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+
+#------------------------------------------------------------------------------
+# $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