Look for zgip headers, they start with 0x1F8B080000000000, actually, the "magic number" is 0x1F8B, 


db types
//    			case 2: return ".model";
//				case 3: return ".ani";
				case 4: return ".tim";
//				case 5: return ".script";
				case 6: return ".dlg";
//				case 7: return ".sqc";//Sequencer data
//				case 8: return ".akao";
//				case 9: return ".adpcm";
//				case 0xa: return ".tile";
//				case 0xb: return ".walk";
//				case 0xc: return ".battle";
//				case 0x10; return ".mstat";// moster stats
//				case 0x12: return ".clut";
				case 0x1b: return ".db";

case 0x12: return ".clut"; 
17 obrazky? magie? specialy pro pozadi?

0D
element
0   1B  X in fonts
1   1B  Y in fonts
2   1B  low 4b - number of pixels to copy, high 4b (in this low 2bit - precede space, high 2bit unknown)
3   1B  high 4b - char width(used in drawing characters) , low 4b unknow or always zero?



0, d, 11, 19, 1A
in Dir 3 - 1B files 16, 17, 18, 19, 1A, 1C, 1D, 1E, 1F
 - altrough those unknow data are somehow related to centair dirs..

file type 0D in 101B - font sizes(pointers to texture), maybe 1001.0D similar...
format 
8B unknown (min max, emptys?)
4B count
4B 1. font 
4B .... 2. font ...
position of font [X] = X*4+12 = X*4+0xC


0x02= 3d Model
0x03= Animations
0x04= TIM (Images/Textures)
0x05  Scripts
0x06= Text (Single Tile Encoded with commands)
0x07 is sequencer data, in other words: music(Sequencer data (Mr. Akao's annoying format Tongue).)
0x08 is sound related, I'm not quite sure about this one but I think it's only calls, like calling a sound effect/sound effect bank
        (Dunno, FM/Noise/Reverb settings? (as odd as all of Akao's formats))
0x09= Audio, 4bit (Sony) ADPCM with Akaos header.
0x0A  Tiles(info) 
0x0B  WalkMesh 
0x0C: Battle scenes
0x10= Monster stats (HP, weakness etc), might contain other things aswell
0x12: Contain CLUT and TPage for models
0x14 is image mapping
0x1b= Pointer chunk (Doesn't contain any actuall data, just pointers to other chunks).



files CXXX - word map?



Directories
 0000 - Status/Menu/Battle/... -Text and random crap. ;P
 0001 - Misc Images (Logos, Fonts, World 'mini' Map images, etc).
 0002 - Dialog Text
 0003 - Images (My docs doesn't say what kinda Tongue).
 0004 - Object/Supporting Characters Data
 0005 - Monster Data (Part I, stats, names, etc).
 0006 - Location Data (Dungeon, Cities, etc).
 0007 - Monster Data (Part II, 3d models)
 0008 - Weapon Data
 0009 - Samplebanks and Sequencer Data (ie. ze music Wink).
 0010 - Character Data
 0011 - Sound effects
 0012 - World Map Data (It's a guess, but I'm fairly sure).
 0013 - Summon models/animation data, seems to differ quite a bit from the other DIRs.
 0014 - Whatever...


Dir 0, pocitani od 0 nebo od 1 ?
00  : Contain one byte "0x15" and all other are zero's
01  : Field engine
02  : Battle engine
03  : WorldMap engine
04  : TetraMaster engine
05  :  ???????? engine
06  :  ???????? engine
F<00>007:
25 low contrast images. Chocograph targets. (width=42)

F<00>008:
some symbols and backgrounds used in the card game, ?rest of the file has instructions or something related to the card game.

F<00>010: 0x0A

Symbols for the cards game. (width=128)
Rose of the Winds. (width=84)

F<00>011: 0x0B
Paper-like key item background. (width=88, 176? 4bit?)

F<00>013: 0x0D
Portraits of 10 characters. (width=32)
Animation. Passing pages of a book. (Accessing memory card.) (frames=4; total_width=176)

F<00>014: 0x0E
Portraits of 13 characters. (width=32)

F<00>015: 0x0F
Portraits of 13 characters. (width=32)

F<00>016: 0x10
Portraits of 13 characters. (width=32)
Right-Up/Right-Down arrows and 4 other symbols. (width=48)
So, file 016 must be related to the buy/sell stuff.?

F<00>018: 0x12
"Wrong disk!!" image. (width=194x168, 8bit)
This one has an image that tells you to put the right disk in the drive. So it must be related to disk management.
supposed from 0x20C, before 512 is palette
0x20C to 0x815c

F<00>20:  0x14
"Level up!" image. 
width=90, 8bit?
0x29C 512Bytes paleta
0x49C bitmap data


0014 .. .texts and...?





Dir 1


00  :  ????????
01  : DB structured, data types [0x06, 0x0D, 0x04(Font images, labels, hand-image and other)].
02  : GameOver TIM
03  :  ????????
04  : TIM
05  :  ????????
06  : Characters face`s:
        Contains 13 character faces. Each face - it`s image 32x46 pixels.
        Structure for each face are:
        > 0x100 bytes for 16bit pallate (256 colors)
        > 32*46 = 0x5C0 bytes (8 bit indexed mode)

07-10: "Change disk" images, not TIM:
        Each image splitted to two parts. 
        Sizes of each parts are 160x224 pixels, and used 16bit color mode.
        Each part size in bytes are 160 * 224 * 2 = 0x11800 byte

11  :  ???????
12  0x0C: Titel Screen Tim images, not 'DB' structure
        > 4 bytes for image count
        > pointers from current position, each 4 bytes.

13  :  ????????
14  : 4bit colors indexed image with pallate, not tim.
        > pallates(~20 count or less) starts from 0x08
        > image starts from 0x280 byte, and has 256 pixels width

15  :  ???????? format, but contains image similar from '14' file, but without pallate. Other data not recognized.
16  :  ????????
17  :  ???????? structure similar '16' file
18  :  ????????
19  : empty file
20  0x14: Tetra Master Graphics (TIMS)
        > Sector Structure:
        > 4 bytes start sector (each sector 0x800 bytes)
        > 4 bytes size in sectors

21  : contain characters faces, DB structured file. [0x00 type]
        > DB structure where are useless, becouse from 0x18 file are similiar to '06' file.

22  : contain music, DB structured [0x09 type], AKAO.
23  : sounds, music, etc, DB structured [0x07, 0x08, 0x09 types], AKAO
24  : world map basic tiles, other graphics, AKAO, TIM`s, DB structured [0x08, 0x00, 0x07, 0x09, 0x04 types].
25  : some of AKAO, DB structured [0x07, 0x09 types].
26  : DB Structured [0x04 type], 1 TIM image : "Published by Square Electronic Arts".
27  0x1B : System graphics - fonts , and other, DB structured [0x0D, 0x08, 0x09, 0x04 types].
28  : DB Structured [0x08, 0x00, 0x07, 0x09, 0x04 types].
29  : DB Structured [0x04 type], 2 TIM-images: WorldMap mini-images of biggest island.
30  : DB Structured [0x04 type], 2 TIM-images: WorldMap mini-images.
31  : DB Structured [0x04 type], 4 TIM-images: big images with characters.
32  : DB Structured [0x04 type], 4 TIM-images: big images with characters.
33  : DB Structured [0x07, 0x09, 0x04 types], 7 TIM-images.
34  : DB Structured [0x14 type]. 


