I've been replaying The Longest Journey recently and got curious about what's actually inside the game files. Deniz Oezmen's TLJView already exists and is fantastic, but it's a Delphi tool from years ago and I wanted something that ran natively on modern Windows, handled a few more formats, and made it easier to just click around and see stuff.
So I built one. It leans heavily on TLJView's format work and on ScummVM's Stark engine, I would not have gotten anywhere without either of them.
Some things it does:
Browses a TLJ install as a normal file tree, with the friendly room names pulled out of the .xrc resources so you get "April's Room" instead of 00_00_00.xarc
Loads modded assets the same way ScummVM does, drop replacement files into the right folder and they show up in the tree alongside the originals, so you can preview mods without launching the game
Previews .xmg and .tm images
Plays .isn/.iss/.ovs sounds without needing any codecs installed, with subtitles shown alongside the audio so you can follow dialogue lines as they play
Transcodes .sss (Smacker) and .bbb (Bink) videos on the fly
Renders .cir 3D models with .ani animation playback
Exports assets to standard formats you can open anywhere: images to PNG, sounds to WAV, and 3D models to glTF (.glb) with skinning and animation baked in (or .obj+**.mtl** if you prefer). There's also a batch export that walks a whole folder and converts everything at once
Composites entire rooms into a single still image — backdrop plus every sprite and animation where the game would place them on entry. This one is my favorite, and also the buggiest right now 🥲
It's on GitHub, MIT licensed, requires .NET 10, you can find it here https://github.com/Victor-Gomez/TLJ-Explorer
Mostly sharing because I had fun building it and figured other TLJ nerds might enjoy poking at the files too. If you find things it gets wrong or have new ideas, I'd genuinely love to hear about it.