.dat
data about waters surfaces waterpro.dat
weapon data weapon.dat VCS PS2: 0x3D7530

VCS PSP: 0x2E8B60

Other
SDT-files. only in PSP versions

Notes:

weapons data

Analog of weapons.dat

Structure of LCS version

Total number of records: 38


typedef struct vFireOffset{
    float       x;
    float       y;  
    float       z;        
};

typedef struct vTimeStrc{
    float       a;
    float       b;  
    float       c;        
};

typedef struct weapondata{
    int		FireType;
    float	Range;
    int		FiringRate;
    int		Reload;
    int		AmountOfAmmunition;
    int		Damage;
    float	Speed;
    float	Radius;
    float	LifeSpan;
    float	Spread;
    DWORD	padding1;
    DWORD	padding2;
    vFireOffset	FireOffset;
    DWORD	zero;
    DWORD	anim_id;
    vTimeStrc	time1;
    vTimeStrc	time2;
    float	unk;
    DWORD	ModelID;
    DWORD	ModelID2;
    DWORD	weapon_slot;
    DWORD	Flags <format=hex>;
};

Structure of VCS version

Total number of records: 40

typedef struct vFireOffset{
    float       f1;
    float       f2;  
    float       f3;        
};

typedef struct weapondata{
    DWORD       dwType; 
    int         iFireType;
    float       fRange;
    int         iFiringRate;
    int         iReload;
    int         iAmountOfAmmunition;
    int         iDamage;
    float       fSpeed;
    float       fRadius;
    float       fLifeSpan;
    float       fSpread;
    DWORD       dwPadding;   //padding (0xAA)
    vFireOffset m_vFireOffset;  //vector
    DWORD       _f3C;   //always zero
    DWORD       _f40;   //integer value
    DWORD       _f44;   //DWORD ? unknown
    vFireOffset m_vFireOffset;  //vector
    vFireOffset m_vFireOffset;  //vector
    DWORD       dwModelID; 
    DWORD       dwModel2ID;
    DWORD       dwWeaponSlot
    DWORD       _f6C;   //padding (0xAA)      
};

handling data