1 2#------------------------------------------------------------------------------ 3# $File: games,v 1.31 2023/03/29 22:57:27 christos Exp $ 4# games: file(1) for games 5 6# Fabio Bonelli <fabiobonelli@libero.it> 7# Quake II - III data files 80 string IDP2 Quake II 3D Model file, 9>20 long x %u skin(s), 10>8 long x (%u x 11>12 long x %u), 12>40 long x %u frame(s), 13>16 long x Frame size %u bytes, 14>24 long x %u vertices/frame, 15>28 long x %u texture coordinates, 16>32 long x %u triangles/frame 17 180 string IBSP Quake 19>4 long 0x26 II Map file (BSP) 20>4 long 0x2E III Map file (BSP) 21 220 string IDS2 Quake II SP2 sprite file 23 24#--------------------------------------------------------------------------- 25# Doom and Quake 26# submitted by Nicolas Patrois 27 280 string \xcb\x1dBoom\xe6\xff\x03\x01 Boom or linuxdoom demo 29# some doom lmp files don't match, I've got one beginning with \x6d\x02\x01\x01 30 3124 string LxD\ 203 Linuxdoom save 32>0 string x , name=%s 33>44 string x , world=%s 34 35# Quake 36 37# Update: Joerg Jenderek 38# URL: http://fileformats.archiveteam.org/wiki/PAK 39# reference: https://quakewiki.org/wiki/.pak 40# GRR: line below is too general as it matches also Acorn PackDir compressed Archive 41# and Git pack ./revision 420 string PACK 43# real Quake examples like pak0.pak have only some hundreds like 150 files 44# So test for few files 45>8 ulelong <0x01000000 46# in file version 5.32 test for null terminator is only true for 47# offset ~< FILE_BYTES_MAX = 1 MB defined in ../../src/file.h 48# look for null terminator of 1st entry name 49>>(4.l+55) ubyte 0 Quake I or II world or extension 50!:mime application/x-dzip 51!:ext pak 52#>>>8 ulelong x \b, table size %u 53# dividing this by entry size (64) gives number of files 54>>>8 ulelong/64 x \b, %u files 55# offset to the beginning of the file table 56>>>4 ulelong x \b, offset %#x 57# 1st file entry 58>>>(4.l) use pak-entry 59# 2nd file entry 60#>>>4 ulelong+64 x \b, offset %#x 61#>>>(4.l+64) use pak-entry 62# 63# display file table entry of Quake PAK archive 640 name pak-entry 65# normally entry start after header which implies offset 12 or higher 66>56 ulelong >11 67# the offset from the beginning of pak to beginning of this entry file contents 68>>56 ulelong x at %#x 69# the size of file for this entry 70>>60 ulelong x %u bytes 71# 56 byte null-terminated entry name string includes path like maps/e1m1.bsp 72>>0 string x '%-.56s' 73# inspect entry content by jumping to entry offset 74>>(56) indirect x \b: 75 76#0 string -1\x0a Quake I demo 77#>30 string x version %.4s 78#>61 string x level %s 79 80#0 string 5\x0a Quake I save 81 82# The levels 83 84# Quake 1 85 860 string 5\x0aIntroduction Quake I save: start Introduction 870 string 5\x0athe_Slipgate_Complex Quake I save: e1m1 The slipgate complex 880 string 5\x0aCastle_of_the_Damned Quake I save: e1m2 Castle of the damned 890 string 5\x0athe_Necropolis Quake I save: e1m3 The necropolis 900 string 5\x0athe_Grisly_Grotto Quake I save: e1m4 The grisly grotto 910 string 5\x0aZiggurat_Vertigo Quake I save: e1m8 Ziggurat vertigo (secret) 920 string 5\x0aGloom_Keep Quake I save: e1m5 Gloom keep 930 string 5\x0aThe_Door_To_Chthon Quake I save: e1m6 The door to Chthon 940 string 5\x0aThe_House_of_Chthon Quake I save: e1m7 The house of Chthon 950 string 5\x0athe_Installation Quake I save: e2m1 The installation 960 string 5\x0athe_Ogre_Citadel Quake I save: e2m2 The ogre citadel 970 string 5\x0athe_Crypt_of_Decay Quake I save: e2m3 The crypt of decay (dopefish lives!) 980 string 5\x0aUnderearth Quake I save: e2m7 Underearth (secret) 990 string 5\x0athe_Ebon_Fortress Quake I save: e2m4 The ebon fortress 1000 string 5\x0athe_Wizard's_Manse Quake I save: e2m5 The wizard's manse 1010 string 5\x0athe_Dismal_Oubliette Quake I save: e2m6 The dismal oubliette 1020 string 5\x0aTermination_Central Quake I save: e3m1 Termination central 1030 string 5\x0aVaults_of_Zin Quake I save: e3m2 Vaults of Zin 1040 string 5\x0athe_Tomb_of_Terror Quake I save: e3m3 The tomb of terror 1050 string 5\x0aSatan's_Dark_Delight Quake I save: e3m4 Satan's dark delight 1060 string 5\x0athe_Haunted_Halls Quake I save: e3m7 The haunted halls (secret) 1070 string 5\x0aWind_Tunnels Quake I save: e3m5 Wind tunnels 1080 string 5\x0aChambers_of_Torment Quake I save: e3m6 Chambers of torment 1090 string 5\x0athe_Sewage_System Quake I save: e4m1 The sewage system 1100 string 5\x0aThe_Tower_of_Despair Quake I save: e4m2 The tower of despair 1110 string 5\x0aThe_Elder_God_Shrine Quake I save: e4m3 The elder god shrine 1120 string 5\x0athe_Palace_of_Hate Quake I save: e4m4 The palace of hate 1130 string 5\x0aHell's_Atrium Quake I save: e4m5 Hell's atrium 1140 string 5\x0athe_Nameless_City Quake I save: e4m8 The nameless city (secret) 1150 string 5\x0aThe_Pain_Maze Quake I save: e4m6 The pain maze 1160 string 5\x0aAzure_Agony Quake I save: e4m7 Azure agony 1170 string 5\x0aShub-Niggurath's_Pit Quake I save: end Shub-Niggurath's pit 118 119# Quake DeathMatch levels 120 1210 string 5\x0aPlace_of_Two_Deaths Quake I save: dm1 Place of two deaths 1220 string 5\x0aClaustrophobopolis Quake I save: dm2 Claustrophobopolis 1230 string 5\x0aThe_Abandoned_Base Quake I save: dm3 The abandoned base 1240 string 5\x0aThe_Bad_Place Quake I save: dm4 The bad place 1250 string 5\x0aThe_Cistern Quake I save: dm5 The cistern 1260 string 5\x0aThe_Dark_Zone Quake I save: dm6 The dark zone 127 128# Scourge of Armagon 129 1300 string 5\x0aCommand_HQ Quake I save: start Command HQ 1310 string 5\x0aThe_Pumping_Station Quake I save: hip1m1 The pumping station 1320 string 5\x0aStorage_Facility Quake I save: hip1m2 Storage facility 1330 string 5\x0aMilitary_Complex Quake I save: hip1m5 Military complex (secret) 1340 string 5\x0athe_Lost_Mine Quake I save: hip1m3 The lost mine 1350 string 5\x0aResearch_Facility Quake I save: hip1m4 Research facility 1360 string 5\x0aAncient_Realms Quake I save: hip2m1 Ancient realms 1370 string 5\x0aThe_Gremlin's_Domain Quake I save: hip2m6 The gremlin's domain (secret) 1380 string 5\x0aThe_Black_Cathedral Quake I save: hip2m2 The black cathedral 1390 string 5\x0aThe_Catacombs Quake I save: hip2m3 The catacombs 1400 string 5\x0athe_Crypt__ Quake I save: hip2m4 The crypt 1410 string 5\x0aMortum's_Keep Quake I save: hip2m5 Mortum's keep 1420 string 5\x0aTur_Torment Quake I save: hip3m1 Tur torment 1430 string 5\x0aPandemonium Quake I save: hip3m2 Pandemonium 1440 string 5\x0aLimbo Quake I save: hip3m3 Limbo 1450 string 5\x0athe_Edge_of_Oblivion Quake I save: hipdm1 The edge of oblivion (secret) 1460 string 5\x0aThe_Gauntlet Quake I save: hip3m4 The gauntlet 1470 string 5\x0aArmagon's_Lair Quake I save: hipend Armagon's lair 148 149# Malice 150 1510 string 5\x0aThe_Academy Quake I save: start The academy 1520 string 5\x0aThe_Lab Quake I save: d1 The lab 1530 string 5\x0aArea_33 Quake I save: d1b Area 33 1540 string 5\x0aSECRET_MISSIONS Quake I save: d3b Secret missions 1550 string 5\x0aThe_Hospital Quake I save: d10 The hospital (secret) 1560 string 5\x0aThe_Genetics_Lab Quake I save: d11 The genetics lab (secret) 1570 string 5\x0aBACK_2_MALICE Quake I save: d4b Back to Malice 1580 string 5\x0aArea44 Quake I save: d1c Area 44 1590 string 5\x0aTakahiro_Towers Quake I save: d2 Takahiro towers 1600 string 5\x0aA_Rat's_Life Quake I save: d3 A rat's life 1610 string 5\x0aInto_The_Flood Quake I save: d4 Into the flood 1620 string 5\x0aThe_Flood Quake I save: d5 The flood 1630 string 5\x0aNuclear_Plant Quake I save: d6 Nuclear plant 1640 string 5\x0aThe_Incinerator_Plant Quake I save: d7 The incinerator plant 1650 string 5\x0aThe_Foundry Quake I save: d7b The foundry 1660 string 5\x0aThe_Underwater_Base Quake I save: d8 The underwater base 1670 string 5\x0aTakahiro_Base Quake I save: d9 Takahiro base 1680 string 5\x0aTakahiro_Laboratories Quake I save: d12 Takahiro laboratories 1690 string 5\x0aStayin'_Alive Quake I save: d13 Stayin' alive 1700 string 5\x0aB.O.S.S._HQ Quake I save: d14 B.O.S.S. HQ 1710 string 5\x0aSHOWDOWN! Quake I save: d15 Showdown! 172 173# Malice DeathMatch levels 174 1750 string 5\x0aThe_Seventh_Precinct Quake I save: ddm1 The seventh precinct 1760 string 5\x0aSub_Station Quake I save: ddm2 Sub station 1770 string 5\x0aCrazy_Eights! Quake I save: ddm3 Crazy eights! 1780 string 5\x0aEast_Side_Invertationa Quake I save: ddm4 East side invertationa 1790 string 5\x0aSlaughterhouse Quake I save: ddm5 Slaughterhouse 1800 string 5\x0aDOMINO Quake I save: ddm6 Domino 1810 string 5\x0aSANDRA'S_LADDER Quake I save: ddm7 Sandra's ladder 182 183 1840 string MComprHD MAME CHD compressed hard disk image, 185>12 belong x version %u 186 187# MAME input recordings 188 1890 string MAMEINP\0 MAME input recording 190>8 leqdate x at %s, 191>16 leshort x format version %d. 192>18 leshort x \b%d, 193>20 string x %s driver, 194>32 string x %s 195 196# doom - submitted by Jon Dowland 197 1980 string =IWAD doom main IWAD data 199>4 lelong x containing %d lumps 2000 string =PWAD doom patch PWAD data 201>4 lelong x containing %d lumps 202 203# Build engine group files (Duke Nukem, Shadow Warrior, ...) 204# Extension: .grp 205# Created by: "Ganael Laplanche" <ganael.laplanche@martymac.org> 2060 string KenSilverman Build engine group file 207>12 lelong x containing %d files 208 209# Summary: Warcraft 3 save 210# Extension: .w3g 211# Created by: "Nelson A. de Oliveira" <naoliv@gmail.com> 2120 string Warcraft\ III\ recorded\ game %s 213 214 215# Summary: Warcraft 3 map 216# Extension: .w3m 217# Created by: "Nelson A. de Oliveira" <naoliv@gmail.com> 2180 string HM3W Warcraft III map file 219 220 221# Summary: SGF Smart Game Format 222# Extension: .sgf 223# Reference: https://www.red-bean.com/sgf/ 224# Created by: Eduardo Sabbatella <eduardo_sabbatella@yahoo.com.ar> 225# Modified by (1): Abel Cheung (regex, more game format) 226# FIXME: Some games don't have GM (game type) 2270 regex \\(;.*GM\\[[0-9]{1,2}\\] Smart Game Format 228>2 search/0x200/b GM[ 229>>&0 string 1] (Go) 230>>&0 string 2] (Othello) 231>>&0 string 3] (chess) 232>>&0 string 4] (Gomoku+Renju) 233>>&0 string 5] (Nine Men's Morris) 234>>&0 string 6] (Backgammon) 235>>&0 string 7] (Chinese chess) 236>>&0 string 8] (Shogi) 237>>&0 string 9] (Lines of Action) 238>>&0 string 10] (Ataxx) 239>>&0 string 11] (Hex) 240>>&0 string 12] (Jungle) 241>>&0 string 13] (Neutron) 242>>&0 string 14] (Philosopher's Football) 243>>&0 string 15] (Quadrature) 244>>&0 string 16] (Trax) 245>>&0 string 17] (Tantrix) 246>>&0 string 18] (Amazons) 247>>&0 string 19] (Octi) 248>>&0 string 20] (Gess) 249>>&0 string 21] (Twixt) 250>>&0 string 22] (Zertz) 251>>&0 string 23] (Plateau) 252>>&0 string 24] (Yinsh) 253>>&0 string 25] (Punct) 254>>&0 string 26] (Gobblet) 255>>&0 string 27] (hive) 256>>&0 string 28] (Exxit) 257>>&0 string 29] (Hnefatal) 258>>&0 string 30] (Kuba) 259>>&0 string 31] (Tripples) 260>>&0 string 32] (Chase) 261>>&0 string 33] (Tumbling Down) 262>>&0 string 34] (Sahara) 263>>&0 string 35] (Byte) 264>>&0 string 36] (Focus) 265>>&0 string 37] (Dvonn) 266>>&0 string 38] (Tamsk) 267>>&0 string 39] (Gipf) 268>>&0 string 40] (Kropki) 269 270############################################## 271# NetImmerse/Gamebryo game engine entries 272 273# Summary: Gamebryo game engine file 274# Extension: .nif, .kf 275# Created by: Abel Cheung <abelcheung@gmail.com> 2760 string Gamebryo\ File\ Format,\ Version\ Gamebryo game engine file 277>&0 regex [0-9a-z.]+ \b, version %s 278 279# Summary: Gamebryo game engine file 280# Extension: .kfm 281# Created by: Abel Cheung <abelcheung@gmail.com> 2820 string ;Gamebryo\ KFM\ File\ Version\ Gamebryo game engine animation File 283>&0 regex [0-9a-z.]+ \b, version %s 284 285# Summary: NetImmerse game engine file 286# Extension .nif 287# Created by: Abel Cheung <abelcheung@gmail.com> 2880 string NetImmerse\ File\ Format,\ Version 289>&0 string n\ NetImmerse game engine file 290>>&0 regex [0-9a-z.]+ \b, version %s 291 292# Type: SGF Smart Game Format 293# URL: https://www.red-bean.com/sgf/ 294# From: Eduardo Sabbatella <eduardo_sabbatella@yahoo.com.ar> 2952 regex/c \\(;.*GM\\[[0-9]{1,2}\\] Smart Game Format 296>2 regex/c GM\\[1\\] - Go Game 297>2 regex/c GM\\[6\\] - BackGammon Game 298>2 regex/c GM\\[11\\] - Hex Game 299>2 regex/c GM\\[18\\] - Amazons Game 300>2 regex/c GM\\[19\\] - Octi Game 301>2 regex/c GM\\[20\\] - Gess Game 302>2 regex/c GM\\[21\\] - twix Game 303 304# Epic Games/Unreal Engine Package 305# URL: https://docs.unrealengine.com/udk/Three/ContentCooking.html 306# https://eliotvu.com/page/unreal-package-file-format 307# Little-endian version (such as x86 PC) 3080 lelong 0x9E2A83C1 Unreal Engine package (little-endian) 309!:ext xxx/tfc/upk/me1/u 310>4 uleshort !0 \b, version %u 311>>6 uleshort !0 \b/%03u 312>>0 use upk_header 313# Big-endian version (such as PS3) 3140 belong 0x9E2A83C1 Unreal Engine package (big-endian) 315!:ext xxx/tfc 316>6 ubeshort !0 \b, version %u 317>>4 ubeshort !0 \b/%03u 318>>0 use \^upk_header 319 3200 name upk_header 321# Identify game from version and licensee 322>4 ulelong 0x000002b2 (Alice Madness Returns) 323>4 ulelong 0x002f0313 (Aliens: Colonial Marines) 324>4 ulelong 0x005b021b (Alpha Protocol) 325>4 ulelong 0x0000032c (AntiChamber) 326>4 ulelong 0x00200223 (APB: All Points Bulletin) 327>4 ulelong 0x004b02d7 (Bioshock Infinite) 328>4 ulelong 0x00380340 (Borderlands 2) 329>4 ulelong 0x001d02e6 (Bulletstorm) 330>4 ulelong 0x00050240 (CrimeCraft) 331>4 ulelong 0x00000356 (Deadlight) 332>4 ulelong 0x001e0321 (Dishonored) 333>4 ulelong 0x000202a6 (Dungeon Defenders) 334>4 ulelong 0x000901ea (Gears of War) 335>4 ulelong 0x0000023f (Gears of War 2) 336>4 ulelong 0x0000033c (Gears of War 3) 337>4 ulelong 0x0000034e (Gears of War: Judgement) 338>4 ulelong 0x0004035c (Hawken) 339>4 ulelong 0x0001034a (Infinity Blade 2) 340>4 ulelong 0x00000350 (InMomentum) 341>4 ulelong 0x0015037D (Life Is Strange) 342>4 ulelong 0x000b01a5 (Medal of Honor: Airborne) 343>4 ulelong 0x002b0218 (Mirrors Edge) 344>4 ulelong 0x0000027e (Monday Night Combat) 345>4 ulelong 0x0000024b (MoonBase Alpha) 346>4 ulelong 0x002e01d8 (Mortal Kombat Komplete Edition 2605) 347>4 ulelong 0x0000035c (Painkiller HD) 348>4 ulelong 0x0000034d (Q.U.B.E) 349>4 ulelong 0x80660340 (Quantum Conundrum) 350>4 ulelong 0x0000035b (Ravaged) 351>4 ulelong 0x00150340 (Remember Me) 352>4 ulelong 0x00060171 (Roboblitz) 353>4 ulelong 0x00000325 (Rock of Ages) 354>4 ulelong 0x0000032a (Sanctum) 355>4 ulelong 0x00030248 (Saw) 356>4 ulelong 0x007e0248 (Singularity) 357>4 ulelong 0x00090388 (Soldier Front 2) 358>4 ulelong 0x000701e6 (Stargate Worlds) 359>4 ulelong 0x00000334 (Super Monday Night Combat) 360>4 ulelong 0x000002c2 (The Ball) 361>4 ulelong 0x000e0262 (The Exiled Realm of Arborea or TERA) 362>4 ulelong 0x0000035b (The Five Cores) 363>4 ulelong 0x00000349 (The Haunted: Hells Reach) 364>4 ulelong 0x00000354 (Unmechanical) 365>4 ulelong 0x035c0298 (Unreal Development Kit) 366>4 ulelong 0x00000200 (Unreal Tournament 3) 367>4 ulelong 0x0000032d (Waves) 368>4 ulelong 0x003b034d (XCOM: Enemy Unknown) 369# Newer versions insert more headers 370>4 ulelong&0xFFFF <249 371>>12 lelong !0 \b, names: %d 372>>28 lelong !0 \b, imports: %d 373>>20 lelong !0 \b, exports: %d 374>4 ulelong&0xFFFF >248 375>>12 belong&0xFF !0 376>>>12 string x \b, folder "%s" 377>>>>&5 lelong !0 \b, names: %d 378>>>>&21 lelong !0 \b, imports: %d 379>>>>&13 lelong !0 \b, exports: %d 380>>12 belong&0xFF 0 381>>>16 belong&0xFF !0 382>>>>16 string x \b, folder "%s" 383>>>>>&5 lelong !0 \b, names: %d 384>>>>>&21 lelong !0 \b, imports: %d 385>>>>>&13 lelong !0 \b, exports: %d 386>>>16 belong&0xFF 0 387>>>>20 string x \b, folder "%s" 388>>>>>&5 lelong !0 \b, names: %d 389>>>>>&21 lelong !0 \b, imports: %d 390>>>>>&13 lelong !0 \b, exports: %d 391 3920 string ESVG 393>4 lelong 0x00160000 394>10 string TOC\020 Empire Deluxe for DOS saved game 395 396# Sid Meier's Civilization V/VI 397# From: Benjamin Lowry <ben@ben.gmbh> 3980 string CIV5 399>4 byte 0x08 Sid Meier's Civilization V saved game, 400>>12 regex [0-9a-z.]+ saved by game version %s 401>4 byte 0x01 Sid Meier's Civilization V replay data, 402>>12 regex [0-9a-z.]+ saved by game version %s 403 4040 string CIV6 Sid Meier's Civilization VI saved game 405 406# https://syzygy-tables.info/ 407# From Michel Van den Bergh 4080 string \327f\f\245 Syzygy DTZ tablebase 409!:mime application/syzygy 4100 string q\350#] Syzygy WDL tablebase 411!:mime application/syzygy 412 413############################################################################## 414# Grand Theft Auto (GTA) file formats. 415# 416# Summary: 417# Includes GTA-specific formats used in all games from 1997 to present. Games 418# and formats were created by Rockstar North, formerly DMA Design. Magic tests 419# were written based on a combination of official and community documentation. 420# 421# Created by: Oliver Galvin <odg@riseup.net> 422# 423# References: 424# * Classic GTA documentation and research: 425# <https://gitlab.com/classic-gta/gta-data> 426# * Official RenderWare documentation available from EA: 427# <https://github.com/electronicarts/RenderWare3Docs> 428# * Lots of community research in the GTAMods wiki: 429# <https://gtamods.com/wiki> 430 431# GTA 2D-Era data - 'Classic' top down games (1/L/2) 432 433## GTA text 434 4350 string \xbf\xf8\xbd\x49\x62\xbe GTA1 in-game text (FXT), 4360 string GBL GTA2 in-game text (GXT), 437>3 string E English, 438>>4 uleshort x version %d 439>3 string F French, 440>>4 uleshort x version %d 441>3 string G German, 442>>4 uleshort x version %d 443>3 string I Italian, 444>>4 uleshort x version %d 445>3 string S Spanish, 446>>4 uleshort x version %d 447>3 string J Japanese, 448>>4 uleshort x version %d 449 450## GTA maps 451 4520 ulelong 331 GTA1 map layout (CMP), 453>4 byte 1 Level 1 454>4 byte 2 Level 2 455>4 byte 3 Level 3 4560 string GBMP GTA2/GBH map layout (GMP), 457>4 uleshort x version %d 4580 string/t [MapFiles] GTA2 multiplayer map metadata (MMP) 4590 string/t MainOrBonus\ =\ MAIN GTA2 single player map listing (test1.seq) 460 461## GTA 2D sprites and textures 462 4630 ulelong 290 GTA1 style data (GRX), 8 bit editor graphics 4640 ulelong 325 GTA1 style data (GRY), 8 bit in-game graphics 4650 ulelong 336 GTA1 style data (G24), 24 bit in-game graphics 4660 string GBST GTA2/GBH style data (STY), in-game graphics, 467>4 uleshort x version %d 468 469## GTA audio index 470 4710 ulelong 0 472>4 ulelong <0x40000 473>>8 ulelong >4500 474>>>8 ulelong <45000 GTA audio index data (SDT) 475 476## GTA scripts 477 4780 ulelong 0x00080000 479>4 uleshort 0x0024 GTA2 binary main script (SCR) 480 4810 uleshort 0x063c GTA2 binary mission script (SCR), Residential area (ste) 4820 uleshort 0x055b GTA2 binary mission script (SCR), Downtown area (wil) 4830 uleshort 0x0469 GTA2 binary mission script (SCR), Industrial area (bil) 484 4850 string v9.6\0\0 GTA2 replay file (REP), 486>8 regex/30c [a-z0-9:\ ]+\0\0 created on %s 487 488# GTA 3D-Era (III/VC/SA/LCS/VCS) - used by the RenderWare engine by Criterion Games 489 490## GTA 3D models and textures - RenderWare binary streams 491 4928 ulelong 0x00000310 RenderWare data, v3.1.0.0, used in GTA III on PS2, 493>0 ulelong 0x00000016 texture archive (TXD) 494>0 ulelong 0x00000010 3D models (DFF) 4958 ulelong 0x0401ffff RenderWare data, v3.1.0.1, used in GTA III on PC/PS2, 496>0 ulelong 0x00000016 texture archive (TXD) 497>0 ulelong 0x00000010 3D models (DFF) 4988 ulelong 0x0800ffff RenderWare data, v3.2.0.0, used in GTA III on PC, 499>0 ulelong 0x00000016 texture archive (TXD) 500>0 ulelong 0x00000010 3D models (DFF) 5018 ulelong 0x0c00ffff RenderWare data, v3.3.0.0, 502>0 ulelong 0x00000016 texture archive (TXD) 503>0 ulelong 0x00000010 3D models (DFF) 5048 ulelong 0x0c02ffff RenderWare data, v3.3.0.2, used in GTA III PC and GTA VC PS2, 505>0 ulelong 0x00000016 texture archive (TXD) 506>0 ulelong 0x00000010 3D models (DFF) 5078 ulelong 0x1000ffff RenderWare data, v3.4.0.0, 508>0 ulelong 0x00000016 texture archive (TXD) 509>0 ulelong 0x00000010 3D models (DFF) 5108 ulelong 0x1003ffff RenderWare data, v3.4.0.3, used in GTA VC PC, 511>0 ulelong 0x00000016 texture archive (TXD) 512>0 ulelong 0x00000010 3D models (DFF) 5138 ulelong 0x1005ffff RenderWare data, v3.4.0.5, used in GTA III/VC on Android, 514>0 ulelong 0x00000016 texture archive (TXD) 515>0 ulelong 0x00000010 3D models (DFF) 5168 ulelong 0x1400ffff RenderWare data, v3.5.0.0, used in GTA III/VC on Xbox, 517>0 ulelong 0x00000016 texture archive (TXD) 518>0 ulelong 0x00000010 3D models (DFF) 5198 ulelong 0x1803ffff RenderWare data, v3.6.0.3, used in GTA SA, 520>0 ulelong 0x00000016 texture archive (TXD) 521>0 ulelong 0x00000010 3D models (DFF) 522 5230 string COL RenderWare collision data (COL), 524>3 string L version 1, used in GTA III/VC/SA 525>3 string 2 version 2, used in GTA SA 526>3 string 3 version 3, used in GTA SA 527>3 string 4 version 4, used in GTA SA 528 529## GTA items and animations 530 5310 string/c #\ ipl\ generated\ from\ max\ file GTA Item Placement data (IPL), used in GTA III/VC 5320 string/b bnry GTA Item Placement data (IPL), used in GTA SA/IV, 533>4 ulelong x %d items 534 5350 string ANP GTA animation data (IFP), 536>3 string K version 1, used in GTA III/VC 537>3 string 3 version 2, used in GTA SA 538 5390 string GtaSA29 GTA Replay data (REP), used in GTA SA 540 541## GTA text 542 5430 string TKEY GTA in-game text (GXT), version 2, used in GTA III 5440 string TABL GTA in-game text (GXT), version 3, used in GTA VC/LS/VCS 545 546## GTA scripts 547 5480 string \x02\x00\x01 GTA script (SCM), used in GTA III/VC/SA 549 550## GTA archives 551 5520 string VER2 GTA archive (IMG), version 2, used in GTA SA, 553>4 ulelong x %d items 554 555# GTA HD-Era (IV/V) - used by the Rockstar Advanced Game Engine (RAGE) 556 557## GTA models and textures - RAGE resources 558# Note: GTA IV formats not yet documented - WAD, WBD, WBN, WHM, WPL 559 5600 ulelong 0x00695254 GTA Drawable data (WDR), model and weapon data, used in GTA IV 5610 ulelong 0x00695238 GTA Windows Frag Type (WFT), vehicle models, used in GTA IV 5620 ulelong 0x006953A4 GTA Ped and LOD models (WDD), used in GTA IV 5630 ulelong 0x00695384 GTA Windows Texture Dictionary (WTD), used in GTA IV 564 565## GTA text 566 5674 string TABL GTA in-game text (GXT), 568>0 uleshort x version %d, used in GTA SA/IV 5690 string 2GXT GTA in-game text (GXT2), used in GTA V 570 571## GTA scripts 572 5730 ulelong 0x0d524353 GTA script (SCO), unencrypted, used in GTA IV, 574>4 ulelong x %d code bytes, 575>>8 ulelong x %d static variables, 576>>>12 ulelong x %d global variables 5770 ulelong 0x0e726373 GTA script (SCO), encrypted, used in GTA IV 578>4 ulelong x %d code bytes, 579>>8 ulelong x %d static variables, 580>>>12 ulelong x %d global variables 581 582## GTA archives 583 5840 ulelong 0xa94e2a52 GTA archive (IMG), 585>4 ulelong x version %d, used in GTA IV, 586>>8 ulelong x %d items 587 588# RPF[0-8] 5890 ulelong&0xfffffff0 =0x52504630 590>0 ulelong&0xf <9 RAGE Package Format (RPF), version %d, used in 591>>0 ulelong&0xf =0 Rockstar Table Tennis, 592>>0 ulelong&0xf =1 *unknown* 593>>0 ulelong&0xf =2 GTA IV, 594>>0 ulelong&0xf =3 GTA IV Audio & Midnight Club: LA, 595>>0 ulelong&0xf =4 Max Payne 3, 596>>0 ulelong&0xf =5 *unknown* 597>>0 ulelong&0xf =6 RDR, 598>>0 ulelong&0xf =7 GTA V, 599>>0 ulelong&0xf =8 RDR 2, 600>>4 ulelong x %d bytes, 601>>>8 ulelong x %d entries 602 603# Blitz3D Model File Format 604# From: Alexandre Iooss <erdnaxe@crans.org> 605# URL: https://github.com/minetest/B3DExport/blob/master/B3DExport.py 6060 string BB3D 607>4 lelong >0 608>>8 lelong >0 Blitz3D Model 609!:ext b3d 610>>>8 lelong x \b, version %d 611 612# Minetest Schematic File Format 613# From: Alexandre Iooss <erdnaxe@crans.org> 614# URL: https://github.com/minetest/minetest/blob/5.6.1/src/mapgen/mg_schematic.h 6150 string MTSM Minetest Schematic 616!:ext mts 617>4 ubeshort x \b, version %d 618>6 ubeshort x \b, size [%d 619>8 ubeshort x \b, %d 620>10 ubeshort x \b, %d] 621 622# MagicaVoxel File Format 623# From: Alexandre Iooss <erdnaxe@crans.org> 624# URL: https://github.com/ephtracy/voxel-model/blob/ee2216c28a78ebb68691dc6cfa9c4ba429117ea2/MagicaVoxel-file-format-vox.txt 625# Note: This format is used in Veloren voxel RPG. 6260 string VOX\x20 627>4 lelong >0 MagicaVoxel model 628!:ext vox 629>>4 lelong x \b, version %d 630 631# Wwise SoundBank 632# From: Alexandre Iooss <erdnaxe@crans.org> 633# URL: https://wiki.xentax.com/index.php/Wwise_SoundBank_(*.bnk) 6340 string BKHD 635# Little-endian version (such as x86 PC) 636>4 ulelong <0x100 Wwise SoundBank (little-endian) 637!:ext bnk 638>>0 use wwise_bkhd 639# Big-endian version (such as PS3) 640>4 ubelong <0x100 Wwise SoundBank (big-endian) 641!:ext bnk 642>>0 use \^wwise_bkhd 643 6440 name wwise_bkhd 645>8 ulelong x \b, version %d 646>12 ulelong x \b, id %08X 647>16 ulelong =0x00 \b, SFX 648>16 ulelong =0x01 \b, arabic 649>16 ulelong =0x02 \b, bulgarian 650>16 ulelong =0x03 \b, chinese (HK) 651>16 ulelong =0x04 \b, chinese (PRC) 652>16 ulelong =0x05 \b, chinese (Taiwan) 653>16 ulelong =0x06 \b, czech 654>16 ulelong =0x07 \b, danish 655>16 ulelong =0x08 \b, dutch 656>16 ulelong =0x09 \b, english (Australia) 657>16 ulelong =0x0A \b, english (India) 658>16 ulelong =0x0B \b, english (UK) 659>16 ulelong =0x0C \b, english (US) 660>16 ulelong =0x0D \b, finnish 661>16 ulelong =0x0E \b, french (Canada) 662>16 ulelong =0x0F \b, french (France) 663>16 ulelong =0x10 \b, german 664>16 ulelong =0x11 \b, greek 665>16 ulelong =0x12 \b, hebrew 666>16 ulelong =0x13 \b, hungarian 667>16 ulelong =0x14 \b, indonesian 668>16 ulelong =0x15 \b, italian 669>16 ulelong =0x16 \b, japanese 670>16 ulelong =0x17 \b, korean 671>16 ulelong =0x18 \b, latin 672>16 ulelong =0x19 \b, norwegian 673>16 ulelong =0x1A \b, polish 674>16 ulelong =0x1B \b, portuguese (Brazil) 675>16 ulelong =0x1C \b, portuguese (Portugal) 676>16 ulelong =0x1D \b, romanian 677>16 ulelong =0x1E \b, russian 678>16 ulelong =0x1F \b, slovenian 679>16 ulelong =0x20 \b, spanish (Mexico) 680>16 ulelong =0x21 \b, spanish (Spain) 681>16 ulelong =0x22 \b, spanish (US) 682>16 ulelong =0x23 \b, swedish 683>16 ulelong =0x24 \b, turkish 684>16 ulelong =0x25 \b, ukrainian 685>16 ulelong =0x26 \b, vietnamese 686 687# Wwise Audio Package 688# From: Alexandre Iooss <erdnaxe@crans.org> 689# URL: https://wiki.xentax.com/index.php/Wwise_Audio_PCK 6900 string AKPK 691# Little-endian version (such as x86 PC) 692>8 ulelong <0x100 Wwise Audio Package (little-endian) 693!:ext pck 694# Big-endian version (such as PS3) 695>8 ubelong <0x100 Wwise Audio Package (big-endian) 696!:ext pck 697