So. This is some data about Panzer Dragoon, using mostly Tile/Sonic Molester Pro. PZ also uses SZDD compression, by the way. For reference:
1D = 1 Dimensional
2D = 2 Dimensional
Col = # of columns (when applicable)
Row = # of rows (when applicable)
bpp = Color Codec. Usually, PD graphic data is best viewed at 16bpp ARGB, but other data can be seen at other bpp. When I say 16bpp, it's implied I'm talking about ARGB. When I say 4 or 8bpp, it's assumed I'm talking about Linear.
ascii.cgx - 1D, 16bpp: A standard font (not the main one used by the game, unfortunately)
ascii.cgy - 1D, 8bpp: as above but smaller
ascii.cgz - 1D, 16bpp: as the .cgx version
Demo - "DemoX" files relate to the cutscenes. Numbers in () indicate the order the lines are spoken.
demo1.cgx - 2D + 16:
25 col = To all ships, prepare for battle. (3)
32 col = Transmission from the patrol ship, sir. (1)
33 col = We must capture that Dragon at all costs. (6)
35 col = The target has been located in sector No. 12. (2)
38 col = Inform ground troops to position wire barricade. (4)
7 col = Yes, sir. (5)
You can also see other textures such as FX and parts of the dragon at 10, 12, 15, 16, 17, 20 col (there's more stuff w/other number of col but these are the main ones). Interestingly, if the dialogues in the cutscenes are simply images, I suspect it might be easier for anyone looking into translating the game.
demo1.cgy - 2D + 8
Different column numbers will show the same as demo1.cgx. 16bpp shows
the cutscene dialogs too but with smaller letters. Maybe meant for different resolutions/color depths.
demo1.cgz - 2D + 16
Like demo1.cgx, but with different palettes
demo_1.pta - 2D + 8 linear
...Something. Seems like an animation. 128 col x 4 rows (or vice versa) for best viewing angle, I think.
demo_1.ptb - no idea
demo_5.pta - same as demo_1.pta
demo_5.ptb - same as demo_1.ptb
demo5.cgx - same as demo1.cgx. Also contains water splash textures and:
35 col: All ground units mobilized, initiate operations and secure the area. (2)
39 col: Instructions from Unit 01 received and confirmed. (1)
demo5.cgy/z - same as demo1 file extensions applied to demo5
demo8.cgx - same as demo1 and 5.cgx. Dragon wing textures @20 col.
18 col = Unit 01... Confirmed. (1)
39 col = After rendezvous, take Unit to full strength. (2)
Note: at 20 and 15 colums, can clearly see textures of the last boss.
demo8.cgy/z - same as demo1 file extensions applied to demo5
ending.pta - same as other .pta
ending.ptb - same as other .ptb
XXX_D1/D5/D8 - These files also apply to cutscenes.
gr2_d1.bgx - 2D + 16bpp, 32col x 16row - a sky texture
gr2_d1.bgz - 2D + 8bpp, 32col x 16row - seems like a heightmap with RGB separation for the sky texture
gr2_d1.bgy - as above, but with different tones (orange+purple instead of greens and reds);
for some reason this file always gives an error when expanded
("Error in compressed input file format: gr2_d1.bgy")
gr2_d5.bgx - 2D + 16bpp, 32col x 16row - a water texture
gr2_d5.bgz - same as _d1.bgz but for the water texture
gr2_d5.bgy - same as _d1.bgy but for the water texture
gr2_d8.bgx - 2D + 16bpp, 32col x 16row - the same water texture
gr2_d8.bgz - same as _d5.bgz but for the water texture
gr2_d8.bgy - same as _d5.bgy but for the water texture
GR2_RX - There are several types of files afterward, all following the same pattern. From gr2_r0 to gr2_r7, with the same extensions: BGX (image), BGZ and BGY with RBG separations. The BGX files include (32column x 16row values):
r0 - water reflections inside the sunken palace on the first level
r1 - water reflections outside the palace
r2 - sand and dunes on the second level
r3 - 99% sure it's the rocky ground texture for level 3
r4 and r5 - trees used at the end of ep4 and throughout the fifth level
r6 - dark green water on level 6
r7 - quite likely the dark blue water from the final chapter
gr2_ti.bgy - 2D + 16bpp, 32x32 size: some ground texture, but not sure from where. pattern is wonky, or I didn't find the correct values and codec
gr2_ti.bgz - ??? beats me. However, it might well be similar to the RBG separation structure like previous files.
grn_d1/_d5/_d8.bgx - same as gr2_d1/_d5/_d8.bgx
grn_d1/_d5/_d8.bgy - same as gr2_d1/_d5/_d8.bgy
grn_d1/_d5/_d8.bgz - same as gr2_d1/_d5/_d8.bgz
From grn_r0 to grn_r7, with the same extensions and column/row values, these files are identical to the gr2_d0 to gr2_d8 files. Not sure why; could be for different resolutions but there's no difference between the textures, and the file sizes are the same.
Panzpal.dat - palette info, probably.
PC_STF.cgz - no SZDD compression. maybe a table file for something I don't know yet. It seems to address files (from pc_stf01_cgz to _stf10_cgz, plus _fll_cgz), which do not exist, though I may be reading it wrong.
pdtl.bmz - SZDD again, and with a BM6 (BMP) header. Opens in a conventional image editor. It's the title screen. To view it properly in Sonic Molester, use 2D + 24bpp + 40col x 27rows, and Flip.
pdd_r1/_r2_/r5.cgz - no idea, but these are not compressed.
Round0 to Round7.cgx - back to compression. Textures for each level, including bosses. The .cgy and .cgz file extension notes still apply for these.
All RoundX.pta/b share the same structure as the former pta/ptb files (ie., beats me for now).
SGLogo.pta - like all .pta files before it.
SGLogo.ptb - nope.
SKY_d1/_d5/_d8.bgx - a veeeery tiny sky (16x16). Either it's repeated, stretched or it's a palette for the cutscenes. BGZ and BGY similarities to previous files apply.
SKY_TI.BGX - a sky texture but strangely warped. The accompanying .BGZ also seems another kind of RGB separation.
TITLE.CGX - the title screen in patchwork, for some reason. 2D + 16bpp, 4 col. Accompanying extensions (.cgy, .cgz) share the same traits as previous filename+extension combo.
title.pta/ptb - as previous .pta/b files.
WAVE_XX.CMP - EVAW header, just WAV files with sound effects for levels and cutscenes. If you have Audacity, you can import them as Raw Data. I went with: 8-bit PCM unsigned, Mono 11025Hz, though your mileage may vary.
PANZ_TIT.DLL - 16bpp ARGB, 1D. Italic font used in options (F5, F6, etc).
DLL_EPP.dll - @1D + 4pp linear w/Row Interleaved, there is the italicized font with added characters (à, á, â, etc.).
PANZ_R1.dll - same as PANZ_TIT.DLL
With all that said and done, I still have no idea where the main game font, and the one used for Episodes, is stored. I assume it should be on the ASCII files but I've also found fonts in DLLs, so... Besides, parsing through these can get tiresome. There's 34 codecs, 2 modes, row-interleaving and manual column adjusting, so I might've missed something.
Here are some screens from inside the files. There's a nice level of detail here at times.