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diff --git a/magic/Magdir/games b/magic/Magdir/games new file mode 100644 index 0000000..0ccb4ac --- /dev/null +++ b/magic/Magdir/games @@ -0,0 +1,696 @@ + +#------------------------------------------------------------------------------ +# $File: games,v 1.31 2023/03/29 22:57:27 christos Exp $ +# games: file(1) for games + +# Fabio Bonelli <fabiobonelli@libero.it> +# Quake II - III data files +0 string IDP2 Quake II 3D Model file, +>20 long x %u skin(s), +>8 long x (%u x +>12 long x %u), +>40 long x %u frame(s), +>16 long x Frame size %u bytes, +>24 long x %u vertices/frame, +>28 long x %u texture coordinates, +>32 long x %u triangles/frame + +0 string IBSP Quake +>4 long 0x26 II Map file (BSP) +>4 long 0x2E III Map file (BSP) + +0 string IDS2 Quake II SP2 sprite file + +#--------------------------------------------------------------------------- +# Doom and Quake +# submitted by Nicolas Patrois + +0 string \xcb\x1dBoom\xe6\xff\x03\x01 Boom or linuxdoom demo +# some doom lmp files don't match, I've got one beginning with \x6d\x02\x01\x01 + +24 string LxD\ 203 Linuxdoom save +>0 string x , name=%s +>44 string x , world=%s + +# Quake + +# Update: Joerg Jenderek +# URL: http://fileformats.archiveteam.org/wiki/PAK +# reference: https://quakewiki.org/wiki/.pak +# GRR: line below is too general as it matches also Acorn PackDir compressed Archive +# and Git pack ./revision +0 string PACK +# real Quake examples like pak0.pak have only some hundreds like 150 files +# So test for few files +>8 ulelong <0x01000000 +# in file version 5.32 test for null terminator is only true for +# offset ~< FILE_BYTES_MAX = 1 MB defined in ../../src/file.h +# look for null terminator of 1st entry name +>>(4.l+55) ubyte 0 Quake I or II world or extension +!:mime application/x-dzip +!:ext pak +#>>>8 ulelong x \b, table size %u +# dividing this by entry size (64) gives number of files +>>>8 ulelong/64 x \b, %u files +# offset to the beginning of the file table +>>>4 ulelong x \b, offset %#x +# 1st file entry +>>>(4.l) use pak-entry +# 2nd file entry +#>>>4 ulelong+64 x \b, offset %#x +#>>>(4.l+64) use pak-entry +# +# display file table entry of Quake PAK archive +0 name pak-entry +# normally entry start after header which implies offset 12 or higher +>56 ulelong >11 +# the offset from the beginning of pak to beginning of this entry file contents +>>56 ulelong x at %#x +# the size of file for this entry +>>60 ulelong x %u bytes +# 56 byte null-terminated entry name string includes path like maps/e1m1.bsp +>>0 string x '%-.56s' +# inspect entry content by jumping to entry offset +>>(56) indirect x \b: + +#0 string -1\x0a Quake I demo +#>30 string x version %.4s +#>61 string x level %s + +#0 string 5\x0a Quake I save + +# The levels + +# Quake 1 + +0 string 5\x0aIntroduction Quake I save: start Introduction +0 string 5\x0athe_Slipgate_Complex Quake I save: e1m1 The slipgate complex +0 string 5\x0aCastle_of_the_Damned Quake I save: e1m2 Castle of the damned +0 string 5\x0athe_Necropolis Quake I save: e1m3 The necropolis +0 string 5\x0athe_Grisly_Grotto Quake I save: e1m4 The grisly grotto +0 string 5\x0aZiggurat_Vertigo Quake I save: e1m8 Ziggurat vertigo (secret) +0 string 5\x0aGloom_Keep Quake I save: e1m5 Gloom keep +0 string 5\x0aThe_Door_To_Chthon Quake I save: e1m6 The door to Chthon +0 string 5\x0aThe_House_of_Chthon Quake I save: e1m7 The house of Chthon +0 string 5\x0athe_Installation Quake I save: e2m1 The installation +0 string 5\x0athe_Ogre_Citadel Quake I save: e2m2 The ogre citadel +0 string 5\x0athe_Crypt_of_Decay Quake I save: e2m3 The crypt of decay (dopefish lives!) +0 string 5\x0aUnderearth Quake I save: e2m7 Underearth (secret) +0 string 5\x0athe_Ebon_Fortress Quake I save: e2m4 The ebon fortress +0 string 5\x0athe_Wizard's_Manse Quake I save: e2m5 The wizard's manse +0 string 5\x0athe_Dismal_Oubliette Quake I save: e2m6 The dismal oubliette +0 string 5\x0aTermination_Central Quake I save: e3m1 Termination central +0 string 5\x0aVaults_of_Zin Quake I save: e3m2 Vaults of Zin +0 string 5\x0athe_Tomb_of_Terror Quake I save: e3m3 The tomb of terror +0 string 5\x0aSatan's_Dark_Delight Quake I save: e3m4 Satan's dark delight +0 string 5\x0athe_Haunted_Halls Quake I save: e3m7 The haunted halls (secret) +0 string 5\x0aWind_Tunnels Quake I save: e3m5 Wind tunnels +0 string 5\x0aChambers_of_Torment Quake I save: e3m6 Chambers of torment +0 string 5\x0athe_Sewage_System Quake I save: e4m1 The sewage system +0 string 5\x0aThe_Tower_of_Despair Quake I save: e4m2 The tower of despair +0 string 5\x0aThe_Elder_God_Shrine Quake I save: e4m3 The elder god shrine +0 string 5\x0athe_Palace_of_Hate Quake I save: e4m4 The palace of hate +0 string 5\x0aHell's_Atrium Quake I save: e4m5 Hell's atrium +0 string 5\x0athe_Nameless_City Quake I save: e4m8 The nameless city (secret) +0 string 5\x0aThe_Pain_Maze Quake I save: e4m6 The pain maze +0 string 5\x0aAzure_Agony Quake I save: e4m7 Azure agony +0 string 5\x0aShub-Niggurath's_Pit Quake I save: end Shub-Niggurath's pit + +# Quake DeathMatch levels + +0 string 5\x0aPlace_of_Two_Deaths Quake I save: dm1 Place of two deaths +0 string 5\x0aClaustrophobopolis Quake I save: dm2 Claustrophobopolis +0 string 5\x0aThe_Abandoned_Base Quake I save: dm3 The abandoned base +0 string 5\x0aThe_Bad_Place Quake I save: dm4 The bad place +0 string 5\x0aThe_Cistern Quake I save: dm5 The cistern +0 string 5\x0aThe_Dark_Zone Quake I save: dm6 The dark zone + +# Scourge of Armagon + +0 string 5\x0aCommand_HQ Quake I save: start Command HQ +0 string 5\x0aThe_Pumping_Station Quake I save: hip1m1 The pumping station +0 string 5\x0aStorage_Facility Quake I save: hip1m2 Storage facility +0 string 5\x0aMilitary_Complex Quake I save: hip1m5 Military complex (secret) +0 string 5\x0athe_Lost_Mine Quake I save: hip1m3 The lost mine +0 string 5\x0aResearch_Facility Quake I save: hip1m4 Research facility +0 string 5\x0aAncient_Realms Quake I save: hip2m1 Ancient realms +0 string 5\x0aThe_Gremlin's_Domain Quake I save: hip2m6 The gremlin's domain (secret) +0 string 5\x0aThe_Black_Cathedral Quake I save: hip2m2 The black cathedral +0 string 5\x0aThe_Catacombs Quake I save: hip2m3 The catacombs +0 string 5\x0athe_Crypt__ Quake I save: hip2m4 The crypt +0 string 5\x0aMortum's_Keep Quake I save: hip2m5 Mortum's keep +0 string 5\x0aTur_Torment Quake I save: hip3m1 Tur torment +0 string 5\x0aPandemonium Quake I save: hip3m2 Pandemonium +0 string 5\x0aLimbo Quake I save: hip3m3 Limbo +0 string 5\x0athe_Edge_of_Oblivion Quake I save: hipdm1 The edge of oblivion (secret) +0 string 5\x0aThe_Gauntlet Quake I save: hip3m4 The gauntlet +0 string 5\x0aArmagon's_Lair Quake I save: hipend Armagon's lair + +# Malice + +0 string 5\x0aThe_Academy Quake I save: start The academy +0 string 5\x0aThe_Lab Quake I save: d1 The lab +0 string 5\x0aArea_33 Quake I save: d1b Area 33 +0 string 5\x0aSECRET_MISSIONS Quake I save: d3b Secret missions +0 string 5\x0aThe_Hospital Quake I save: d10 The hospital (secret) +0 string 5\x0aThe_Genetics_Lab Quake I save: d11 The genetics lab (secret) +0 string 5\x0aBACK_2_MALICE Quake I save: d4b Back to Malice +0 string 5\x0aArea44 Quake I save: d1c Area 44 +0 string 5\x0aTakahiro_Towers Quake I save: d2 Takahiro towers +0 string 5\x0aA_Rat's_Life Quake I save: d3 A rat's life +0 string 5\x0aInto_The_Flood Quake I save: d4 Into the flood +0 string 5\x0aThe_Flood Quake I save: d5 The flood +0 string 5\x0aNuclear_Plant Quake I save: d6 Nuclear plant +0 string 5\x0aThe_Incinerator_Plant Quake I save: d7 The incinerator plant +0 string 5\x0aThe_Foundry Quake I save: d7b The foundry +0 string 5\x0aThe_Underwater_Base Quake I save: d8 The underwater base +0 string 5\x0aTakahiro_Base Quake I save: d9 Takahiro base +0 string 5\x0aTakahiro_Laboratories Quake I save: d12 Takahiro laboratories +0 string 5\x0aStayin'_Alive Quake I save: d13 Stayin' alive +0 string 5\x0aB.O.S.S._HQ Quake I save: d14 B.O.S.S. HQ +0 string 5\x0aSHOWDOWN! Quake I save: d15 Showdown! + +# Malice DeathMatch levels + +0 string 5\x0aThe_Seventh_Precinct Quake I save: ddm1 The seventh precinct +0 string 5\x0aSub_Station Quake I save: ddm2 Sub station +0 string 5\x0aCrazy_Eights! Quake I save: ddm3 Crazy eights! +0 string 5\x0aEast_Side_Invertationa Quake I save: ddm4 East side invertationa +0 string 5\x0aSlaughterhouse Quake I save: ddm5 Slaughterhouse +0 string 5\x0aDOMINO Quake I save: ddm6 Domino +0 string 5\x0aSANDRA'S_LADDER Quake I save: ddm7 Sandra's ladder + + +0 string MComprHD MAME CHD compressed hard disk image, +>12 belong x version %u + +# MAME input recordings + +0 string MAMEINP\0 MAME input recording +>8 leqdate x at %s, +>16 leshort x format version %d. +>18 leshort x \b%d, +>20 string x %s driver, +>32 string x %s + +# doom - submitted by Jon Dowland + +0 string =IWAD doom main IWAD data +>4 lelong x containing %d lumps +0 string =PWAD doom patch PWAD data +>4 lelong x containing %d lumps + +# Build engine group files (Duke Nukem, Shadow Warrior, ...) +# Extension: .grp +# Created by: "Ganael Laplanche" <ganael.laplanche@martymac.org> +0 string KenSilverman Build engine group file +>12 lelong x containing %d files + +# Summary: Warcraft 3 save +# Extension: .w3g +# Created by: "Nelson A. de Oliveira" <naoliv@gmail.com> +0 string Warcraft\ III\ recorded\ game %s + + +# Summary: Warcraft 3 map +# Extension: .w3m +# Created by: "Nelson A. de Oliveira" <naoliv@gmail.com> +0 string HM3W Warcraft III map file + + +# Summary: SGF Smart Game Format +# Extension: .sgf +# Reference: https://www.red-bean.com/sgf/ +# Created by: Eduardo Sabbatella <eduardo_sabbatella@yahoo.com.ar> +# Modified by (1): Abel Cheung (regex, more game format) +# FIXME: Some games don't have GM (game type) +0 regex \\(;.*GM\\[[0-9]{1,2}\\] Smart Game Format +>2 search/0x200/b GM[ +>>&0 string 1] (Go) +>>&0 string 2] (Othello) +>>&0 string 3] (chess) +>>&0 string 4] (Gomoku+Renju) +>>&0 string 5] (Nine Men's Morris) +>>&0 string 6] (Backgammon) +>>&0 string 7] (Chinese chess) +>>&0 string 8] (Shogi) +>>&0 string 9] (Lines of Action) +>>&0 string 10] (Ataxx) +>>&0 string 11] (Hex) +>>&0 string 12] (Jungle) +>>&0 string 13] (Neutron) +>>&0 string 14] (Philosopher's Football) +>>&0 string 15] (Quadrature) +>>&0 string 16] (Trax) +>>&0 string 17] (Tantrix) +>>&0 string 18] (Amazons) +>>&0 string 19] (Octi) +>>&0 string 20] (Gess) +>>&0 string 21] (Twixt) +>>&0 string 22] (Zertz) +>>&0 string 23] (Plateau) +>>&0 string 24] (Yinsh) +>>&0 string 25] (Punct) +>>&0 string 26] (Gobblet) +>>&0 string 27] (hive) +>>&0 string 28] (Exxit) +>>&0 string 29] (Hnefatal) +>>&0 string 30] (Kuba) +>>&0 string 31] (Tripples) +>>&0 string 32] (Chase) +>>&0 string 33] (Tumbling Down) +>>&0 string 34] (Sahara) +>>&0 string 35] (Byte) +>>&0 string 36] (Focus) +>>&0 string 37] (Dvonn) +>>&0 string 38] (Tamsk) +>>&0 string 39] (Gipf) +>>&0 string 40] (Kropki) + +############################################## +# NetImmerse/Gamebryo game engine entries + +# Summary: Gamebryo game engine file +# Extension: .nif, .kf +# Created by: Abel Cheung <abelcheung@gmail.com> +0 string Gamebryo\ File\ Format,\ Version\ Gamebryo game engine file +>&0 regex [0-9a-z.]+ \b, version %s + +# Summary: Gamebryo game engine file +# Extension: .kfm +# Created by: Abel Cheung <abelcheung@gmail.com> +0 string ;Gamebryo\ KFM\ File\ Version\ Gamebryo game engine animation File +>&0 regex [0-9a-z.]+ \b, version %s + +# Summary: NetImmerse game engine file +# Extension .nif +# Created by: Abel Cheung <abelcheung@gmail.com> +0 string NetImmerse\ File\ Format,\ Version +>&0 string n\ NetImmerse game engine file +>>&0 regex [0-9a-z.]+ \b, version %s + +# Type: SGF Smart Game Format +# URL: https://www.red-bean.com/sgf/ +# From: Eduardo Sabbatella <eduardo_sabbatella@yahoo.com.ar> +2 regex/c \\(;.*GM\\[[0-9]{1,2}\\] Smart Game Format +>2 regex/c GM\\[1\\] - Go Game +>2 regex/c GM\\[6\\] - BackGammon Game +>2 regex/c GM\\[11\\] - Hex Game +>2 regex/c GM\\[18\\] - Amazons Game +>2 regex/c GM\\[19\\] - Octi Game +>2 regex/c GM\\[20\\] - Gess Game +>2 regex/c GM\\[21\\] - twix Game + +# Epic Games/Unreal Engine Package +# URL: https://docs.unrealengine.com/udk/Three/ContentCooking.html +# https://eliotvu.com/page/unreal-package-file-format +# Little-endian version (such as x86 PC) +0 lelong 0x9E2A83C1 Unreal Engine package (little-endian) +!:ext xxx/tfc/upk/me1/u +>4 uleshort !0 \b, version %u +>>6 uleshort !0 \b/%03u +>>0 use upk_header +# Big-endian version (such as PS3) +0 belong 0x9E2A83C1 Unreal Engine package (big-endian) +!:ext xxx/tfc +>6 ubeshort !0 \b, version %u +>>4 ubeshort !0 \b/%03u +>>0 use \^upk_header + +0 name upk_header +# Identify game from version and licensee +>4 ulelong 0x000002b2 (Alice Madness Returns) +>4 ulelong 0x002f0313 (Aliens: Colonial Marines) +>4 ulelong 0x005b021b (Alpha Protocol) +>4 ulelong 0x0000032c (AntiChamber) +>4 ulelong 0x00200223 (APB: All Points Bulletin) +>4 ulelong 0x004b02d7 (Bioshock Infinite) +>4 ulelong 0x00380340 (Borderlands 2) +>4 ulelong 0x001d02e6 (Bulletstorm) +>4 ulelong 0x00050240 (CrimeCraft) +>4 ulelong 0x00000356 (Deadlight) +>4 ulelong 0x001e0321 (Dishonored) +>4 ulelong 0x000202a6 (Dungeon Defenders) +>4 ulelong 0x000901ea (Gears of War) +>4 ulelong 0x0000023f (Gears of War 2) +>4 ulelong 0x0000033c (Gears of War 3) +>4 ulelong 0x0000034e (Gears of War: Judgement) +>4 ulelong 0x0004035c (Hawken) +>4 ulelong 0x0001034a (Infinity Blade 2) +>4 ulelong 0x00000350 (InMomentum) +>4 ulelong 0x0015037D (Life Is Strange) +>4 ulelong 0x000b01a5 (Medal of Honor: Airborne) +>4 ulelong 0x002b0218 (Mirrors Edge) +>4 ulelong 0x0000027e (Monday Night Combat) +>4 ulelong 0x0000024b (MoonBase Alpha) +>4 ulelong 0x002e01d8 (Mortal Kombat Komplete Edition 2605) +>4 ulelong 0x0000035c (Painkiller HD) +>4 ulelong 0x0000034d (Q.U.B.E) +>4 ulelong 0x80660340 (Quantum Conundrum) +>4 ulelong 0x0000035b (Ravaged) +>4 ulelong 0x00150340 (Remember Me) +>4 ulelong 0x00060171 (Roboblitz) +>4 ulelong 0x00000325 (Rock of Ages) +>4 ulelong 0x0000032a (Sanctum) +>4 ulelong 0x00030248 (Saw) +>4 ulelong 0x007e0248 (Singularity) +>4 ulelong 0x00090388 (Soldier Front 2) +>4 ulelong 0x000701e6 (Stargate Worlds) +>4 ulelong 0x00000334 (Super Monday Night Combat) +>4 ulelong 0x000002c2 (The Ball) +>4 ulelong 0x000e0262 (The Exiled Realm of Arborea or TERA) +>4 ulelong 0x0000035b (The Five Cores) +>4 ulelong 0x00000349 (The Haunted: Hells Reach) +>4 ulelong 0x00000354 (Unmechanical) +>4 ulelong 0x035c0298 (Unreal Development Kit) +>4 ulelong 0x00000200 (Unreal Tournament 3) +>4 ulelong 0x0000032d (Waves) +>4 ulelong 0x003b034d (XCOM: Enemy Unknown) +# Newer versions insert more headers +>4 ulelong&0xFFFF <249 +>>12 lelong !0 \b, names: %d +>>28 lelong !0 \b, imports: %d +>>20 lelong !0 \b, exports: %d +>4 ulelong&0xFFFF >248 +>>12 belong&0xFF !0 +>>>12 string x \b, folder "%s" +>>>>&5 lelong !0 \b, names: %d +>>>>&21 lelong !0 \b, imports: %d +>>>>&13 lelong !0 \b, exports: %d +>>12 belong&0xFF 0 +>>>16 belong&0xFF !0 +>>>>16 string x \b, folder "%s" +>>>>>&5 lelong !0 \b, names: %d +>>>>>&21 lelong !0 \b, imports: %d +>>>>>&13 lelong !0 \b, exports: %d +>>>16 belong&0xFF 0 +>>>>20 string x \b, folder "%s" +>>>>>&5 lelong !0 \b, names: %d +>>>>>&21 lelong !0 \b, imports: %d +>>>>>&13 lelong !0 \b, exports: %d + +0 string ESVG +>4 lelong 0x00160000 +>10 string TOC\020 Empire Deluxe for DOS saved game + +# Sid Meier's Civilization V/VI +# From: Benjamin Lowry <ben@ben.gmbh> +0 string CIV5 +>4 byte 0x08 Sid Meier's Civilization V saved game, +>>12 regex [0-9a-z.]+ saved by game version %s +>4 byte 0x01 Sid Meier's Civilization V replay data, +>>12 regex [0-9a-z.]+ saved by game version %s + +0 string CIV6 Sid Meier's Civilization VI saved game + +# https://syzygy-tables.info/ +# From Michel Van den Bergh +0 string \327f\f\245 Syzygy DTZ tablebase +!:mime application/syzygy +0 string q\350#] Syzygy WDL tablebase +!:mime application/syzygy + +############################################################################## +# Grand Theft Auto (GTA) file formats. +# +# Summary: +# Includes GTA-specific formats used in all games from 1997 to present. Games +# and formats were created by Rockstar North, formerly DMA Design. Magic tests +# were written based on a combination of official and community documentation. +# +# Created by: Oliver Galvin <odg@riseup.net> +# +# References: +# * Classic GTA documentation and research: +# <https://gitlab.com/classic-gta/gta-data> +# * Official RenderWare documentation available from EA: +# <https://github.com/electronicarts/RenderWare3Docs> +# * Lots of community research in the GTAMods wiki: +# <https://gtamods.com/wiki> + +# GTA 2D-Era data - 'Classic' top down games (1/L/2) + +## GTA text + +0 string \xbf\xf8\xbd\x49\x62\xbe GTA1 in-game text (FXT), +0 string GBL GTA2 in-game text (GXT), +>3 string E English, +>>4 uleshort x version %d +>3 string F French, +>>4 uleshort x version %d +>3 string G German, +>>4 uleshort x version %d +>3 string I Italian, +>>4 uleshort x version %d +>3 string S Spanish, +>>4 uleshort x version %d +>3 string J Japanese, +>>4 uleshort x version %d + +## GTA maps + +0 ulelong 331 GTA1 map layout (CMP), +>4 byte 1 Level 1 +>4 byte 2 Level 2 +>4 byte 3 Level 3 +0 string GBMP GTA2/GBH map layout (GMP), +>4 uleshort x version %d +0 string/t [MapFiles] GTA2 multiplayer map metadata (MMP) +0 string/t MainOrBonus\ =\ MAIN GTA2 single player map listing (test1.seq) + +## GTA 2D sprites and textures + +0 ulelong 290 GTA1 style data (GRX), 8 bit editor graphics +0 ulelong 325 GTA1 style data (GRY), 8 bit in-game graphics +0 ulelong 336 GTA1 style data (G24), 24 bit in-game graphics +0 string GBST GTA2/GBH style data (STY), in-game graphics, +>4 uleshort x version %d + +## GTA audio index + +0 ulelong 0 +>4 ulelong <0x40000 +>>8 ulelong >4500 +>>>8 ulelong <45000 GTA audio index data (SDT) + +## GTA scripts + +0 ulelong 0x00080000 +>4 uleshort 0x0024 GTA2 binary main script (SCR) + +0 uleshort 0x063c GTA2 binary mission script (SCR), Residential area (ste) +0 uleshort 0x055b GTA2 binary mission script (SCR), Downtown area (wil) +0 uleshort 0x0469 GTA2 binary mission script (SCR), Industrial area (bil) + +0 string v9.6\0\0 GTA2 replay file (REP), +>8 regex/30c [a-z0-9:\ ]+\0\0 created on %s + +# GTA 3D-Era (III/VC/SA/LCS/VCS) - used by the RenderWare engine by Criterion Games + +## GTA 3D models and textures - RenderWare binary streams + +8 ulelong 0x00000310 RenderWare data, v3.1.0.0, used in GTA III on PS2, +>0 ulelong 0x00000016 texture archive (TXD) +>0 ulelong 0x00000010 3D models (DFF) +8 ulelong 0x0401ffff RenderWare data, v3.1.0.1, used in GTA III on PC/PS2, +>0 ulelong 0x00000016 texture archive (TXD) +>0 ulelong 0x00000010 3D models (DFF) +8 ulelong 0x0800ffff RenderWare data, v3.2.0.0, used in GTA III on PC, +>0 ulelong 0x00000016 texture archive (TXD) +>0 ulelong 0x00000010 3D models (DFF) +8 ulelong 0x0c00ffff RenderWare data, v3.3.0.0, +>0 ulelong 0x00000016 texture archive (TXD) +>0 ulelong 0x00000010 3D models (DFF) +8 ulelong 0x0c02ffff RenderWare data, v3.3.0.2, used in GTA III PC and GTA VC PS2, +>0 ulelong 0x00000016 texture archive (TXD) +>0 ulelong 0x00000010 3D models (DFF) +8 ulelong 0x1000ffff RenderWare data, v3.4.0.0, +>0 ulelong 0x00000016 texture archive (TXD) +>0 ulelong 0x00000010 3D models (DFF) +8 ulelong 0x1003ffff RenderWare data, v3.4.0.3, used in GTA VC PC, +>0 ulelong 0x00000016 texture archive (TXD) +>0 ulelong 0x00000010 3D models (DFF) +8 ulelong 0x1005ffff RenderWare data, v3.4.0.5, used in GTA III/VC on Android, +>0 ulelong 0x00000016 texture archive (TXD) +>0 ulelong 0x00000010 3D models (DFF) +8 ulelong 0x1400ffff RenderWare data, v3.5.0.0, used in GTA III/VC on Xbox, +>0 ulelong 0x00000016 texture archive (TXD) +>0 ulelong 0x00000010 3D models (DFF) +8 ulelong 0x1803ffff RenderWare data, v3.6.0.3, used in GTA SA, +>0 ulelong 0x00000016 texture archive (TXD) +>0 ulelong 0x00000010 3D models (DFF) + +0 string COL RenderWare collision data (COL), +>3 string L version 1, used in GTA III/VC/SA +>3 string 2 version 2, used in GTA SA +>3 string 3 version 3, used in GTA SA +>3 string 4 version 4, used in GTA SA + +## GTA items and animations + +0 string/c #\ ipl\ generated\ from\ max\ file GTA Item Placement data (IPL), used in GTA III/VC +0 string/b bnry GTA Item Placement data (IPL), used in GTA SA/IV, +>4 ulelong x %d items + +0 string ANP GTA animation data (IFP), +>3 string K version 1, used in GTA III/VC +>3 string 3 version 2, used in GTA SA + +0 string GtaSA29 GTA Replay data (REP), used in GTA SA + +## GTA text + +0 string TKEY GTA in-game text (GXT), version 2, used in GTA III +0 string TABL GTA in-game text (GXT), version 3, used in GTA VC/LS/VCS + +## GTA scripts + +0 string \x02\x00\x01 GTA script (SCM), used in GTA III/VC/SA + +## GTA archives + +0 string VER2 GTA archive (IMG), version 2, used in GTA SA, +>4 ulelong x %d items + +# GTA HD-Era (IV/V) - used by the Rockstar Advanced Game Engine (RAGE) + +## GTA models and textures - RAGE resources +# Note: GTA IV formats not yet documented - WAD, WBD, WBN, WHM, WPL + +0 ulelong 0x00695254 GTA Drawable data (WDR), model and weapon data, used in GTA IV +0 ulelong 0x00695238 GTA Windows Frag Type (WFT), vehicle models, used in GTA IV +0 ulelong 0x006953A4 GTA Ped and LOD models (WDD), used in GTA IV +0 ulelong 0x00695384 GTA Windows Texture Dictionary (WTD), used in GTA IV + +## GTA text + +4 string TABL GTA in-game text (GXT), +>0 uleshort x version %d, used in GTA SA/IV +0 string 2GXT GTA in-game text (GXT2), used in GTA V + +## GTA scripts + +0 ulelong 0x0d524353 GTA script (SCO), unencrypted, used in GTA IV, +>4 ulelong x %d code bytes, +>>8 ulelong x %d static variables, +>>>12 ulelong x %d global variables +0 ulelong 0x0e726373 GTA script (SCO), encrypted, used in GTA IV +>4 ulelong x %d code bytes, +>>8 ulelong x %d static variables, +>>>12 ulelong x %d global variables + +## GTA archives + +0 ulelong 0xa94e2a52 GTA archive (IMG), +>4 ulelong x version %d, used in GTA IV, +>>8 ulelong x %d items + +# RPF[0-8] +0 ulelong&0xfffffff0 =0x52504630 +>0 ulelong&0xf <9 RAGE Package Format (RPF), version %d, used in +>>0 ulelong&0xf =0 Rockstar Table Tennis, +>>0 ulelong&0xf =1 *unknown* +>>0 ulelong&0xf =2 GTA IV, +>>0 ulelong&0xf =3 GTA IV Audio & Midnight Club: LA, +>>0 ulelong&0xf =4 Max Payne 3, +>>0 ulelong&0xf =5 *unknown* +>>0 ulelong&0xf =6 RDR, +>>0 ulelong&0xf =7 GTA V, +>>0 ulelong&0xf =8 RDR 2, +>>4 ulelong x %d bytes, +>>>8 ulelong x %d entries + +# Blitz3D Model File Format +# From: Alexandre Iooss <erdnaxe@crans.org> +# URL: https://github.com/minetest/B3DExport/blob/master/B3DExport.py +0 string BB3D +>4 lelong >0 +>>8 lelong >0 Blitz3D Model +!:ext b3d +>>>8 lelong x \b, version %d + +# Minetest Schematic File Format +# From: Alexandre Iooss <erdnaxe@crans.org> +# URL: https://github.com/minetest/minetest/blob/5.6.1/src/mapgen/mg_schematic.h +0 string MTSM Minetest Schematic +!:ext mts +>4 ubeshort x \b, version %d +>6 ubeshort x \b, size [%d +>8 ubeshort x \b, %d +>10 ubeshort x \b, %d] + +# MagicaVoxel File Format +# From: Alexandre Iooss <erdnaxe@crans.org> +# URL: https://github.com/ephtracy/voxel-model/blob/ee2216c28a78ebb68691dc6cfa9c4ba429117ea2/MagicaVoxel-file-format-vox.txt +# Note: This format is used in Veloren voxel RPG. +0 string VOX\x20 +>4 lelong >0 MagicaVoxel model +!:ext vox +>>4 lelong x \b, version %d + +# Wwise SoundBank +# From: Alexandre Iooss <erdnaxe@crans.org> +# URL: https://wiki.xentax.com/index.php/Wwise_SoundBank_(*.bnk) +0 string BKHD +# Little-endian version (such as x86 PC) +>4 ulelong <0x100 Wwise SoundBank (little-endian) +!:ext bnk +>>0 use wwise_bkhd +# Big-endian version (such as PS3) +>4 ubelong <0x100 Wwise SoundBank (big-endian) +!:ext bnk +>>0 use \^wwise_bkhd + +0 name wwise_bkhd +>8 ulelong x \b, version %d +>12 ulelong x \b, id %08X +>16 ulelong =0x00 \b, SFX +>16 ulelong =0x01 \b, arabic +>16 ulelong =0x02 \b, bulgarian +>16 ulelong =0x03 \b, chinese (HK) +>16 ulelong =0x04 \b, chinese (PRC) +>16 ulelong =0x05 \b, chinese (Taiwan) +>16 ulelong =0x06 \b, czech +>16 ulelong =0x07 \b, danish +>16 ulelong =0x08 \b, dutch +>16 ulelong =0x09 \b, english (Australia) +>16 ulelong =0x0A \b, english (India) +>16 ulelong =0x0B \b, english (UK) +>16 ulelong =0x0C \b, english (US) +>16 ulelong =0x0D \b, finnish +>16 ulelong =0x0E \b, french (Canada) +>16 ulelong =0x0F \b, french (France) +>16 ulelong =0x10 \b, german +>16 ulelong =0x11 \b, greek +>16 ulelong =0x12 \b, hebrew +>16 ulelong =0x13 \b, hungarian +>16 ulelong =0x14 \b, indonesian +>16 ulelong =0x15 \b, italian +>16 ulelong =0x16 \b, japanese +>16 ulelong =0x17 \b, korean +>16 ulelong =0x18 \b, latin +>16 ulelong =0x19 \b, norwegian +>16 ulelong =0x1A \b, polish +>16 ulelong =0x1B \b, portuguese (Brazil) +>16 ulelong =0x1C \b, portuguese (Portugal) +>16 ulelong =0x1D \b, romanian +>16 ulelong =0x1E \b, russian +>16 ulelong =0x1F \b, slovenian +>16 ulelong =0x20 \b, spanish (Mexico) +>16 ulelong =0x21 \b, spanish (Spain) +>16 ulelong =0x22 \b, spanish (US) +>16 ulelong =0x23 \b, swedish +>16 ulelong =0x24 \b, turkish +>16 ulelong =0x25 \b, ukrainian +>16 ulelong =0x26 \b, vietnamese + +# Wwise Audio Package +# From: Alexandre Iooss <erdnaxe@crans.org> +# URL: https://wiki.xentax.com/index.php/Wwise_Audio_PCK +0 string AKPK +# Little-endian version (such as x86 PC) +>8 ulelong <0x100 Wwise Audio Package (little-endian) +!:ext pck +# Big-endian version (such as PS3) +>8 ubelong <0x100 Wwise Audio Package (big-endian) +!:ext pck |