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Asset inventory

Verified against: the NTSC-U disc (SLUS_212.15, SHA1 e9cb2cc49aa046b9e494313dce2f5038ed17b2f4). Counts from coney-tools extract (2026-10-07); counts and hashes only.

Purpose

Every kind of file on the disc, where its format is documented and what coney-tools extract turns it into. The extracted folder is what Coney's install step will write from the player's disc and what the engine and mods will read (coney-tools). A format marked raw is written as stored, with a JSON description; only the five old RenderWare files no code reads remain raw.

Data

Disc files

File Count Format page Extracted as (type)
WARRIORS.DIR, WARRIORS.WAD 2 WARRIORS.DIR / .WAD, WAD contents the entries, below (index/wad.json lists them all)
IOP/BFW.SND 1 Audio data 22,472 mono and 248 stereo WAV (audio)
IOP/MUSIC.SND 1 Audio data 345 stereo WAV (audio)
PSS/*.BIK 16 Movies (public Bink 1) copied as .bik with their header values (movies)
SLUS_212.15 1 Boot copied (disc)
MODULES/*.IRX, IOPRP300.IMG 7 File I/O, Boot (stock Sony modules but IOP.IRX) copied (disc)
SYSTEM.CNF 1 Overview copied (disc)

WAD entries

Kind Entries Format page Extracted as (type)
Pack 881 WAD contents its resources, once each (below); index/wad.json lists each pack's resources
Resource 4,246 WAD contents by shape, below
Lua bytecode 467 Compiled Lua chunks the chunks as stored (scripts)
Scene record 2,765 Scenes JSON: roles, poses, clips, object, camera and light tracks (scenes)
Sector atomics 1,911 The streamed world, RenderWare textures as PNG (textures); geometry in the world's glTF; the 347 parts no sector names copied to unused/ (worlds)
World stream 159 The streamed world, RenderWare textures as PNG; each world assembled as one glTF with world.json (worlds)
Stream manifest 159 The streamed world in world.json (worlds)
Object list (_objs.txt) 63 Objects JSON, one record per placed object (data)
Sound bank and index 21 + 21 Audio data 2,675 WAV in audio/banks/<bank>/ (audio)
Older RenderWare files 5 RenderWare raw
Font metrics, bitmap 2 GUI JSON and PNG (data)
Memory card icon 1 Memory card icon glTF with morph targets, PNG, JSON (data)

Resources (distinct, by shape)

A resource held by several packs is extracted once; 35 hashes have two different resources, the second written with ~2.

Shape (chunks) Distinct Format page Extracted as (type)
Texture dictionary (0x2A, 0x4C) 2,085 RenderWare, GUI PNG per texture, sprite rectangles in the index (textures)
Model (0x47, 0x28) 1,477 RenderWare, Characters glTF 2.0, 153 skinned (models)
Animation (0x00, 0x02) 564 Animation JSON per distinct clip (animations)
Character (0x00, 0x02, 0x08, 0x45) 53 Characters, Animation clips, the 722 slots and the range list as JSON (animations)
Level (.lev, 13 chunk types) 64 Level loading, Collision, Movies textures as PNG; collision, paths, occluders, subtitles as JSON, the sky models and glows as glTF (levels)
Global (warriors.glr) 2 Global lists, Audio data sound tables as JSON (audio); the five lists as JSON (data)
Scene list (0x43) 1 Scenes scenes/list.json (scenes)

Extracted totals

Type Files Notes
disc 10 9 copies and disc/files.json (every disc file with its size and SHA-1)
movies 17 16 movies and movies/index.json
audio 25,743 25,740 WAV (8.2 GB) and three tables; 20,568 sound names recovered, the rest unnamed/<hash>.wav
scripts 468 467 chunks (356 named) and scripts/index.json
textures 26,309 26,308 PNG from 4,411 dictionaries, and textures/index.json
models 2,955 1,477 glTF with their buffers, and models/index.json
animations 1,929 1,875 distinct clips, 53 characters' tables and the index
levels 1,025 64 levels of 16 files each, and the index
worlds 825 159 worlds (glTF, buffer, JSON), 347 unused parts and the index; 5,315 atomics, 2,869,406 triangles
scenes 2,766 1,239 scene headers, 1,526 segments and the scene list (1.4 GB of JSON)
data 79 10 global lists, 63 object lists, the font, the bitmap and the icon
index 1 index/wad.json
raw 10 the five old RenderWare files with their descriptions

Open questions

  • The five old RenderWare files (RenderWare) stay raw: no code reads them.
  • Names: 111 scripts, the sounds whose names are not recovered, and some list hashes (Anim List clips, Dependency List groups) are still written under their hash.