Consider that some of these files might be RNC compressed. This list does not take account of that.
Many files are of the form “directory/filenameV.ext” and have sometimes counterparts with “directoryM/filenameM.ext” or something like that. I guess that V stands for VGA (high-res graphics), whereas M denotes MCGA (low-res graphics – well, at least in TH language).
Filename | Format | Comment / Related to |
---|---|---|
Anims/AREA01V.SMK | SMK2 | ffmpeg can handle these |
Anims/AREA02V.SMK | SMK2 | |
Anims/AREA03V.SMK | SMK2 | |
Anims/AREA04V.SMK | SMK2 | |
Anims/AREA05V.SMK | SMK2 | |
Anims/AREA06V.SMK | SMK2 | |
Anims/AREA07V.SMK | SMK2 | |
Anims/AREA08V.SMK | SMK2 | |
Anims/AREA09V.SMK | SMK2 | |
Anims/AREA10V.SMK | SMK2 | |
Anims/AREA11V.SMK | SMK2 | |
Anims/AREA12V.SMK | SMK2 | |
Anims/AREA13V.SMK | SMK2 | |
Anims/AREA14V.SMK | SMK2 | |
Anims/LOSE1.SMK | SMK2 | |
Anims/LOSE2.SMK | SMK2 | |
Anims/LOSE3.SMK | SMK2 | |
Anims/LOSE4.SMK | SMK2 | |
Anims/LOSE5.SMK | SMK2 | |
Anims/LOSE6.SMK | SMK2 | |
Anims/MMENU1-0.SMK | SMK2 | |
Anims/MMENU2-0.SMK | SMK2 | |
Anims/WINGAME.SMK | SMK2 | |
Anims/WINLEVEL.SMK | SMK2 | |
Data/LANG-0.DAT | Strings | english strings |
Data/LANG-1.DAT | Strings | french strings |
Data/LANG-2.DAT | Strings | german strings |
Data/LANG-3.DAT | Strings | italian strings |
Data/LANG-4.DAT | Strings | spanish strings |
Data/LANG-5.DAT | Strings | swedish strings |
Data/MONEY01V.DAT | Graphics/Chunks | Data/MONEY01V.TAB; Data/MPALETTE.DAT; contains a stylized bank note and digits 0-9 |
Data/MONEY01V.TAB | Spritetable | Data/MONEY01V.DAT |
Data/MPALETTE.DAT | Palette | the game’s main-palette; mouse cursors and ingame sprites use this palette |
Data/MPOINTER.DAT | Graphics/Chunks | Data/MPALETTE.DAT; contains various mouse cursors |
Data/MPOINTER.TAB | Spritetable | Data/MPOINTER.DAT |
Data/PANEL02V.DAT | Graphics/Extended Chunks | graphics for the main panel at the bottom |
Data/PANEL02V.TAB | Spritetable | |
Data/PANEL04V.DAT | Graphics/Extended Chunks | panel-graphics for the rat shoot levels |
Data/PANEL04V.TAB | Spritetable | |
Data/PULLDV.DAT | Graphics/Extended Chunks | |
Data/PULLDV.TAB | Spritetable | |
Data/P_COMP.LEX | don’t know what the lex files are…; |
|
Data/S_COMP.LEX | this has something to do with the staffs movement. if this file is all 0x00’s, staff don’t move any more (S = staff ?) | |
Data/VBLK-0.DAT | Graphics/Chunks | Data/VBLK-0.TAB; map-/floor-tiles |
Data/VBLK-0.TAB | Spritetable | |
Data/VELE-1.ANI | Animation/Spriteelement | |
Data/VFRA-1.ANI | Animation/Frame | |
Data/VLIST-1.ANI | Animation/List | |
Data/VSPR-0.DAT | Graphics/Chunks | |
Data/VSPR-0.TAB | Spritetable | |
Data/VSTART-1.ANI | Animation/Start | |
Data/WATCH01V.DAT | Graphics/Extended Chunks | Data/WATCH01V.TAB; Data/MPALETTE.DAT; graphics for the hospital-opening-countdown clock |
Data/WATCH01V.TAB | Spritetable | |
DataM/MBLK-0.DAT | Graphics/Chunks | lowres map-tiles |
DataM/MBLK-0.TAB | Spritetable | |
DataM/MELE-1.ANI | Animation/Spriteelement | |
DataM/MFRA-1.ANI | Animation/Frame | note that these frames are not rendered correctly with my framerender-algorithm |
DataM/MLIST-1.ANI | Animation/List | |
DataM/MONEY01M.DAT | Graphics/Chunks | contains a stylized bank note |
DataM/MONEY01M.TAB | Spritetable | |
DataM/MPOINTER.DAT | Graphics/Chunks | lowres mousepointer graphics |
DataM/MPOINTER.TAB | Spritetable | |
DataM/MSPR-0.DAT | Graphics/Chunks | lowres sprites |
DataM/MSPR-0.TAB | Spritetable | |
DataM/MSTART-1.ANI | Animation/Start | note that these are not rendered correctly with my animation-render-algorithm |
DataM/MUTTON01.DAT | Graphics/Extended Chunks | various buttons |
DataM/MUTTON01.TAB | Spritetable | |
DataM/PANEL02M.DAT | Graphics/Extended Chunks | lowres panel graphics |
DataM/PANEL02M.TAB | Spritetable | |
DataM/PULLDM.DAT | Graphics/Extended Chunks | |
DataM/PULLDM.TAB | Spritetable | |
DataM/WATCH01M.DAT | Graphics/Extended Chunks | lowres countdown clock |
DataM/WATCH01M.TAB | Spritetable | |
Levels/easy00.sam | ||
Levels/easy01.sam | ||
Levels/easy02.sam | ||
Levels/easy03.sam | ||
Levels/easy04.sam | ||
Levels/easy05.sam | ||
Levels/easy06.sam | ||
Levels/easy07.sam | ||
Levels/easy08.sam | ||
Levels/easy09.sam | ||
Levels/easy10.sam | ||
Levels/easy11.sam | ||
Levels/easy12.sam | ||
Levels/FULL00.SAM | ||
Levels/FULL01.SAM | ||
Levels/FULL02.SAM | ||
Levels/FULL03.SAM | ||
Levels/FULL04.SAM | ||
Levels/FULL05.SAM | ||
Levels/FULL06.SAM | ||
Levels/FULL07.SAM | ||
Levels/FULL08.SAM | ||
Levels/FULL09.SAM | ||
Levels/FULL10.SAM | ||
Levels/FULL11.SAM | ||
Levels/FULL12.SAM | ||
Levels/NET00.SAM | ||
Levels/NET2.DAT | ||
Levels/NET20.SAM | ||
Levels/NET21.SAM | ||
Levels/NET22.SAM | ||
Levels/NET23.SAM | ||
Levels/NET24.SAM | ||
Levels/NET3.DAT | ||
Levels/NET30.SAM | ||
Levels/NET31.SAM | ||
Levels/NET32.SAM | ||
Levels/NET33.SAM | ||
Levels/NET34.SAM | ||
Levels/NET4.DAT | ||
Levels/NET40.SAM | ||
Levels/NET41.SAM | ||
Levels/NET42.SAM | ||
Levels/NET43.SAM | ||
Levels/NET44.SAM | ||
Levels/LEVEL.L1 | Level | |
Levels/LEVEL.L40 | Level | |
Levels/LEVEL.L10 | Level | |
Levels/LEVEL.L5 | Level | |
Levels/LEVEL.L6 | Level | |
Levels/LEVEL.L7 | Level | |
Levels/LEVEL.L8 | Level | |
Levels/LEVEL.L9 | Level | |
Levels/LEVEL.L11 | Level | |
Levels/LEVEL.L12 | Level | |
Levels/LEVEL.L13 | Level | |
Levels/LEVEL.L14 | Level | |
Levels/LEVEL.L2 | Level | |
Levels/LEVEL.L20 | Level | |
Levels/LEVEL.L21 | Level | |
Levels/LEVEL.L22 | Level | |
Levels/LEVEL.L23 | Level | |
Levels/LEVEL.L24 | Level | |
Levels/LEVEL.L3 | Level | |
Levels/LEVEL.L30 | Level | |
Levels/LEVEL.L31 | Level | |
Levels/LEVEL.L32 | Level | |
Levels/LEVEL.L33 | Level | |
Levels/LEVEL.L34 | Level | |
Levels/LEVEL.L4 | Level | |
Levels/LEVEL.L41 | Level | |
Levels/LEVEL.L42 | Level | |
Levels/LEVEL.L43 | Level | |
Levels/LEVEL.L44 | Level | |
Levels/hard00.sam | ||
Levels/hard01.sam | ||
Levels/hard02.sam | ||
Levels/hard03.sam | ||
Levels/hard04.sam | ||
Levels/hard05.sam | ||
Levels/hard06.sam | ||
Levels/hard07.sam | ||
Levels/hard08.sam | ||
Levels/hard09.sam | ||
Levels/hard10.sam | ||
Levels/hard11.sam | ||
Levels/hard12.sam | ||
QData/AREA01V.DAT | Graphics/Raw | 640 x 480; QData/AREA01V.PAL; the board where that pawn advances as you win a level |
QData/AREA01V.PAL | Palette | QData/AREA01V.DAT |
QData/AWARD01V.DAT | Graphics/Raw | 640 x 480; QData/AWARD01V.PAL; background for awards-screen |
QData/AWARD01V.PAL | Palette | QData/AWARD01V.DAT |
QData/AWARD02V.DAT | Graphics/Raw | 640 x 480; QData/AWARD02V.PAL; background for awards-screen 2 |
QData/AWARD02V.PAL | Palette | QData/AWARD02V.DAT |
QData/AWARD03V.DAT | Graphics/Extended Chunks | QData/AWARD01V.PAL or QData/AWARD02V.PAL; widget-graphics for the awards-screen |
QData/AWARD03V.TAB | Spritetable | |
QData/BANK01V.DAT | Graphics/Raw | 640 x 480; bank-screen background |
QData/BANK01V.PAL | Palette | |
QData/BANK02V.DAT | Graphics/Extended Chunks | bank-screen graphics |
QData/BANK02V.TAB | Spritetable | |
QData/BID01V.DAT | Graphics/Raw | 640 x 480; seems to be an auction screen. i have never seen this ingame, so it’s either multiplayer stuff or was not included in the final version |
QData/BID01V.PAL | Palette | |
QData/BID02V.DAT | Graphics/Extended Chunks | |
QData/BID02V.TAB | Spritetable | |
QData/BRIEF01V.DAT | Graphics/Raw | 640 x 480; briefing background; same as AREA01V but slightly darker |
QData/BRIEF01V.PAL | Palette | |
QData/CRED01V.DAT | Graphics/Raw | 640 x 480; credits/startscreen background (doctor with the chainsaw) |
QData/CRED01V.PAL | Palette | |
QData/DRUGN01V.DAT | Graphics/Raw | the drugs research screen background |
QData/DRUGN01V.PAL | Palette | |
QData/DRUGN02V.DAT | Graphics/Extended Chunks | drugs screen widgets |
QData/DRUGN02V.TAB | Spritetable | |
QData/FACE01V.DAT | Graphics/Raw | 65 x 1350; data/mpalette.dat; this file contains the staff’s potraits. it consits of 54 pieces, where each piece is 65 in width and has the following height:
|
QData/FAME01V.DAT | Graphics/Raw | 640 x 480; highscore background |
QData/FAME01V.PAL | Palette | |
QData/FAME02V.DAT | Graphics/Extended Chunks | highscore widgets |
QData/FAME02V.TAB | Spritetable | |
QData/FAX01V.DAT | Graphics/Raw | fax background |
QData/FAX01V.PAL | Palette | |
QData/FAX02V.DAT | Graphics/Extended Chunks | fax widgets |
QData/FAX02V.TAB | Spritetable | |
QData/GHOST1.DAT | Ghost | the ghost-files are all exactly 64kb in size |
QData/GHOST2.DAT | Ghost | |
QData/GHOST66.DAT | Ghost | has something todo with ingame shadow-casting |
QData/GRAPH01V.DAT | Graphics/Raw | charts background |
QData/GRAPH01V.PAL | Palette | |
QData/GRAPH02V.DAT | Graphics/Extended Chunks | charts widgets |
QData/GRAPH02V.TAB | Spritetable | |
QData/LETTR02V.DAT | Graphics/Extended Chunks | palette?; fax/letter widgets |
QData/LETTR02V.TAB | Spritetable | |
QData/LOAD01V.DAT | Graphics/Raw | the loading-cd-image with size 640 x 480; QData/LOAD01V.PAL |
QData/LOAD01V.PAL | Palette | QData/LOAD01V.DAT; QData/LOAD02V.DAT |
QData/LOAD02V.DAT | Graphics/Extended Chunks | QData/LOAD01V.PAL; QData/LOAD02V.TAB; ok/cancel-Dialog widget graphics; probably used for “Insert CD” or something |
QData/LOAD02V.TAB | Spritetable | QData/LOAD02V.DAT |
QData/MAIN01M.DAT | Graphics/Raw | 320 x 200; QData/MAIN01M.PAL; main-menu background |
QData/MAIN01M.PAL | Palette | QData/MAIN01M.DAT; QData/MAIN02M.DAT |
QData/MAIN02M.DAT | Graphics/Extended Chunks | QData/MAIN01M.PAL; QData/MAIN02M.TAB; main menu overlay (the doctors arm & pointer) |
QData/MAIN02M.TAB | Spritetable | QData/MAIN02M.DAT |
QData/POL01V.DAT | Graphics/Raw | policy background |
QData/POL01V.PAL | Palette | |
QData/POL02V.DAT | Graphics/Extended Chunks | policy widgets |
QData/POL02V.TAB | Spritetable | |
QData/FONT00V.DAT | Graphics/Chunks | the fonts are all of the format Graphics/Chunks and have a respective Spritetable. I guess they must be rendered with the palette of the screen they are used on |
QData/FONT00V.TAB | Spritetable | |
QData/FONT01V.DAT | Graphics/Chunks | |
QData/FONT01V.TAB | Spritetable | |
QData/FONT18V.DAT | Graphics/Chunks | |
QData/FONT18V.TAB | Spritetable | |
QData/FONT19V.DAT | Graphics/Chunks | |
QData/FONT19V.TAB | Spritetable | |
QData/FONT24V.DAT | Graphics/Chunks | |
QData/FONT24V.TAB | Spritetable | |
QData/FONT250V.DAT | Graphics/Chunks | |
QData/FONT250V.TAB | Spritetable | |
QData/FONT25V.DAT | Graphics/Chunks | |
QData/FONT25V.TAB | Spritetable | |
QData/FONT26V.DAT | Graphics/Chunks | |
QData/FONT26V.TAB | Spritetable | |
QData/FONT31V.DAT | Graphics/Chunks | |
QData/FONT31V.TAB | Spritetable | |
QData/FONT34V.DAT | Graphics/Chunks | |
QData/FONT34V.TAB | Spritetable | |
QData/FONT35V.DAT | Graphics/Chunks | |
QData/FONT35V.TAB | Spritetable | |
QData/FONT36V.DAT | Graphics/Chunks | |
QData/FONT36V.TAB | Spritetable | |
QData/FONT37V.DAT | Graphics/Chunks | |
QData/FONT37V.TAB | Spritetable | |
QData/FONT02V.DAT | Graphics/Chunks | |
QData/FONT02V.TAB | Spritetable | |
QData/FONT04V.DAT | Graphics/Chunks | |
QData/FONT04V.TAB | Spritetable | |
QData/FONT05V.DAT | Graphics/Chunks | |
QData/FONT05V.TAB | Spritetable | |
QData/FONT09V.DAT | Graphics/Chunks | |
QData/FONT09V.TAB | Spritetable | |
QData/FONT100V.DAT | Graphics/Chunks | |
QData/FONT100V.TAB | Spritetable | |
QData/FONT101V.DAT | Graphics/Chunks | |
QData/FONT101V.TAB | Spritetable | |
QData/FONT102V.DAT | Graphics/Chunks | |
QData/FONT102V.TAB | Spritetable | |
QData/FONT38V.DAT | Graphics/Chunks | |
QData/FONT38V.TAB | Spritetable | |
QData/FONT39V.DAT | Graphics/Chunks | |
QData/FONT39V.TAB | Spritetable | |
QData/FONT40V.DAT | Graphics/Chunks | |
QData/FONT40V.TAB | Spritetable | |
QData/FONT43V.DAT | Graphics/Chunks | |
QData/FONT43V.TAB | Spritetable | |
QData/FONT44V.DAT | Graphics/Chunks | |
QData/FONT44V.TAB | Spritetable | |
QData/FONT45V.DAT | Graphics/Chunks | |
QData/FONT45V.TAB | Spritetable | |
QData/FONT46V.DAT | Graphics/Chunks | |
QData/FONT46V.TAB | Spritetable | |
QData/FONT47V.DAT | Graphics/Chunks | |
QData/FONT47V.TAB | Spritetable | |
QData/FONT502V.DAT | Graphics/Chunks | |
QData/FONT502V.TAB | Spritetable | |
QData/FONT50V.DAT | Graphics/Chunks | |
QData/FONT50V.TAB | Spritetable | |
QData/FONT51V.DAT | Graphics/Chunks | |
QData/FONT51V.TAB | Spritetable | |
QData/FONT60V.DAT | Graphics/Chunks | |
QData/FONT60V.TAB | Spritetable | |
QData/FONT74V.DAT | Graphics/Chunks | |
QData/FONT74V.TAB | Spritetable | |
QData/FONT105V.DAT | Graphics/Chunks | |
QData/FONT105V.TAB | Spritetable | |
QData/FONT106V.DAT | Graphics/Chunks | |
QData/FONT106V.TAB | Spritetable | |
QData/FONT110V.DAT | Graphics/Chunks | |
QData/FONT110V.TAB | Spritetable | |
QData/FONT111V.DAT | Graphics/Chunks | |
QData/FONT111V.TAB | Spritetable | |
QData/FONT112V.DAT | Graphics/Chunks | |
QData/FONT112V.TAB | Spritetable | |
QData/FONT113V.DAT | Graphics/Chunks | |
QData/FONT113V.TAB | Spritetable | |
QData/FONT115V.DAT | Graphics/Chunks | |
QData/FONT115V.TAB | Spritetable | |
QData/FONT120V.DAT | Graphics/Chunks | |
QData/FONT120V.TAB | Spritetable | |
QData/FONT121V.DAT | Graphics/Chunks | |
QData/FONT121V.TAB | Spritetable | |
QData/FONT122V.DAT | Graphics/Chunks | |
QData/FONT122V.TAB | Spritetable | |
QData/FONT124V.DAT | Graphics/Chunks | |
QData/FONT124V.TAB | Spritetable | |
QData/FONT16V.DAT | Graphics/Chunks | |
QData/FONT16V.TAB | Spritetable | |
QData/PREF01V.DAT | Graphics/Raw | preferences background |
QData/PREF01V.PAL | Palette | |
QData/PREF02V.DAT | Graphics/Extended Chunks | preferences widgets |
QData/PREF02V.TAB | Spritetable | |
QData/REP01V.DAT | Graphics/Raw | statistics background |
QData/REP01V.PAL | Palette | |
QData/REP02V.DAT | Graphics/Extended Chunks | statistics widgets |
QData/REP02V.TAB | Spritetable | |
QData/REQ00V.DAT | Graphics/Extended Chunks | data/mpalette.dat; the REQXXV.DAT files contain various widget/panel elements – for instance for the staff hiring dialog |
QData/REQ00V.TAB | Spritetable | |
QData/REQ01V.DAT | Graphics/Extended Chunks | |
QData/REQ01V.TAB | Spritetable | |
QData/REQ02V.DAT | Graphics/Extended Chunks | |
QData/REQ02V.TAB | Spritetable | |
QData/REQ03V.DAT | Graphics/Extended Chunks | |
QData/REQ03V.TAB | Spritetable | |
QData/REQ04V.DAT | Graphics/Extended Chunks | |
QData/REQ04V.TAB | Spritetable | |
QData/REQ05V.DAT | Graphics/Extended Chunks | |
QData/REQ05V.TAB | Spritetable | |
QData/REQ06V.DAT | Graphics/Extended Chunks | |
QData/REQ06V.TAB | Spritetable | |
QData/REQ09V.DAT | Graphics/Extended Chunks | |
QData/REQ09V.TAB | Spritetable | |
QData/REQ10V.DAT | Graphics/Extended Chunks | |
QData/REQ10V.TAB | Spritetable | |
QData/REQ11V.DAT | Graphics/Extended Chunks | |
QData/REQ11V.TAB | Spritetable | |
QData/REQ12V.DAT | Graphics/Extended Chunks | |
QData/REQ12V.TAB | Spritetable | |
QData/REQ13V.DAT | Graphics/Extended Chunks | |
QData/REQ13V.TAB | Spritetable | |
QData/RES01V.DAT | Graphics/Raw | research background |
QData/RES01V.PAL | Palette | |
QData/RES02V.DAT | Graphics/Extended Chunks | research widgets |
QData/RES02V.TAB | Spritetable | |
QData/SCORE01V.DAT | Graphics/Raw | phew…. probably unused graphic for the highscore table |
QData/SCORE01V.PAL | Palette | |
QData/SPOINTER.DAT | Graphics/Chunks | palette?; QData/SPOINTER.TAB; contains various mouse cursors which are used in the special screens |
QData/SPOINTER.TAB | Spritetable | each pointer uses a different palette, depending on which screen they are used:
|
QData/STAFF01V.DAT | Graphics/Raw | staff-screen background |
QData/STAFF01V.PAL | Palette | |
QData/STAFF02V.DAT | Graphics/Extended Chunks | staff-screen widgets |
QData/STAFF02V.TAB | Spritetable | |
QData/STAT01V.DAT | Graphics/Raw | statements background |
QData/STAT01V.PAL | Palette | |
QData/STAT02V.DAT | Graphics/Extended Chunks | statements widgets |
QData/STAT02V.TAB | Spritetable | |
QData/TITLE01V.DAT | Graphics/Raw | title-image (640 x 480); the picture where the game asks for your name; QData/TITLE01V.PAL |
QData/TITLE01V.PAL | Palette | QData/TITLE01V.DAT |
QData/TOWN.DAT | unknown | |
QData/TOWN01V.DAT | Graphics/Raw | town map background |
QData/TOWN01V.PAL | Palette | |
QData/TOWN02V.DAT | Graphics/Extended Chunks | town map widgets |
QData/TOWN02V.TAB | Spritetable | |
QData/VER00V.DAT | unknown (probably ext chunks) | |
QData/VER00V.TAB | unknown (probably spritetable) | |
QDataM/FACE01M.DAT | Graphics/Raw | 32 x 665; data/mpalette.dat; this file contains the lowres staff’s potraits. it consits of 54 pieces, where each piece is 32 in width and ther following height:
|
QDataM/FONT100M.DAT | ||
QDataM/FONT100M.TAB | ||
QDataM/FONT101M.DAT | ||
QDataM/FONT101M.TAB | ||
QDataM/FONT130M.DAT | ||
QDataM/FONT130M.TAB | ||
QDataM/FONT131M.DAT | ||
QDataM/FONT131M.TAB | ||
QDataM/FONT132M.DAT | ||
QDataM/FONT132M.TAB | ||
Save/ALEX.h8 | ||
Save/ALEX.h99 | ||
Save/ALEX.hdt | ||
Save/HiScore.dat | ||
Sound/Data/MinHeap.dat | Sound | one null-sample |
Sound/Data/Sound-0.dat | Sound | sound samples used in TH |
Sound/Data/Sound-1.dat | Sound | sound samples used in TH |
Sound/Data/Sound-2.dat | Sound | sound samples used in TH |
Sound/Data/Sound-3.dat | Sound | sound samples used in TH |
Sound/Data/Sound-4.dat | Sound | sound samples used in TH |
Sound/Data/Sound-5.dat | Sound | sound samples used in TH |
Sound/Midi/ATLANTIS.XMI | XMI | ingame music; search for xmi2mid for a converter |
Sound/Midi/CANDY.XMI | XMI | ingame music |
Sound/Midi/DOCTOR.XMI | XMI | ingame music |
Sound/Midi/FORTUNE.XMI | XMI | ingame music |
Sound/Midi/MEND.XMI | XMI | ingame music |
Sound/Midi/NIGHTSH.XMI | XMI | ingame music |
Sound/Midi/SIXSEVEN.XMI | XMI | ingame music |
Sound/Midi/STEADY.XMI | XMI | ingame music |