Use the script called (created by Luigi Auriemma also works on other eurocom games),
to extract files from Filelist.000
To do this, put the BOTH of the following files from your Spyro: A Hero's Tail, into a folder on your computer:
Then use the free program called quickbms
with the script, on the FILELIST.000 file. Do this by double clicking
quickbms.exe and following the on screen instructions.

If you did everything right you should have several EDB files.
Use the script called
to convert any EDB file
into .3ds files.
Do this as follows using the Microsoft Windows command prompt (It will not work by double clicking quickbms.exe).
Use the script on the commandline by doing the following:
First put the edb and the script, into your quickbms folder. Try to put the quickbms folder where there are no spaces in the path to it (ie C:\quickbms\quickbms.exe not C:\program files\quickbms\quickbms.exe)
Go to commandprompt then type in the path to quickbms.exe followed by -w (must be a lowercase w), followed by the path to followed by the path to a file from the first script, followed by the folder where you want to save the 3ds file.
Press enter it will create a file called 0.3ds that contains the model.
Always press r when it asks you about replacing a file.
You can then import the .3ds file in any program thats supports the .3ds format
For example:
D:\black\quickbms\quickbms.exe -w D:\black\quickbms\ D:\black\quickbms\otto.edb D:\black\quickbms

Use the same way as Then use the program "PS2txdViewer", to open up and convert
the TXD files generated from the script. Make sure you use the texture filter, but you do not use the "alpha" options. Also do the same when exporting, but only use the "extract multiple texture" option.

This Spyro game was developed by Eurocom (
The game's data file unlike some other games, does use unicode text inside of its data files. All of the model data is in Filelist.bin.

Most files begin with the text header "MOEG".
Characters (like Spyro) Objects (like gems) and level terrain, all use roughly the same format with only slight inclusions or removals of specific elements.
The animations and bones are near the beginning of the file.
Each Mesh is composed of Sections, with each section in turn being composed of Vertexes, the Texture UV coordinates and the Face list.
The UV coordinates and Face list are arranged in subsections that are composed of 16 byte Arrays composed as follows:
texX, texY FACE, 11byteUnknown.
To get the faces rendered each FACE byte is connected to the Previous two FACE bytes and the Next two Face bytes in each subsection.
So given FACEs of ...12...14...16...13...06...17
The list of Faces will be 12,14,16 and 14,16,13 and 16,13,06 and 13,06,17
The list of Vertexes given in 4byte floating points is
given by:
verX, verY, verZ, 4byteUnknown.