1 2#------------------------------------------------------------------------------ 3# $File: games,v 1.24 2021/04/26 15:56:00 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# doom - submitted by Jon Dowland 188 1890 string =IWAD doom main IWAD data 190>4 lelong x containing %d lumps 1910 string =PWAD doom patch PWAD data 192>4 lelong x containing %d lumps 193 194# Build engine group files (Duke Nukem, Shadow Warrior, ...) 195# Extension: .grp 196# Created by: "Ganael Laplanche" <ganael.laplanche@martymac.org> 1970 string KenSilverman Build engine group file 198>12 lelong x containing %d files 199 200# Summary: Warcraft 3 save 201# Extension: .w3g 202# Created by: "Nelson A. de Oliveira" <naoliv@gmail.com> 2030 string Warcraft\ III\ recorded\ game %s 204 205 206# Summary: Warcraft 3 map 207# Extension: .w3m 208# Created by: "Nelson A. de Oliveira" <naoliv@gmail.com> 2090 string HM3W Warcraft III map file 210 211 212# Summary: SGF Smart Game Format 213# Extension: .sgf 214# Reference: https://www.red-bean.com/sgf/ 215# Created by: Eduardo Sabbatella <eduardo_sabbatella@yahoo.com.ar> 216# Modified by (1): Abel Cheung (regex, more game format) 217# FIXME: Some games don't have GM (game type) 2180 regex \\(;.*GM\\[[0-9]{1,2}\\] Smart Game Format 219>2 search/0x200/b GM[ 220>>&0 string 1] (Go) 221>>&0 string 2] (Othello) 222>>&0 string 3] (chess) 223>>&0 string 4] (Gomoku+Renju) 224>>&0 string 5] (Nine Men's Morris) 225>>&0 string 6] (Backgammon) 226>>&0 string 7] (Chinese chess) 227>>&0 string 8] (Shogi) 228>>&0 string 9] (Lines of Action) 229>>&0 string 10] (Ataxx) 230>>&0 string 11] (Hex) 231>>&0 string 12] (Jungle) 232>>&0 string 13] (Neutron) 233>>&0 string 14] (Philosopher's Football) 234>>&0 string 15] (Quadrature) 235>>&0 string 16] (Trax) 236>>&0 string 17] (Tantrix) 237>>&0 string 18] (Amazons) 238>>&0 string 19] (Octi) 239>>&0 string 20] (Gess) 240>>&0 string 21] (Twixt) 241>>&0 string 22] (Zertz) 242>>&0 string 23] (Plateau) 243>>&0 string 24] (Yinsh) 244>>&0 string 25] (Punct) 245>>&0 string 26] (Gobblet) 246>>&0 string 27] (hive) 247>>&0 string 28] (Exxit) 248>>&0 string 29] (Hnefatal) 249>>&0 string 30] (Kuba) 250>>&0 string 31] (Tripples) 251>>&0 string 32] (Chase) 252>>&0 string 33] (Tumbling Down) 253>>&0 string 34] (Sahara) 254>>&0 string 35] (Byte) 255>>&0 string 36] (Focus) 256>>&0 string 37] (Dvonn) 257>>&0 string 38] (Tamsk) 258>>&0 string 39] (Gipf) 259>>&0 string 40] (Kropki) 260 261############################################## 262# NetImmerse/Gamebryo game engine entries 263 264# Summary: Gamebryo game engine file 265# Extension: .nif, .kf 266# Created by: Abel Cheung <abelcheung@gmail.com> 2670 string Gamebryo\ File\ Format,\ Version\ Gamebryo game engine file 268>&0 regex [0-9a-z.]+ \b, version %s 269 270# Summary: Gamebryo game engine file 271# Extension: .kfm 272# Created by: Abel Cheung <abelcheung@gmail.com> 2730 string ;Gamebryo\ KFM\ File\ Version\ Gamebryo game engine animation File 274>&0 regex [0-9a-z.]+ \b, version %s 275 276# Summary: NetImmerse game engine file 277# Extension .nif 278# Created by: Abel Cheung <abelcheung@gmail.com> 2790 string NetImmerse\ File\ Format,\ Version 280>&0 string n\ NetImmerse game engine file 281>>&0 regex [0-9a-z.]+ \b, version %s 282 283# Type: SGF Smart Game Format 284# URL: https://www.red-bean.com/sgf/ 285# From: Eduardo Sabbatella <eduardo_sabbatella@yahoo.com.ar> 2862 regex/c \\(;.*GM\\[[0-9]{1,2}\\] Smart Game Format 287>2 regex/c GM\\[1\\] - Go Game 288>2 regex/c GM\\[6\\] - BackGammon Game 289>2 regex/c GM\\[11\\] - Hex Game 290>2 regex/c GM\\[18\\] - Amazons Game 291>2 regex/c GM\\[19\\] - Octi Game 292>2 regex/c GM\\[20\\] - Gess Game 293>2 regex/c GM\\[21\\] - twix Game 294 295# Epic Games/Unreal Engine Package 296# 2970 lelong 0x9E2A83C1 Unreal Engine Package, 298>4 leshort x version: %i 299>12 lelong !0 \b, names: %i 300>28 lelong !0 \b, imports: %i 301>20 lelong !0 \b, exports: %i 302 3030 string ESVG 304>4 lelong 0x00160000 305>10 string TOC\020 Empire Deluxe for DOS saved game 306 307# Sid Meier's Civilization V/VI 308# From: Benjamin Lowry <ben@ben.gmbh> 3090 string CIV5 310>4 byte 0x08 Sid Meier's Civilization V saved game, 311>>12 regex [0-9a-z.]+ saved by game version %s 312>4 byte 0x01 Sid Meier's Civilization V replay data, 313>>12 regex [0-9a-z.]+ saved by game version %s 314 3150 string CIV6 Sid Meier's Civilization VI saved game 316 317# https://syzygy-tables.info/ 318# From Michel Van den Bergh 3190 string \327f\f\245 Syzygy DTZ tablebase 320!:mime application/syzygy 3210 string q\350#] Syzygy WDL tablebase 322!:mime application/syzygy 323 324############################################################################## 325# Grand Theft Auto (GTA) file formats. 326# 327# Summary: 328# Includes GTA-specific formats used in all games from 1997 to present. Games 329# and formats were created by Rockstar North, formerly DMA Design. Magic tests 330# were written based on a combination of official and community documentation. 331# 332# Created by: Oliver Galvin <odg@riseup.net> 333# 334# References: 335# * Classic GTA documentation and research: 336# <https://gitlab.com/classic-gta/gta-data> 337# * Official RenderWare documentation available from EA: 338# <https://github.com/electronicarts/RenderWare3Docs> 339# * Lots of community research in the GTAMods wiki: 340# <https://gtamods.com/wiki> 341 342# GTA 2D-Era data - 'Classic' top down games (1/L/2) 343 344## GTA text 345 3460 string \xbf\xf8\xbd\x49\x62\xbe GTA1 in-game text (FXT), 3470 string GBL GTA2 in-game text (GXT), 348>3 string E English, 349>>4 uleshort x version %d 350>3 string F French, 351>>4 uleshort x version %d 352>3 string G German, 353>>4 uleshort x version %d 354>3 string I Italian, 355>>4 uleshort x version %d 356>3 string S Spanish, 357>>4 uleshort x version %d 358>3 string J Japanese, 359>>4 uleshort x version %d 360 361## GTA maps 362 3630 ulelong 331 GTA1 map layout (CMP), 364>4 byte 1 Level 1 365>4 byte 2 Level 2 366>4 byte 3 Level 3 3670 string GBMP GTA2/GBH map layout (GMP), 368>4 uleshort x version %d 3690 string/t [MapFiles] GTA2 multiplayer map metadata (MMP) 3700 string/t MainOrBonus\ =\ MAIN GTA2 single player map listing (test1.seq) 371 372## GTA 2D sprites and textures 373 3740 ulelong 290 GTA1 style data (GRX), 8 bit editor graphics 3750 ulelong 325 GTA1 style data (GRY), 8 bit in-game graphics 3760 ulelong 336 GTA1 style data (G24), 24 bit in-game graphics 3770 string GBST GTA2/GBH style data (STY), in-game graphics, 378>4 uleshort x version %d 379 380## GTA audio index 381 3820 ulelong 0 383>4 ulelong <0x40000 384>>8 ulelong >4500 385>>>8 ulelong <45000 GTA audio index data (SDT) 386 387## GTA scripts 388 3890 ulelong 0x00080000 390>4 uleshort 0x0024 GTA2 binary main script (SCR) 391 3920 uleshort 0x063c GTA2 binary mission script (SCR), Residential area (ste) 3930 uleshort 0x055b GTA2 binary mission script (SCR), Downtown area (wil) 3940 uleshort 0x0469 GTA2 binary mission script (SCR), Industrial area (bil) 395 3960 string v9.6\0\0 GTA2 replay file (REP), 397>8 regex/30c [a-z0-9:\ ]+\0\0 created on %s 398 399# GTA 3D-Era (III/VC/SA/LCS/VCS) - used by the RenderWare engine by Criterion Games 400 401## GTA 3D models and textures - RenderWare binary streams 402 4038 ulelong 0x00000310 RenderWare data, v3.1.0.0, used in GTA III on PS2, 404>0 ulelong 0x00000016 texture archive (TXD) 405>0 ulelong 0x00000010 3D models (DFF) 4068 ulelong 0x0401ffff RenderWare data, v3.1.0.1, used in GTA III on PC/PS2, 407>0 ulelong 0x00000016 texture archive (TXD) 408>0 ulelong 0x00000010 3D models (DFF) 4098 ulelong 0x0800ffff RenderWare data, v3.2.0.0, used in GTA III on PC, 410>0 ulelong 0x00000016 texture archive (TXD) 411>0 ulelong 0x00000010 3D models (DFF) 4128 ulelong 0x0c00ffff RenderWare data, v3.3.0.0, 413>0 ulelong 0x00000016 texture archive (TXD) 414>0 ulelong 0x00000010 3D models (DFF) 4158 ulelong 0x0c02ffff RenderWare data, v3.3.0.2, used in GTA III PC and GTA VC PS2, 416>0 ulelong 0x00000016 texture archive (TXD) 417>0 ulelong 0x00000010 3D models (DFF) 4188 ulelong 0x1000ffff RenderWare data, v3.4.0.0, 419>0 ulelong 0x00000016 texture archive (TXD) 420>0 ulelong 0x00000010 3D models (DFF) 4218 ulelong 0x1003ffff RenderWare data, v3.4.0.3, used in GTA VC PC, 422>0 ulelong 0x00000016 texture archive (TXD) 423>0 ulelong 0x00000010 3D models (DFF) 4248 ulelong 0x1005ffff RenderWare data, v3.4.0.5, used in GTA III/VC on Android, 425>0 ulelong 0x00000016 texture archive (TXD) 426>0 ulelong 0x00000010 3D models (DFF) 4278 ulelong 0x1400ffff RenderWare data, v3.5.0.0, used in GTA III/VC on Xbox, 428>0 ulelong 0x00000016 texture archive (TXD) 429>0 ulelong 0x00000010 3D models (DFF) 4308 ulelong 0x1803ffff RenderWare data, v3.6.0.3, used in GTA SA, 431>0 ulelong 0x00000016 texture archive (TXD) 432>0 ulelong 0x00000010 3D models (DFF) 433 4340 string COL RenderWare collision data (COL), 435>3 string L version 1, used in GTA III/VC/SA 436>3 string 2 version 2, used in GTA SA 437>3 string 3 version 3, used in GTA SA 438>3 string 4 version 4, used in GTA SA 439 440## GTA items and animations 441 4420 string/c #\ ipl\ generated\ from\ max\ file GTA Item Placement data (IPL), used in GTA III/VC 4430 string/b bnry GTA Item Placement data (IPL), used in GTA SA/IV, 444>4 ulelong x %d items 445 4460 string ANP GTA animation data (IFP), 447>3 string K version 1, used in GTA III/VC 448>3 string 3 version 2, used in GTA SA 449 4500 string GtaSA29 GTA Replay data (REP), used in GTA SA 451 452## GTA text 453 4540 string TKEY GTA in-game text (GXT), version 2, used in GTA III 4550 string TABL GTA in-game text (GXT), version 3, used in GTA VC/LS/VCS 456 457## GTA scripts 458 4590 string \x02\x00\x01 GTA script (SCM), used in GTA III/VC/SA 460 461## GTA archives 462 4630 string VER2 GTA archive (IMG), version 2, used in GTA SA, 464>4 ulelong x %d items 465 466# GTA HD-Era (IV/V) - used by the Rockstar Advanced Game Engine (RAGE) 467 468## GTA models and textures - RAGE resources 469# Note: GTA IV formats not yet documented - WAD, WBD, WBN, WHM, WPL 470 4710 ulelong 0x00695254 GTA Drawable data (WDR), model and weapon data, used in GTA IV 4720 ulelong 0x00695238 GTA Windows Frag Type (WFT), vehicle models, used in GTA IV 4730 ulelong 0x006953A4 GTA Ped and LOD models (WDD), used in GTA IV 4740 ulelong 0x00695384 GTA Windows Texture Dictionary (WTD), used in GTA IV 475 476## GTA text 477 4784 string TABL GTA in-game text (GXT), 479>0 uleshort x version %d, used in GTA SA/IV 4800 string 2GXT GTA in-game text (GXT2), used in GTA V 481 482## GTA scripts 483 4840 ulelong 0x0d524353 GTA script (SCO), unencrypted, used in GTA IV, 485>4 ulelong x %d code bytes, 486>>8 ulelong x %d static variables, 487>>>12 ulelong x %d global variables 4880 ulelong 0x0e726373 GTA script (SCO), encrypted, used in GTA IV 489>4 ulelong x %d code bytes, 490>>8 ulelong x %d static variables, 491>>>12 ulelong x %d global variables 492 493## GTA archives 494 4950 ulelong 0xa94e2a52 GTA archive (IMG), 496>4 ulelong x version %d, used in GTA IV, 497>>8 ulelong x %d items 498 4990 uleshort 0x5250 RAGE Package Format (RPF), 500>2 uleshort 0x4630 version 0, used in Rockstar Table Tennis, 501>>4 ulelong x %d bytes, 502>>>8 ulelong x %d entries 503>2 uleshort 0x4632 version 2, used in GTA IV, 504>>4 ulelong x %d bytes, 505>>>8 ulelong x %d entries 506>2 uleshort 0x4633 version 3, used in GTA IV Audio & Midnight Club: LA, 507>>4 ulelong x %d bytes, 508>>>8 ulelong x %d entries 509>2 uleshort 0x4634 version 4, used in Max Payne 3, 510>>4 ulelong x %d bytes, 511>>>8 ulelong x %d entries 512>2 uleshort 0x4636 version 6, used in RDR, 513>>4 ulelong x %d bytes, 514>>>8 ulelong x %d entries 515>2 uleshort 0x4637 version 7, used in GTA V, 516>>4 ulelong x %d bytes, 517>>>8 ulelong x %d entries 518>2 uleshort 0x4638 version 8, used in RDR 2, 519>>4 ulelong x %d bytes, 520>>>8 ulelong x %d entries 521