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		<id>https://moddingwiki.shikadi.net/w/index.php?title=Nomad&amp;diff=12819</id>
		<title>Nomad</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Nomad&amp;diff=12819"/>
		<updated>2026-02-20T16:36:42Z</updated>

		<summary type="html">&lt;p&gt;Cmb: /* See also */ Fix reverse engineering info page link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = None&lt;br /&gt;
 | Tiles = None&lt;br /&gt;
 | Sprites = Edit&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = None&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = Some&lt;br /&gt;
 | Demo = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nomad&#039;&#039;&#039; is a space trading/adventure game developed by [[:Category:Papyrus Design Group|Papyrus Design Group]] and [[:Category:Intense! Interactive|Intense! Interactive]] and published by [[:Category:GameTek|GameTek]] in 1994.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s executable is a 16-bit DOS MZ. It does not have a 32-bit payload, instead using the Borland FBOV overlay management mechanism to work within the addressable memory limits of the OS. The file formats and much of the game logic was reverse engineered by [[User:Cmb|cmb]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
The data for Nomad is stored in five archive files. For the file format of the archives themselves, see [[DAT Format (Papyrus)]].&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;ANIM.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains images and data tables for the alien portrait animations.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Format!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.ANM&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Frame sequence tables that describe the animations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.DEL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[DEL Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Raster image data&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.SQB&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Voice synchronization tables?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;CONVERSE.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains data tables with the characteristics of all the aliens, places, items, ships, facts, and equipment in the game. Each table uses its own format with a repeating structure.&lt;br /&gt;
&lt;br /&gt;
Also contains data tables that are used by the game&#039;s alien conversation/talk engine.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALIEN.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Alien data table. Describes each individual alien by their species, and a number of percentage/scaling values that may represent the alien&#039;s attitude or disposition.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Communication jammer data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ECLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship engine data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FACT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Data table describing the responsiveness of each alien race to the learnable facts in the game universe&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GAMETEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list strings, each one providing the name of a person, place, object, ship, or planet/star class. Also contained here are the strings of fact text and the meta-text phrases from which the game&#039;s conversation engine chooses pseudo-randomly. Uses [[Nomad Text Format]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;INVENT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship inventory data table. Operates as a linked list of 4-byte records, each one containing the count of a single type of item.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LBOOSTER.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor botbooster data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot data table. Describes the efficiency of each type of labor bot at a particular task.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Missile data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;META.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Meta-text data table for conversation engine&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;METATXT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets (into &amp;lt;tt&amp;gt;GAMETEXT.TXT&amp;lt;/tt&amp;gt;) for meta-text strings&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISSION.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Alliance mission data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISTEXT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets into &amp;lt;tt&amp;gt;MISTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Mission text strings in [[Nomad Text Format]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MSYS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Missile loader (&amp;quot;MLoader&amp;quot;) data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJECT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inventory object data table. Describes the type of object, links to any informational text associated with it, and provides the relative value to each alien race.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJTEXT.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets into &amp;lt;tt&amp;gt;OBJTEXT.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inventory object informational text strings in [[Nomad Text Format]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Place class data table (for star and planet classes). Contains lists of resources that can be harvested from each class of planet, and the quantities in which they are available.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLACE.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Place data table (for stars and planets). Describes the place by the alien race that has claimed it, and its position in the star map.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PODCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCCCCC;&amp;quot; | Zeroed; unused by the game since production versions removed the storage pod game mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;RCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Robot class data table (for ship-repair bots)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Scanner class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship class data table. Contains a link to the name of the ship class, and the installed equipment.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shield class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIP.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship data table. Contains many runtime flags that track the currently installed equipment as well as missile system status, damage to shields and armor, and location.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;STCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Star class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Contains pointers to lines of dialogue and can optionally indicate whether a line is a direct question to the player. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKNRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Contains pointers to lines of dialogue and can optionally indicate whether a line is a direct question to the player. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKPCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Creates links between statements and reactions, which is used when the player interactively chooses a response from a list during conversation. This table determines the line of dialogue with which an alien will respond when the player chooses a particular path. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKPRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Creates links between statements and reactions, which is used when the player interactively chooses a response from a list during conversation. This table determines the line of dialogue with which an alien will respond when the player chooses a particular path. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKTCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Allows lookup of dialogue lines based on topic. Points to records in &amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKTRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Allows lookup of dialogue lines based on topic. Points to records in &amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXCxxx.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. List of offsets into &amp;lt;tt&amp;gt;TLKXCxxx.TXT&amp;lt;/tt&amp;gt; at which the actual strings of dialogue text are stored. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXCxxx.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list of [[Nomad Text Format]] strings, each one being a line of dialog for the alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXRxxx.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. List of offsets into &amp;lt;tt&amp;gt;TLKXRxxx.TXT&amp;lt;/tt&amp;gt; at which the actual strings of dialogue text are stored. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXRxxx.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list of [[Nomad Text Format]] strings, each one being a line of dialog for the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;USERTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCCCCC;&amp;quot; | Unused; zero length&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;INVENT.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains images of inventory objects.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;inv####.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Image data (in [[STP Format]]) for each of the inventory objects in the game, plus a few unused images that were never removed from the game&#039;s data files before release&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;SAMPLES.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains audio files. All audio in the game is packed into archives using the very simple [[NNV Format]]. This is used even when the NNV archive contains only a single audio file. The audio data itself is encoded using the [[Nomad Sound Format]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALTEC.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Altec Hocker theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALWAYS.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Minor user interface sounds (computer beeps, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARCHBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arch-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDEN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arden theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ATLOSTEN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Sound effects used at the Losten planetary gateway&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELICO.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Bellicosian theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTSEND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Labor bot status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CARGO.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cargo stowage sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CFIRST.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship&#039;s computer name input instructions&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHNTCLR.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Chanticleer theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;COMLINK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inter-ship comlink announcements and sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;DAMAGE1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Damage and capsule ejection sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;END.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | End game narration&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FAILSAFE.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Audio for the Fail-Safe Device&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FARMBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Farm-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FIXED.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engineering systems repair complete announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FIX.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engineering systems repair announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GASBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Gas-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;HUMM.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Background hum&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;IMMED.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion, combat, and engine sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;INVNAV.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Starmap zoom sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM3.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM4.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KOROK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Korok theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LAND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship engine sound effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LOSE.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Game-over narration&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MEND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Exit/credits theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MINEBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ore-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MUSIN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Musin theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR01.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR02.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR03.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAHRUMP.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Pahrump theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHELNSE1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Phelonese theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLANET1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet orbit announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLANET2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Labor bot telemetry sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;POWER.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power-up/power-down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;RANCHBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ranch-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCAN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Scanner sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHAASA.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shaasa theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIELDS.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHOOT1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Combat status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHOOT2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Combat status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SPYBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Spy-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TALK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Miscellaneous com-link sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;THEME.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;THEM.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Announcements for other ships activities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TIMELOCK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship&#039;s computer speech announcing time lock&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSOR.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ursor theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE1_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Altec Hocker speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE2_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arden speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE3_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Bellicosian speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE4_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Chanticleer speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE5_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Musin speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE6_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Pahrump speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE7_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Phelonese speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE8_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shaasa speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE9_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ursor speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE10.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Korok speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power up/down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ships entering/leaving local space sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP4.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power up/down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WIN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame victory narration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;TEST.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains everything else: 3D models, cutscene/intro images, overlay graphics and sprites, minor animations, palette data, and fonts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Format!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDBC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDDS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDFGT2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;backg.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen intro/cutscene image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;backg.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for &amp;lt;tt&amp;gt;backg.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BARREN#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELDS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELPD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELRD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;border.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro sequence frame border&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTA.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model (unused)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTB.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHACR.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHALB.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHANS2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | &amp;quot;Second Harmony&amp;quot; star station 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHATP.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cock#.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cockpit zoom animation frame from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;COMPUTER.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Copy-protection data; unused in v1.00.00 and later&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CONTROL.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Stamp roll of ship flight control graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;crashed.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen cutscene image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cred000#.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen credits sequence images&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cred000#.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen credits sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;design.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intense! Interactive logo&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EARTH#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1a.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1a.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image palette&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1b.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1b.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image palette&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ENGINE.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship (drive section) 3D model; used during escape capsule jettison sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ESCAPE.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship (cockpit section) 3D model; used during escape capsule jettison sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EX0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EXP0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;fixed.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GAME.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for most of the game&#039;s resources&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;getname.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen cockpit image for player name entry&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;getname.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen cockpit image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;gtek.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | GameTek logo as overlay for intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guybody.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyhead.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (head animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyhead2.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (head animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyturn.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (body animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ICE#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORCR.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORFGT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok01.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok01.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok02.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok02.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORSP.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LGFONT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Font Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Font data (large type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISSILE#.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | 3D models (one for each missile type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MOLTEN#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MUS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Musin ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MYSTERY.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR#.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration (final version, non-Disneyland)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAVBKGND.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Navigation map background&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAVMAP.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Navigation starmap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;newexp.nnv&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion sound effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;nomad.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Title graphic overlay&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;oesi.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro sequence fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;open08.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Earth on starfield&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;open08.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for &amp;lt;tt&amp;gt;open08.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAH.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Pahrump ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;papyrus.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Papyrus design group overlay logo&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHELD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Phelonese ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHETD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Phelonese ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLAYER.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PSCAN.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet scan overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SC200240.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Planet scale table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SH0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield effect overlay graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHABC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHABS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHAFGT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIELD.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield effect overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIP.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for ships?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIPST.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Series of overlays for ship&#039;s engineering systems&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHP.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Series of overlays showing ship schematics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SMFONT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Font Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Font data (small type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;smk.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro snowfield crash and smoke plume animations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;snow.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image from intro sequence (snow field)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;STAR00##.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Distant star overlay for starfield background&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSCG.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ursor ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSFGT2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ursor ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WATER#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win01.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win01.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win03.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win03.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win04.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win04.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WORLD##a.pln&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]] with single-word header&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet surface texture. Raw VGA (8-bit) data prefixed by a single little-endian 16-bit word that contains the image width.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WORLD##a.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface texture file with the same numeric filename portion. The alpha character &#039;a&#039; may increment for multiple palettes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto Online#gamearchive.js|Camoto/gamearchive.js]]&lt;br /&gt;
| Platform = Any&lt;br /&gt;
| grp = Edit&lt;br /&gt;
| map = N/A&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto Online#gamecode.js|Camoto/gamecode.js]]&lt;br /&gt;
| Platform = Any&lt;br /&gt;
| grp = No&lt;br /&gt;
| map = N/A&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = Some&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = Some&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto Online#gamegraphics.js|Camoto/gamegraphics.js]]&lt;br /&gt;
| Platform = Any&lt;br /&gt;
| grp = No&lt;br /&gt;
| map = N/A&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [https://colinbourassa.github.io/software/nomad/#nomad-resource-explorer Nomad Resource Explorer]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = Read&lt;br /&gt;
| map = N/A&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = Export&lt;br /&gt;
| txt = Read&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://colinbourassa.github.io/software/nomad/ Colin&#039;s Nomad reverse engineering info]&lt;br /&gt;
* [https://github.com/colinbourassa/nomad-reverse-engineering GitHub repository for IDA database]&lt;br /&gt;
&lt;br /&gt;
[[Category:GameTek]]&lt;br /&gt;
[[Category:Papyrus Design Group]]&lt;br /&gt;
[[Category:Intense! Interactive]]&lt;br /&gt;
[[Category:3D]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Nomad&amp;diff=12818</id>
		<title>Nomad</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Nomad&amp;diff=12818"/>
		<updated>2026-02-20T16:35:43Z</updated>

		<summary type="html">&lt;p&gt;Cmb: /* Tools */ Fix Resource Explorer link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = None&lt;br /&gt;
 | Tiles = None&lt;br /&gt;
 | Sprites = Edit&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = None&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = Some&lt;br /&gt;
 | Demo = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nomad&#039;&#039;&#039; is a space trading/adventure game developed by [[:Category:Papyrus Design Group|Papyrus Design Group]] and [[:Category:Intense! Interactive|Intense! Interactive]] and published by [[:Category:GameTek|GameTek]] in 1994.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s executable is a 16-bit DOS MZ. It does not have a 32-bit payload, instead using the Borland FBOV overlay management mechanism to work within the addressable memory limits of the OS. The file formats and much of the game logic was reverse engineered by [[User:Cmb|cmb]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
The data for Nomad is stored in five archive files. For the file format of the archives themselves, see [[DAT Format (Papyrus)]].&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;ANIM.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains images and data tables for the alien portrait animations.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Format!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.ANM&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Frame sequence tables that describe the animations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.DEL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[DEL Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Raster image data&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.SQB&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Voice synchronization tables?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;CONVERSE.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains data tables with the characteristics of all the aliens, places, items, ships, facts, and equipment in the game. Each table uses its own format with a repeating structure.&lt;br /&gt;
&lt;br /&gt;
Also contains data tables that are used by the game&#039;s alien conversation/talk engine.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALIEN.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Alien data table. Describes each individual alien by their species, and a number of percentage/scaling values that may represent the alien&#039;s attitude or disposition.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Communication jammer data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ECLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship engine data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FACT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Data table describing the responsiveness of each alien race to the learnable facts in the game universe&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GAMETEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list strings, each one providing the name of a person, place, object, ship, or planet/star class. Also contained here are the strings of fact text and the meta-text phrases from which the game&#039;s conversation engine chooses pseudo-randomly. Uses [[Nomad Text Format]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;INVENT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship inventory data table. Operates as a linked list of 4-byte records, each one containing the count of a single type of item.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LBOOSTER.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor botbooster data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot data table. Describes the efficiency of each type of labor bot at a particular task.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Missile data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;META.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Meta-text data table for conversation engine&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;METATXT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets (into &amp;lt;tt&amp;gt;GAMETEXT.TXT&amp;lt;/tt&amp;gt;) for meta-text strings&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISSION.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Alliance mission data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISTEXT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets into &amp;lt;tt&amp;gt;MISTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Mission text strings in [[Nomad Text Format]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MSYS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Missile loader (&amp;quot;MLoader&amp;quot;) data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJECT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inventory object data table. Describes the type of object, links to any informational text associated with it, and provides the relative value to each alien race.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJTEXT.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets into &amp;lt;tt&amp;gt;OBJTEXT.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inventory object informational text strings in [[Nomad Text Format]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Place class data table (for star and planet classes). Contains lists of resources that can be harvested from each class of planet, and the quantities in which they are available.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLACE.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Place data table (for stars and planets). Describes the place by the alien race that has claimed it, and its position in the star map.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PODCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCCCCC;&amp;quot; | Zeroed; unused by the game since production versions removed the storage pod game mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;RCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Robot class data table (for ship-repair bots)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Scanner class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship class data table. Contains a link to the name of the ship class, and the installed equipment.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shield class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIP.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship data table. Contains many runtime flags that track the currently installed equipment as well as missile system status, damage to shields and armor, and location.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;STCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Star class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Contains pointers to lines of dialogue and can optionally indicate whether a line is a direct question to the player. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKNRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Contains pointers to lines of dialogue and can optionally indicate whether a line is a direct question to the player. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKPCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Creates links between statements and reactions, which is used when the player interactively chooses a response from a list during conversation. This table determines the line of dialogue with which an alien will respond when the player chooses a particular path. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKPRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Creates links between statements and reactions, which is used when the player interactively chooses a response from a list during conversation. This table determines the line of dialogue with which an alien will respond when the player chooses a particular path. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKTCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Allows lookup of dialogue lines based on topic. Points to records in &amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKTRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Allows lookup of dialogue lines based on topic. Points to records in &amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXCxxx.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. List of offsets into &amp;lt;tt&amp;gt;TLKXCxxx.TXT&amp;lt;/tt&amp;gt; at which the actual strings of dialogue text are stored. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXCxxx.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list of [[Nomad Text Format]] strings, each one being a line of dialog for the alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXRxxx.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. List of offsets into &amp;lt;tt&amp;gt;TLKXRxxx.TXT&amp;lt;/tt&amp;gt; at which the actual strings of dialogue text are stored. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXRxxx.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list of [[Nomad Text Format]] strings, each one being a line of dialog for the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;USERTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCCCCC;&amp;quot; | Unused; zero length&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;INVENT.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains images of inventory objects.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;inv####.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Image data (in [[STP Format]]) for each of the inventory objects in the game, plus a few unused images that were never removed from the game&#039;s data files before release&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;SAMPLES.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains audio files. All audio in the game is packed into archives using the very simple [[NNV Format]]. This is used even when the NNV archive contains only a single audio file. The audio data itself is encoded using the [[Nomad Sound Format]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALTEC.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Altec Hocker theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALWAYS.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Minor user interface sounds (computer beeps, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARCHBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arch-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDEN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arden theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ATLOSTEN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Sound effects used at the Losten planetary gateway&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELICO.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Bellicosian theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTSEND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Labor bot status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CARGO.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cargo stowage sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CFIRST.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship&#039;s computer name input instructions&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHNTCLR.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Chanticleer theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;COMLINK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inter-ship comlink announcements and sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;DAMAGE1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Damage and capsule ejection sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;END.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | End game narration&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FAILSAFE.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Audio for the Fail-Safe Device&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FARMBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Farm-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FIXED.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engineering systems repair complete announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FIX.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engineering systems repair announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GASBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Gas-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;HUMM.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Background hum&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;IMMED.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion, combat, and engine sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;INVNAV.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Starmap zoom sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM3.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM4.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KOROK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Korok theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LAND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship engine sound effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LOSE.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Game-over narration&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MEND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Exit/credits theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MINEBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ore-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MUSIN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Musin theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR01.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR02.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR03.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAHRUMP.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Pahrump theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHELNSE1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Phelonese theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLANET1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet orbit announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLANET2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Labor bot telemetry sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;POWER.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power-up/power-down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;RANCHBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ranch-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCAN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Scanner sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHAASA.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shaasa theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIELDS.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHOOT1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Combat status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHOOT2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Combat status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SPYBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Spy-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TALK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Miscellaneous com-link sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;THEME.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;THEM.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Announcements for other ships activities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TIMELOCK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship&#039;s computer speech announcing time lock&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSOR.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ursor theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE1_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Altec Hocker speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE2_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arden speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE3_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Bellicosian speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE4_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Chanticleer speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE5_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Musin speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE6_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Pahrump speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE7_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Phelonese speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE8_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shaasa speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE9_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ursor speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE10.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Korok speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power up/down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ships entering/leaving local space sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP4.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power up/down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WIN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame victory narration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;TEST.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains everything else: 3D models, cutscene/intro images, overlay graphics and sprites, minor animations, palette data, and fonts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Format!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDBC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDDS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDFGT2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;backg.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen intro/cutscene image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;backg.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for &amp;lt;tt&amp;gt;backg.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BARREN#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELDS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELPD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELRD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;border.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro sequence frame border&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTA.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model (unused)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTB.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHACR.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHALB.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHANS2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | &amp;quot;Second Harmony&amp;quot; star station 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHATP.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cock#.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cockpit zoom animation frame from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;COMPUTER.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Copy-protection data; unused in v1.00.00 and later&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CONTROL.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Stamp roll of ship flight control graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;crashed.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen cutscene image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cred000#.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen credits sequence images&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cred000#.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen credits sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;design.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intense! Interactive logo&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EARTH#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1a.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1a.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image palette&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1b.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1b.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image palette&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ENGINE.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship (drive section) 3D model; used during escape capsule jettison sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ESCAPE.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship (cockpit section) 3D model; used during escape capsule jettison sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EX0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EXP0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;fixed.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GAME.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for most of the game&#039;s resources&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;getname.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen cockpit image for player name entry&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;getname.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen cockpit image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;gtek.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | GameTek logo as overlay for intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guybody.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyhead.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (head animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyhead2.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (head animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyturn.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (body animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ICE#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORCR.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORFGT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok01.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok01.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok02.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok02.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORSP.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LGFONT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Font Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Font data (large type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISSILE#.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | 3D models (one for each missile type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MOLTEN#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MUS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Musin ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MYSTERY.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR#.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration (final version, non-Disneyland)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAVBKGND.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Navigation map background&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAVMAP.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Navigation starmap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;newexp.nnv&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion sound effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;nomad.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Title graphic overlay&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;oesi.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro sequence fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;open08.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Earth on starfield&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;open08.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for &amp;lt;tt&amp;gt;open08.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAH.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Pahrump ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;papyrus.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Papyrus design group overlay logo&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHELD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Phelonese ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHETD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Phelonese ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLAYER.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PSCAN.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet scan overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SC200240.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Planet scale table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SH0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield effect overlay graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHABC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHABS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHAFGT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIELD.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield effect overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIP.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for ships?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIPST.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Series of overlays for ship&#039;s engineering systems&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHP.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Series of overlays showing ship schematics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SMFONT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Font Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Font data (small type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;smk.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro snowfield crash and smoke plume animations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;snow.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image from intro sequence (snow field)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;STAR00##.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Distant star overlay for starfield background&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSCG.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ursor ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSFGT2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ursor ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WATER#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win01.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win01.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win03.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win03.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win04.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win04.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WORLD##a.pln&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]] with single-word header&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet surface texture. Raw VGA (8-bit) data prefixed by a single little-endian 16-bit word that contains the image width.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WORLD##a.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface texture file with the same numeric filename portion. The alpha character &#039;a&#039; may increment for multiple palettes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto Online#gamearchive.js|Camoto/gamearchive.js]]&lt;br /&gt;
| Platform = Any&lt;br /&gt;
| grp = Edit&lt;br /&gt;
| map = N/A&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto Online#gamecode.js|Camoto/gamecode.js]]&lt;br /&gt;
| Platform = Any&lt;br /&gt;
| grp = No&lt;br /&gt;
| map = N/A&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = Some&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = Some&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto Online#gamegraphics.js|Camoto/gamegraphics.js]]&lt;br /&gt;
| Platform = Any&lt;br /&gt;
| grp = No&lt;br /&gt;
| map = N/A&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [https://colinbourassa.github.io/software/nomad/#nomad-resource-explorer Nomad Resource Explorer]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = Read&lt;br /&gt;
| map = N/A&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = Export&lt;br /&gt;
| txt = Read&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://colinbourassa.github.io/media/nomad/ Colin&#039;s Nomad reverse engineering info]&lt;br /&gt;
* [https://github.com/colinbourassa/nomad-reverse-engineering GitHub repository for IDA database]&lt;br /&gt;
&lt;br /&gt;
[[Category:GameTek]]&lt;br /&gt;
[[Category:Papyrus Design Group]]&lt;br /&gt;
[[Category:Intense! Interactive]]&lt;br /&gt;
[[Category:3D]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Nomad_3D_Model_Format&amp;diff=10820</id>
		<title>Nomad 3D Model Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Nomad_3D_Model_Format&amp;diff=10820"/>
		<updated>2022-11-10T13:06:19Z</updated>

		<summary type="html">&lt;p&gt;Cmb: /* POLYRECORD structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3D Model Infobox&lt;br /&gt;
 | Type = Polygon&lt;br /&gt;
 | MaxPolygons = 65,536&lt;br /&gt;
 | MaxVertices = 127&lt;br /&gt;
 | Games =&lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Nomad 3D Model Format&#039;&#039;&#039; is a binary file format that uses the file extension &#039;&#039;&#039;&amp;lt;tt&amp;gt;.BIN&amp;lt;/tt&amp;gt;&#039;&#039;&#039;. These files can be found packed into the [[DAT Format (Papyrus)|DAT archives]] used by [[Nomad]], although they do not have a unique file extension even within the game; other files such as fonts and some data tables share the &amp;lt;tt&amp;gt;.BIN&amp;lt;/tt&amp;gt; extension.&lt;br /&gt;
&lt;br /&gt;
The 3D models are rendered untextured, and with flat shading. Each polygon face is assigned one of eight base colors, and up to eight tints/shades of each base color are used during rendering for a maximum of 64 colors on screen for 3D model rendering. Other game elements (such as sprites and other raster images) make use of different regions of the VGA palette.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;.BIN&amp;lt;/tt&amp;gt; format was reverse engineered by [[User:Cmb|cmb]].&lt;br /&gt;
&lt;br /&gt;
=== Format ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE pCount || Total number of polygons used in the model&lt;br /&gt;
|-&lt;br /&gt;
|POLYRECORD || Array of polygon definitions; see &amp;lt;tt&amp;gt;POLYRECORD&amp;lt;/tt&amp;gt; description below. Array size is &amp;lt;tt&amp;gt;pCount&amp;lt;/tt&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE vCount || Total number of vertices used in the model&lt;br /&gt;
|-&lt;br /&gt;
|VERTRECORD || Array of vertex definitions; see &amp;lt;tt&amp;gt;VERTRECORD&amp;lt;/tt&amp;gt; description below. Array size is &amp;lt;tt&amp;gt;vCount&amp;lt;/tt&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== POLYRECORD structure ====&lt;br /&gt;
This is a struct of variable size, but it will be a minimum of 18 bytes (corresponding to the minimum vertex count of three.) This struct is two bytes larger for each additional vertex used by this polygon.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE || Possibly an X coordinate of a direction vector?&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE || Possibly a Y coordinate of a direction vector?&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE || Possibly a Z coordinate of a direction vector?&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE || Unknown&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE || Unknown&lt;br /&gt;
|-&lt;br /&gt;
|UINT8LE vCount || 7-bit count of the number of vertices used by this polygon (stored in the lower 7 bits). The high bit is also sometimes set, but its purpose is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8LE || Color for this polygon surface. This will be an index 00 through 07, which happens to match up to the first eight colors of the EGA palette. In reality, each of the these base colors will be one of eight shades when it is rendered on screen (as the 3D engine selects the appropriate one for highlights/shadows.) The 64 total colors that are used for drawing 3D models to the screen are provided by the palette &amp;lt;tt&amp;gt;SHIP.PAL&amp;lt;/tt&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE || Array of 16-bit words, each one a 0-based index into the &amp;lt;tt&amp;gt;VERTRECORD&amp;lt;/tt&amp;gt; structure that follows in the file. Array size is &amp;lt;tt&amp;gt;vCount&amp;lt;/tt&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== VERTRECORD structure ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE || 3D X coordinate&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE || 3D Y coordinate&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE || 3D Z coordinate&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Nomad&amp;diff=10819</id>
		<title>Nomad</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Nomad&amp;diff=10819"/>
		<updated>2022-11-10T13:00:26Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Update editability of resources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = None&lt;br /&gt;
 | Tiles = None&lt;br /&gt;
 | Sprites = Edit&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = None&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = Some&lt;br /&gt;
 | Demo = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nomad&#039;&#039;&#039; is a space trading/adventure game developed by [[:Category:Papyrus Design Group|Papyrus Design Group]] and [[:Category:Intense! Interactive|Intense! Interactive]] and published by [[:Category:GameTek|GameTek]] in 1994.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s executable is a 16-bit DOS MZ. It does not have a 32-bit payload, instead using the Borland FBOV overlay management mechanism to work within the addressable memory limits of the OS. The file formats and much of the game logic was reverse engineered by [[User:Cmb|cmb]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
The data for Nomad is stored in five archive files. For the file format of the archives themselves, see [[DAT Format (Papyrus)]].&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;ANIM.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains images and data tables for the alien portrait animations.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Format!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.ANM&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Frame sequence tables that describe the animations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.DEL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[DEL Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Raster image data&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.SQB&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Voice synchronization tables?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;CONVERSE.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains data tables with the characteristics of all the aliens, places, items, ships, facts, and equipment in the game. Each table uses its own format with a repeating structure.&lt;br /&gt;
&lt;br /&gt;
Also contains data tables that are used by the game&#039;s alien conversation/talk engine.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALIEN.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Alien data table. Describes each individual alien by their species, and a number of percentage/scaling values that may represent the alien&#039;s attitude or disposition.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Communication jammer data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ECLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship engine data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FACT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Data table describing the responsiveness of each alien race to the learnable facts in the game universe&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GAMETEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list strings, each one providing the name of a person, place, object, ship, or planet/star class. Also contained here are the strings of fact text and the meta-text phrases from which the game&#039;s conversation engine chooses pseudo-randomly. Uses [[Nomad Text Format]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;INVENT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship inventory data table. Operates as a linked list of 4-byte records, each one containing the count of a single type of item.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LBOOSTER.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor botbooster data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot data table. Describes the efficiency of each type of labor bot at a particular task.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Missile data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;META.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Meta-text data table for conversation engine&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;METATXT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets (into &amp;lt;tt&amp;gt;GAMETEXT.TXT&amp;lt;/tt&amp;gt;) for meta-text strings&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISSION.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Alliance mission data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISTEXT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets into &amp;lt;tt&amp;gt;MISTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Mission text strings in [[Nomad Text Format]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MSYS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Missile loader (&amp;quot;MLoader&amp;quot;) data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJECT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inventory object data table. Describes the type of object, links to any informational text associated with it, and provides the relative value to each alien race.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJTEXT.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets into &amp;lt;tt&amp;gt;OBJTEXT.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inventory object informational text strings in [[Nomad Text Format]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Place class data table (for star and planet classes). Contains lists of resources that can be harvested from each class of planet, and the quantities in which they are available.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLACE.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Place data table (for stars and planets). Describes the place by the alien race that has claimed it, and its position in the star map.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PODCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCCCCC;&amp;quot; | Zeroed; unused by the game since production versions removed the storage pod game mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;RCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Robot class data table (for ship-repair bots)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Scanner class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship class data table. Contains a link to the name of the ship class, and the installed equipment.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shield class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIP.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship data table. Contains many runtime flags that track the currently installed equipment as well as missile system status, damage to shields and armor, and location.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;STCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Star class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Contains pointers to lines of dialogue and can optionally indicate whether a line is a direct question to the player. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKNRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Contains pointers to lines of dialogue and can optionally indicate whether a line is a direct question to the player. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKPCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Creates links between statements and reactions, which is used when the player interactively chooses a response from a list during conversation. This table determines the line of dialogue with which an alien will respond when the player chooses a particular path. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKPRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Creates links between statements and reactions, which is used when the player interactively chooses a response from a list during conversation. This table determines the line of dialogue with which an alien will respond when the player chooses a particular path. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKTCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Allows lookup of dialogue lines based on topic. Points to records in &amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKTRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Allows lookup of dialogue lines based on topic. Points to records in &amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXCxxx.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. List of offsets into &amp;lt;tt&amp;gt;TLKXCxxx.TXT&amp;lt;/tt&amp;gt; at which the actual strings of dialogue text are stored. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXCxxx.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list of [[Nomad Text Format]] strings, each one being a line of dialog for the alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXRxxx.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. List of offsets into &amp;lt;tt&amp;gt;TLKXRxxx.TXT&amp;lt;/tt&amp;gt; at which the actual strings of dialogue text are stored. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXRxxx.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list of [[Nomad Text Format]] strings, each one being a line of dialog for the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;USERTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCCCCC;&amp;quot; | Unused; zero length&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;INVENT.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains images of inventory objects.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;inv####.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Image data (in [[STP Format]]) for each of the inventory objects in the game, plus a few unused images that were never removed from the game&#039;s data files before release&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;SAMPLES.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains audio files. All audio in the game is packed into archives using the very simple [[NNV Format]]. This is used even when the NNV archive contains only a single audio file. The audio data itself is encoded using the [[Nomad Sound Format]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALTEC.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Altec Hocker theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALWAYS.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Minor user interface sounds (computer beeps, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARCHBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arch-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDEN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arden theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ATLOSTEN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Sound effects used at the Losten planetary gateway&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELICO.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Bellicosian theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTSEND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Labor bot status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CARGO.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cargo stowage sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CFIRST.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship&#039;s computer name input instructions&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHNTCLR.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Chanticleer theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;COMLINK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inter-ship comlink announcements and sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;DAMAGE1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Damage and capsule ejection sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;END.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | End game narration&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FAILSAFE.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Audio for the Fail-Safe Device&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FARMBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Farm-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FIXED.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engineering systems repair complete announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FIX.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engineering systems repair announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GASBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Gas-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;HUMM.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Background hum&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;IMMED.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion, combat, and engine sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;INVNAV.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Starmap zoom sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM3.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM4.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KOROK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Korok theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LAND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship engine sound effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LOSE.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Game-over narration&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MEND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Exit/credits theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MINEBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ore-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MUSIN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Musin theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR01.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR02.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR03.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAHRUMP.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Pahrump theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHELNSE1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Phelonese theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLANET1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet orbit announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLANET2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Labor bot telemetry sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;POWER.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power-up/power-down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;RANCHBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ranch-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCAN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Scanner sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHAASA.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shaasa theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIELDS.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHOOT1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Combat status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHOOT2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Combat status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SPYBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Spy-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TALK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Miscellaneous com-link sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;THEME.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;THEM.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Announcements for other ships activities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TIMELOCK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship&#039;s computer speech announcing time lock&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSOR.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ursor theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE1_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Altec Hocker speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE2_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arden speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE3_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Bellicosian speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE4_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Chanticleer speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE5_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Musin speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE6_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Pahrump speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE7_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Phelonese speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE8_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shaasa speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE9_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ursor speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE10.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Korok speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power up/down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ships entering/leaving local space sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP4.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power up/down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WIN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame victory narration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;TEST.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains everything else: 3D models, cutscene/intro images, overlay graphics and sprites, minor animations, palette data, and fonts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Format!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDBC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDDS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDFGT2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;backg.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen intro/cutscene image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;backg.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for &amp;lt;tt&amp;gt;backg.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BARREN#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELDS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELPD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELRD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;border.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro sequence frame border&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTA.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model (unused)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTB.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHACR.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHALB.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHANS2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | &amp;quot;Second Harmony&amp;quot; star station 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHATP.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cock#.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cockpit zoom animation frame from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;COMPUTER.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Copy-protection data; unused in v1.00.00 and later&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CONTROL.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Stamp roll of ship flight control graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;crashed.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen cutscene image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cred000#.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen credits sequence images&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cred000#.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen credits sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;design.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intense! Interactive logo&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EARTH#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1a.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1a.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image palette&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1b.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1b.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image palette&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ENGINE.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship (drive section) 3D model; used during escape capsule jettison sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ESCAPE.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship (cockpit section) 3D model; used during escape capsule jettison sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EX0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EXP0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;fixed.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GAME.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for most of the game&#039;s resources&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;getname.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen cockpit image for player name entry&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;getname.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen cockpit image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;gtek.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | GameTek logo as overlay for intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guybody.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyhead.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (head animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyhead2.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (head animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyturn.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (body animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ICE#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORCR.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORFGT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok01.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok01.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok02.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok02.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORSP.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LGFONT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Font Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Font data (large type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISSILE#.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | 3D models (one for each missile type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MOLTEN#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MUS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Musin ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MYSTERY.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR#.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration (final version, non-Disneyland)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAVBKGND.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Navigation map background&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAVMAP.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Navigation starmap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;newexp.nnv&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion sound effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;nomad.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Title graphic overlay&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;oesi.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro sequence fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;open08.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Earth on starfield&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;open08.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for &amp;lt;tt&amp;gt;open08.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAH.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Pahrump ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;papyrus.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Papyrus design group overlay logo&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHELD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Phelonese ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHETD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Phelonese ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLAYER.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PSCAN.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet scan overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SC200240.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Planet scale table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SH0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield effect overlay graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHABC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHABS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHAFGT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIELD.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield effect overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIP.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for ships?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIPST.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Series of overlays for ship&#039;s engineering systems&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHP.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Series of overlays showing ship schematics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SMFONT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Font Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Font data (small type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;smk.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro snowfield crash and smoke plume animations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;snow.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image from intro sequence (snow field)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;STAR00##.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Distant star overlay for starfield background&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSCG.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ursor ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSFGT2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ursor ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WATER#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win01.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win01.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win03.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win03.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win04.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win04.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WORLD##a.pln&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]] with single-word header&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet surface texture. Raw VGA (8-bit) data prefixed by a single little-endian 16-bit word that contains the image width.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WORLD##a.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface texture file with the same numeric filename portion. The alpha character &#039;a&#039; may increment for multiple palettes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto Online#gamearchive.js|Camoto/gamearchive.js]]&lt;br /&gt;
| Platform = Any&lt;br /&gt;
| grp = Edit&lt;br /&gt;
| map = N/A&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto Online#gamecode.js|Camoto/gamecode.js]]&lt;br /&gt;
| Platform = Any&lt;br /&gt;
| grp = No&lt;br /&gt;
| map = N/A&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = Some&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = Some&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto Online#gamegraphics.js|Camoto/gamegraphics.js]]&lt;br /&gt;
| Platform = Any&lt;br /&gt;
| grp = No&lt;br /&gt;
| map = N/A&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [https://colinbourassa.github.io/media/nomad/#nomad-resource-explorer Nomad Resource Explorer]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = Read&lt;br /&gt;
| map = N/A&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = Export&lt;br /&gt;
| txt = Read&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://colinbourassa.github.io/media/nomad/ Colin&#039;s Nomad reverse engineering info]&lt;br /&gt;
* [https://github.com/colinbourassa/nomad-reverse-engineering GitHub repository for IDA database]&lt;br /&gt;
&lt;br /&gt;
[[Category:GameTek]]&lt;br /&gt;
[[Category:Papyrus Design Group]]&lt;br /&gt;
[[Category:Intense! Interactive]]&lt;br /&gt;
[[Category:3D]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=STP_Format&amp;diff=10303</id>
		<title>STP Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=STP_Format&amp;diff=10303"/>
		<updated>2022-03-21T22:22:19Z</updated>

		<summary type="html">&lt;p&gt;Cmb: /* Body */ Describe different data offsets for V1 and V2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image Infobox&lt;br /&gt;
 | Hardware1 = VGA&lt;br /&gt;
 | Depth = 8-bit&lt;br /&gt;
 | MinSize = 0&amp;amp;times;0&lt;br /&gt;
 | MaxSize = 65535&amp;amp;times;65535&lt;br /&gt;
 | Palette = Varies&lt;br /&gt;
 | NumPlanes = 1&lt;br /&gt;
 | HasTransparency = Yes&lt;br /&gt;
 | HasHitmap = No&lt;br /&gt;
 | Games =&lt;br /&gt;
   {{Game|J.R.R. Tolkien&#039;s Riders of Rohan}}&lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STP&#039;&#039;&#039; is a run-length encoded VGA image format. Its name is an abbreviation of the word &amp;quot;stamp&amp;quot;, which describes its intended use in drawing over an existing background with transparency. STP images are generally smaller than the full screen resolution, and it is the responsibility of the game engine to determine the on-screen coordinates at which an STP is to be drawn.&lt;br /&gt;
&lt;br /&gt;
Related STP images are sometimes packed together in a simple archive that uses the [[ROL Format (image archive)|ROL Format]].&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
&lt;br /&gt;
The file starts with a header of either four or five 16-bit words, depending on the version of the STP format being used. (&#039;&#039;[[J.R.R. Tolkien&#039;s Riders of Rohan]]&#039;&#039; uses Version 1, while &#039;&#039;[[Nomad]]&#039;&#039; uses Version 2.)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE unknown || &#039;&#039;&#039;STP Version 1 only.&#039;&#039;&#039; This 16-bit word is written with the value &amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt; in Version 1 STP files. It is absent in Version 2 files.&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE width || Width of the image in pixels&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE height || Height of the image in pixels&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE hotspotX || Horizontal hotspot point, in pixels (i.e. X position within the image that appears at the coordinates at which the image is drawn by the game engine)&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE hotspotY|| Vertical hotspot point, in pixels (i.e. Y position within the image that appears at the coordinates at which the image is drawn by the game engine)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example of hotspot X,Y offsets: if the game engine is preparing to draw a stamp at 100,100 and the .STP data contains &amp;lt;tt&amp;gt;02 00 03 00&amp;lt;/tt&amp;gt; in the bytes comprising the hotspot fields, then the stamp will actually be drawn with the upper left corner at 98,97.&lt;br /&gt;
&lt;br /&gt;
Note that negative hotspot values appear to be allowed, at least by &#039;&#039;Riders of Rohan&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
&lt;br /&gt;
The STP raster image data starts at offset 0A for Version 1 files, and offset 08 for Version 2 files. Each chunk of data in the file starts with a runlength byte, which describes that chunk as being one of three types:&lt;br /&gt;
&lt;br /&gt;
* Transparency: Marked by bit 7 being set (bitmask &amp;lt;tt&amp;gt;80h&amp;lt;/tt&amp;gt;). In the game engine, this simply advances the pointer in the output buffer by the number of bytes specified in the lower seven bits of this RLE byte (bitmask &amp;lt;tt&amp;gt;7Fh&amp;lt;/tt&amp;gt;). For example, &amp;lt;tt&amp;gt;B8h&amp;lt;/tt&amp;gt; will advance the output pointer by &amp;lt;tt&amp;gt;38h&amp;lt;/tt&amp;gt; bytes. The effect of this is that the existing content of the output buffer will persist, making this run of pixels transparent.&lt;br /&gt;
* Repeat byte from input: Marked by bit 7 being clear and bit 6 being set. This loads the next byte from the input buffer, and repeats it to the output buffer the number of times specified in the lower six bits of this RLE byte (bitmask &amp;amp; &amp;lt;tt&amp;gt;3Fh&amp;lt;/tt&amp;gt;).&lt;br /&gt;
* Direct byte sequence copy from input: Marked by both bits 7 and 6 being clear. This copies the next &#039;&#039;n&#039;&#039; bytes, in sequence, from the input, where &#039;&#039;n&#039;&#039; is the value of this RLE byte.&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Quarantine&amp;diff=10227</id>
		<title>Quarantine</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Quarantine&amp;diff=10227"/>
		<updated>2022-01-20T18:38:53Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Switch away from deprecated source formatter tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = No&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
 | Demo = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quarantine&#039;&#039;&#039; is a vehicular first person shooter set in a dystopian city. It was developed by [[:Category:Imagexcel|Imagexcel]] and published by [[:Category:GameTek|GameTek]] in 1994.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s executable is a 32-bit [[Linear Executable (LX/LE) Format|Linear Executable]] loaded by the DOS4GW 16-bit extender. It was built with the Watcom C/C++ tool suite.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.FLI&lt;br /&gt;
 | Format = [[FLIC Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Animations&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.IMG&lt;br /&gt;
 | Format = [[Graphics Interchange Format|GIF]] with modified signature (&amp;quot;&amp;lt;tt&amp;gt;IMAGEX&amp;lt;/tt&amp;gt;&amp;quot; instead of standard &amp;quot;&amp;lt;tt&amp;gt;GIF87a&amp;lt;/tt&amp;gt;&amp;quot;)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Fullscreen/backdrop graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.SPR&lt;br /&gt;
 | Format = Simple package of [[Raw VGA Image]]s&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sprites&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:GameTek]]&lt;br /&gt;
[[Category:Imagexcel]]&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
&lt;br /&gt;
=== FARE[?].ENC ===&lt;br /&gt;
&lt;br /&gt;
Transcode the file, XOR-ing every byte read with 0x55, the file now looks like a structured text file:&lt;br /&gt;
&lt;br /&gt;
# the person talking, matched with regex &amp;lt;code&amp;gt;^\s*/\s*(\P{C}+)$&amp;lt;/code&amp;gt;&lt;br /&gt;
# the person quotes, matched with regex &amp;lt;code&amp;gt;^\s*(&amp;quot;\P{C}+&amp;quot;,?)\s*$&amp;lt;/code&amp;gt;&lt;br /&gt;
# goto step 1, repeat until EOF&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
 / PROFESSIONAL&lt;br /&gt;
 &amp;quot;SO, UH. DO YOU THINK YOU COULD GIVE ME A RIDE LITTLE BUDDY? I&#039;M IN A BIT OF A RUSH.&amp;quot;,&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Levels (preliminary) ==&lt;br /&gt;
&lt;br /&gt;
Each level is constituted of three files, e.g. CITY.BLK, CITY.BSP, CITY.MAP.&lt;br /&gt;
&lt;br /&gt;
=== *.MAP ===&lt;br /&gt;
&lt;br /&gt;
# read an [[UINT16LE]], this is the map width&lt;br /&gt;
# read an [[UINT16LE]], this is the map height&lt;br /&gt;
# follows &amp;lt;code&amp;gt;width * height&amp;lt;/code&amp;gt; tiles as [[UINT16LE]]&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
[[User:aybe|aybe]] for the ENC format.&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Nomad&amp;diff=10221</id>
		<title>Nomad</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Nomad&amp;diff=10221"/>
		<updated>2022-01-06T12:35:00Z</updated>

		<summary type="html">&lt;p&gt;Cmb: EXE format info; link to repo with IDA DB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = No&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
 | Demo = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nomad&#039;&#039;&#039; is a space trading/adventure game developed by [[:Category:Papyrus Design Group|Papyrus Design Group]] and [[:Category:Intense! Interactive|Intense! Interactive]] and published by [[:Category:GameTek|GameTek]] in 1994.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s executable is a 16-bit DOS MZ. It does not have a 32-bit payload, instead using the Borland FBOV overlay management mechanism to work within the addressable memory limits of the OS. The file formats and much of the game logic was reverse engineered by [[User:Cmb|cmb]].&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto Online#gamearchive.js|Camoto/gamearchive.js]]&lt;br /&gt;
| Platform = Any&lt;br /&gt;
| grp = Edit&lt;br /&gt;
| map = N/A&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [https://colinbourassa.github.io/media/nomad/#nomad-resource-explorer Nomad Resource Explorer]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = Read&lt;br /&gt;
| map = N/A&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = Export&lt;br /&gt;
| txt = Read&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
The data for Nomad is stored in five archive files. For the file format of the archives themselves, see [[DAT Format (Papyrus)|DAT Format]].&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;ANIM.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains images and data tables for the alien portrait animations.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Format!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.ANM&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Frame sequence tables that describe the animations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.DEL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[DEL Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Raster image data&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.SQB&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Voice synchronization tables?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;CONVERSE.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains data tables with the characteristics of all the aliens, places, items, ships, facts, and equipment in the game. Each table uses its own format with a repeating structure.&lt;br /&gt;
&lt;br /&gt;
Also contains data tables that are used by the game&#039;s alien conversation/talk engine.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALIEN.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Alien data table. Describes each individual alien by their species, and a number of percentage/scaling values that may represent the alien&#039;s attitude or disposition.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Communication jammer data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ECLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship engine data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FACT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Data table describing the responsiveness of each alien race to the learnable facts in the game universe&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GAMETEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list strings, each one providing the name of a person, place, object, ship, or planet/star class. Also contained here are the strings of fact text and the meta-text phrases from which the game&#039;s conversation engine chooses pseudo-randomly. Uses [[Nomad Text Format]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;INVENT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship inventory data table. Operates as a linked list of 4-byte records, each one containing the count of a single type of item.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LBOOSTER.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor botbooster data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot data table. Describes the efficiency of each type of labor bot at a particular task.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Missile data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;META.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Meta-text data table for conversation engine&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;METATXT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets (into &amp;lt;tt&amp;gt;GAMETEXT.TXT&amp;lt;/tt&amp;gt;) for meta-text strings&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISSION.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Alliance mission data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISTEXT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets into &amp;lt;tt&amp;gt;MISTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Mission text strings in [[Nomad Text Format]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MSYS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Missile loader (&amp;quot;MLoader&amp;quot;) data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJECT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inventory object data table. Describes the type of object, links to any informational text associated with it, and provides the relative value to each alien race.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJTEXT.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets into &amp;lt;tt&amp;gt;OBJTEXT.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inventory object informational text strings in [[Nomad Text Format]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Place class data table (for star and planet classes). Contains lists of resources that can be harvested from each class of planet, and the quantities in which they are available.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLACE.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Place data table (for stars and planets). Describes the place by the alien race that has claimed it, and its position in the star map.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PODCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCCCCC;&amp;quot; | Zeroed; unused by the game since production versions removed the storage pod game mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;RCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Robot class data table (for ship-repair bots)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Scanner class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship class data table. Contains a link to the name of the ship class, and the installed equipment.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shield class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIP.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship data table. Contains many runtime flags that track the currently installed equipment as well as missile system status, damage to shields and armor, and location.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;STCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Star class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Contains pointers to lines of dialogue and can optionally indicate whether a line is a direct question to the player. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKNRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Contains pointers to lines of dialogue and can optionally indicate whether a line is a direct question to the player. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKPCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Creates links between statements and reactions, which is used when the player interactively chooses a response from a list during conversation. This table determines the line of dialogue with which an alien will respond when the player chooses a particular path. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKPRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Creates links between statements and reactions, which is used when the player interactively chooses a response from a list during conversation. This table determines the line of dialogue with which an alien will respond when the player chooses a particular path. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKTCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Allows lookup of dialogue lines based on topic. Points to records in &amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKTRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Allows lookup of dialogue lines based on topic. Points to records in &amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXCxxx.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. List of offsets into &amp;lt;tt&amp;gt;TLKXCxxx.TXT&amp;lt;/tt&amp;gt; at which the actual strings of dialogue text are stored. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXCxxx.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list of [[Nomad Text Format]] strings, each one being a line of dialog for the alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXRxxx.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. List of offsets into &amp;lt;tt&amp;gt;TLKXRxxx.TXT&amp;lt;/tt&amp;gt; at which the actual strings of dialogue text are stored. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXRxxx.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list of [[Nomad Text Format]] strings, each one being a line of dialog for the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;USERTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCCCCC;&amp;quot; | Unused; zero length&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;INVENT.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains images of inventory objects.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;inv####.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Image data (in [[STP Format]]) for each of the inventory objects in the game, plus a few unused images that were never removed from the game&#039;s data files before release&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;SAMPLES.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains audio files. All audio in the game is packed into archives using the very simple [[NNV Format]]. This is used even when the NNV archive contains only a single audio file. The audio data itself is encoded using the [[Nomad Sound Format]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALTEC.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Altec Hocker theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALWAYS.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Minor user interface sounds (computer beeps, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARCHBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arch-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDEN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arden theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ATLOSTEN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Sound effects used at the Losten planetary gateway&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELICO.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Bellicosian theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTSEND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Labor bot status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CARGO.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cargo stowage sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CFIRST.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship&#039;s computer name input instructions&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHNTCLR.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Chanticleer theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;COMLINK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inter-ship comlink announcements and sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;DAMAGE1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Damage and capsule ejection sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;END.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | End game narration&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FAILSAFE.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Audio for the Fail-Safe Device&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FARMBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Farm-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FIXED.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engineering systems repair complete announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FIX.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engineering systems repair announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GASBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Gas-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;HUMM.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Background hum&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;IMMED.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion, combat, and engine sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;INVNAV.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Starmap zoom sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM3.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM4.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KOROK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Korok theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LAND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship engine sound effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LOSE.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Game-over narration&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MEND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Exit/credits theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MINEBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ore-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MUSIN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Musin theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR01.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR02.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR03.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAHRUMP.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Pahrump theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHELNSE1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Phelonese theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLANET1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet orbit announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLANET2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Labor bot telemetry sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;POWER.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power-up/power-down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;RANCHBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ranch-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCAN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Scanner sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHAASA.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shaasa theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIELDS.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHOOT1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Combat status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHOOT2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Combat status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SPYBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Spy-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TALK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Miscellaneous com-link sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;THEME.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;THEM.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Announcements for other ships activities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TIMELOCK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship&#039;s computer speech announcing time lock&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSOR.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ursor theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE1_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Altec Hocker speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE2_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arden speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE3_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Bellicosian speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE4_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Chanticleer speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE5_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Musin speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE6_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Pahrump speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE7_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Phelonese speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE8_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shaasa speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE9_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ursor speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE10.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Korok speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power up/down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ships entering/leaving local space sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP4.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power up/down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WIN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame victory narration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;TEST.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains everything else: 3D models, cutscene/intro images, overlay graphics and sprites, minor animations, palette data, and fonts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Format!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDBC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDDS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDFGT2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;backg.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen intro/cutscene image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;backg.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for &amp;lt;tt&amp;gt;backg.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BARREN#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELDS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELPD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELRD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;border.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro sequence frame border&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTA.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model (unused)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTB.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHACR.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHALB.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHANS2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | &amp;quot;Second Harmony&amp;quot; star station 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHATP.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cock#.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cockpit zoom animation frame from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;COMPUTER.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Copy-protection data; unused in v1.00.00 and later&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CONTROL.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Stamp roll of ship flight control graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;crashed.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen cutscene image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cred000#.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen credits sequence images&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cred000#.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen credits sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;design.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intense! Interactive logo&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EARTH#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1a.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1a.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image palette&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1b.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1b.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image palette&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ENGINE.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship (drive section) 3D model; used during escape capsule jettison sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ESCAPE.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship (cockpit section) 3D model; used during escape capsule jettison sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EX0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EXP0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;fixed.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GAME.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for most of the game&#039;s resources&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;getname.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen cockpit image for player name entry&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;getname.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen cockpit image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;gtek.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | GameTek logo as overlay for intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guybody.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyhead.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (head animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyhead2.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (head animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyturn.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (body animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ICE#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORCR.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORFGT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok01.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok01.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok02.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok02.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORSP.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LGFONT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Font Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Font data (large type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISSILE#.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | 3D models (one for each missile type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MOLTEN#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MUS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Musin ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MYSTERY.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR#.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration (final version, non-Disneyland)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAVBKGND.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Navigation map background&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAVMAP.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Navigation starmap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;newexp.nnv&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion sound effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;nomad.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Title graphic overlay&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;oesi.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro sequence fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;open08.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Earth on starfield&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;open08.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for &amp;lt;tt&amp;gt;open08.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAH.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Pahrump ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;papyrus.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Papyrus design group overlay logo&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHELD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Phelonese ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHETD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Phelonese ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLAYER.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PSCAN.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet scan overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SC200240.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Planet scale table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SH0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield effect overlay graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHABC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHABS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHAFGT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIELD.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield effect overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIP.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for ships?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIPST.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Series of overlays for ship&#039;s engineering systems&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHP.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Series of overlays showing ship schematics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SMFONT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Font Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Font data (small type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;smk.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro snowfield crash and smoke plume animations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;snow.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image from intro sequence (snow field)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;STAR00##.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Distant star overlay for starfield background&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSCG.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ursor ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSFGT2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ursor ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WATER#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win01.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win01.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win03.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win03.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win04.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win04.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WORLD##a.pln&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]] with single-word header&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet surface texture. Raw VGA (8-bit) data prefixed by a single little-endian 16-bit word that contains the image width.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WORLD##a.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface texture file with the same numeric filename portion. The alpha character &#039;a&#039; may increment for multiple palettes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [https://colinbourassa.github.io/media/nomad/ Colin&#039;s Nomad reverse engineering info]&lt;br /&gt;
* [https://github.com/colinbourassa/nomad-reverse-engineering GitHub repository for IDA database]&lt;br /&gt;
&lt;br /&gt;
[[Category:GameTek]]&lt;br /&gt;
[[Category:Papyrus Design Group]]&lt;br /&gt;
[[Category:Intense! Interactive]]&lt;br /&gt;
[[Category:3D]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=DAT_Format_(Papyrus)&amp;diff=10215</id>
		<title>DAT Format (Papyrus)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=DAT_Format_(Papyrus)&amp;diff=10215"/>
		<updated>2021-12-23T17:04:39Z</updated>

		<summary type="html">&lt;p&gt;Cmb: /* File entry */ missing word; clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Infobox&lt;br /&gt;
 | MaxFiles = 65,535&lt;br /&gt;
 | FAT = Embedded&lt;br /&gt;
 | Names = Yes, 8.3&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subdirectories = N&lt;br /&gt;
 | Compressed = Y&lt;br /&gt;
 | Encrypted = N&lt;br /&gt;
 | Hidden = Y&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|J.R.R. Tolkien&#039;s Riders of Rohan}}&lt;br /&gt;
   {{Game|IndyCar Racing}}&lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
   {{Game|NASCAR Racing}}&lt;br /&gt;
   {{Game|IndyCar Racing II}}&lt;br /&gt;
   {{Game|NASCAR Racing 2}}&lt;br /&gt;
   {{Game|Grand Prix Legends}}&lt;br /&gt;
   {{Game|NASCAR Racing 3}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;DAT format&#039;&#039;&#039; is used to store data for some early games developed by Papyrus Design Group, including [[Nomad]] and several racing simulators. Unfortunately, the format has no signature and a generic filename extension (.DAT), so automatic detection of these files is difficult.&lt;br /&gt;
&lt;br /&gt;
There are two versions of the Papyrus DAT format that differ slightly, as explained below. Version 1 is used by &#039;&#039;Riders of Rohan&#039;&#039; and &#039;&#039;Nomad&#039;&#039;, and Version 2 by all the racing simulators.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
There is no signature for this format.  One method to identify .DAT files is to read in the contained file entries (failing if the end of the file is reached early) and confirm that each filename only consists of ASCII characters or nulls, and each file offset plus its size is less than the total size of the DAT file.  It is extremely unlikely that this method would incorrectly identify a file.&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
&lt;br /&gt;
The file starts with a single field indicating the number of files present.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE numFiles||File count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== File entry ===&lt;br /&gt;
&lt;br /&gt;
After the two-byte header, the following structure is repeated &amp;lt;tt&amp;gt;numFiles&amp;lt;/tt&amp;gt; times.  As each entry includes both an offset and a size, it is possible (in theory) for two different files to share the same data, and to insert “hidden” data between files.&lt;br /&gt;
&lt;br /&gt;
Note that the total length of this structure is either either 28 bytes (for Version 1 of this format) or 27 bytes (for Version 2).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE flags || For &#039;&#039;&#039;Version 1&#039;&#039;&#039; of the format: Indicates whether compression is used, and whether a compressed file is prefixed by uncompressed header words. In &#039;&#039;&#039;Version 2&#039;&#039;&#039;, neither of these features are supported.&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE uncompressed_size || The total size of the contained file after it is decompressed&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE compressed_size || The size of the contained file as it is stored compressed in the archive. For Version 2 archives, this will always match the &amp;lt;tt&amp;gt;uncompressed_size&amp;lt;/tt&amp;gt; field.&lt;br /&gt;
|-&lt;br /&gt;
|BYTE filename[13 or 14] || Filename (8.3, 12 chars including dot, null padded to 14 chars in &#039;&#039;&#039;Version 1&#039;&#039;&#039;, and null padded to 13 chars in &#039;&#039;&#039;Version 2&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE offset || Offset within the .DAT archive at which this file&#039;s data starts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Compression (Version 1 only) ===&lt;br /&gt;
&lt;br /&gt;
At least two of the bits in &amp;lt;tt&amp;gt;flags&amp;lt;/tt&amp;gt; are important for indicating the compression method used to store the file:&lt;br /&gt;
* &amp;lt;tt&amp;gt;flags.8&amp;lt;/tt&amp;gt; indicates whether the file is stored with the LZ compression algorithm described below. If this bit is clear, the &amp;lt;tt&amp;gt;uncompressed_size&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;compressed_size&amp;lt;/tt&amp;gt; fields must match. In this case, the file is uncompressed and its content may be copied byte-for-byte from the .DAT. It appears and &#039;&#039;Riders of Rohan&#039;&#039; and &#039;&#039;Nomad&#039;&#039; make use of compression, while later games do not.&lt;br /&gt;
* &amp;lt;tt&amp;gt;flags.2&amp;lt;/tt&amp;gt; indicates whether the file is stored with uncompressed header data. If this bit is set, the entirety of the file&#039;s data is stored with LZ compression. If this bit is clear, the first two words (four bytes) are uncompressed and may be copied directly from the .DAT, leaving the remaining data to pass through LZ decompression. Note that the compressed_size field does not include this four-byte header, and as a result, the next file in the .DAT archive will start at &amp;lt;tt&amp;gt;offset + compressed_size + 4&amp;lt;/tt&amp;gt;.&lt;br /&gt;
:* This uncompressed-header feature seems to only be used for the raw VGA fullscreen images (which are stored with &amp;lt;tt&amp;gt;.lbm&amp;lt;/tt&amp;gt; extensions). In this case, the two words of header data contain the width and height of the image file (320 x 200, or &amp;lt;tt&amp;gt;40 01 C8 00&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
The data for the first contained file starts immediately after the last index entry.&lt;br /&gt;
&lt;br /&gt;
==== LZ algorithm ====&lt;br /&gt;
&lt;br /&gt;
The compressed files themselves are individually deflated with a modified 8-bit LZ algorithm. Data is grouped into chunks, and each chunk can consist of either a literal byte, or a back-reference to a string of bytes that was previously encountered during decompression. In this way, byte sequences that repeat can be represented by an abbreviated codeword, thereby saving space.&lt;br /&gt;
&lt;br /&gt;
In addition to the output stream, the algorithm maintains a 4096-byte ring buffer that provides the source of data for the back-references. This buffer must be initialized with all bytes set to &amp;lt;tt&amp;gt;20h&amp;lt;/tt&amp;gt;, and the offset pointer into the buffer set to &amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt;. This pointer value was chosen because it is 18 bytes from the end of the buffer, and that is the maximum length of a single back-reference sequence (as we will see later.) Therefore, at least one chunk will be decoded before the pointer wraps back to the start.&lt;br /&gt;
&lt;br /&gt;
In the compressed source data, each sequence of eight chunks is preceded by a flag byte, in which each bit indicates the nature of one of the following chunks:&lt;br /&gt;
&lt;br /&gt;
* 1: the chunk is a literal single byte, to be copied directly from the compressed source&lt;br /&gt;
* 0: the chunk is a two-byte coded back-reference into the ring buffer&lt;br /&gt;
&lt;br /&gt;
These bits are checked in order of LSB to MSB. For example, a flag byte of &amp;lt;tt&amp;gt;F7h&amp;lt;/tt&amp;gt; means that the next three chunks are literal, followed by a single reference, then four more literals.&lt;br /&gt;
&lt;br /&gt;
As each byte is copied to the output, it is also copied to the 4K ring buffer. Whenever data is being read from or written to this buffer, the pointer is reset to position 0 when it reaches position &amp;lt;tt&amp;gt;1000h&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To decode a back-reference, read the two-byte sequence as a little-endian pair. It contains two fields:&lt;br /&gt;
&lt;br /&gt;
* Byte count (bits 15:12): This four-bit count is actually the length minus three. Because the coded sequence itself occupies two bytes, there is no gain in encoding any fewer than three source bytes. A value of 0 in this field indicates a length of 3, and the max value of &amp;lt;tt&amp;gt;Fh&amp;lt;/tt&amp;gt; indicates a length of 18 (&amp;lt;tt&amp;gt;12h&amp;lt;/tt&amp;gt;).&lt;br /&gt;
* Offset into ring buffer (bits 11:0): A zero-based offset from the start of the 4096-byte ring buffer at which to begin reading the number of bytes specified in the byte count field. As noted, the decoder must start filling this buffer from offset &amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt;, so the first few back-references seen in a compressed file may be in this higher range (&amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;FFFh&amp;lt;/tt&amp;gt;).&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Papyrus_Palette_Format&amp;diff=10212</id>
		<title>Papyrus Palette Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Papyrus_Palette_Format&amp;diff=10212"/>
		<updated>2021-12-08T15:32:03Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Palette Infobox&lt;br /&gt;
 | Hardware = VGA&lt;br /&gt;
 | Depth = 18-bit&lt;br /&gt;
 | Count = 1 to 256&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|J.R.R. Tolkien&#039;s Riders of Rohan}}&lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Papyrus Palette Format&#039;&#039;&#039; is a minor variation of a standard 6-bit [[VGA Palette]] file. Instead of containing a fixed number of palette entries, these files may contain any number of colors from 1 to 256. This allows the game to leave existing palette data in place and replace only the subset of entries specified in the palette file.&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|BYTE pad || Fixed; always &amp;lt;tt&amp;gt;00&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|BYTE startIndex || The VGA palette index at which color data from this file should be written&lt;br /&gt;
|-&lt;br /&gt;
|BYTE numEntries || Number of color entries in this file. A value of &amp;lt;tt&amp;gt;00&amp;lt;/tt&amp;gt; is interpreted to mean 256 colors.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Data ==&lt;br /&gt;
&lt;br /&gt;
Immediately following the three-byte header is the following repeating structure of 6-bit color data. This repeats &#039;&#039;numEntries&#039;&#039; times.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|BYTE red || Red component (6-bit)&lt;br /&gt;
|-&lt;br /&gt;
|BYTE green || Green component (6-bit)&lt;br /&gt;
|-&lt;br /&gt;
|BYTE blue || Blue component (6-bit)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Quarantine&amp;diff=10162</id>
		<title>Quarantine</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Quarantine&amp;diff=10162"/>
		<updated>2021-10-07T12:42:56Z</updated>

		<summary type="html">&lt;p&gt;Cmb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = No&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
 | Demo = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quarantine&#039;&#039;&#039; is a vehicular first person shooter set in a dystopian city. It was developed by [[:Category:Imagexcel|Imagexcel]] and published by [[:Category:GameTek|GameTek]] in 1994.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s executable is a 32-bit [[Linear Executable (LX/LE) Format|Linear Executable]] loaded by the DOS4GW 16-bit extender. It was built with the Watcom C/C++ tool suite.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.FLI&lt;br /&gt;
 | Format = [[FLIC Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Animations&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.IMG&lt;br /&gt;
 | Format = [[Graphics Interchange Format|GIF]] with modified signature (&amp;quot;&amp;lt;tt&amp;gt;IMAGEX&amp;lt;/tt&amp;gt;&amp;quot; instead of standard &amp;quot;&amp;lt;tt&amp;gt;GIF87a&amp;lt;/tt&amp;gt;&amp;quot;)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Fullscreen/backdrop graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.SPR&lt;br /&gt;
 | Format = Simple package of [[Raw VGA Image]]s&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sprites&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:GameTek]]&lt;br /&gt;
[[Category:Imagexcel]]&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Quarantine&amp;diff=10161</id>
		<title>Quarantine</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Quarantine&amp;diff=10161"/>
		<updated>2021-10-06T14:43:09Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Developer and publisher cats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = No&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
 | Demo = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quarantine&#039;&#039;&#039; is a vehicular first person shooter set in a dystopian city. It was developed by [[:Category:Imagexcel|Imagexcel]] and published by [[:Category:GameTek|GameTek]] in 1994.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s executable is a 32-bit [[Linear Executable (LX/LE) Format|Linear Executable]] loaded by the DOS4GW 16-bit extender. It was built with the Watcom C/C++ tool suite.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.IMG&lt;br /&gt;
 | Format = [[Graphics Interchange Format|GIF]] with modified signature (&amp;quot;&amp;lt;tt&amp;gt;IMAGEX&amp;lt;/tt&amp;gt;&amp;quot; instead of standard &amp;quot;&amp;lt;tt&amp;gt;GIF87a&amp;lt;/tt&amp;gt;&amp;quot;)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Fullscreen/backdrop graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.SPR&lt;br /&gt;
 | Format = Simple package of [[Raw VGA Image]]s&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sprites&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:GameTek]]&lt;br /&gt;
[[Category:Imagexcel]]&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Category:Imagexcel&amp;diff=10160</id>
		<title>Category:Imagexcel</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Category:Imagexcel&amp;diff=10160"/>
		<updated>2021-10-06T14:42:14Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Created page with &amp;quot;This page lists all the games in the wiki that were published by Imagexcel.  Category:Game Company&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all the games in the wiki that were published by Imagexcel.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Company]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Quarantine&amp;diff=10159</id>
		<title>Quarantine</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Quarantine&amp;diff=10159"/>
		<updated>2021-10-06T14:37:35Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Created page with &amp;quot;{{Game Infobox  | Levels = No  | Tiles = No  | Sprites = No  | Fullscreen = No  | Sound = No  | Music = No  | Text = No  | Story = No  | Interface = No  | Demo = No }}  &amp;#039;&amp;#039;&amp;#039;Qua...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = No&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
 | Demo = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quarantine&#039;&#039;&#039; is a vehicular first person shooter set in a dystopian city. It was developed by [[:Category:Imagexcel|Imagexcel]] and published by [[:Category:GameTek|GameTek]] in 1994.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s executable is a 32-bit [[Linear Executable (LX/LE) Format|Linear Executable]] loaded by the DOS4GW 16-bit extender. It was built with the Watcom C/C++ tool suite.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.IMG&lt;br /&gt;
 | Format = [[Graphics Interchange Format|GIF]] with modified signature (&amp;quot;&amp;lt;tt&amp;gt;IMAGEX&amp;lt;/tt&amp;gt;&amp;quot; instead of standard &amp;quot;&amp;lt;tt&amp;gt;GIF87a&amp;lt;/tt&amp;gt;&amp;quot;)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Fullscreen/backdrop graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.SPR&lt;br /&gt;
 | Format = Simple package of [[Raw VGA Image]]s&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sprites&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=File:Quarantine.png&amp;diff=10158</id>
		<title>File:Quarantine.png</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=File:Quarantine.png&amp;diff=10158"/>
		<updated>2021-10-06T14:18:38Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Quarantine title screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Quarantine]] title screen&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Nomad&amp;diff=10147</id>
		<title>Nomad</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Nomad&amp;diff=10147"/>
		<updated>2021-09-28T14:04:50Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Update tool capabilities (Nomad has no maps nor music)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = No&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
 | Demo = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nomad&#039;&#039;&#039; is a space trading/adventure game developed by [[:Category:Papyrus Design Group|Papyrus Design Group]] and [[:Category:Intense! Interactive|Intense! Interactive]] and published by [[:Category:GameTek|GameTek]] in 1994.&lt;br /&gt;
&lt;br /&gt;
The file formats and much of the game logic was reverse engineered by [[User:Cmb|cmb]].&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto Online#gamearchive.js|Camoto/gamearchive.js]]&lt;br /&gt;
| Platform = Any&lt;br /&gt;
| grp = Edit&lt;br /&gt;
| map = N/A&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [https://colinbourassa.github.io/media/nomad/#nomad-resource-explorer Nomad Resource Explorer]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = Read&lt;br /&gt;
| map = N/A&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = Export&lt;br /&gt;
| txt = Read&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
The data for Nomad is stored in five archive files. For the file format of the archives themselves, see [[DAT Format (Papyrus)|DAT Format]].&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;ANIM.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains images and data tables for the alien portrait animations.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Format!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.ANM&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Frame sequence tables that describe the animations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.DEL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[DEL Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Raster image data&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.SQB&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Voice synchronization tables?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;CONVERSE.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains data tables with the characteristics of all the aliens, places, items, ships, facts, and equipment in the game. Each table uses its own format with a repeating structure.&lt;br /&gt;
&lt;br /&gt;
Also contains data tables that are used by the game&#039;s alien conversation/talk engine.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALIEN.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Alien data table. Describes each individual alien by their species, and a number of percentage/scaling values that may represent the alien&#039;s attitude or disposition.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Communication jammer data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ECLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship engine data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FACT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Data table describing the responsiveness of each alien race to the learnable facts in the game universe&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GAMETEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list strings, each one providing the name of a person, place, object, ship, or planet/star class. Also contained here are the strings of fact text and the meta-text phrases from which the game&#039;s conversation engine chooses pseudo-randomly. Uses [[Nomad Text Format]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;INVENT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship inventory data table. Operates as a linked list of 4-byte records, each one containing the count of a single type of item.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LBOOSTER.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor botbooster data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot data table. Describes the efficiency of each type of labor bot at a particular task.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Missile data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;META.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Meta-text data table for conversation engine&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;METATXT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets (into &amp;lt;tt&amp;gt;GAMETEXT.TXT&amp;lt;/tt&amp;gt;) for meta-text strings&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISSION.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Alliance mission data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISTEXT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets into &amp;lt;tt&amp;gt;MISTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Mission text strings in [[Nomad Text Format]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MSYS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Missile loader (&amp;quot;MLoader&amp;quot;) data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJECT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inventory object data table. Describes the type of object, links to any informational text associated with it, and provides the relative value to each alien race.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJTEXT.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets into &amp;lt;tt&amp;gt;OBJTEXT.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inventory object informational text strings in [[Nomad Text Format]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Place class data table (for star and planet classes). Contains lists of resources that can be harvested from each class of planet, and the quantities in which they are available.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLACE.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Place data table (for stars and planets). Describes the place by the alien race that has claimed it, and its position in the star map.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PODCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCCCCC;&amp;quot; | Zeroed; unused by the game since production versions removed the storage pod game mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;RCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Robot class data table (for ship-repair bots)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Scanner class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship class data table. Contains a link to the name of the ship class, and the installed equipment.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shield class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIP.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship data table. Contains many runtime flags that track the currently installed equipment as well as missile system status, damage to shields and armor, and location.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;STCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Star class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Contains pointers to lines of dialogue and can optionally indicate whether a line is a direct question to the player. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKNRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Contains pointers to lines of dialogue and can optionally indicate whether a line is a direct question to the player. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKPCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Creates links between statements and reactions, which is used when the player interactively chooses a response from a list during conversation. This table determines the line of dialogue with which an alien will respond when the player chooses a particular path. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKPRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Creates links between statements and reactions, which is used when the player interactively chooses a response from a list during conversation. This table determines the line of dialogue with which an alien will respond when the player chooses a particular path. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKTCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Allows lookup of dialogue lines based on topic. Points to records in &amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKTRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Allows lookup of dialogue lines based on topic. Points to records in &amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXCxxx.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. List of offsets into &amp;lt;tt&amp;gt;TLKXCxxx.TXT&amp;lt;/tt&amp;gt; at which the actual strings of dialogue text are stored. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXCxxx.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list of [[Nomad Text Format]] strings, each one being a line of dialog for the alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXRxxx.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. List of offsets into &amp;lt;tt&amp;gt;TLKXRxxx.TXT&amp;lt;/tt&amp;gt; at which the actual strings of dialogue text are stored. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXRxxx.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list of [[Nomad Text Format]] strings, each one being a line of dialog for the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;USERTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCCCCC;&amp;quot; | Unused; zero length&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;INVENT.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains images of inventory objects.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;inv####.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Image data (in [[STP Format]]) for each of the inventory objects in the game, plus a few unused images that were never removed from the game&#039;s data files before release&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;SAMPLES.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains audio files. All audio in the game is packed into archives using the very simple [[NNV Format]]. This is used even when the NNV archive contains only a single audio file. The audio data itself is encoded using the [[Nomad Sound Format]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALTEC.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Altec Hocker theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALWAYS.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Minor user interface sounds (computer beeps, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARCHBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arch-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDEN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arden theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ATLOSTEN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Sound effects used at the Losten planetary gateway&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELICO.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Bellicosian theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTSEND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Labor bot status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CARGO.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cargo stowage sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CFIRST.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship&#039;s computer name input instructions&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHNTCLR.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Chanticleer theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;COMLINK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inter-ship comlink announcements and sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;DAMAGE1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Damage and capsule ejection sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;END.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | End game narration&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FAILSAFE.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Audio for the Fail-Safe Device&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FARMBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Farm-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FIXED.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engineering systems repair complete announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FIX.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engineering systems repair announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GASBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Gas-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;HUMM.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Background hum&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;IMMED.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion, combat, and engine sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;INVNAV.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Starmap zoom sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM3.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM4.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KOROK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Korok theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LAND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship engine sound effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LOSE.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Game-over narration&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MEND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Exit/credits theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MINEBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ore-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MUSIN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Musin theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR01.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR02.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR03.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAHRUMP.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Pahrump theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHELNSE1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Phelonese theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLANET1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet orbit announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLANET2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Labor bot telemetry sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;POWER.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power-up/power-down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;RANCHBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ranch-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCAN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Scanner sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHAASA.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shaasa theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIELDS.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHOOT1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Combat status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHOOT2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Combat status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SPYBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Spy-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TALK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Miscellaneous com-link sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;THEME.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;THEM.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Announcements for other ships activities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TIMELOCK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship&#039;s computer speech announcing time lock&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSOR.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ursor theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE1_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Altec Hocker speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE2_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arden speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE3_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Bellicosian speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE4_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Chanticleer speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE5_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Musin speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE6_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Pahrump speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE7_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Phelonese speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE8_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shaasa speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE9_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ursor speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE10.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Korok speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power up/down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ships entering/leaving local space sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP4.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power up/down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WIN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame victory narration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;TEST.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains everything else: 3D models, cutscene/intro images, overlay graphics and sprites, minor animations, palette data, and fonts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Format!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDBC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDDS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDFGT2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;backg.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen intro/cutscene image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;backg.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for &amp;lt;tt&amp;gt;backg.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BARREN#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELDS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELPD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELRD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;border.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro sequence frame border&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTA.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model (unused)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTB.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHACR.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHALB.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHANS2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | &amp;quot;Second Harmony&amp;quot; star station 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHATP.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cock#.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cockpit zoom animation frame from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;COMPUTER.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Copy-protection data; unused in v1.00.00 and later&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CONTROL.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Stamp roll of ship flight control graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;crashed.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen cutscene image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cred000#.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen credits sequence images&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cred000#.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen credits sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;design.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intense! Interactive logo&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EARTH#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1a.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1a.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image palette&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1b.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1b.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image palette&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ENGINE.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship (drive section) 3D model; used during escape capsule jettison sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ESCAPE.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship (cockpit section) 3D model; used during escape capsule jettison sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EX0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EXP0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;fixed.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GAME.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for most of the game&#039;s resources&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;getname.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen cockpit image for player name entry&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;getname.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen cockpit image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;gtek.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | GameTek logo as overlay for intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guybody.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyhead.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (head animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyhead2.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (head animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyturn.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (body animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ICE#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORCR.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORFGT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok01.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok01.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok02.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok02.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORSP.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LGFONT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Font Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Font data (large type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISSILE#.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | 3D models (one for each missile type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MOLTEN#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MUS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Musin ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MYSTERY.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR#.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration (final version, non-Disneyland)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAVBKGND.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Navigation map background&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAVMAP.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Navigation starmap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;newexp.nnv&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion sound effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;nomad.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Title graphic overlay&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;oesi.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro sequence fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;open08.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Earth on starfield&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;open08.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for &amp;lt;tt&amp;gt;open08.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAH.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Pahrump ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;papyrus.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Papyrus design group overlay logo&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHELD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Phelonese ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHETD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Phelonese ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLAYER.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PSCAN.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet scan overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SC200240.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Planet scale table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SH0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield effect overlay graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHABC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHABS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHAFGT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIELD.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield effect overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIP.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for ships?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIPST.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Series of overlays for ship&#039;s engineering systems&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHP.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Series of overlays showing ship schematics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SMFONT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Font Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Font data (small type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;smk.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro snowfield crash and smoke plume animations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;snow.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image from intro sequence (snow field)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;STAR00##.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Distant star overlay for starfield background&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSCG.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ursor ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSFGT2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ursor ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WATER#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win01.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win01.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win03.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win03.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win04.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win04.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WORLD##a.pln&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]] with single-word header&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet surface texture. Raw VGA (8-bit) data prefixed by a single little-endian 16-bit word that contains the image width.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WORLD##a.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface texture file with the same numeric filename portion. The alpha character &#039;a&#039; may increment for multiple palettes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [https://colinbourassa.github.io/media/nomad/ Colin&#039;s Nomad reverse engineering info]&lt;br /&gt;
&lt;br /&gt;
[[Category:GameTek]]&lt;br /&gt;
[[Category:Papyrus Design Group]]&lt;br /&gt;
[[Category:Intense! Interactive]]&lt;br /&gt;
[[Category:3D]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Nomad&amp;diff=9994</id>
		<title>Nomad</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Nomad&amp;diff=9994"/>
		<updated>2021-08-30T13:31:37Z</updated>

		<summary type="html">&lt;p&gt;Cmb: /* File formats */ Cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels =&lt;br /&gt;
 | Tiles =&lt;br /&gt;
 | Sprites =&lt;br /&gt;
 | Fullscreen =&lt;br /&gt;
 | Sound =&lt;br /&gt;
 | Music =&lt;br /&gt;
 | Text =&lt;br /&gt;
 | Story =&lt;br /&gt;
 | Interface =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nomad&#039;&#039;&#039; is a space trading/adventure game developed by Papyrus Design Group and Intense! Interactive and published by GameTek in 1994.&lt;br /&gt;
&lt;br /&gt;
The file formats and much of the game logic was reverse engineered by [[User:Cmb|cmb]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
The data for Nomad is stored in five archive files. For the file format of the archives themselves, see [[DAT Format (Papyrus)|DAT Format]].&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;ANIM.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains images and data tables for the alien portrait animations.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Format!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.ANM&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Frame sequence tables that describe the animations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.DEL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[DEL Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Raster image data&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.SQB&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Voice synchronization tables?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;CONVERSE.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains data tables with the characteristics of all the aliens, places, items, ships, facts, and equipment in the game. Each table uses its own format with a repeating structure.&lt;br /&gt;
&lt;br /&gt;
Also contains data tables that are used by the game&#039;s alien conversation/talk engine.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALIEN.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Alien data table. Describes each individual alien by their species, and a number of percentage/scaling values that may represent the alien&#039;s attitude or disposition.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Communication jammer data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ECLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship engine data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FACT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Data table describing the responsiveness of each alien race to the learnable facts in the game universe&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GAMETEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list strings, each one providing the name of a person, place, object, ship, or planet/star class. Also contained here are the strings of fact text and the meta-text phrases from which the game&#039;s conversation engine chooses pseudo-randomly. Uses [[Nomad Text Format]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;INVENT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship inventory data table. Operates as a linked list of 4-byte records, each one containing the count of a single type of item.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LBOOSTER.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor botbooster data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot data table. Describes the efficiency of each type of labor bot at a particular task.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Missile data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;META.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Meta-text data table for conversation engine&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;METATXT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets (into &amp;lt;tt&amp;gt;GAMETEXT.TXT&amp;lt;/tt&amp;gt;) for meta-text strings&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISSION.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Alliance mission data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISTEXT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets into &amp;lt;tt&amp;gt;MISTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Mission text strings in [[Nomad Text Format]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MSYS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Missile loader (&amp;quot;MLoader&amp;quot;) data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJECT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inventory object data table. Describes the type of object, links to any informational text associated with it, and provides the relative value to each alien race.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJTEXT.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets into &amp;lt;tt&amp;gt;OBJTEXT.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inventory object informational text strings in [[Nomad Text Format]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Place class data table (for star and planet classes). Contains lists of resources that can be harvested from each class of planet, and the quantities in which they are available.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLACE.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Place data table (for stars and planets). Describes the place by the alien race that has claimed it, and its position in the star map.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PODCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCCCCC;&amp;quot; | Zeroed; unused by the game since production versions removed the storage pod game mechanic.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;RCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Robot class data table (for ship-repair bots)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Scanner class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship class data table. Contains a link to the name of the ship class, and the installed equipment.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shield class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIP.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship data table. Contains many runtime flags that track the currently installed equipment as well as missile system status, damage to shields and armor, and location.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;STCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Star class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Contains pointers to lines of dialogue and can optionally indicate whether a line is a direct question to the player. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKNRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Contains pointers to lines of dialogue and can optionally indicate whether a line is a direct question to the player. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKPCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Creates links between statements and reactions, which is used when the player interactively chooses a response from a list during conversation. This table determines the line of dialogue with which an alien will respond when the player chooses a particular path. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKPRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Creates links between statements and reactions, which is used when the player interactively chooses a response from a list during conversation. This table determines the line of dialogue with which an alien will respond when the player chooses a particular path. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKTCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Allows lookup of dialogue lines based on topic. Points to records in &amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKTRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Allows lookup of dialogue lines based on topic. Points to records in &amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXCxxx.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. List of offsets into &amp;lt;tt&amp;gt;TLKXCxxx.TXT&amp;lt;/tt&amp;gt; at which the actual strings of dialogue text are stored. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXCxxx.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list of [[Nomad Text Format]] strings, each one being a line of dialog for the alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXRxxx.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. List of offsets into &amp;lt;tt&amp;gt;TLKXRxxx.TXT&amp;lt;/tt&amp;gt; at which the actual strings of dialogue text are stored. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXRxxx.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list of [[Nomad Text Format]] strings, each one being a line of dialog for the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;USERTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCCCCC;&amp;quot; | Unused; zero length&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;INVENT.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains images of inventory objects.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;inv####.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Image data (in [[STP Format]]) for each of the inventory objects in the game, plus a few unused images that were never removed from the game&#039;s data files before release&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;SAMPLES.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains audio files. All audio in the game is packed into archives using the very simple [[NNV Format]]. This is used even when the NNV archive contains only a single audio file. The audio data itself is encoded using the [[Nomad Sound Format]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALTEC.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Altec Hocker theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALWAYS.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Minor user interface sounds (computer beeps, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARCHBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arch-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDEN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arden theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ATLOSTEN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Sound effects used at the Losten planetary gateway&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELICO.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Bellicosian theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTSEND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Labor bot status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CARGO.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cargo stowage sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CFIRST.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship&#039;s computer name input instructions&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHNTCLR.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Chanticleer theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;COMLINK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inter-ship comlink announcements and sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;DAMAGE1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Damage and capsule ejection sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;END.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | End game narration&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FAILSAFE.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Audio for the Fail-Safe Device&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FARMBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Farm-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FIXED.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engineering systems repair complete announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FIX.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engineering systems repair announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GASBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Gas-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;HUMM.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Background hum&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;IMMED.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion, combat, and engine sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;INVNAV.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Starmap zoom sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM3.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM4.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KOROK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Korok theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LAND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship engine sound effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LOSE.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Game-over narration&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MEND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Exit/credits theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MINEBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ore-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MUSIN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Musin theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR01.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR02.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR03.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAHRUMP.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Pahrump theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHELNSE1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Phelonese theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLANET1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet orbit announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLANET2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Labor bot telemetry sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;POWER.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power-up/power-down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;RANCHBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ranch-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCAN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Scanner sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHAASA.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shaasa theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIELDS.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHOOT1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Combat status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHOOT2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Combat status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SPYBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Spy-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TALK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Miscellaneous com-link sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;THEME.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;THEM.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Announcements for other ships activities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TIMELOCK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship&#039;s computer speech announcing time lock&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSOR.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ursor theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE1_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Altec Hocker speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE2_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arden speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE3_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Bellicosian speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE4_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Chanticleer speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE5_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Musin speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE6_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Pahrump speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE7_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Phelonese speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE8_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shaasa speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE9_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ursor speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE10.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Korok speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power up/down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ships entering/leaving local space sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP4.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power up/down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WIN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame victory narration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;TEST.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains everything else: 3D models, cutscene/intro images, overlay graphics and sprites, minor animations, palette data, and fonts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Format!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDBC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDDS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDFGT2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;backg.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen intro/cutscene image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;backg.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for &amp;lt;tt&amp;gt;backg.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BARREN#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELDS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELPD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELRD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;border.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro sequence frame border&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTA.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model (unused)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTB.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHACR.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHALB.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHANS2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | &amp;quot;Second Harmony&amp;quot; star station 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHATP.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cock#.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cockpit zoom animation frame from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;COMPUTER.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Copy-protection data; unused in v1.00.00 and later&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CONTROL.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Stamp roll of ship flight control graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;crashed.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen cutscene image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cred000#.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen credits sequence images&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cred000#.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen credits sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;design.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intense! Interactive logo&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EARTH#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1a.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1a.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image palette&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1b.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1b.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image palette&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ENGINE.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship (drive section) 3D model; used during escape capsule jettison sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ESCAPE.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship (cockpit section) 3D model; used during escape capsule jettison sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EX0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EXP0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;fixed.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GAME.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for most of the game&#039;s resources&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;getname.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen cockpit image for player name entry&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;getname.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen cockpit image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;gtek.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | GameTek logo as overlay for intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guybody.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyhead.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (head animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyhead2.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (head animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyturn.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (body animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ICE#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORCR.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORFGT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok01.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok01.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok02.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok02.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORSP.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LGFONT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Font Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Font data (large type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISSILE#.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | 3D models (one for each missile type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MOLTEN#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MUS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Musin ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MYSTERY.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR#.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration (final version, non-Disneyland)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAVBKGND.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Navigation map background&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAVMAP.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Navigation starmap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;newexp.nnv&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion sound effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;nomad.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Title graphic overlay&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;oesi.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro sequence fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;open08.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Earth on starfield&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;open08.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for &amp;lt;tt&amp;gt;open08.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAH.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Pahrump ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;papyrus.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Papyrus design group overlay logo&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHELD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Phelonese ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHETD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Phelonese ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLAYER.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PSCAN.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet scan overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SC200240.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Planet scale table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SH0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield effect overlay graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHABC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHABS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHAFGT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIELD.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield effect overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIP.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for ships?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIPST.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Series of overlays for ship&#039;s engineering systems&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHP.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Series of overlays showing ship schematics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SMFONT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Font Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Font data (small type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;smk.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro snowfield crash and smoke plume animations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;snow.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image from intro sequence (snow field)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;STAR00##.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Distant star overlay for starfield background&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSCG.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ursor ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSFGT2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ursor ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WATER#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win01.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win01.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win03.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win03.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win04.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win04.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WORLD##a.pln&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]] with single-word header&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet surface texture. Raw VGA (8-bit) data prefixed by a single little-endian 16-bit word that contains the image width.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WORLD##a.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface texture file with the same numeric filename portion. The alpha character &#039;a&#039; may increment for multiple palettes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [https://colinbourassa.github.io/media/nomad/ Colin&#039;s Nomad reverse engineering info]&lt;br /&gt;
&lt;br /&gt;
[[Category:GameTek]]&lt;br /&gt;
[[Category:3D]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Nomad_Sound_Format&amp;diff=9909</id>
		<title>Nomad Sound Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Nomad_Sound_Format&amp;diff=9909"/>
		<updated>2021-07-21T19:35:36Z</updated>

		<summary type="html">&lt;p&gt;Cmb: /* Delta table */ Switch away from deprecated source tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sound Infobox&lt;br /&gt;
 | Type = PCM&lt;br /&gt;
 | Count = 1&lt;br /&gt;
 | Rate = 7042 Hz&lt;br /&gt;
 | NumChannels = 1&lt;br /&gt;
 | BitsPerSample = 4&lt;br /&gt;
 | Compressed = Y&lt;br /&gt;
 | Tags =&lt;br /&gt;
 | Games =&lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Nomad Sound Format&#039;&#039;&#039; is used by all the audio files in the game [[Nomad]]. It is headerless, single-channel delta PCM audio with 4 bits per sample, and intended for playback at 7042 Hz. This unusual playback rate is the result of the time constant divisor math that is used by the Sound Blaster DSP programming interface.&lt;br /&gt;
&lt;br /&gt;
The format was reverse engineered by [[User:Cmb|cmb]].&lt;br /&gt;
&lt;br /&gt;
== Delta table ==&lt;br /&gt;
&lt;br /&gt;
Embedded in the game&#039;s main executable (&amp;lt;tt&amp;gt;NOMAD.EXE&amp;lt;/tt&amp;gt;) is the table of delta PCM values required to decode the audio. This table is made up of fifteen sections, with each being sixteen bytes long. In Nomad v1.01, it is stored in the main executable at offset &amp;lt;tt&amp;gt;29705h&amp;lt;/tt&amp;gt;, which becomes &amp;lt;tt&amp;gt;seg060:1055&amp;lt;/tt&amp;gt; at runtime. The table is reproduced below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
/**&lt;br /&gt;
 * Table of delta PCM subtables. Each subtable is one row of 16 values, where the first value is unused.&lt;br /&gt;
 * These values are derived from an exponential transfer function.&lt;br /&gt;
 */&lt;br /&gt;
const int8_t Audio::s_deltaTable[240] =&lt;br /&gt;
{&lt;br /&gt;
  0, -7,    -6,    -5,    -4,    -3,    -2,    -1,    0, 1,    2,    3,    4,    5,    6,    7,&lt;br /&gt;
  0, -0x0A, -8,    -6,    -5,    -3,    -2,    -1,    0, 1,    2,    3,    5,    6,    8,    0x0A,&lt;br /&gt;
  0, -0x10, -0x0D, -0x0A, -8,    -6,    -4,    -2,    0, 2,    4,    6,    8,    0x0A, 0x0D, 0x10,&lt;br /&gt;
  0, -0x17, -0x13, -0x0F, -0x0B, -8,    -5,    -2,    0, 2,    5,    8,    0x0B, 0x0F, 0x13, 0x17,&lt;br /&gt;
  0, -0x1E, -0x18, -0x13, -0x0F, -0x0A, -7,    -3,    0, 3,    7,    0x0A, 0x0F, 0x13, 0x18, 0x1E,&lt;br /&gt;
  0, -0x26, -0x1F, -0x18, -0x12, -0x0D, -8,    -4,    0, 4,    8,    0x0D, 0x12, 0x18, 0x1F, 0x26,&lt;br /&gt;
  0, -0x2E, -0x25, -0x1D, -0x16, -0x10, -0x0A, -5,    0, 5,    0x0A, 0x10, 0x16, 0x1D, 0x25, 0x2E,&lt;br /&gt;
  0, -0x36, -0x2C, -0x23, -0x1A, -0x13, -0x0C, -6,    0, 6,    0x0C, 0x13, 0x1A, 0x23, 0x2C, 0x36,&lt;br /&gt;
  0, -0x3F, -0x33, -0x28, -0x1F, -0x16, -0x0E, -7,    0, 7,    0x0E, 0x16, 0x1F, 0x28, 0x33, 0x3F,&lt;br /&gt;
  0, -0x49, -0x3B, -0x2F, -0x23, -0x19, -0x10, -8,    0, 7,    0x10, 0x19, 0x23, 0x2E, 0x3A, 0x48,&lt;br /&gt;
  0, -0x53, -0x43, -0x35, -0x28, -0x1D, -0x12, -9,    0, 9,    0x12, 0x1C, 0x28, 0x35, 0x43, 0x52,&lt;br /&gt;
  0, -0x5D, -0x4B, -0x3C, -0x2D, -0x20, -0x14, -0x0A, 0, 0x0A, 0x14, 0x20, 0x2D, 0x3B, 0x4B, 0x5C,&lt;br /&gt;
  0, -0x68, -0x54, -0x43, -0x33, -0x24, -0x17, -0x0B, 0, 0x0B, 0x17, 0x24, 0x32, 0x42, 0x54, 0x67,&lt;br /&gt;
  0, -0x74, -0x5E, -0x4A, -0x38, -0x28, -0x19, -0x0C, 0, 0x0C, 0x19, 0x28, 0x38, 0x4A, 0x5D, 0x73,&lt;br /&gt;
  0, -0x80, -0x68, -0x52, -0x3E, -0x2C, -0x1C, -0x0D, 0, 0x0D, 0x1C, 0x2C, 0x3E, 0x51, 0x67, 0x7F&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight &amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Decoding DPCM audio ==&lt;br /&gt;
&lt;br /&gt;
The DPCM encoded data is read one nibble at a time, starting with the high nibble first. When a nibble of value &amp;lt;tt&amp;gt;0&amp;lt;/tt&amp;gt; is encountered, the following nibble is used as an index to select one of the fifteen delta tables. Otherwise, when a nonzero nibble is encountered, it is used as an index into the currently selected delta table, and the resultant delta value is then added to the last byte written to this output. (This signed 8-bit value is allowed to wrap.) This becomes the next byte to write to the output. At the start of decoding, the &amp;quot;last value&amp;quot; is considered to be &amp;lt;tt&amp;gt;80h&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
When the nibble sequence &amp;lt;tt&amp;gt;0 F&amp;lt;/tt&amp;gt; is encountered, this cannot be used to set the delta table index because the value &amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt; is beyond the index range. Instead, this sequence is interpreted as a command to repeat the last byte that was written to the output. To get the repeat count, the next two nibbles are read and combined into a single 8-bit value (regardless of whether they shared the same byte in the input stream.) If this value is &amp;lt;tt&amp;gt;0&amp;lt;/tt&amp;gt;, it is interpreted as a repeat count of 256. After repeating the last output byte this number of times, decoding continues with reading the next nibble from the input.&lt;br /&gt;
&lt;br /&gt;
After decoding, the stream may be played back as 8-bit unsigned single-channel PCM audio.&lt;br /&gt;
&lt;br /&gt;
Example input sequence: &amp;lt;tt&amp;gt;03 40 F0 41&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Read nibble &amp;lt;tt&amp;gt;0&amp;lt;/tt&amp;gt;, which indicates the start of a command sequence.&lt;br /&gt;
* Read nibble &amp;lt;tt&amp;gt;3&amp;lt;/tt&amp;gt;. This is less than F, so it is used to select the fourth section of the delta table.&lt;br /&gt;
* Read nibble &amp;lt;tt&amp;gt;4&amp;lt;/tt&amp;gt;. Because this is not zero, it is used to select a single delta value from the currently selected delta table. In this case, the delta is &amp;lt;tt&amp;gt;-Bh&amp;lt;/tt&amp;gt;. This delta is added to the last output value (which we assume to be &amp;lt;tt&amp;gt;80h&amp;lt;/tt&amp;gt; since this is the start of the stream) to create the next output value of &amp;lt;tt&amp;gt;75h&amp;lt;/tt&amp;gt;. This byte is written to the output stream.&lt;br /&gt;
* Read nibble &amp;lt;tt&amp;gt;0&amp;lt;/tt&amp;gt;, which indicates the start of a command sequence.&lt;br /&gt;
* Read nibble &amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt;. This is the byte-repeat command. The next two nibbles are read and combined into a single 8-bit value (&amp;lt;tt&amp;gt;04h&amp;lt;/tt&amp;gt;) that is used as the repeat count. The last byte written to the output (&amp;lt;tt&amp;gt;75h&amp;lt;/tt&amp;gt;) is repeated to the output this number of times.&lt;br /&gt;
* Read nibble &amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;. This is another delta value selection. We are still using the same delta table section selected by the first two nibbles in this input stream, and the delta value at position 1 in that section happens to be &amp;lt;tt&amp;gt;-17h&amp;lt;/tt&amp;gt;. This is added to &amp;lt;tt&amp;gt;75h&amp;lt;/tt&amp;gt; to compute the next output value of &amp;lt;tt&amp;gt;5Eh&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example input stream generates the following output: &amp;lt;tt&amp;gt;75 75 75 75 75 5E&amp;lt;/tt&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Nomad_Text_Format&amp;diff=9908</id>
		<title>Nomad Text Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Nomad_Text_Format&amp;diff=9908"/>
		<updated>2021-07-21T19:30:03Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Fix markup for special characters, better descriptions for a couple commands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Text Infobox&lt;br /&gt;
| Type = Story&lt;br /&gt;
| Lines = (none)&lt;br /&gt;
| Charset = ASCII&lt;br /&gt;
| Games = &lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Nomad Text Format&#039;&#039;&#039; is used for the in-game mission descriptions, inventory object descriptions, and alien dialogue lines in the game [[Nomad]]. The format is referred to internally by the game&#039;s code as &amp;quot;RText&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The text is stored in ASCII strings with null terminators, but also contains embedded command sequences that modify the game state. Null characters may appear within these command sequences, and they are not counted as terminators in this case. The embedded commands start with a single byte and can consume up to two additional bytes as a parameter (depending on the command).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command byte!!# of parameter bytes!!Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;01&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Insert the player&#039;s name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;02&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Insert the name of the player&#039;s ship&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;03&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Insert the name of the planet around which the player is currently in orbit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;04&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Insert the string &amp;quot;&amp;lt;tt&amp;gt;&amp;amp;lt;GAMESTR&amp;amp;gt;&amp;lt;/tt&amp;gt;&amp;quot; (purpose unknown)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;05&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Insert meta text (e.g. a randomly chosen synonym, Shaasa phrase that may be translated, or Losten gateway code). The two parameter bytes are combined into a 16-bit little-endian value that specifies the number of the index in META.TAB. Note that this number is given as if META.TAB used 1-based indexing; since it actually uses 0-based indexing, this value must be decremented before being used. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;06&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Add one item (specified by the parameter byte) to the player&#039;s inventory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;07&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Insert the string &amp;quot;&amp;lt;tt&amp;gt;&amp;amp;lt;METAMOVE&amp;amp;gt;&amp;lt;/tt&amp;gt;&amp;quot; (purpose unknown)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;08&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Change temperament of alien speaking the text (by the value specified in the parameter byte.)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;09&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Grant knowledge of fact (specified by the parameter byte).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0A&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1 or 2&lt;br /&gt;
| Grant knowledge of place (specified by the parameter byte or byte pair). If the first byte following the command byte has its MSB clear, then it may be used directly as an index into the Place Table. Otherwise, if the first byte has its MSB set, then it must be combined with the following byte to form the Place Table index: &amp;lt;tt&amp;gt;(firstbyte &amp;amp;amp; 7Fh) &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; (secondbyte &amp;amp;lt;&amp;amp;lt; 7)&amp;lt;/tt&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0B&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Set bit 0 in the first byte of the current Alien State Table entry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0C&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Grant knowledge of item (specified by the parameter byte).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0D&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Set bit 1 in the first byte of the current Alien State Table entry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0E&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Copy contents of &amp;lt;tt&amp;gt;encount_relate2&amp;lt;/tt&amp;gt; table to &amp;lt;tt&amp;gt;encount_relate&amp;lt;/tt&amp;gt; table.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0F&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Grant knowledge of alien race (specified by the parameter byte).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;10&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Modify &amp;lt;tt&amp;gt;encount_relate&amp;lt;/tt&amp;gt; tables in memory. Takes two parameter bytes, where the first is the ID of the alien race.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;11&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Store ship ID (specified by the parameter byte) in the Setup Table. The game doesn&#039;t track knowledge of ships in the same way as people, places, and objects. However, mentions of ships in conversation are usually followed with this command that causes the game to modify the &amp;quot;setup table&amp;quot; for that particular ship.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;12&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Store place ID in the Setup Table.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;13&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Set flag that causes this text to immediately end the conversation with the alien.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;14&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Set alien attribute (friendliness?) to maximum (64h). The alien table entry to be modified is selected by existing pointers in memory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;15&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Set alien attribute (friendliness?) to minimum (00h). The alien table entry to be modified is selected by existing pointers in memory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;16&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Mark mission complete for the mission specified by the parameter byte.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
Reverse engineered by [[User:Cmb|cmb]].&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=DAT_Format_(Papyrus)&amp;diff=9907</id>
		<title>DAT Format (Papyrus)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=DAT_Format_(Papyrus)&amp;diff=9907"/>
		<updated>2021-07-21T19:20:06Z</updated>

		<summary type="html">&lt;p&gt;Cmb: /* File entry */ Formatting, cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Infobox&lt;br /&gt;
 | MaxFiles = 65,535&lt;br /&gt;
 | FAT = Embedded&lt;br /&gt;
 | Names = Yes, 8.3&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subdirectories = N&lt;br /&gt;
 | Compressed = Y&lt;br /&gt;
 | Encrypted = N&lt;br /&gt;
 | Hidden = Y&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|J.R.R. Tolkien&#039;s Riders of Rohan}}&lt;br /&gt;
   {{Game|IndyCar Racing}}&lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
   {{Game|NASCAR Racing}}&lt;br /&gt;
   {{Game|IndyCar Racing II}}&lt;br /&gt;
   {{Game|NASCAR Racing 2}}&lt;br /&gt;
   {{Game|Grand Prix Legends}}&lt;br /&gt;
   {{Game|NASCAR Racing 3}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;DAT format&#039;&#039;&#039; is used to store data for some early games developed by Papyrus Design Group, including [[Nomad]] and several racing simulators. Unfortunately, the format has no signature and a generic filename extension (.DAT), so automatic detection of these files is difficult.&lt;br /&gt;
&lt;br /&gt;
There are two versions of the Papyrus DAT format that differ slightly, as explained below. Version 1 is used by &#039;&#039;Riders of Rohan&#039;&#039; and &#039;&#039;Nomad&#039;&#039;, and Version 2 by all the racing simulators.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
There is no signature for this format.  One method to identify .DAT files is to read in the contained file entries (failing if the end of the file is reached early) and confirm that each filename only consists of ASCII characters or nulls, and each file offset plus its size is less than the total size of the DAT file.  It is extremely unlikely that this method would incorrectly identify a file.&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
&lt;br /&gt;
The file starts with a single field indicating the number of files present.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE numFiles||File count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== File entry ===&lt;br /&gt;
&lt;br /&gt;
After the two-byte header, the following structure is repeated &amp;lt;tt&amp;gt;numFiles&amp;lt;/tt&amp;gt; times.  As each entry includes both an offset and a size, it is possible (in theory) for two different files to share the same data, and to insert “hidden” data between files.&lt;br /&gt;
&lt;br /&gt;
Note that the total length of this structure either either 28 bytes (for Version 1 of this format) or 27 bytes (for Version 2).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE flags || For &#039;&#039;&#039;Version 1&#039;&#039;&#039; of the format: Indicates whether compression is used, and whether a compressed file is prefixed by uncompressed header words. In &#039;&#039;&#039;Version 2&#039;&#039;&#039;, neither of these features are supported.&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE uncompressed_size || The total size of the contained file after it is decompressed&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE compressed_size || The size of the contained file as it is stored compressed in the archive. For Version 2 archives, this will always match the &amp;lt;tt&amp;gt;uncompressed_size&amp;lt;/tt&amp;gt; field.&lt;br /&gt;
|-&lt;br /&gt;
|BYTE filename[13 or 14] || Filename (8.3, 12 chars including dot, null padded to 14 chars in &#039;&#039;&#039;Version 1&#039;&#039;&#039;, and 13 chars in &#039;&#039;&#039;Version 2&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE offset || Offset within the .DAT archive at which this file&#039;s data starts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Compression (Version 1 only) ===&lt;br /&gt;
&lt;br /&gt;
At least two of the bits in &amp;lt;tt&amp;gt;flags&amp;lt;/tt&amp;gt; are important for indicating the compression method used to store the file:&lt;br /&gt;
* &amp;lt;tt&amp;gt;flags.8&amp;lt;/tt&amp;gt; indicates whether the file is stored with the LZ compression algorithm described below. If this bit is clear, the &amp;lt;tt&amp;gt;uncompressed_size&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;compressed_size&amp;lt;/tt&amp;gt; fields must match. In this case, the file is uncompressed and its content may be copied byte-for-byte from the .DAT. It appears and &#039;&#039;Riders of Rohan&#039;&#039; and &#039;&#039;Nomad&#039;&#039; make use of compression, while later games do not.&lt;br /&gt;
* &amp;lt;tt&amp;gt;flags.2&amp;lt;/tt&amp;gt; indicates whether the file is stored with uncompressed header data. If this bit is set, the entirety of the file&#039;s data is stored with LZ compression. If this bit is clear, the first two words (four bytes) are uncompressed and may be copied directly from the .DAT, leaving the remaining data to pass through LZ decompression. Note that the compressed_size field does not include this four-byte header, and as a result, the next file in the .DAT archive will start at &amp;lt;tt&amp;gt;offset + compressed_size + 4&amp;lt;/tt&amp;gt;.&lt;br /&gt;
:* This uncompressed-header feature seems to only be used for the raw VGA fullscreen images (which are stored with &amp;lt;tt&amp;gt;.lbm&amp;lt;/tt&amp;gt; extensions). In this case, the two words of header data contain the width and height of the image file (320 x 200, or &amp;lt;tt&amp;gt;40 01 C8 00&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
The data for the first contained file starts immediately after the last index entry.&lt;br /&gt;
&lt;br /&gt;
==== LZ algorithm ====&lt;br /&gt;
&lt;br /&gt;
The compressed files themselves are individually deflated with a modified 8-bit LZ algorithm. Data is grouped into chunks, and each chunk can consist of either a literal byte, or a back-reference to a string of bytes that was previously encountered during decompression. In this way, byte sequences that repeat can be represented by an abbreviated codeword, thereby saving space.&lt;br /&gt;
&lt;br /&gt;
In addition to the output stream, the algorithm maintains a 4096-byte ring buffer that provides the source of data for the back-references. This buffer must be initialized with all bytes set to &amp;lt;tt&amp;gt;20h&amp;lt;/tt&amp;gt;, and the offset pointer into the buffer set to &amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt;. This pointer value was chosen because it is 18 bytes from the end of the buffer, and that is the maximum length of a single back-reference sequence (as we will see later.) Therefore, at least one chunk will be decoded before the pointer wraps back to the start.&lt;br /&gt;
&lt;br /&gt;
In the compressed source data, each sequence of eight chunks is preceded by a flag byte, in which each bit indicates the nature of one of the following chunks:&lt;br /&gt;
&lt;br /&gt;
* 1: the chunk is a literal single byte, to be copied directly from the compressed source&lt;br /&gt;
* 0: the chunk is a two-byte coded back-reference into the ring buffer&lt;br /&gt;
&lt;br /&gt;
These bits are checked in order of LSB to MSB. For example, a flag byte of &amp;lt;tt&amp;gt;F7h&amp;lt;/tt&amp;gt; means that the next three chunks are literal, followed by a single reference, then four more literals.&lt;br /&gt;
&lt;br /&gt;
As each byte is copied to the output, it is also copied to the 4K ring buffer. Whenever data is being read from or written to this buffer, the pointer is reset to position 0 when it reaches position &amp;lt;tt&amp;gt;1000h&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To decode a back-reference, read the two-byte sequence as a little-endian pair. It contains two fields:&lt;br /&gt;
&lt;br /&gt;
* Byte count (bits 15:12): This four-bit count is actually the length minus three. Because the coded sequence itself occupies two bytes, there is no gain in encoding any fewer than three source bytes. A value of 0 in this field indicates a length of 3, and the max value of &amp;lt;tt&amp;gt;Fh&amp;lt;/tt&amp;gt; indicates a length of 18 (&amp;lt;tt&amp;gt;12h&amp;lt;/tt&amp;gt;).&lt;br /&gt;
* Offset into ring buffer (bits 11:0): A zero-based offset from the start of the 4096-byte ring buffer at which to begin reading the number of bytes specified in the byte count field. As noted, the decoder must start filling this buffer from offset &amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt;, so the first few back-references seen in a compressed file may be in this higher range (&amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;FFFh&amp;lt;/tt&amp;gt;).&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=ROL_Format_(image_archive)&amp;diff=9906</id>
		<title>ROL Format (image archive)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=ROL_Format_(image_archive)&amp;diff=9906"/>
		<updated>2021-07-21T19:04:10Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Also used by Riders of Rohan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Infobox&lt;br /&gt;
 | MaxFiles = Limited only by OS max file size&lt;br /&gt;
 | FAT = Embedded&lt;br /&gt;
 | Names = No&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subdirectories = N&lt;br /&gt;
 | Compressed = N&lt;br /&gt;
 | Encrypted = N&lt;br /&gt;
 | Hidden = Y&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|J.R.R. Tolkien&#039;s Riders of Rohan}}&lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ROL format&#039;&#039;&#039; is used to store [[STP Format]] image data for &#039;&#039;[[J.R.R. Tolkien&#039;s Riders of Rohan]]&#039;&#039; and &#039;&#039;[[Nomad]]&#039;&#039;. Its extension is an abbreviation of the name &amp;quot;stamp roll&amp;quot;, which describes the function of the ROL format in grouping together a number of &amp;quot;stamp&amp;quot; graphics. It is essentially a simple concatenation of the contained files, with minimal header data.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file starts with a list of 32-bit little-endian words, where each one contains the starting offset for one of the files in the ROL archive. There is no explicit field containing the number of files, nor of any of the contained file sizes; this data is computed based on the start offsets. The size of the header is the same as the start offset of the first file. The number of files can be computed by dividing the header size by 4.&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=STP_Format&amp;diff=9905</id>
		<title>STP Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=STP_Format&amp;diff=9905"/>
		<updated>2021-07-21T19:03:10Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Proper naming for &amp;quot;hotspot&amp;quot; fields; distinction between v1 and v2 formats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image Infobox&lt;br /&gt;
 | Hardware1 = VGA&lt;br /&gt;
 | Depth = 8-bit&lt;br /&gt;
 | MinSize = 0&amp;amp;times;0&lt;br /&gt;
 | MaxSize = 65535&amp;amp;times;65535&lt;br /&gt;
 | Palette = Varies&lt;br /&gt;
 | NumPlanes = 1&lt;br /&gt;
 | HasTransparency = Yes&lt;br /&gt;
 | HasHitmap = No&lt;br /&gt;
 | Games =&lt;br /&gt;
   {{Game|J.R.R. Tolkien&#039;s Riders of Rohan}}&lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STP&#039;&#039;&#039; is a run-length encoded VGA image format. Its name is an abbreviation of the word &amp;quot;stamp&amp;quot;, which describes its intended use in drawing over an existing background with transparency. STP images are generally smaller than the full screen resolution, and it is the responsibility of the game engine to determine the on-screen coordinates at which an STP is to be drawn.&lt;br /&gt;
&lt;br /&gt;
Related STP images are sometimes packed together in a simple archive that uses the [[ROL Format (image archive)|ROL Format]].&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
&lt;br /&gt;
The file starts with a header of either four or five 16-bit words, depending on the version of the STP format being used. (&#039;&#039;[[J.R.R. Tolkien&#039;s Riders of Rohan]]&#039;&#039; uses Version 1, while &#039;&#039;[[Nomad]]&#039;&#039; uses Version 2.)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE unknown || &#039;&#039;&#039;STP Version 1 only.&#039;&#039;&#039; This 16-bit word is written with the value &amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt; in Version 1 STP files. It is absent in Version 2 files.&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE width || Width of the image in pixels&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE height || Height of the image in pixels&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE hotspotX || Horizontal hotspot point, in pixels (i.e. X position within the image that appears at the coordinates at which the image is drawn by the game engine)&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE hotspotY|| Vertical hotspot point, in pixels (i.e. Y position within the image that appears at the coordinates at which the image is drawn by the game engine)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example of hotspot X,Y offsets: if the game engine is preparing to draw a stamp at 100,100 and the .STP data contains &amp;lt;tt&amp;gt;02 00 03 00&amp;lt;/tt&amp;gt; in the bytes comprising the hotspot fields, then the stamp will actually be drawn with the upper left corner at 98,97.&lt;br /&gt;
&lt;br /&gt;
Note that negative hotspot values appear to be allowed, at least by &#039;&#039;Riders of Rohan&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
&lt;br /&gt;
The STP raster image data starts at offset 08. Each chunk of data in the file starts with a runlength byte, which describes that chunk as being one of three types:&lt;br /&gt;
&lt;br /&gt;
* Transparency: Marked by bit 7 being set (bitmask &amp;lt;tt&amp;gt;80h&amp;lt;/tt&amp;gt;). In the game engine, this simply advances the pointer in the output buffer by the number of bytes specified in the lower seven bits of this RLE byte (bitmask &amp;lt;tt&amp;gt;7Fh&amp;lt;/tt&amp;gt;). For example, &amp;lt;tt&amp;gt;B8h&amp;lt;/tt&amp;gt; will advance the output pointer by &amp;lt;tt&amp;gt;38h&amp;lt;/tt&amp;gt; bytes. The effect of this is that the existing content of the output buffer will persist, making this run of pixels transparent.&lt;br /&gt;
* Repeat byte from input: Marked by bit 7 being clear and bit 6 being set. This loads the next byte from the input buffer, and repeats it to the output buffer the number of times specified in the lower six bits of this RLE byte (bitmask &amp;amp; &amp;lt;tt&amp;gt;3Fh&amp;lt;/tt&amp;gt;).&lt;br /&gt;
* Direct byte sequence copy from input: Marked by both bits 7 and 6 being clear. This copies the next &#039;&#039;n&#039;&#039; bytes, in sequence, from the input, where &#039;&#039;n&#039;&#039; is the value of this RLE byte.&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Microsoft_EXEPACK&amp;diff=9887</id>
		<title>Microsoft EXEPACK</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Microsoft_EXEPACK&amp;diff=9887"/>
		<updated>2021-07-06T15:22:57Z</updated>

		<summary type="html">&lt;p&gt;Cmb: /* Games packed with EXEPACK */ Add Indy 500&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Compression Infobox&lt;br /&gt;
 | Type = Stream&lt;br /&gt;
 | UnitSize = 1-bit&lt;br /&gt;
 | Games =&lt;br /&gt;
   {{Game|Captain Comic II}}&lt;br /&gt;
   {{Game|King&#039;s Bounty}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Microsoft EXEPACK]] is a an executable file compressor used by several classic games. &lt;br /&gt;
&lt;br /&gt;
EXEPACK compression could be added to a program by &amp;lt;tt&amp;gt;LINK.EXE /EXEPACK&amp;lt;/tt&amp;gt;&lt;br /&gt;
switch or by invoking &amp;lt;tt&amp;gt;EXEPACK.EXE&amp;lt;/tt&amp;gt; utility, that was distributed with MASM.&lt;br /&gt;
&lt;br /&gt;
==Games using EXEPACK==&lt;br /&gt;
Some games utilize EXEPACK as an inner layer of their compression:&lt;br /&gt;
&lt;br /&gt;
* [[Ultima 4]]&lt;br /&gt;
* [[King&#039;s Bounty]]&lt;br /&gt;
&lt;br /&gt;
==Games packed with EXEPACK==&lt;br /&gt;
&lt;br /&gt;
* [[1869]] (1992) by Max Design&lt;br /&gt;
* [[A10 Tank Killer]] (1989) by Dynamix&lt;br /&gt;
* [[Ace Of Aces]] (1987) by Accolade&lt;br /&gt;
* [[Alien Attack]] (1997) by Eldon Martin&lt;br /&gt;
* [[Alien Syndrome]] (1987) by Sega Entertainment Inc&lt;br /&gt;
* [[Aspetra]] (1996) by Zonarware&lt;br /&gt;
* [[Ballrace]] (1988) by Carl Mclawhorn&lt;br /&gt;
* [[Barbarian II Dungeons Of Drax]] (1988) by Epyx&lt;br /&gt;
* [[Bards Tale Construction Set the]] (1991) by Interplay&lt;br /&gt;
* [[Battle Of Austerlitz]] (1989) by Cornerstone Software Inc&lt;br /&gt;
* [[Beetlejuice In Skeletons In The Closet]] (1990) by Hi Tech Expressions Inc&lt;br /&gt;
* [[Beyond Columns]] (1990) by Sega Entertainment Inc&lt;br /&gt;
* [[Bible Builder]] (1992) by Everbright&lt;br /&gt;
&amp;lt;!-- * [[Big Blue Disk 31]] (1989) by Softdisk Publishing --&amp;gt;&lt;br /&gt;
* [[Big Sea]] (1994) by Starbyte&lt;br /&gt;
* [[Bravo Romeo Delta]] (1993) by Frankennstein&lt;br /&gt;
* [[Bugs Bunny Hare Brained The]] (1990) by Hi Tech Expressions Inc&lt;br /&gt;
* [[California Games]] (1987) by Epyx&lt;br /&gt;
* [[California Games II]] (1990) by Epyx&lt;br /&gt;
* [[Captain Comic II]] (1990) by Michael Denio&lt;br /&gt;
* [[Chessmaster 2100]] (1988) by Software Toolworks&lt;br /&gt;
* [[Das Boot]] (1990) by Three Sixty Pacific&lt;br /&gt;
* [[Don&#039;t Go Alone]] (1989) by Accolade&lt;br /&gt;
* [[Ega Roids]] (1986) by Designer Software&lt;br /&gt;
* [[Elite]] (1985) by Firebird Software Ltd&lt;br /&gt;
* [[Fantasy Pinball]] (1994) by 21st Century Entertainment&lt;br /&gt;
* [[Fantasy World Dizzy]] (1990) by Codemasters&lt;br /&gt;
* [[Fort Apache]] (1992)&lt;br /&gt;
* [[Greens 1.01]] (1992) by Microprose Software Inc&lt;br /&gt;
* [[Gunship 2000]] (1990,1991) by Microprose Software Inc&lt;br /&gt;
* [[Highway Patrol II]] (1989) by Titus Interactive&lt;br /&gt;
* [[Humans 3]] (1996) by Imagitec Design&lt;br /&gt;
* [[Indianapolis 500: The Simulation]] (1989) by Papyrus Design Group&lt;br /&gt;
* [[License To Kill]] (1989) by Domark&lt;br /&gt;
* [[Mario Teaches Typing]] (1992) by Interplay&lt;br /&gt;
* [[Mean Mini Golf]] (1992) by Johnathon Lexa&lt;br /&gt;
* [[Mega Man]] (1990) by Hi Tech Expressions Inc&lt;br /&gt;
* [[Mega Man 3]] (1992) by Hi Tech Expressions Inc&lt;br /&gt;
* [[Pc Bowl]] (1983) by Bareware Systems&lt;br /&gt;
* [[Pc Starglider 2]] (1988) by Argonaut Software&lt;br /&gt;
* [[Pinball Dreams]] (1992) by 21st Century Entertainment&lt;br /&gt;
* [[Pinball Fantasies]] (1992) by 21st Century Entertainment&lt;br /&gt;
* [[Pyramid Of Egypt]] (1989) by Softdisk Publishing&lt;br /&gt;
&amp;lt;!-- * [[Rawcopy]] (1992) by Copyware Inc --&amp;gt;&lt;br /&gt;
* [[Rocket Ranger]] (1988) by Cinemaware Corporation&lt;br /&gt;
* [[Romance Of The Three Kingdoms II]] (1990) by Koei Co Ltd&lt;br /&gt;
* [[Star Fleet II Krellan Commander]] (1989) by Interstel&lt;br /&gt;
* [[Star Trek 5 The Final Frontier]] (1989) by Mindscape Inc&lt;br /&gt;
* [[Street Rod 2 The Next Generation]] (1991) by California Dreams&lt;br /&gt;
* [[Tower Toppler]] (1987) by Us Gold&lt;br /&gt;
* [[Trek Trivia]] (1988) by Apogee Software Ltd&lt;br /&gt;
* [[Ultimate Gin]] (1993) by Accidential Software&lt;br /&gt;
&amp;lt;!-- * [[Wing Commander Privateer]] (1993) by Electronic Arts Inc --&amp;gt;&lt;br /&gt;
* [[World Trophy Soccer]] (1989) by Novotrade&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
offset     length    purpose&lt;br /&gt;
0          0x1C      DOS exe header&lt;br /&gt;
???        ???       packed exe&lt;br /&gt;
           0x12      unpacker vars (EXEPACK variables, see below)&lt;br /&gt;
           0x105     unpacker code&lt;br /&gt;
           0x16      string &amp;quot;Packed file is corrupt&amp;quot;&lt;br /&gt;
           ???       packed reloc table (see below for more information)&lt;br /&gt;
&lt;br /&gt;
offset to packed exe = header * 16 (from exe header)&lt;br /&gt;
length of packed exe = CS:IP (from exe header)&lt;br /&gt;
length of packed reloc table = exepack_size - dest_len (from exepack variables)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===EXEPACK variables===&lt;br /&gt;
Variables used by the exepack unpacker (all except &amp;lt;tt&amp;gt;mem_start&amp;lt;/tt&amp;gt; are pre-initialized):&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[UINT16LE]]||real_IP||real start address (offset)&lt;br /&gt;
|-&lt;br /&gt;
|[[UINT16LE]]||real_CS||real start address (offset)&lt;br /&gt;
|-&lt;br /&gt;
|[[UINT16LE]]||mem_start||start of the exe in memory (segment)&lt;br /&gt;
|-&lt;br /&gt;
|[[UINT16LE]]||exepack_size||size of &amp;lt;tt&amp;gt;unpacker vars + unpacker code + error string + packed reloc table&amp;lt;/tt&amp;gt; in bytes&lt;br /&gt;
|-&lt;br /&gt;
|[[UINT16LE]]||real_SP||real stack (offset)&lt;br /&gt;
|-&lt;br /&gt;
|[[UINT16LE]]||real_SS||real stack (segment)&lt;br /&gt;
|-&lt;br /&gt;
|[[UINT16LE]]||dest_len||destination of the unpacker code (in paragraphs, relative to start of exe in memory)&lt;br /&gt;
|-&lt;br /&gt;
|[[UINT16LE]]||skip_len||&amp;lt;i&amp;gt;number of paragraphs between packed exe and unpacker variables&amp;lt;/i&amp;gt; + 1&lt;br /&gt;
|-&lt;br /&gt;
|[[UINT16LE]]||signature||&amp;quot;RB&amp;quot; (magic number of exepacked files)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relocation Table ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
packed relocation table = section_0, section_1, ..., section_0xf&lt;br /&gt;
section = number_of_entries [can be zero], set of entry [can be empty]&lt;br /&gt;
number_of_entries = unsigned word (16 bits)&lt;br /&gt;
entry = unsigned word (16 bits)&lt;br /&gt;
&lt;br /&gt;
An entry in section n patches the segment value at:&lt;br /&gt;
0x1000*n + entry (relative to the start of the exe in memory)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Decompression algorithm ==&lt;br /&gt;
&lt;br /&gt;
The exepack unpacker first copies itself to the location stored in &amp;lt;tt&amp;gt;dest_len&amp;lt;/tt&amp;gt;.&lt;br /&gt;
(the value in &amp;lt;tt&amp;gt;dest_len&amp;lt;/tt&amp;gt; also equals the unpacked exe&#039;s size in paragraphs).&lt;br /&gt;
It then executes a retf to the new location and starts unpacking.&lt;br /&gt;
The unpacking algorithm works like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
  int srcPos; /* start at the end of the packed exe, because the unpacker works downwards */&lt;br /&gt;
  int dstPos;&lt;br /&gt;
  int commandByte, lengthWord, fillByte;&lt;br /&gt;
&lt;br /&gt;
  /* skip all 0xff bytes (they&#039;re just padding to make the packed exe&#039;s size a multiple of 16 */&lt;br /&gt;
  while (*srcPos == 0xff) {&lt;br /&gt;
    srcPos--;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  /* unpack */&lt;br /&gt;
  do {&lt;br /&gt;
    commandByte = *(srcPos--);&lt;br /&gt;
  &lt;br /&gt;
    switch (commandByte &amp;amp; 0xFE) {&lt;br /&gt;
      /* (byte)value (word)length (byte)0xb0 */&lt;br /&gt;
      /* writes a run of &amp;lt;length&amp;gt; bytes with a value of &amp;lt;value&amp;gt; */&lt;br /&gt;
      case 0xb0:&lt;br /&gt;
        lengthWord = (*(srcPos--))*0x100;&lt;br /&gt;
        lengthWord += *(srcPos--);&lt;br /&gt;
        fillByte = *(srcPos--);&lt;br /&gt;
        for (i = 0; i &amp;lt; lengthWord; i++) {&lt;br /&gt;
          *(dstPos--) = fillByte;&lt;br /&gt;
        }&lt;br /&gt;
        break;&lt;br /&gt;
      /* (word)length (byte)0xb2 */&lt;br /&gt;
      /* copies the next &amp;lt;length&amp;gt; bytes */&lt;br /&gt;
      case 0xb2:&lt;br /&gt;
        lengthWord = (*(srcPos--))*0x100;&lt;br /&gt;
        lengthWord += *(srcPos--);&lt;br /&gt;
        for (i = 0; i &amp;lt; lengthWord; i++) {&lt;br /&gt;
          *(dstPos--) = *(srcPos--);&lt;br /&gt;
        }&lt;br /&gt;
        break;&lt;br /&gt;
      /* unknown command */&lt;br /&gt;
      default:&lt;br /&gt;
        printf(&amp;quot;Unknown command %x at position %x\n&amp;quot;, commandByte, srcPos);&lt;br /&gt;
        exit(1);&lt;br /&gt;
        break;&lt;br /&gt;
    }&lt;br /&gt;
  } while ((commandByte &amp;amp; 1) != 1); /* lowest bit set =&amp;gt; last block */&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The sizes of both the packed exe and the unpacked exe are multiples of 16&lt;br /&gt;
* The unpacker code unpacks the exe onto itself, i.e. the unpacked exe has the same starting address (in memory) as the packed exe (in memory).&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This information was adopted from http://cvs.z88dk.org/cgi-bin/viewvc.cgi/xu4/doc/avatarExepacked.txt?revision=1.1&amp;amp;root=zxu4&amp;amp;view=markup&lt;br /&gt;
by aowen. The source page said:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Please send additions, corrections and feedback to this e-mail address:&lt;br /&gt;
Remove space + vowels from &amp;quot;marc winterrowd&amp;quot; and append &amp;quot;at yahoo dot com&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
http://www.tbcnet.com/~clive/unpack.zip&lt;br /&gt;
http://www.tbcnet.com/~clive/vcomwinp.html&lt;br /&gt;
UNPACK, a DOS program written by Clive Turvey, that decompresses files packed with Microsoft EXEPACK.&lt;br /&gt;
&lt;br /&gt;
https://sourceforge.net/p/openkb/code/ci/master/tree/src/tools/unexepack.c&lt;br /&gt;
unexepack, open-source / public domain exepack decompressor&lt;br /&gt;
&lt;br /&gt;
[[Category:EXE Compression]]&lt;br /&gt;
[[Category:Code examples]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Indy_500_Library_Format&amp;diff=9883</id>
		<title>Indy 500 Library Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Indy_500_Library_Format&amp;diff=9883"/>
		<updated>2021-06-29T17:37:15Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Fix filename storage template param&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Infobox&lt;br /&gt;
 | MaxFiles = Limited only by OS max file size&lt;br /&gt;
 | FAT = Embedded&lt;br /&gt;
 | Names = N&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subdirectories = N&lt;br /&gt;
 | Compressed = Y&lt;br /&gt;
 | Encrypted = N&lt;br /&gt;
 | Hidden = Y&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Indianapolis 500: The Simulation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Indy 500 Library Format&#039;&#039;&#039; is used to store game assets for [[Indianapolis 500: The Simulation]]. Files in this format have no signature, and do not even have a consistent filename extension: the game&#039;s two archives use the extensions &amp;lt;tt&amp;gt;.1&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;.2&amp;lt;/tt&amp;gt;, respectively.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file starts with a list of 32-bit little-endian words, each of which contains the starting offset for one of the archive&#039;s contained files. There is no explicit field containing the number of files, nor of any of the contained file sizes; this data is computed based on the start offsets. The size of the header is the same as the start offset of the first file. The number of files can be computed by dividing the header size by 4.&lt;br /&gt;
&lt;br /&gt;
At each file&#039;s stored offset, a single 32-bit little-endian word prefixes the compressed file data. This word contains the decompressed file size. The file data itself is packed with [[LZSS compression]].&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Indy_500_Library_Format&amp;diff=9882</id>
		<title>Indy 500 Library Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Indy_500_Library_Format&amp;diff=9882"/>
		<updated>2021-06-29T17:27:58Z</updated>

		<summary type="html">&lt;p&gt;Cmb: /* File format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Infobox&lt;br /&gt;
 | MaxFiles = Limited only by OS max file size&lt;br /&gt;
 | FAT = Embedded&lt;br /&gt;
 | Names = No&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subdirectories = N&lt;br /&gt;
 | Compressed = Y&lt;br /&gt;
 | Encrypted = N&lt;br /&gt;
 | Hidden = Y&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Indianapolis 500: The Simulation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Indy 500 Library Format&#039;&#039;&#039; is used to store game assets for [[Indianapolis 500: The Simulation]]. Files in this format have no signature, and do not even have a consistent filename extension: the game&#039;s two archives use the extensions &amp;lt;tt&amp;gt;.1&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;.2&amp;lt;/tt&amp;gt;, respectively.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file starts with a list of 32-bit little-endian words, each of which contains the starting offset for one of the archive&#039;s contained files. There is no explicit field containing the number of files, nor of any of the contained file sizes; this data is computed based on the start offsets. The size of the header is the same as the start offset of the first file. The number of files can be computed by dividing the header size by 4.&lt;br /&gt;
&lt;br /&gt;
At each file&#039;s stored offset, a single 32-bit little-endian word prefixes the compressed file data. This word contains the decompressed file size. The file data itself is packed with [[LZSS compression]].&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Category:Indianapolis_500:_The_Simulation&amp;diff=9862</id>
		<title>Category:Indianapolis 500: The Simulation</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Category:Indianapolis_500:_The_Simulation&amp;diff=9862"/>
		<updated>2021-06-18T15:35:05Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Created page with &amp;quot;&amp;#039;&amp;#039;Indianapolis 500: The Simulation&amp;#039;&amp;#039; is a 1989 racing simulation game developed by Papyrus Design Group.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[Indianapolis 500: The Simulation]]&#039;&#039; is a 1989 racing simulation game developed by Papyrus Design Group.&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Indy_500_Library_Format&amp;diff=9861</id>
		<title>Indy 500 Library Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Indy_500_Library_Format&amp;diff=9861"/>
		<updated>2021-06-18T15:34:10Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Created page with &amp;quot;{{Archive Infobox  | MaxFiles = Limited only by OS max file size  | FAT = Embedded  | Names = No  | Metadata = None  | Subdirectories = N  | Compressed = Y  | Encrypted = N  |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Infobox&lt;br /&gt;
 | MaxFiles = Limited only by OS max file size&lt;br /&gt;
 | FAT = Embedded&lt;br /&gt;
 | Names = No&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subdirectories = N&lt;br /&gt;
 | Compressed = Y&lt;br /&gt;
 | Encrypted = N&lt;br /&gt;
 | Hidden = Y&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Indianapolis 500: The Simulation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Indy 500 Library Format&#039;&#039;&#039; is used to store game assets for [[Indianapolis 500: The Simulation]]. Files in this format have no signature, and do not even have a consistent filename extension: the game&#039;s two archives use the extensions &amp;lt;tt&amp;gt;.1&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;.2&amp;lt;/tt&amp;gt;, respectively.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file starts with a list of 32-bit little-endian words, where each one contains the starting offset for one of the contained files archive. There is no explicit field containing the number of files, nor of any of the contained file sizes; this data is computed based on the start offsets. The size of the header is the same as the start offset of the first file. The number of files can be computed by dividing the header size by 4.&lt;br /&gt;
&lt;br /&gt;
At each file&#039;s stored offset, a single 32-bit little-endian word prefixes the compressed file data. This word contains the decompressed file size. The file data itself is packed with [[LZSS compression]].&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Nomad&amp;diff=9576</id>
		<title>Nomad</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Nomad&amp;diff=9576"/>
		<updated>2021-04-08T14:51:09Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Update links from Nomad Palette to Papyrus Palette Format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels =&lt;br /&gt;
 | Tiles =&lt;br /&gt;
 | Sprites =&lt;br /&gt;
 | Fullscreen =&lt;br /&gt;
 | Sound =&lt;br /&gt;
 | Music =&lt;br /&gt;
 | Text =&lt;br /&gt;
 | Story =&lt;br /&gt;
 | Interface =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nomad&#039;&#039;&#039; is a space trading/adventure game developed by Papyrus Design Group and Intense! Interactive and published by GameTek in 1994.&lt;br /&gt;
&lt;br /&gt;
The file formats and much of the game logic was reverse engineered by [[User:Cmb|cmb]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
The data for Nomad is stored in five archive files. For the file format of the archives themselves, see [[DAT Format (Papyrus)|DAT Format]].&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;ANIM.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains images and data tables for the alien portrait animations.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Format!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.ANM&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Frame sequence tables that describe the animations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.DEL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[DEL Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Raster image data&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.SQB&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Voice synchronization tables?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;CONVERSE.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains data tables with the characteristics of all the aliens, places, items, ships, facts, and equipment in the game. Each table uses its own format with a repeating structure.&lt;br /&gt;
&lt;br /&gt;
Also contains data tables that are used by the game&#039;s alien conversation/talk engine.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALIEN.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Alien data data table. Describes each individual alien by their species, and a number of percentage/scaling values that may represent the alien&#039;s attitude or disposition.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Communication jammer data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ECLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship engine data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FACT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Data table describing the responsiveness of each alien race to the learnable facts in the game universe&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GAMETEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list strings, each one providing the name of a person, place, object, ship, or planet/star class. Also contained here are the strings of fact text and the meta-text phrases from which the game&#039;s conversation engine chooses pseudo-randomly. Uses [[Nomad Text Format]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;INVENT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship inventory data table. Operates as a linked list of 4-byte records, each one containing the count of a single type of item.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LBOOSTER.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor botbooster data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot data table. Describes the efficiency of each type of labor bot at a particular task.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Missile data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;META.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Meta-text data table for conversation engine&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;METATXT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets (into &amp;lt;tt&amp;gt;GAMETEXT.TXT&amp;lt;/tt&amp;gt;) for meta-text strings&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISSION.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Alliance mission data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISTEXT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets into &amp;lt;tt&amp;gt;MISTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Mission text strings in [[Nomad Text Format]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MSYS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Missile loader (&amp;quot;MLoader&amp;quot;) data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJECT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inventory object data table. Describes the type of object, links to any informational text associated with it, and provides the relative value to each alien race.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJTEXT.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets into &amp;lt;tt&amp;gt;OBJTEXT.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inventory object informational text strings in [[Nomad Text Format]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Place class data table (for star and planet classes). Contains lists of resources that can be harvested from each class of planet, and the quantities in which they are available.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLACE.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Place data table (for stars and planets). Describes the place by the alien race that has claimed it, and its position in the star map.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PODCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCCCCC;&amp;quot; | Zeroed; unused by the game&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;RCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Robot class data table (for ship-repair bots)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Scanner class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship class data table. Contains a link to the name of the ship class, and the installed equipment.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shield class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIP.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship data table. Contains many runtime flags that track the currently installed equipment as well as missile system status, damage to shields and armor, and location.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;STCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Star class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Contains pointers to lines of dialogue and can optionally indicate whether a line is a direct question to the player. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKNRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Contains pointers to lines of dialogue and can optionally indicate whether a line is a direct question to the player. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKPCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Creates links between statements and reactions, which is used when the player interactively chooses a response from a list during conversation. This table determines the line of dialogue with which an alien will respond when the player chooses a particular path. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKPRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Creates links between statements and reactions, which is used when the player interactively chooses a response from a list during conversation. This table determines the line of dialogue with which an alien will respond when the player chooses a particular path. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKTCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Allows lookup of dialogue lines based on topic. Points to records in &amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKTRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Allows lookup of dialogue lines based on topic. Points to records in &amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXCxxx.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. List of offsets into &amp;lt;tt&amp;gt;TLKXCxxx.TXT&amp;lt;/tt&amp;gt; at which the actual strings of dialogue text are stored. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXCxxx.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list of [[Nomad Text Format]] strings, each one being a line of dialog for the alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXRxxx.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. List of offsets into &amp;lt;tt&amp;gt;TLKXRxxx.TXT&amp;lt;/tt&amp;gt; at which the actual strings of dialogue text are stored. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXRxxx.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list of [[Nomad Text Format]] strings, each one being a line of dialog for the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;USERTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCCCCC;&amp;quot; | Unused; zero length&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;INVENT.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains images of inventory objects.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;inv####.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Image data (in [[STP Format]]) for each of the inventory objects in the game, plus a few unused images that were never removed from the game&#039;s data files before release&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;SAMPLES.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains audio files. All audio in the game is packed into archives using the very simple [[NNV Format]]. This is used even when the NNV archive contains only a single audio file. The audio data itself is encoded using the [[Nomad Sound Format]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALTEC.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Altec Hocker theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALWAYS.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Minor user interface sounds (computer beeps, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARCHBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arch-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDEN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arden theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ATLOSTEN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Sound effects used at the Losten planetary gateway&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELICO.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Bellicosian theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTSEND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Labor bot status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CARGO.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cargo stowage sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CFIRST.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship&#039;s computer name input instructions&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHNTCLR.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Chanticleer theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;COMLINK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inter-ship comlink announcements and sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;DAMAGE1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Damage and capsule ejection sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;END.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | End game narration&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FAILSAFE.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Audio for the Fail-Safe Device&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FARMBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Farm-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FIXED.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engineering systems repair complete announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FIX.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engineering systems repair announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GASBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Gas-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;HUMM.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Background hum&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;IMMED.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion, combat, and engine sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;INVNAV.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Starmap zoom sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM3.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM4.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KOROK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Korok theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LAND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship engine sound effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LOSE.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Game-over narration&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MEND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Exit/credits theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MINEBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ore-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MUSIN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Musin theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR01.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR02.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR03.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAHRUMP.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Pahrump theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHELNSE1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Phelonese theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLANET1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet orbit announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLANET2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Labor bot telemetry sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;POWER.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power-up/power-down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;RANCHBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ranch-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCAN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Scanner sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHAASA.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shaasa theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIELDS.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHOOT1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Combat status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHOOT2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Combat status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SPYBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Spy-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TALK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Miscellaneous com-link sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;THEME.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;THEM.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Announcements for other ships activities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TIMELOCK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship&#039;s computer speech announcing time lock&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSOR.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ursor theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE1_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Altec Hocker speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE2_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arden speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE3_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Bellicosian speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE4_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Chanticleer speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE5_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Musin speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE6_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Pahrump speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE7_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Phelonese speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE8_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shaasa speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE9_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ursor speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE10.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Korok speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power up/down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ships entering/leaving local space sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP4.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power up/down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WIN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame victory narration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;TEST.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains everything else: 3D models, cutscene/intro images, overlay graphics and sprites, minor animations, palette data, and fonts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Format!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDBC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDDS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDFGT2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;backg.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen intro/cutscene image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;backg.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for &amp;lt;tt&amp;gt;backg.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BARREN#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELDS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELPD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELRD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;border.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro sequence frame border&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTA.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model (unused)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTB.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHACR.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHALB.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHANS2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | &amp;quot;Second Harmony&amp;quot; star station 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHATP.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cock#.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cockpit zoom animation frame from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;COMPUTER.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Copy-protection data; unused in v1.00.00 and later&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CONTROL.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Stamp roll of ship flight control graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;crashed.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen cutscene image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cred000#.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen credits sequence images&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cred000#.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen credits sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;design.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intense! Interactive logo&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EARTH#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1a.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1a.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image palette&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1b.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1b.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image palette&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ENGINE.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship (drive section) 3D model; used during escape capsule jettison sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ESCAPE.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship (cockpit section) 3D model; used during escape capsule jettison sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EX0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EXP0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;fixed.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GAME.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for most of the game&#039;s resources&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;getname.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen cockpit image for player name entry&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;getname.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen cockpit image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;gtek.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | GameTek logo as overlay for intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guybody.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyhead.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (head animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyhead2.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (head animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyturn.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (body animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ICE#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORCR.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORFGT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok01.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok01.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok02.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok02.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORSP.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LGFONT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Font Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Font data (large type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISSILE#.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | 3D models (one for each missile type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MOLTEN#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MUS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Musin ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MYSTERY.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR#.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration (final version, non-Disneyland)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAVBKGND.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Navigation map background&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAVMAP.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Navigation starmap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;newexp.nnv&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion sound effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;nomad.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Title graphic overlay&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;oesi.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro sequence fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;open08.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Earth on starfield&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;open08.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for &amp;lt;tt&amp;gt;open08.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAH.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Pahrump ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;papyrus.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Papyrus design group overlay logo&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHELD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Phelonese ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHETD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Phelonese ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLAYER.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PSCAN.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet scan overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SC200240.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Planet scale table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SH0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Shield effect overlay graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHABC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHABS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHAFGT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIELD.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield effect overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIP.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for ships?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIPST.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Series of overlays for ship&#039;s engineering systems&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHP.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Series of overlays showing ship schematics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SMFONT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Font Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Font data (small type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;smk.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro snowfield crash and smoke plume animations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;snow.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image from intro sequence (snow field)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;STAR00##.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Distant star overlay for starfield background&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSCG.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ursor ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSFGT2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ursor ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WATER#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win01.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win01.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win03.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win03.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win04.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win04.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WORLD##a.pln&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]] with single-word header&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet surface texture. Raw VGA (8-bit) data prefixed by a single little-endian 16-bit word that contains the image width.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WORLD##a.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Papyrus Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface texture file with the same numeric filename portion. The alpha character &#039;a&#039; may increment for multiple palettes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [https://colinbourassa.github.io/media/nomad/ Colin&#039;s Nomad reverse engineering info]&lt;br /&gt;
&lt;br /&gt;
[[Category:GameTek]]&lt;br /&gt;
[[Category:3D]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=STP_Format&amp;diff=9511</id>
		<title>STP Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=STP_Format&amp;diff=9511"/>
		<updated>2021-03-15T22:42:59Z</updated>

		<summary type="html">&lt;p&gt;Cmb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image Infobox&lt;br /&gt;
 | Hardware1 = VGA&lt;br /&gt;
 | Depth = 8-bit&lt;br /&gt;
 | MinSize = 0&amp;amp;times;0&lt;br /&gt;
 | MaxSize = 65535&amp;amp;times;65535&lt;br /&gt;
 | Palette = Varies&lt;br /&gt;
 | NumPlanes = 1&lt;br /&gt;
 | HasTransparency = Yes&lt;br /&gt;
 | HasHitmap = No&lt;br /&gt;
 | Games =&lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STP&#039;&#039;&#039; is a run-length encoded VGA image format. Its name is an abbreviation of the word &amp;quot;stamp&amp;quot;, which describes its intended use in drawing over an existing background with transparency. STP images are generally smaller than the full screen resolution, and it is the responsibility of the game engine to determine the on-screen coordinates at which an STP is to be drawn.&lt;br /&gt;
&lt;br /&gt;
Related STP images are sometimes packed together in a simple archive that uses the [[ROL Format (image archive)|ROL Format]].&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
&lt;br /&gt;
The file starts with four 16-bit words that describe the image size and any adjustments to the drawing location on screen.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE width || Width of the image in pixels&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE height || Height of the image in pixels&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE negativeXOffset || Negative horizontal offset, in pixels, of the drawing location&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE negativeYOffset || Negative vertical offset, in pixels, of the drawing location&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example of negative X,Y offsets: if the game engine is preparing to draw a stamp at 100,100 and the .STP data contains &amp;lt;tt&amp;gt;02 00 02 00&amp;lt;/tt&amp;gt; at offsets &amp;lt;tt&amp;gt;04&amp;lt;/tt&amp;gt; through &amp;lt;tt&amp;gt;07&amp;lt;/tt&amp;gt;, then the stamp will actually be drawn with the upper left corner at 98,98.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
&lt;br /&gt;
The STP raster image data starts at offset 08. Each chunk of data in the file starts with a runlength byte, which describes that chunk as being one of three types:&lt;br /&gt;
&lt;br /&gt;
* Pointer advance / background: Marked by bit 7 being set (bitmask &amp;lt;tt&amp;gt;80h&amp;lt;/tt&amp;gt;). In the game engine, this simply advances the pointer in the output buffer by the number of bytes specified in the lower seven bits of this RLE byte (bitmask &amp;lt;tt&amp;gt;7Fh&amp;lt;/tt&amp;gt;). For example, &amp;lt;tt&amp;gt;B8h&amp;lt;/tt&amp;gt; will advance the output pointer by &amp;lt;tt&amp;gt;38h&amp;lt;/tt&amp;gt; bytes. The effect of this is that the existing content of the output buffer will persist, making this run transparent in the STP.&lt;br /&gt;
* Repeat byte from input: Marked by bit 7 being clear and bit 6 being set. This loads the next byte from the input buffer, and repeats it to the output buffer the number of times specified in the lower six bits of this RLE byte (bitmask &amp;amp; &amp;lt;tt&amp;gt;3Fh&amp;lt;/tt&amp;gt;).&lt;br /&gt;
* Direct byte sequence copy from input: Marked by both bits 7 and 6 being clear. This copies the next &#039;&#039;n&#039;&#039; bytes, in sequence, from the input, where &#039;&#039;n&#039;&#039; is the value of this RLE byte.&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Nomad_Text_Format&amp;diff=9494</id>
		<title>Nomad Text Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Nomad_Text_Format&amp;diff=9494"/>
		<updated>2021-03-10T18:29:23Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Better description for cmd 0x12&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Text Infobox&lt;br /&gt;
| Type = Story&lt;br /&gt;
| Lines = (none)&lt;br /&gt;
| Charset = ASCII&lt;br /&gt;
| Games = &lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Nomad Text Format&#039;&#039;&#039; is used for the in-game mission descriptions, inventory object descriptions, and alien dialogue lines in the game [[Nomad]]. The format is referred to internally by the game&#039;s code as &amp;quot;RText&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The text is stored in ASCII strings with null terminators, but also contains embedded command sequences that modify the game state. Null characters may appear within these command sequences, and they are not counted as terminators in this case. The embedded commands start with a single byte and can consume up to two additional bytes as a parameter (depending on the command).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Command byte!!# of parameter bytes!!Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;01&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Insert the player&#039;s name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;02&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Insert the name of the player&#039;s ship&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;03&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Insert the name of the planet around which the player is currently in orbit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;04&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Insert the string &amp;quot;&amp;lt;tt&amp;gt;&amp;amp;lt;GAMESTR&amp;amp;gt;&amp;lt;/tt&amp;gt;&amp;quot; (purpose unknown)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;05&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Insert meta text (e.g. a randomly chosen synonym, Shaasa phrase that may be translated, or Losten gateway code). The two parameter bytes are combined into a 16-bit little-endian value that specifies the number of the index in META.TAB. Note that this number is given as if META.TAB used 1-based indexing; since it actually uses 0-based indexing, this value must be decremented before being used. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;06&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Add one item (specified by the parameter byte) to the player&#039;s inventory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;07&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Insert the string &amp;quot;&amp;lt;tt&amp;gt;&amp;amp;lt;METAMOVE&amp;amp;gt;&amp;lt;/tt&amp;gt;&amp;quot; (purpose unknown)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;08&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Change temperament of alien speaking the text (by the value specified in the parameter byte.)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;09&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Grant knowledge of fact (specified by the parameter byte).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0A&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1 or 2&lt;br /&gt;
| Grant knowledge of place (specified by the parameter byte or byte pair). If the first byte following the command byte has its MSB clear, then it may be used directly as an index into the Place Table. Otherwise, if the first byte has its MSB set, then it must be combined with the following byte to form the Place Table index: &amp;lt;tt&amp;gt;(firstbyte &amp;amp;amp; 7Fh) &amp;amp;#124; (secondbyte &amp;amp;lt;&amp;amp;lt; 7)&amp;lt;/tt&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0B&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Set bit 0 in the first byte of the current Alien State Table entry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0C&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Grant knowledge of item (specified by the parameter byte).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0D&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Set bit 1 in the first byte of the current Alien State Table entry.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0E&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Copy contents of &amp;lt;tt&amp;gt;encount_relate2&amp;lt;/tt&amp;gt; table to &amp;lt;tt&amp;gt;encount_relate&amp;lt;/tt&amp;gt; table.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0F&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Grant knowledge of alien race (specified by the parameter byte).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;10&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Modify &amp;lt;tt&amp;gt;encount_relate&amp;lt;/tt&amp;gt; tables in memory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;11&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Store ship ID (specified by the parameter byte) in the Setup Table. The game doesn&#039;t track knowledge of ships in the same way as people, places, and objects. However, mentions of ships in conversation are usually followed with this command that causes the game to modify the &amp;quot;setup table&amp;quot; for that particular ship.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;12&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Store place ID in the Setup Table.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;13&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Set flag that controls alien conversation/behavior.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;14&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Set alien attribute (friendliness?) to maximum (64h). The alien table entry to be modified is selected by existing pointers in memory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;15&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| Set alien attribute (friendliness?) to minimum (00h). The alien table entry to be modified is selected by existing pointers in memory.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;16&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Modify mission table state for the mission specified by the parameter byte. In byte 12 of the MISSION.TAB entry: if bit 1 is set and bit 0 is clear, then set bit 7.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
Reverse engineered by [[User:Cmb|cmb]].&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Category:NASCAR_Racing_3&amp;diff=9492</id>
		<title>Category:NASCAR Racing 3</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Category:NASCAR_Racing_3&amp;diff=9492"/>
		<updated>2021-03-08T18:24:11Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Created page with &amp;quot;&amp;#039;&amp;#039;NASCAR Racing 3&amp;#039;&amp;#039; is a 1999 racing simulation game developed by Papyrus Design Group.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[NASCAR Racing 3]]&#039;&#039; is a 1999 racing simulation game developed by Papyrus Design Group.&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Category:Grand_Prix_Legends&amp;diff=9491</id>
		<title>Category:Grand Prix Legends</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Category:Grand_Prix_Legends&amp;diff=9491"/>
		<updated>2021-03-08T18:23:39Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Created page with &amp;quot;&amp;#039;&amp;#039;Grand Prix Legends&amp;#039;&amp;#039; is a 1998 racing simulation game developed by Papyrus Design Group.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[Grand Prix Legends]]&#039;&#039; is a 1998 racing simulation game developed by Papyrus Design Group.&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Category:NASCAR_Racing_2&amp;diff=9490</id>
		<title>Category:NASCAR Racing 2</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Category:NASCAR_Racing_2&amp;diff=9490"/>
		<updated>2021-03-08T18:23:05Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Created page with &amp;quot;&amp;#039;&amp;#039;NASCAR Racing 2&amp;#039;&amp;#039; is a 1996 racing simulation game developed by Papyrus Design Group.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[NASCAR Racing 2]]&#039;&#039; is a 1996 racing simulation game developed by Papyrus Design Group.&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Category:IndyCar_Racing_II&amp;diff=9489</id>
		<title>Category:IndyCar Racing II</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Category:IndyCar_Racing_II&amp;diff=9489"/>
		<updated>2021-03-08T18:22:17Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Created page with &amp;quot;&amp;#039;&amp;#039;IndyCar Racing II&amp;#039;&amp;#039; is a 1995 racing simulation game developed by Papyrus Design Group.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[IndyCar Racing II]]&#039;&#039; is a 1995 racing simulation game developed by Papyrus Design Group.&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Category:NASCAR_Racing&amp;diff=9488</id>
		<title>Category:NASCAR Racing</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Category:NASCAR_Racing&amp;diff=9488"/>
		<updated>2021-03-08T18:21:34Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Created page with &amp;quot;&amp;#039;&amp;#039;NASCAR Racing&amp;#039;&amp;#039; is a 1994 racing simulation game developed by Papyrus Design Group.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[NASCAR Racing]]&#039;&#039; is a 1994 racing simulation game developed by Papyrus Design Group.&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Category:IndyCar_Racing&amp;diff=9487</id>
		<title>Category:IndyCar Racing</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Category:IndyCar_Racing&amp;diff=9487"/>
		<updated>2021-03-08T18:20:55Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Created page with &amp;quot;&amp;#039;&amp;#039;IndyCar Racing&amp;#039;&amp;#039; is a racing simulation game developed by Papyrus Design Group.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[IndyCar Racing]]&#039;&#039; is a racing simulation game developed by Papyrus Design Group.&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=LZSS_compression&amp;diff=9486</id>
		<title>LZSS compression</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=LZSS_compression&amp;diff=9486"/>
		<updated>2021-03-08T18:19:36Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Add &amp;quot;Riders of Rohan&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Compression Infobox&lt;br /&gt;
 | Type = Stream&lt;br /&gt;
 | UnitSize = 1-bit&lt;br /&gt;
 | Games =&lt;br /&gt;
   {{Game|J.R.R. Tolkien&#039;s Riders of Rohan}}&lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
   {{Game|Prehistorik}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LZSS&#039;&#039;&#039; compression is an enhancement to LZ78 compression which uses a sliding window over the output data rather than a dictionary.&lt;br /&gt;
&lt;br /&gt;
It works by embedding certain codes in the data called &amp;quot;length-distance pairs&amp;quot;, as the code contains both a length value and a distance value.  When one of these codes is encountered, the decompressor looks back at the previously decompressed data and copies part of it onto the end of itself, with the amount and location of the data copied specified by the length and distance pair.&lt;br /&gt;
&lt;br /&gt;
== Algorithm ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variables:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;size_length&amp;lt;/tt&amp;gt;: Size of length field, in bits&lt;br /&gt;
* &amp;lt;tt&amp;gt;size_distance&amp;lt;/tt&amp;gt;: Size of distance field, in bits&lt;br /&gt;
* &amp;lt;tt&amp;gt;min_len&amp;lt;/tt&amp;gt;: Minimum length of a backreference (at least 2 to break even; 3 is better as it represents a savings of 1 byte)&lt;br /&gt;
* Whether the flag bit is 0 for normal byte, 1 for length-distance pair, or the opposite&lt;br /&gt;
* Whether the length field comes before distance, or distance before length&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&lt;br /&gt;
    Read one bit as the flag&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;&lt;br /&gt;
        If it&#039;s 1: (or 0 if flags are opposite)&lt;br /&gt;
        &amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;Read &amp;lt;tt&amp;gt;size_length&amp;lt;/tt&amp;gt; bits, add &amp;lt;tt&amp;gt;min_len&amp;lt;/tt&amp;gt; to the value, and use it as the LZSS &amp;lt;tt&amp;gt;length&amp;lt;/tt&amp;gt; value&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;Read &amp;lt;tt&amp;gt;size_distance&amp;lt;/tt&amp;gt; bits, add 1 to the value, and use it as the LZSS &amp;lt;tt&amp;gt;distance&amp;lt;/tt&amp;gt; value&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;Look back &amp;lt;tt&amp;gt;distance&amp;lt;/tt&amp;gt; bytes in the output data, and copy &amp;lt;tt&amp;gt;length&amp;lt;/tt&amp;gt; bytes to the end of the output data&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ol&amp;gt;&lt;br /&gt;
      &amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;&lt;br /&gt;
        Otherwise: (the flag is a 0, or 1 if flags are opposite)&lt;br /&gt;
        &amp;lt;ol style=&amp;quot;list-style-type: lower-roman;&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;Read 8 bits, and write them as a byte on the end of the output data&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ol&amp;gt;&lt;br /&gt;
      &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If there is more input data, go back to step 1&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[SkyRoads]] uses a variant of LZSS where the variables can be different for each file, and are stored at the start of the compressed data, as well as allowing two types of length-distance codes in the same file.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
[[User:Malvineous|Malvineous]] discovered this compression algorithm was used by [[Prehistorik]]. If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Category:J.R.R._Tolkien%27s_Riders_of_Rohan&amp;diff=9485</id>
		<title>Category:J.R.R. Tolkien&#039;s Riders of Rohan</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Category:J.R.R._Tolkien%27s_Riders_of_Rohan&amp;diff=9485"/>
		<updated>2021-03-08T18:18:29Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Created page with &amp;quot;&amp;#039;&amp;#039;J.R.R. Tolkien&amp;#039;s Riders of Rohan&amp;#039;&amp;#039; is a 1991 strategy game based on the Middle-earth world created by J. R. R. Tolkien. It was developed by Beam Software and Papyrus Des...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;[[J.R.R. Tolkien&#039;s Riders of Rohan]]&#039;&#039; is a 1991 strategy game based on the Middle-earth world created by J. R. R. Tolkien. It was developed by Beam Software and Papyrus Design Group, and published by Konami.&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Papyrus_Palette_Format&amp;diff=9484</id>
		<title>Papyrus Palette Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Papyrus_Palette_Format&amp;diff=9484"/>
		<updated>2021-03-08T18:14:46Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Add &amp;quot;Riders of Rohan&amp;quot; as applicable game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Palette Infobox&lt;br /&gt;
 | Hardware = VGA&lt;br /&gt;
 | Depth = 18-bit&lt;br /&gt;
 | Count = 1 to 256&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|J.R.R. Tolkien&#039;s Riders of Rohan}}&lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Papyrus Palette Format&#039;&#039;&#039; is a minor variation of a standard 6-bit [[VGA Palette]] file. Instead of containing a fixed number of palette entries, these files may contain any number of colors from 1 to 256. This allows the game to leave existing palette data in place and replace only the subset of entries specified in the palette file.&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|BYTE pad || Fixed; always &amp;lt;tt&amp;gt;00&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|BYTE startIndex || The VGA palette index at which color data from this file should be written&lt;br /&gt;
|-&lt;br /&gt;
|BYTE numEntries || Number of color entries in this file. A value is &amp;lt;tt&amp;gt;00&amp;lt;/tt&amp;gt; is interpreted to mean 256 colors.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Data ==&lt;br /&gt;
&lt;br /&gt;
Immediately following the three-byte header is the following repeating structure of 6-bit color data. This repeats &#039;&#039;numEntries&#039;&#039; times.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|BYTE red || Red component (6-bit)&lt;br /&gt;
|-&lt;br /&gt;
|BYTE green || Green component (6-bit)&lt;br /&gt;
|-&lt;br /&gt;
|BYTE blue || Blue component (6-bit)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Nomad_Palette_Format&amp;diff=9483</id>
		<title>Nomad Palette Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Nomad_Palette_Format&amp;diff=9483"/>
		<updated>2021-03-08T18:13:18Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Cmb moved page Nomad Palette Format to Papyrus Palette Format: Shared with &amp;quot;Riders of Rohan&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Papyrus Palette Format]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Papyrus_Palette_Format&amp;diff=9482</id>
		<title>Papyrus Palette Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Papyrus_Palette_Format&amp;diff=9482"/>
		<updated>2021-03-08T18:13:18Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Cmb moved page Nomad Palette Format to Papyrus Palette Format: Shared with &amp;quot;Riders of Rohan&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Palette Infobox&lt;br /&gt;
 | Hardware = VGA&lt;br /&gt;
 | Depth = 18-bit&lt;br /&gt;
 | Count = 1 to 256&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Nomad Palette Format&#039;&#039;&#039; is a minor variation of a standard 6-bit [[VGA Palette]] file. Instead of containing a fixed number of palette entries, these files may contain any number of colors from 1 to 256. This allows the game to leave existing palette data in place and replace only the subset of entries specified in the palette file.&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|BYTE pad || Fixed; always &amp;lt;tt&amp;gt;00&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|BYTE startIndex || The VGA palette index at which color data from this file should be written&lt;br /&gt;
|-&lt;br /&gt;
|BYTE numEntries || Number of color entries in this file. A value is &amp;lt;tt&amp;gt;00&amp;lt;/tt&amp;gt; is interpreted to mean 256 colors.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Data ==&lt;br /&gt;
&lt;br /&gt;
Immediately following the three-byte header is the following repeating structure of 6-bit color data. This repeats &#039;&#039;numEntries&#039;&#039; times.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|BYTE red || Red component (6-bit)&lt;br /&gt;
|-&lt;br /&gt;
|BYTE green || Green component (6-bit)&lt;br /&gt;
|-&lt;br /&gt;
|BYTE blue || Blue component (6-bit)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=DAT_Format_(Papyrus)&amp;diff=9474</id>
		<title>DAT Format (Papyrus)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=DAT_Format_(Papyrus)&amp;diff=9474"/>
		<updated>2021-03-04T00:47:44Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Version 1 vs Version 2 distinction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Infobox&lt;br /&gt;
 | MaxFiles = 65,535&lt;br /&gt;
 | FAT = Embedded&lt;br /&gt;
 | Names = Yes, 8.3&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subdirectories = N&lt;br /&gt;
 | Compressed = Y&lt;br /&gt;
 | Encrypted = N&lt;br /&gt;
 | Hidden = Y&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|J.R.R. Tolkien&#039;s Riders of Rohan}}&lt;br /&gt;
   {{Game|IndyCar Racing}}&lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
   {{Game|NASCAR Racing}}&lt;br /&gt;
   {{Game|IndyCar Racing II}}&lt;br /&gt;
   {{Game|NASCAR Racing 2}}&lt;br /&gt;
   {{Game|Grand Prix Legends}}&lt;br /&gt;
   {{Game|NASCAR Racing 3}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;DAT format&#039;&#039;&#039; is used to store data for some early games developed by Papyrus Design Group, including [[Nomad]] and several racing simulators. Unfortunately, the format has no signature and a generic filename extension (.DAT), so automatic detection of these files is difficult.&lt;br /&gt;
&lt;br /&gt;
There are two versions of the Papyrus DAT format that differ slightly, as explained below. Version 1 is used by &#039;&#039;Riders of Rohan&#039;&#039; and &#039;&#039;Nomad&#039;&#039;, and Version 2 by all the racing simulators.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
There is no signature for this format.  One method to identify .DAT files is to read in the contained file entries (failing if the end of the file is reached early) and confirm that each filename only consists of ASCII characters or nulls, and each file offset plus its size is less than the total size of the DAT file.  It is extremely unlikely that this method would incorrectly identify a file.&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
&lt;br /&gt;
The file starts with a single field indicating the number of files present.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE numFiles||File count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== File entry ===&lt;br /&gt;
&lt;br /&gt;
After the two-byte header, the following structure is repeated &amp;lt;tt&amp;gt;numFiles&amp;lt;/tt&amp;gt; times.  As each entry includes both an offset and a size, it is possible (in theory) for two different files to share the same data, and to insert “hidden” data between files.&lt;br /&gt;
&lt;br /&gt;
Note that the total length of this structure either either 28 bytes (for Version 1 of this format) or 27 bytes (for Version 2).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE flags || For Version 1 of the format: Indicates whether compressrion is used, and whether a compressed file is prefixed by uncompressed header words. In Version 2, neither of these features is supported.&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE uncompressed_size || The total size of the contained file after it is decompressed&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE compressed_size || The size of the contained file as it is stored compressed in the archive. For Version 2 archives, this will always match the &amp;lt;tt&amp;gt;uncompressed_size&amp;lt;/tt&amp;gt; field.&lt;br /&gt;
|-&lt;br /&gt;
|BYTE filename[13 or 14] || Filename (8.3, 12 chars including dot, null padded to 14 chars in Version 1, and 13 chars in Version 2)&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE offset || Offset within the .DAT archive at which this file&#039;s data starts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Compression (Version 1 only) ===&lt;br /&gt;
&lt;br /&gt;
At least two of the bits in &amp;lt;tt&amp;gt;flags&amp;lt;/tt&amp;gt; are important for indicating the compression method used to store the file:&lt;br /&gt;
* &amp;lt;tt&amp;gt;flags.8&amp;lt;/tt&amp;gt; indicates whether the file is stored with the LZ compression algorithm described below. If this bit is clear, the &amp;lt;tt&amp;gt;uncompressed_size&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;compressed_size&amp;lt;/tt&amp;gt; fields must match. In this case, the file is uncompressed and its content may be copied byte-for-byte from the .DAT. It appears and &#039;&#039;Riders of Rohan&#039;&#039; and &#039;&#039;Nomad&#039;&#039; make use of compression, while later games do not.&lt;br /&gt;
* &amp;lt;tt&amp;gt;flags.2&amp;lt;/tt&amp;gt; indicates whether the file is stored with uncompressed header data. If this bit is set, the entirety of the file&#039;s data is stored with LZ compression. If this bit is clear, the first two words (four bytes) are uncompressed and may be copied directly from the .DAT, leaving the remaining data to pass through LZ decompression. Note that the compressed_size field does not include this four-byte header, and as a result, the next file in the .DAT archive will start at &amp;lt;tt&amp;gt;offset + compressed_size + 4&amp;lt;/tt&amp;gt;.&lt;br /&gt;
:* This uncompressed-header feature seems to only be used for the raw VGA fullscreen images (which are stored with &amp;lt;tt&amp;gt;.lbm&amp;lt;/tt&amp;gt; extensions). In this case, the two words of header data contain the width and height of the image file (320 x 200, or &amp;lt;tt&amp;gt;40 01 C8 00&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
The data for the first contained file starts immediately after the last index entry.&lt;br /&gt;
&lt;br /&gt;
==== LZ algorithm ====&lt;br /&gt;
&lt;br /&gt;
The compressed files themselves are individually deflated with a modified 8-bit LZ algorithm. Data is grouped into chunks, and each chunk can consist of either a literal byte, or a back-reference to a string of bytes that was previously encountered during decompression. In this way, byte sequences that repeat can be represented by an abbreviated codeword, thereby saving space.&lt;br /&gt;
&lt;br /&gt;
In addition to the output stream, the algorithm maintains a 4096-byte ring buffer that provides the source of data for the back-references. This buffer must be initialized with all bytes set to &amp;lt;tt&amp;gt;20h&amp;lt;/tt&amp;gt;, and the offset pointer into the buffer set to &amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt;. This pointer value was chosen because it is 18 bytes from the end of the buffer, and that is the maximum length of a single back-reference sequence (as we will see later.) Therefore, at least one chunk will be decoded before the pointer wraps back to the start.&lt;br /&gt;
&lt;br /&gt;
In the compressed source data, each sequence of eight chunks is preceded by a flag byte, in which each bit indicates the nature of one of the following chunks:&lt;br /&gt;
&lt;br /&gt;
* 1: the chunk is a literal single byte, to be copied directly from the compressed source&lt;br /&gt;
* 0: the chunk is a two-byte coded back-reference into the ring buffer&lt;br /&gt;
&lt;br /&gt;
These bits are checked in order of LSB to MSB. For example, a flag byte of &amp;lt;tt&amp;gt;F7h&amp;lt;/tt&amp;gt; means that the next three chunks are literal, followed by a single reference, then four more literals.&lt;br /&gt;
&lt;br /&gt;
As each byte is copied to the output, it is also copied to the 4K ring buffer. Whenever data is being read from or written to this buffer, the pointer is reset to position 0 when it reaches position &amp;lt;tt&amp;gt;1000h&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To decode a back-reference, read the two-byte sequence as a little-endian pair. It contains two fields:&lt;br /&gt;
&lt;br /&gt;
* Byte count (bits 15:12): This four-bit count is actually the length minus three. Because the coded sequence itself occupies two bytes, there is no gain in encoding any fewer than three source bytes. A value of 0 in this field indicates a length of 3, and the max value of &amp;lt;tt&amp;gt;Fh&amp;lt;/tt&amp;gt; indicates a length of 18 (&amp;lt;tt&amp;gt;12h&amp;lt;/tt&amp;gt;).&lt;br /&gt;
* Offset into ring buffer (bits 11:0): A zero-based offset from the start of the 4096-byte ring buffer at which to begin reading the number of bytes specified in the byte count field. As noted, the decoder must start filling this buffer from offset &amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt;, so the first few back-references seen in a compressed file may be in this higher range (&amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;FFFh&amp;lt;/tt&amp;gt;).&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=DAT_Format_(Papyrus)&amp;diff=9469</id>
		<title>DAT Format (Papyrus)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=DAT_Format_(Papyrus)&amp;diff=9469"/>
		<updated>2021-02-23T20:14:25Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Expand to cover other Papyrus games&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Infobox&lt;br /&gt;
 | MaxFiles = 65,535&lt;br /&gt;
 | FAT = Embedded&lt;br /&gt;
 | Names = Yes, 8.3&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subdirectories = N&lt;br /&gt;
 | Compressed = Y&lt;br /&gt;
 | Encrypted = N&lt;br /&gt;
 | Hidden = Y&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|J.R.R. Tolkien&#039;s Riders of Rohan}}&lt;br /&gt;
   {{Game|IndyCar Racing}}&lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;DAT format&#039;&#039;&#039; is used to store data for some early games developed by Papyrus Design Group, including [[Nomad]]. Unfortunately, the format has no signature and a generic filename extension (.DAT), so automatic detection of these files is difficult.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
There is no signature for this format.  One method to identify .DAT files is to read in the contained file entries (failing if the end of the file is reached early) and confirm that each filename only consists of ASCII characters or nulls, and each file offset plus its size is less than the total size of the DAT file.  It is extremely unlikely that this method would incorrectly identify a file.&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
&lt;br /&gt;
The file starts with a single field indicating the number of files present.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE numFiles||File count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== File entry ===&lt;br /&gt;
&lt;br /&gt;
After the two-byte header, the following structure is repeated &amp;lt;tt&amp;gt;numFiles&amp;lt;/tt&amp;gt; times.  As each entry includes both an offset and a size, it is possible (in theory) for two different files to share the same data, and to insert “hidden” data between files.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE flags || Indicates whether compression is used, and whether a compressed file has uncompressed header data&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE uncompressed_size || The total size of the contained file after it is decompressed&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE compressed_size || The size of the contained file as it is stored compressed in the archive&lt;br /&gt;
|-&lt;br /&gt;
|BYTE filename[13 or 14] || Filename (8.3, 12 chars including dot, null padded to 14 chars in &#039;&#039;Riders of Rohan&#039;&#039; and &#039;&#039;Nomad&#039;&#039;, and 13 chars in later games)&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE offset || Offset within the .DAT archive at which this file&#039;s data starts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Compression ===&lt;br /&gt;
&lt;br /&gt;
At least two of the bits in &amp;lt;tt&amp;gt;flags&amp;lt;/tt&amp;gt; are important for indicating the compression method used to store the file:&lt;br /&gt;
* &amp;lt;tt&amp;gt;flags.8&amp;lt;/tt&amp;gt; indicates whether the file is stored with the LZ compression algorithm described below. If this bit is clear, the &amp;lt;tt&amp;gt;uncompressed_size&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;compressed_size&amp;lt;/tt&amp;gt; fields must match. In this case, the file is uncompressed and its content may be copied byte-for-byte from the .DAT. It appears and &#039;&#039;Riders of Rohan&#039;&#039; and &#039;&#039;Nomad&#039;&#039; make use of compression, while later games do not.&lt;br /&gt;
* &amp;lt;tt&amp;gt;flags.2&amp;lt;/tt&amp;gt; indicates whether the file is stored with uncompressed header data. If this bit is set, the entirety of the file&#039;s data is stored with LZ compression. If this bit is clear, the first two words (four bytes) are uncompressed and may be copied directly from the .DAT, leaving the remaining data to pass through LZ decompression. Note that the compressed_size field does not include this four-byte header, and as a result, the next file in the .DAT archive will start at &amp;lt;tt&amp;gt;offset + compressed_size + 4&amp;lt;/tt&amp;gt;.&lt;br /&gt;
:* This uncompressed-header feature seems to only be used for the raw VGA fullscreen images (which are stored with &amp;lt;tt&amp;gt;.lbm&amp;lt;/tt&amp;gt; extensions). In this case, the two words of header data contain the width and height of the image file (320 x 200, or &amp;lt;tt&amp;gt;40 01 C8 00&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
The data for the first contained file starts immediately after the last index entry.&lt;br /&gt;
&lt;br /&gt;
==== LZ algorithm ====&lt;br /&gt;
&lt;br /&gt;
The compressed files themselves are individually deflated with a modified 8-bit LZ algorithm. Data is grouped into chunks, and each chunk can consist of either a literal byte, or a back-reference to a string of bytes that was previously encountered during decompression. In this way, byte sequences that repeat can be represented by an abbreviated codeword, thereby saving space.&lt;br /&gt;
&lt;br /&gt;
In addition to the output stream, the algorithm maintains a 4096-byte ring buffer that provides the source of data for the back-references. This buffer must be initialized with all bytes set to &amp;lt;tt&amp;gt;20h&amp;lt;/tt&amp;gt;, and the offset pointer into the buffer set to &amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt;. This pointer value was chosen because it is 18 bytes from the end of the buffer, and that is the maximum length of a single back-reference sequence (as we will see later.) Therefore, at least one chunk will be decoded before the pointer wraps back to the start.&lt;br /&gt;
&lt;br /&gt;
In the compressed source data, each sequence of eight chunks is preceded by a flag byte, in which each bit indicates the nature of one of the following chunks:&lt;br /&gt;
&lt;br /&gt;
* 1: the chunk is a literal single byte, to be copied directly from the compressed source&lt;br /&gt;
* 0: the chunk is a two-byte coded back-reference into the ring buffer&lt;br /&gt;
&lt;br /&gt;
These bits are checked in order of LSB to MSB. For example, a flag byte of &amp;lt;tt&amp;gt;F7h&amp;lt;/tt&amp;gt; means that the next three chunks are literal, followed by a single reference, then four more literals.&lt;br /&gt;
&lt;br /&gt;
As each byte is copied to the output, it is also copied to the 4K ring buffer. Whenever data is being read from or written to this buffer, the pointer is reset to position 0 when it reaches position &amp;lt;tt&amp;gt;1000h&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To decode a back-reference, read the two-byte sequence as a little-endian pair. It contains two fields:&lt;br /&gt;
&lt;br /&gt;
* Byte count (bits 15:12): This four-bit count is actually the length minus three. Because the coded sequence itself occupies two bytes, there is no gain in encoding any fewer than three source bytes. A value of 0 in this field indicates a length of 3, and the max value of &amp;lt;tt&amp;gt;Fh&amp;lt;/tt&amp;gt; indicates a length of 18 (&amp;lt;tt&amp;gt;12h&amp;lt;/tt&amp;gt;).&lt;br /&gt;
* Offset into ring buffer (bits 11:0): A zero-based offset from the start of the 4096-byte ring buffer at which to begin reading the number of bytes specified in the byte count field. As noted, the decoder must start filling this buffer from offset &amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt;, so the first few back-references seen in a compressed file may be in this higher range (&amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;FFFh&amp;lt;/tt&amp;gt;).&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=DAT_format_(Nomad)&amp;diff=9468</id>
		<title>DAT format (Nomad)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=DAT_format_(Nomad)&amp;diff=9468"/>
		<updated>2021-02-23T20:07:35Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Changed redirect target from DAT Format (Nomad) to DAT Format (Papyrus)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DAT Format (Papyrus)]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Nomad&amp;diff=9467</id>
		<title>Nomad</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Nomad&amp;diff=9467"/>
		<updated>2021-02-23T20:07:03Z</updated>

		<summary type="html">&lt;p&gt;Cmb: /* File formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels =&lt;br /&gt;
 | Tiles =&lt;br /&gt;
 | Sprites =&lt;br /&gt;
 | Fullscreen =&lt;br /&gt;
 | Sound =&lt;br /&gt;
 | Music =&lt;br /&gt;
 | Text =&lt;br /&gt;
 | Story =&lt;br /&gt;
 | Interface =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nomad&#039;&#039;&#039; is a space trading/adventure game developed by Papyrus Design Group and Intense! Interactive and published by GameTek in 1994.&lt;br /&gt;
&lt;br /&gt;
The file formats and much of the game logic was reverse engineered by [[User:Cmb|cmb]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
The data for Nomad is stored in five archive files. For the file format of the archives themselves, see [[DAT Format (Papyrus)|DAT Format]].&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;ANIM.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains images and data tables for the alien portrait animations.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Format!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.ANM&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Frame sequence tables that describe the animations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.DEL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[DEL Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Raster image data&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;*.SQB&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Voice synchronization tables?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;CONVERSE.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains data tables with the characteristics of all the aliens, places, items, ships, facts, and equipment in the game. Each table uses its own format with a repeating structure.&lt;br /&gt;
&lt;br /&gt;
Also contains data tables that are used by the game&#039;s alien conversation/talk engine.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALIEN.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Alien data data table. Describes each individual alien by their species, and a number of percentage/scaling values that may represent the alien&#039;s attitude or disposition.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Communication jammer data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ECLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship engine data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FACT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Data table describing the responsiveness of each alien race to the learnable facts in the game universe&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GAMETEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list strings, each one providing the name of a person, place, object, ship, or planet/star class. Also contained here are the strings of fact text and the meta-text phrases from which the game&#039;s conversation engine chooses pseudo-randomly. Uses [[Nomad Text Format]].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;INVENT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship inventory data table. Operates as a linked list of 4-byte records, each one containing the count of a single type of item.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LBOOSTER.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor botbooster data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot data table. Describes the efficiency of each type of labor bot at a particular task.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Missile data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;META.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Meta-text data table for conversation engine&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;METATXT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets (into &amp;lt;tt&amp;gt;GAMETEXT.TXT&amp;lt;/tt&amp;gt;) for meta-text strings&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISSION.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Alliance mission data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISTEXT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets into &amp;lt;tt&amp;gt;MISTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Mission text strings in [[Nomad Text Format]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MSYS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Missile loader (&amp;quot;MLoader&amp;quot;) data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJECT.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inventory object data table. Describes the type of object, links to any informational text associated with it, and provides the relative value to each alien race.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJTEXT.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | List of offsets into &amp;lt;tt&amp;gt;OBJTEXT.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;OBJTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inventory object informational text strings in [[Nomad Text Format]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Place class data table (for star and planet classes). Contains lists of resources that can be harvested from each class of planet, and the quantities in which they are available.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLACE.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Place data table (for stars and planets). Describes the place by the alien race that has claimed it, and its position in the star map.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PODCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCCCCC;&amp;quot; | Zeroed; unused by the game&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;RCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Robot class data table (for ship-repair bots)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Scanner class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship class data table. Contains a link to the name of the ship class, and the installed equipment.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shield class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIP.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ship data table. Contains many runtime flags that track the currently installed equipment as well as missile system status, damage to shields and armor, and location.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;STCLASS.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Star class data table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Contains pointers to lines of dialogue and can optionally indicate whether a line is a direct question to the player. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKNRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Contains pointers to lines of dialogue and can optionally indicate whether a line is a direct question to the player. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKPCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Creates links between statements and reactions, which is used when the player interactively chooses a response from a list during conversation. This table determines the line of dialogue with which an alien will respond when the player chooses a particular path. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKPRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Creates links between statements and reactions, which is used when the player interactively chooses a response from a list during conversation. This table determines the line of dialogue with which an alien will respond when the player chooses a particular path. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKTCxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Allows lookup of dialogue lines based on topic. Points to records in &amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKTRxxx.TAB&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. Allows lookup of dialogue lines based on topic. Points to records in &amp;lt;tt&amp;gt;TLKNCxxx.TAB&amp;lt;/tt&amp;gt;. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXCxxx.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. List of offsets into &amp;lt;tt&amp;gt;TLKXCxxx.TXT&amp;lt;/tt&amp;gt; at which the actual strings of dialogue text are stored. Used by only the single alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXCxxx.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list of [[Nomad Text Format]] strings, each one being a line of dialog for the alien whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXRxxx.IDX&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Conversation engine table. List of offsets into &amp;lt;tt&amp;gt;TLKXRxxx.TXT&amp;lt;/tt&amp;gt; at which the actual strings of dialogue text are stored. Can be used by any member of the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TLKXRxxx.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Concatenated list of [[Nomad Text Format]] strings, each one being a line of dialog for the alien race whose ID is in the numeric portion of the filename.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;USERTEXT.TXT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCCCCC;&amp;quot; | Unused; zero length&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;INVENT.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains images of inventory objects.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;inv####.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Image data (in [[STP Format]]) for each of the inventory objects in the game, plus a few unused images that were never removed from the game&#039;s data files before release&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;SAMPLES.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains audio files. All audio in the game is packed into archives using the very simple [[NNV Format]]. This is used even when the NNV archive contains only a single audio file. The audio data itself is encoded using the [[Nomad Sound Format]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALTEC.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Altec Hocker theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ALWAYS.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Minor user interface sounds (computer beeps, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARCHBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arch-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDEN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arden theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ATLOSTEN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Sound effects used at the Losten planetary gateway&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELICO.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Bellicosian theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTSEND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Labor bot status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CARGO.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cargo stowage sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CFIRST.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship&#039;s computer name input instructions&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHNTCLR.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Chanticleer theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;COMLINK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Inter-ship comlink announcements and sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;DAMAGE1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Damage and capsule ejection sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;END.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | End game narration&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FAILSAFE.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Audio for the Fail-Safe Device&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FARMBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Farm-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FIXED.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engineering systems repair complete announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;FIX.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engineering systems repair announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GASBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Gas-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;HUMM.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Background hum&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;IMMED.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion, combat, and engine sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;INVNAV.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Starmap zoom sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM3.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KENELM4.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Kenelm speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KOROK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Korok theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LAND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship engine sound effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LOSE.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Game-over narration&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MEND.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Exit/credits theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MINEBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ore-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MUSIN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Musin theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR01.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR02.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR03.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration - Disneyland / Space Mountain version&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAHRUMP.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Pahrump theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHELNSE1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Phelonese theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLANET1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet orbit announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLANET2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Labor bot telemetry sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;POWER.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power-up/power-down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;RANCHBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ranch-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SCAN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Scanner sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHAASA.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shaasa theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIELDS.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHOOT1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Combat status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHOOT2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Combat status announcements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SPYBOT.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Spy-bot speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TALK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Miscellaneous com-link sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;THEME.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;THEM.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Announcements for other ships activities&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;TIMELOCK.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ship&#039;s computer speech announcing time lock&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSOR.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ursor theme music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE1_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Altec Hocker speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE2_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Arden speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE3_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Bellicosian speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE4_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Chanticleer speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE5_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Musin speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE6_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Pahrump speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE7_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Phelonese speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE8_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shaasa speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE9_1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ursor speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;VOICE10.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Korok speech&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP1.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power up/down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP2.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Ships entering/leaving local space sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WARP4.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Engine power up/down sound effects&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WIN.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame victory narration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;TEST.DAT&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Contains everything else: 3D models, cutscene/intro images, overlay graphics and sprites, minor animations, palette data, and fonts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!File name!!Format!!Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDBC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDDS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ARDFGT2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Arden ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;backg.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen intro/cutscene image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;backg.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for &amp;lt;tt&amp;gt;backg.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BARREN#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELDS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELPD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BELRD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Bellicosian ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;border.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro sequence frame border&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTA.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model (unused)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTB.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;BOTC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Labor bot 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHACR.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHALB.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHANS2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | &amp;quot;Second Harmony&amp;quot; star station 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CHATP.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Chanticleer ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cock#.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cockpit zoom animation frame from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;COMPUTER.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Copy-protection data; unused in v1.00.00 and later&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;CONTROL.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Stamp roll of ship flight control graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;crashed.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen cutscene image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cred000#.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen credits sequence images&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;cred000#.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen credits sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;design.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intense! Interactive logo&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EARTH#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1a.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1a.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image palette&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1b.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;end1b.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Endgame scenario fullscreen image palette&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ENGINE.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship (drive section) 3D model; used during escape capsule jettison sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ESCAPE.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship (cockpit section) 3D model; used during escape capsule jettison sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EX0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;EXP0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;fixed.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;GAME.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for most of the game&#039;s resources&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;getname.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen cockpit image for player name entry&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;getname.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen cockpit image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;gtek.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | GameTek logo as overlay for intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guybody.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyhead.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (head animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyhead2.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (head animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;guyturn.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Overlay graphic of shadowy government figure from intro sequence (body animation)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;ICE#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORCR.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORFGT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok01.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok01.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok02.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;korok02.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image of Korok endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;KORSP.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Korok ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;LGFONT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Font Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Font data (large type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MISSILE#.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | 3D models (one for each missile type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MOLTEN#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MUS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Musin ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;MYSTERY.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro music&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAR#.NNV&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro narration (final version, non-Disneyland)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAVBKGND.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Navigation map background&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;NAVMAP.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Navigation starmap&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;newexp.nnv&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[NNV Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Explosion sound effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;nomad.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Title graphic overlay&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;oesi.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro sequence fullscreen image&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;open08.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Earth on starfield&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;open08.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for &amp;lt;tt&amp;gt;open08.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PAH.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Pahrump ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;papyrus.stp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Papyrus design group overlay logo&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHELD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Phelonese ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PHETD.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Phelonese ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PLAYER.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Player&#039;s ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;PSCAN.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet scan overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SC200240.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Planet scale table&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SH0#.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Shield effect overlay graphics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHABC.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHABS.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHAFGT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Shaasa ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIELD.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Shield effect overlay graphic&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIP.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for ships?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHIPST.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Series of overlays for ship&#039;s engineering systems&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SHP.ROL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Series of overlays showing ship schematics&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;SMFONT.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Font Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Font data (small type)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;smk.rol&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[ROL Format (image archive)]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Intro snowfield crash and smoke plume animations&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;snow.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image from intro sequence (snow field)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;STAR00##.STP&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[STP Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Distant star overlay for starfield background&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSCG.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ursor ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;URSFGT2.BIN&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad 3D Model Format]]&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Ursor ship 3D model&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WATER#.PAL&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win01.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win01.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win03.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win03.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win04.lbm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Fullscreen image for victory endgame scenario&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;win04.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for fullscreen image (victory endgame scenario)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WORLD##a.pln&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Raw VGA Image]] with single-word header&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Planet surface texture. Raw VGA (8-bit) data prefixed by a single little-endian 16-bit word that contains the image width.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;tt&amp;gt;WORLD##a.pal&amp;lt;/tt&amp;gt;&lt;br /&gt;
| [[Nomad Palette Format]]&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | VGA palette data for planet surface texture file with the same numeric filename portion. The alpha character &#039;a&#039; may increment for multiple palettes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [https://colinbourassa.github.io/media/nomad/ Colin&#039;s Nomad reverse engineering info]&lt;br /&gt;
&lt;br /&gt;
[[Category:GameTek]]&lt;br /&gt;
[[Category:3D]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Nomad_3D_Model_Format&amp;diff=9466</id>
		<title>Nomad 3D Model Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Nomad_3D_Model_Format&amp;diff=9466"/>
		<updated>2021-02-23T20:04:09Z</updated>

		<summary type="html">&lt;p&gt;Cmb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3D Model Infobox&lt;br /&gt;
 | MaxPolygons = 65,536&lt;br /&gt;
 | MaxVertices = 127&lt;br /&gt;
 | Games =&lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Nomad 3D Model Format&#039;&#039;&#039; is a binary file format that uses the file extension &#039;&#039;&#039;&amp;lt;tt&amp;gt;.BIN&amp;lt;/tt&amp;gt;&#039;&#039;&#039;. These files can be found packed into the [[DAT Format (Papyrus)|DAT archives]] used by [[Nomad]], although they do not have a unique file extension even within the game; other files such as fonts and some data tables share the &amp;lt;tt&amp;gt;.BIN&amp;lt;/tt&amp;gt; extension.&lt;br /&gt;
&lt;br /&gt;
The 3D models are rendered untextured, and with flat shading. Each polygon face is assigned one of eight base colors, and up to eight tints/shades of each base color are used during rendering for a maximum of 64 colors on screen for 3D model rendering. Other game elements (such as sprites and other raster images) make use of different regions of the VGA palette.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;.BIN&amp;lt;/tt&amp;gt; format was reverse engineered by [[User:Cmb|cmb]].&lt;br /&gt;
&lt;br /&gt;
=== Format ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE pCount || Total number of polygons used in the model&lt;br /&gt;
|-&lt;br /&gt;
|POLYRECORD || Array of polygon definitions; see &amp;lt;tt&amp;gt;POLYRECORD&amp;lt;/tt&amp;gt; description below. Array size is &amp;lt;tt&amp;gt;pCount&amp;lt;/tt&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE vCount || Total number of vertices used in the model&lt;br /&gt;
|-&lt;br /&gt;
|VERTRECORD || Array of vertex definitions; see &amp;lt;tt&amp;gt;VERTRECORD&amp;lt;/tt&amp;gt; description below. Array size is &amp;lt;tt&amp;gt;vCount&amp;lt;/tt&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== POLYRECORD structure ====&lt;br /&gt;
This is a struct of variable size, but it will be a minimum of 18 bytes. It is two bytes larger for each additional vertex used by this polygon.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE || Possibly an X coordinate of a direction vector?&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE || Possibly a Y coordinate of a direction vector?&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE || Possibly a Z coordinate of a direction vector?&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE || Unknown&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE || Unknown&lt;br /&gt;
|-&lt;br /&gt;
|UINT8LE vCount || 7-bit count of the number of vertices used by this polygon (stored in the lower 7 bits). The high bit is also sometimes set, but its purpose is unknown.&lt;br /&gt;
|-&lt;br /&gt;
|UINT8LE || Color for this polygon surface. This will be an index 00 through 07, which happens to match up to the first eight colors of the EGA palette. In reality, each of the these base colors will be one of eight shades when it is rendered on screen (as the 3D engine selects the appropriate one for highlights/shadows.) The 64 total colors that are used for drawing 3D models to the screen are provided by the palette &amp;lt;tt&amp;gt;SHIP.PAL&amp;lt;/tt&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE || Array of 16-bit words, each one a 0-based index into the &amp;lt;tt&amp;gt;VERTRECORD&amp;lt;/tt&amp;gt; structure that follows in the file. Array size is &amp;lt;tt&amp;gt;vCount&amp;lt;/tt&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== VERTRECORD structure ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE || 3D X coordinate&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE || 3D Y coordinate&lt;br /&gt;
|-&lt;br /&gt;
|INT16LE || 3D Z coordinate&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=DAT_Format_(Nomad)&amp;diff=9465</id>
		<title>DAT Format (Nomad)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=DAT_Format_(Nomad)&amp;diff=9465"/>
		<updated>2021-02-23T20:00:47Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Cmb moved page DAT Format (Nomad) to DAT Format (Papyrus): Format is common to multiple Papyrus Design Group titles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DAT Format (Papyrus)]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=DAT_Format_(Papyrus)&amp;diff=9464</id>
		<title>DAT Format (Papyrus)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=DAT_Format_(Papyrus)&amp;diff=9464"/>
		<updated>2021-02-23T20:00:47Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Cmb moved page DAT Format (Nomad) to DAT Format (Papyrus): Format is common to multiple Papyrus Design Group titles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Infobox&lt;br /&gt;
 | MaxFiles = 65,535&lt;br /&gt;
 | FAT = Embedded&lt;br /&gt;
 | Names = Yes, 8.3&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subdirectories = N&lt;br /&gt;
 | Compressed = Y&lt;br /&gt;
 | Encrypted = N&lt;br /&gt;
 | Hidden = Y&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;DAT format&#039;&#039;&#039; is used to store most of the data for [[Nomad]]. Unfortunately, the format has no signature and a generic filename extension (.DAT), so automatic detection of these files is difficult.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
There is no signature for this format.  One method to identify .DAT files is to read in the contained file entries (failing if the end of the file is reached early) and confirm that each filename only consists of ASCII characters or nulls, and each file offset plus its size is less than the total size of the DAT file.  It is extremely unlikely that this method would incorrectly identify a file.&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
&lt;br /&gt;
The file starts with a single field indicating the number of files present.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE numFiles||File count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== File entry ===&lt;br /&gt;
&lt;br /&gt;
After the two-byte header, the following structure is repeated &amp;lt;tt&amp;gt;numFiles&amp;lt;/tt&amp;gt; times.  As each entry includes both an offset and a size, it is possible (in theory) for two different files to share the same data, and to insert “hidden” data between files.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE flags || Indicates whether compression is used, and whether a compressed file has uncompressed header data&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE uncompressed_size || The total size of the contained file after it is decompressed&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE compressed_size || The size of the contained file as it is stored compressed in the archive&lt;br /&gt;
|-&lt;br /&gt;
|BYTE filename[14] || Filename (8.3, 12 chars including dot, null padded to 14 chars)&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE offset || Offset within the .DAT archive at which this file&#039;s data starts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Compression ===&lt;br /&gt;
&lt;br /&gt;
At least two of the bits in &amp;lt;tt&amp;gt;flags&amp;lt;/tt&amp;gt; are important for indicating the compression method used to store the file:&lt;br /&gt;
* &amp;lt;tt&amp;gt;flags.8&amp;lt;/tt&amp;gt; indicates whether the file is stored with the LZ compression algorithm described below. If this bit is clear, the &amp;lt;tt&amp;gt;uncompressed_size&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;compressed_size&amp;lt;/tt&amp;gt; fields must match. In this case, the file is uncompressed and its content may be copied byte-for-byte from the .DAT.&lt;br /&gt;
* &amp;lt;tt&amp;gt;flags.2&amp;lt;/tt&amp;gt; indicates whether the file is stored with uncompressed header data. If this bit is set, the entirety of the file&#039;s data is stored with LZ compression. If this bit is clear, the first two words (four bytes) are uncompressed and may be copied directly from the .DAT, leaving the remaining data to pass through LZ decompression. Note that the compressed_size field does not include this four-byte header, and as a result, the next file in the .DAT archive will start at &amp;lt;tt&amp;gt;offset + compressed_size + 4&amp;lt;/tt&amp;gt;.&lt;br /&gt;
:* This uncompressed-header feature seems to only be used for the raw VGA fullscreen images (which are stored with &amp;lt;tt&amp;gt;.lbm&amp;lt;/tt&amp;gt; extensions). In this case, the two words of header data contain the width and height of the image file (320 x 200, or &amp;lt;tt&amp;gt;40 01 C8 00&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
The data for the first contained file starts immediately after the last index entry.&lt;br /&gt;
&lt;br /&gt;
==== LZ algorithm ====&lt;br /&gt;
&lt;br /&gt;
The compressed files themselves are individually deflated with a modified 8-bit LZ algorithm. Data is grouped into chunks, and each chunk can consist of either a literal byte, or a back-reference to a string of bytes that was previously encountered during decompression. In this way, byte sequences that repeat can be represented by an abbreviated codeword, thereby saving space.&lt;br /&gt;
&lt;br /&gt;
In addition to the output stream, the algorithm maintains a 4096-byte ring buffer that provides the source of data for the back-references. This buffer must be initialized with all bytes set to &amp;lt;tt&amp;gt;20h&amp;lt;/tt&amp;gt;, and the offset pointer into the buffer set to &amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt;. This pointer value was chosen because it is 18 bytes from the end of the buffer, and that is the maximum length of a single back-reference sequence (as we will see later.) Therefore, at least one chunk will be decoded before the pointer wraps back to the start.&lt;br /&gt;
&lt;br /&gt;
In the compressed source data, each sequence of eight chunks is preceded by a flag byte, in which each bit indicates the nature of one of the following chunks:&lt;br /&gt;
&lt;br /&gt;
* 1: the chunk is a literal single byte, to be copied directly from the compressed source&lt;br /&gt;
* 0: the chunk is a two-byte coded back-reference into the ring buffer&lt;br /&gt;
&lt;br /&gt;
These bits are checked in order of LSB to MSB. For example, a flag byte of &amp;lt;tt&amp;gt;F7h&amp;lt;/tt&amp;gt; means that the next three chunks are literal, followed by a single reference, then four more literals.&lt;br /&gt;
&lt;br /&gt;
As each byte is copied to the output, it is also copied to the 4K ring buffer. Whenever data is being read from or written to this buffer, the pointer is reset to position 0 when it reaches position &amp;lt;tt&amp;gt;1000h&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To decode a back-reference, read the two-byte sequence as a little-endian pair. It contains two fields:&lt;br /&gt;
&lt;br /&gt;
* Byte count (bits 15:12): This four-bit count is actually the length minus three. Because the coded sequence itself occupies two bytes, there is no gain in encoding any fewer than three source bytes. A value of 0 in this field indicates a length of 3, and the max value of &amp;lt;tt&amp;gt;Fh&amp;lt;/tt&amp;gt; indicates a length of 18 (&amp;lt;tt&amp;gt;12h&amp;lt;/tt&amp;gt;).&lt;br /&gt;
* Offset into ring buffer (bits 11:0): A zero-based offset from the start of the 4096-byte ring buffer at which to begin reading the number of bytes specified in the byte count field. As noted, the decoder must start filling this buffer from offset &amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt;, so the first few back-references seen in a compressed file may be in this higher range (&amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;FFFh&amp;lt;/tt&amp;gt;).&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=LZSS_compression&amp;diff=9271</id>
		<title>LZSS compression</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=LZSS_compression&amp;diff=9271"/>
		<updated>2020-12-15T19:39:23Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Some cleanup; min_len variable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Compression Infobox&lt;br /&gt;
 | Type = Stream&lt;br /&gt;
 | UnitSize = 1-bit&lt;br /&gt;
 | Games =&lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
   {{Game|Prehistorik}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LZSS&#039;&#039;&#039; compression is an enhancement to LZ78 compression which uses a sliding window over the output data rather than a dictionary.&lt;br /&gt;
&lt;br /&gt;
It works by embedding certain codes in the data called &amp;quot;length-distance pairs&amp;quot;, as the code contains both a length value and a distance value.  When one of these codes is encountered, the decompressor looks back at the previously decompressed data and copies part of it onto the end of itself, with the amount and location of the data copied specified by the length and distance pair.&lt;br /&gt;
&lt;br /&gt;
== Algorithm ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variables:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;tt&amp;gt;size_length&amp;lt;/tt&amp;gt;: Size of length field, in bits&lt;br /&gt;
* &amp;lt;tt&amp;gt;size_distance&amp;lt;/tt&amp;gt;: Size of distance field, in bits&lt;br /&gt;
* &amp;lt;tt&amp;gt;min_len&amp;lt;/tt&amp;gt;: Minimum length of a backreference (at least 2 to break even; 3 is better as it represents a savings of 1 byte)&lt;br /&gt;
* Whether the flag bit is 0 for normal byte, 1 for length-distance pair, or the opposite&lt;br /&gt;
* Whether the length field comes before distance, or distance before length&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedure:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&lt;br /&gt;
    Read one bit as the flag&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;&lt;br /&gt;
        If it&#039;s 1: (or 0 if flags are opposite)&lt;br /&gt;
        &amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;Read &amp;lt;tt&amp;gt;size_length&amp;lt;/tt&amp;gt; bits, add &amp;lt;tt&amp;gt;min_len&amp;lt;/tt&amp;gt; to the value, and use it as the LZSS &amp;lt;tt&amp;gt;length&amp;lt;/tt&amp;gt; value&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;Read &amp;lt;tt&amp;gt;size_distance&amp;lt;/tt&amp;gt; bits, add 1 to the value, and use it as the LZSS &amp;lt;tt&amp;gt;distance&amp;lt;/tt&amp;gt; value&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;Look back &amp;lt;tt&amp;gt;distance&amp;lt;/tt&amp;gt; bytes in the output data, and copy &amp;lt;tt&amp;gt;length&amp;lt;/tt&amp;gt; bytes to the end of the output data&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ol&amp;gt;&lt;br /&gt;
      &amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;&lt;br /&gt;
        Otherwise: (the flag is a 0, or 1 if flags are opposite)&lt;br /&gt;
        &amp;lt;ol style=&amp;quot;list-style-type: lower-roman;&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;Read 8 bits, and write them as a byte on the end of the output data&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ol&amp;gt;&lt;br /&gt;
      &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If there is more input data, go back to step 1&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[SkyRoads]] uses a variant of LZSS where the variables can be different for each file, and are stored at the start of the compressed data, as well as allowing two types of length-distance codes in the same file.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
[[User:Malvineous|Malvineous]] discovered this compression algorithm was used by [[Prehistorik]]. If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=DAT_format_(Nomad)&amp;diff=9199</id>
		<title>DAT format (Nomad)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=DAT_format_(Nomad)&amp;diff=9199"/>
		<updated>2020-11-30T14:32:10Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Cmb moved page DAT format (Nomad) to DAT Format (Nomad): Capitalization convention&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DAT Format (Nomad)]]&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=DAT_Format_(Papyrus)&amp;diff=9198</id>
		<title>DAT Format (Papyrus)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=DAT_Format_(Papyrus)&amp;diff=9198"/>
		<updated>2020-11-30T14:32:10Z</updated>

		<summary type="html">&lt;p&gt;Cmb: Cmb moved page DAT format (Nomad) to DAT Format (Nomad): Capitalization convention&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Infobox&lt;br /&gt;
 | MaxFiles = 65,535&lt;br /&gt;
 | FAT = Embedded&lt;br /&gt;
 | Names = Yes, 8.3&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subdirectories = N&lt;br /&gt;
 | Compressed = Y&lt;br /&gt;
 | Encrypted = N&lt;br /&gt;
 | Hidden = Y&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Nomad}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;DAT format&#039;&#039;&#039; is used to store most of the data for [[Nomad]]. Unfortunately, the format has no signature and a generic filename extension (.DAT), so automatic detection of these files is difficult.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
There is no signature for this format.  One method to identify .DAT files is to read in the contained file entries (failing if the end of the file is reached early) and confirm that each filename only consists of ASCII characters or nulls, and each file offset plus its size is less than the total size of the DAT file.  It is extremely unlikely that this method would incorrectly identify a file.&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
&lt;br /&gt;
The file starts with a single field indicating the number of files present.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE numFiles||File count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== File entry ===&lt;br /&gt;
&lt;br /&gt;
After the two-byte header, the following structure is repeated &amp;lt;tt&amp;gt;numFiles&amp;lt;/tt&amp;gt; times.  As each entry includes both an offset and a size, it is possible (in theory) for two different files to share the same data, and to insert “hidden” data between files.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16LE flags || Indicates whether compression is used, and whether a compressed file has uncompressed header data&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE uncompressed_size || The total size of the contained file after it is decompressed&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE compressed_size || The size of the contained file as it is stored compressed in the archive&lt;br /&gt;
|-&lt;br /&gt;
|BYTE filename[14] || Filename (8.3, 12 chars including dot, null padded to 14 chars)&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE offset || Offset within the .DAT archive at which this file&#039;s data starts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Compression ===&lt;br /&gt;
&lt;br /&gt;
At least two of the bits in &amp;lt;tt&amp;gt;flags&amp;lt;/tt&amp;gt; are important for indicating the compression method used to store the file:&lt;br /&gt;
* &amp;lt;tt&amp;gt;flags.8&amp;lt;/tt&amp;gt; indicates whether the file is stored with the LZ compression algorithm described below. If this bit is clear, the &amp;lt;tt&amp;gt;uncompressed_size&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;compressed_size&amp;lt;/tt&amp;gt; fields must match. In this case, the file is uncompressed and its content may be copied byte-for-byte from the .DAT.&lt;br /&gt;
* &amp;lt;tt&amp;gt;flags.2&amp;lt;/tt&amp;gt; indicates whether the file is stored with uncompressed header data. If this bit is set, the entirety of the file&#039;s data is stored with LZ compression. If this bit is clear, the first two words (four bytes) are uncompressed and may be copied directly from the .DAT, leaving the remaining data to pass through LZ decompression. Note that the compressed_size field does not include this four-byte header, and as a result, the next file in the .DAT archive will start at &amp;lt;tt&amp;gt;offset + compressed_size + 4&amp;lt;/tt&amp;gt;.&lt;br /&gt;
:* This uncompressed-header feature seems to only be used for the raw VGA fullscreen images (which are stored with &amp;lt;tt&amp;gt;.lbm&amp;lt;/tt&amp;gt; extensions). In this case, the two words of header data contain the width and height of the image file (320 x 200, or &amp;lt;tt&amp;gt;40 01 C8 00&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
The data for the first contained file starts immediately after the last index entry.&lt;br /&gt;
&lt;br /&gt;
==== LZ algorithm ====&lt;br /&gt;
&lt;br /&gt;
The compressed files themselves are individually deflated with a modified 8-bit LZ algorithm. Data is grouped into chunks, and each chunk can consist of either a literal byte, or a back-reference to a string of bytes that was previously encountered during decompression. In this way, byte sequences that repeat can be represented by an abbreviated codeword, thereby saving space.&lt;br /&gt;
&lt;br /&gt;
In addition to the output stream, the algorithm maintains a 4096-byte ring buffer that provides the source of data for the back-references. This buffer must be initialized with all bytes set to &amp;lt;tt&amp;gt;20h&amp;lt;/tt&amp;gt;, and the offset pointer into the buffer set to &amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt;. This pointer value was chosen because it is 18 bytes from the end of the buffer, and that is the maximum length of a single back-reference sequence (as we will see later.) Therefore, at least one chunk will be decoded before the pointer wraps back to the start.&lt;br /&gt;
&lt;br /&gt;
In the compressed source data, each sequence of eight chunks is preceded by a flag byte, in which each bit indicates the nature of one of the following chunks:&lt;br /&gt;
&lt;br /&gt;
* 1: the chunk is a literal single byte, to be copied directly from the compressed source&lt;br /&gt;
* 0: the chunk is a two-byte coded back-reference into the ring buffer&lt;br /&gt;
&lt;br /&gt;
These bits are checked in order of LSB to MSB. For example, a flag byte of &amp;lt;tt&amp;gt;F7h&amp;lt;/tt&amp;gt; means that the next three chunks are literal, followed by a single reference, then four more literals.&lt;br /&gt;
&lt;br /&gt;
As each byte is copied to the output, it is also copied to the 4K ring buffer. Whenever data is being read from or written to this buffer, the pointer is reset to position 0 when it reaches position &amp;lt;tt&amp;gt;1000h&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
To decode a back-reference, read the two-byte sequence as a little-endian pair. It contains two fields:&lt;br /&gt;
&lt;br /&gt;
* Byte count (bits 15:12): This four-bit count is actually the length minus three. Because the coded sequence itself occupies two bytes, there is no gain in encoding any fewer than three source bytes. A value of 0 in this field indicates a length of 3, and the max value of &amp;lt;tt&amp;gt;Fh&amp;lt;/tt&amp;gt; indicates a length of 18 (&amp;lt;tt&amp;gt;12h&amp;lt;/tt&amp;gt;).&lt;br /&gt;
* Offset into ring buffer (bits 11:0): A zero-based offset from the start of the 4096-byte ring buffer at which to begin reading the number of bytes specified in the byte count field. As noted, the decoder must start filling this buffer from offset &amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt;, so the first few back-references seen in a compressed file may be in this higher range (&amp;lt;tt&amp;gt;FEEh&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;FFFh&amp;lt;/tt&amp;gt;).&lt;/div&gt;</summary>
		<author><name>Cmb</name></author>
	</entry>
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