Z

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Z
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Levels?Emblem-important.png Partially editable
Tiles?Emblem-important.png Partially editable
Sprites?Emblem-important.png Partially editable
Fullscreen?Emblem-important.png Partially editable
Sound?Emblem-important.png Partially editable
Music?Emblem-important.png Partially editable
Text?Emblem-important.png Partially editable
Story/cutscenes?Emblem-important.png Partially editable
UI/menus?Emblem-important.png Partially editable
Demos?Unknown

Z is a real-time strategy game by The Bitmap Brothers, released in 1996. These notes describe the English DOS CD edition identified by the repository as volume Z_280796.

The game uses both installed files and CD assets. Most multi-byte game values are little-endian, but IFF chunk lengths and the sine-table words are big-endian. The extension alone does not identify a format: DAT files include level records, graphics and lookup tables.

Tools

Name Platform Archives Levels Graphics Music Sounds Text Saves .exe patch Notes
re-z Web browser Extract View Export Play Export Some No No The local assets.html viewer previews original assets and exports supported images as PNG and samples as WAV. Requires the original game files. Music synthesis is approximate.

File formats

Filename Format Details
*.PAC (JMP2 signature) Z JMP2 Archive Format The main asset archives of Z use the JMP2 container
JMP2 member streams Z LZSS Compression Format Z compresses individual JMP2 members with an LZSS variant
SPRITES.RSC Z Sprite Format Sprites in Z are stored in SPRITES
LEVELnn.MAP Z Map Format Levels in Z store terrain and supporting data in LEVELnn
*.BLK Z Tileset Format The terrain tiles in Z are stored in
*.PAL Z Palette Format Terrain palettes in Z are 256-colour VGA palettes shared by tiles and sprites
*.LBM Z Image Format Full-screen pictures and other images in Z use IFF
LEVELS.DAT Z Level Index Format LEVELS
OBJECTnn.DAT Z Object Placement Format Object placements for a Z level are stored separately from its MAP file
BUILDnn.DAT Z Building Format Buildings for each Z level are stored in a separate data file
BRIDGEnn.DAT Z Bridge Format Bridge records supplement the terrain cells of a Z map
CPUPLRnn.DAT Z CPU Player Format The CPU-player data of Z also contains the level territory records
ROBOTS.DAT Z Robot Database Format ROBOTS
MULT.DAT Z Multiplier Format MULT
HSHWING0–3.DAT; VSHWING0–3.DAT Z Shadow Table Format Z loads eight shadow/effect tables during level setup
SINCOS.DAT Z Sine Table Format SINCOS
SQROOT.BIN Z Square Root Table Format SQROOT
HEADBIT*.DAT; HEADBACK.DAT; NEWPANEL.DAT; BOTTOM*.DAT; SVGA equivalents Z Panel Graphics Format The HUD artwork of Z is packaged in HEADFX
PHRASES.BIN Z Phrase Data Format PHRASES
CHARS.BIN Z Character Data Format CHARS
*.RAW Z Sound Format Sampled sound effects and speech in Z are stored in headerless RAW files
AUDIO/*FX.LST Z Sound List Format Z uses text lists to associate sound numbers with sample files and playback settings
*.XMI Z Music Format Music in Z uses Miles XMIDI sequences stored in IFF containers
SAMPLE.AD; SAMPLE.OPL Z Timbre Bank Format Z supplies Miles Global Timbre Library banks for FM music playback
*.JV Z Video Format The cutscenes in Z use JV files containing indexed-colour video, palette updates and sampled audio
OPTIONS.CFG Z Configuration Format OPTIONS
SAVE0.Z–SAVE9.Z Z Save Game Format Z has ten named save slots
HISCORE/HISC.DAT Z High Score Format The high-score file of Z is loaded as a block at static address 0x14008b
CD root Z.PAC Z Installer Archive Format The CD-root Z
DIG.INI; MDI.INI; AILDRVR.LST; UVCONFIG.DAT Z Driver Configuration Format The Z installation includes sound and video setup data in addition to the game assets
EDOOR.DAT; FDOOR.DAT; GDOOR.DAT; SDOOR.DAT; IDOOR.DAT Z Door Data Format The installed DOOR

Notes

  • A format page marked partial is not a complete editing specification. Unknown fields must be preserved.
  • The main/language archive lookup precedes loose-file fallback.
  • Executables, DLLs, MDI/DIG/DRV drivers, Windows ICO/PIF files, BAT launchers and README.TXT are platform/support files rather than proprietary game asset formats..
  • Standard IFF and Miles formats are documented here only to the extent implemented by the repository.

External links

  • re-z on GitHub – source code, asset viewer and reverse-engineering notes in the docs/ folder