CDROM File Formats
Official PSX File Formats
CDROM File Official Sony File Formats
Executables
CDROM File Playstation EXE and SYSTEM.CNF
CDROM File PsyQ .CPE Files (Debug Executables)
CDROM File PsyQ .SYM Files (Debug Information)
Video Files
CDROM File Video Texture Image TIM/PXL/CLT (Sony)
CDROM File Video Texture/Bitmap (Other)
CDROM File Video 2D Graphics CEL/BGD/TSQ/ANM/SDF (Sony)
CDROM File Video 3D Graphics TMD/PMD/TOD/HMD/RSD (Sony)
CDROM File Video STR Streaming and BS Picture Compression (Sony)
Audio Files
CDROM File Audio Single Samples VAG (Sony)
CDROM File Audio Sample Sets VAB and VH/VB (Sony)
CDROM File Audio Sequences SEQ/SEP (Sony)
CDROM File Audio Other Formats
CDROM File Audio Streaming XA-ADPCM
CDROM File Audio CD-DA Tracks
Virtual Filesystem Archives
PSX titles are quite often using virtual filesystems, with numerous custom file
archive formats.
CDROM File Archives with Filename
CDROM File Archives with Offset and Size
CDROM File Archives with Offset
CDROM File Archives with Size
CDROM File Archives with Chunks
CDROM File Archives with Folders
CDROM File Archives in Hidden Sectors
More misc stuff...
CDROM File Archive HED/DAT/BNS/STR (Ape Escape)
CDROM File Archive WAD.WAD, BIG.BIN, JESTERS.PKG (Crash/Herc/Pandemonium)
CDROM File Archive BIGFILE.BIG (Gex)
CDROM File Archive BIGFILE.DAT (Gex - Enter the Gecko)
CDROM File Archive FF9 DB (Final Fantasy IX)
CDROM File Archive Ace Combat 2 and 3
CDROM File Archive NSD/NSF (Crash Bandicoot 1-3)
CDROM File Archive STAGE.DIR and *.DAT (Metal Gear Solid)
CDROM File Archive DRACULA.DAT (Dracula)
CDROM File Archive Croc 1 (DIR, WAD, etc.)
CDROM File Archive Croc 2 (DIR, WAD, etc.)
CDROM File Archive Headerless Archives
Using archives can avoid issues with the PSX's poorly implemented ISO
filesystem: The PSX kernel supports max 800h bytes per directory, and lacks
proper caching for most recently accessed directories (additionally, some
archives can load the whole file/directory tree from continous sectors, which
could be difficult in ISO filesystems).
Compression
Misc
CDROM File XYZ and Dummy/Null Files
General CDROM Disk Images
CDROM Disk Images CCD/IMG/SUB (CloneCD)
CDROM Disk Images CDI (DiscJuggler)
CDROM Disk Images CUE/BIN/CDT (Cdrwin)
CDROM Disk Images MDS/MDF (Alcohol 120%)
CDROM Disk Images NRG (Nero)
CDROM Disk Image/Containers CDZ
CDROM Disk Image/Containers ECM
CDROM Subchannel Images
CDROM Disk Images Other Formats
FILENAME.EXT
The BIOS seems to support only (max) 8-letter filenames with 3-letter
extension, typically all uppercase, eg. "FILENAME.EXT". Eventually, once when
the executable has started, some programs might install drivers for long
filenames(?)
The PSX uses the standard CDROM ISO9660 filesystem without any encryption (ie.
you can put an original PSX CDROM into a DOS/Windows computer, and view the
content of the files in text or hex editors without problems).
Note
MagDemoNN is short for "Official U.S. Playstation Magazine Demo Disc NN"
CDROM File Official Sony File Formats
Official Sony File Formats
https://psx.arthus.net/sdk/Psy-Q/DOCS/Devrefs/Filefrmt.pdf - Sony 1998
File Formats
(c) 1998 Sony Computer Entertainment Inc.
Publication date: November 1998
Chapter 1: Streaming Audio and Video Data
STR: Streaming (Movie) Data 1-3
BS: MDEC Bitstream Data 1-8
XA: CD-ROM Voice Data 1-31
Chapter 2: 3D Graphics
RSD: 3D Model Data [RSD,PLY,MAT,GRP,MSH,PVT,COD,MOT,OGP] 2-3
TMD: Modeling Data for OS Library 2-24
PMD: High-Speed Modeling Data 2-35
TOD: Animation Data 2-40
HMD: Hierarchical 3D Model, Animation and Other Data 2-49
Chapter 3: 2D Graphics
TIM: Screen Image Data 3-3
SDF: Sprite Editor Project File 3-8
PXL: Pixel Image Data 3-11
CLT: Palette Data 3-14
ANM: Animation Information 3-16
TSQ: Animation Time Sequence 3-22
CEL: Cell Data 3-23
BGD: BG Map Data 3-27
Chapter 4: Sound
SEQ: PS Sequence Data 4-3
SEP: PS Multi-Track Sequence Data 4-3
VAG: PS Single Waveform Data 4-5
VAB: PS Sound Source Data [VAB and VH/VB] 4-5
DA: CD-DA Data 4-7
Chapter 5: PDA and Memory Card
FAT: Memory Card File System Specification 5-3
CDROM File Playstation EXE and SYSTEM.CNF
SYSTEM.CNF
Contains boot info in ASCII/TXT format, similar to the CONFIG.SYS or
AUTOEXEC.BAT files for MSDOS. A typical SYSTEM.CNF would look like so:
BOOT = cdrom:\abcd_123.45;1 arg ;boot exe (drive:\path\name.ext;version)
TCB = 4 ;HEX (=4 decimal) ;max number of threads
EVENT = 10 ;HEX (=16 decimal) ;max number of events
STACK = 801FFF00 ;HEX (=memtop-256)
Each line in the file should be terminated by 0Dh,0Ah characters... not sure if it's also working with only 0Dh, or only 0Ah...?
ABCD_123.45
This is a normal executable (exactly as for the .EXE files, described below),
however, the filename/extension is taken from the game code (the "ABCD-12345"
text that is printed on the CD cover), but, with the minus replaced by an
underscore, and due to the 8-letter filename limit, the last two characters are
stored in the extension region.
That "XXXX_NNN.NN" naming convention seems to apply for all official licensed
PSX games. Wild Arms does unconventionally have the file in a separate folder,
"EXE\SCUS_946.06".
PSX.EXE (Boot-Executable) (default filename when SYSTEM.CNF doesn't exist)
XXXX_NNN.NN (Boot-Executable) (with filename as specified in SYSTEM.CNF)
FILENAME.EXE (General-Purpose Executable)
PSX executables are having an 800h-byte header, followed by the code/data.
000h-007h ASCII ID "PS-X EXE"
008h-00Fh Zerofilled
010h Initial PC (usually 80010000h, or higher)
014h Initial GP/R28 (usually 0)
018h Destination Address in RAM (usually 80010000h, or higher)
01Ch Filesize (must be N*800h) (excluding 800h-byte header)
020h Data section Start Address (usually 0)
024h Data Section Size in bytes (usually 0)
028h BSS section Start Address (usually 0) (when below Size=None)
02Ch BSS section Size in bytes (usually 0) (0=None)
030h Initial SP/R29 & FP/R30 Base (usually 801FFFF0h) (or 0=None)
034h Initial SP/R29 & FP/R30 Offs (usually 0, added to above Base)
038h-04Bh Reserved for A(43h) Function (should be zerofilled in exefile)
04Ch-xxxh ASCII marker
"Sony Computer Entertainment Inc. for Japan area"
"Sony Computer Entertainment Inc. for Europe area"
"Sony Computer Entertainment Inc. for North America area"
(or often zerofilled in some homebrew files)
(the BIOS doesn't verify this string, and boots fine without it)
xxxh-7FFh Zerofilled
800h... Code/Data (loaded to entry[018h] and up)
Note: In bootfiles, SP is usually 801FFFF0h (ie. not 801FFF00h as in system.cnf). When SP is 0, the unmodified caller's stack is used. In most cases (except when manually calling DoExecute), the stack values in the exeheader seem to be ignored though (eg. replaced by the SYSTEM.CNF value).
The memfill region is zerofilled by a "relative" fast word-by-word fill (so address and size must be multiples of 4) (despite of the word-by-word filling, still it's SLOW because the memfill executes in uncached slow ROM).
The reserved region at [038h-04Bh] is internally used by the BIOS to memorize the caller's RA,SP,R30,R28,R16 registers (for some bizarre reason, this information is saved in the exe header, rather than on the caller's stack).
Additionally to the initial PC,R28,SP,R30 values that are contained in the header, two parameter values are passed to the executable (in R4 and R5 registers) (however, usually that values are simply R4=1 and R5=0).
Like normal functions, the executable can return control to the caller by jumping to the incoming RA address (provided that it hasn't destroyed the stack or other important memory locations, and that it has pushed/popped all registers) (returning works only for non-boot executables; if the boot executable returns to the BIOS, then the BIOS will simply lockup itself by calling the "SystemErrorBootOrDiskFailure" function.
Relocatable EXE
Fade to Black (CINE.EXR) contains ID "PS-X EXR" (instead "PS-X EXE") and string
"PSX Relocable File - Delphine Software Int.", this is supposedly some custom
relocatable exe file (unsupported by the PSX kernel).
MSDOS.EXE and WINDOWS.EXE Files
Some PSX discs contain DOS or Windows .EXE files (with "MZ" headers), eg.
devkit leftovers, or demos/gimmicks.
CDROM File PsyQ .CPE Files (Debug Executables)
Fileheader
00h 4 File ID (01455043h aka "CPE",01h)
Chunk 00h: End of File
00h 1 Chunk ID (00h)
Chunk 01h: Load Data
00h 1 Chunk ID (01h)
01h 4 Address (usually 80010000h and up)
05h 4 Size (LEN)
09h LEN Data (binary EXE code/data)
Chunk 02h: Run Address (whatever, optional, usually not used in CPE files)
00h 1 Chunk ID (02h)
01h 4 Address
Chunk 03h: Set Value 32bit (LEN=4) (used for entrypoint)
Chunk 04h: Set Value 16bit (LEN=2) (unused)
Chunk 05h: Set Value 8bit (LEN=1) (unused)
Chunk 06h: Set Value 24bit (LEN=3) (unused)
00h 1 Chunk ID (03h..06h)
01h 2 Register (usually 0090h=Initial PC, aka Entrypoint)
03h LEN Value (8bit..32bit)
Chunk 07h: Select Workspace (whatever, optional, usually not used in CPE)
00h 1 Chunk ID (07h)
01h 4 Workspace number (usually 00000000h)
Chunk 08h: Select Unit (whatever, usually first chunk in CPE file)
00h 1 Chunk ID (08h)
01h 1 Unit (usually 00h)
Example from LameGuy's sample.cpe:
0000h 4 File ID ("CPE",01h)
0004h 2 Select Unit 0 (08h,00h)
0006h 7 Set Entrypoint 8001731Ch (03h,0090h,8001731Ch)
000Dh 0Dh Load (01h,800195F8h,00000004h,0,0,0,0)
001Ah .. Load (01h,80010000h,0000002Bh,...)
004Eh .. Load (01h,8001065Ch,00000120h,...)
0177h ... Load (01h,8001077Ch,0000012Ch,...)
02ACh ... Load (01h,800108A8h,000000A4h,...)
... ... Load (...)
98F4h ... Load (01h,800195F0h,00000008h,...)
9905h 1 End (00h)
CDROM File PsyQ .SYM Files (Debug Information)
PsyQ .SYM Files contain debug info, usually bundled with PsyQ .MAP and Psy .CPE
files. Those files are generated by PsyQ tools, which appear to be still in use
for homebrew PSX titles.
The files are occassionally also found on PSX CDROMs:
Legacy of Kain PAL version (\DEGUG\NTSC\KAIN2.SYM+MAP+CPE)
RC Revenge (\RELEASE.SYM)
Twisted Metal: Small Brawl (MagDemo54: TMSB\TM.SYM)
Jackie Chan Stuntmaster (GAME_REL.SYM+CPE)
SnoCross Championship Racing (MagDemo37: SNOCROSS\SNOW.TOC\SNOW.MAP)
Sled Storm (MagDemo24: DEBUG\MAIN.MAP)
E.T. Interplanetary Mission (MagDemo54: MEGA\MEGA.CSH\* has SYM+CPE+MAP)
Fileheader .SYM
00h 4 File ID ("MND",01h)
04h 4 Whatever (0,0,0,0) ;TOMB5: 0,02h,0,0
08h .. Chunks (see below)
Symbol Chunks
Chunk 01h: Symbol (Immediate, eg. memsize, or membase)
Chunk 02h: Symbol (Function Address for Internal & External Functions)
Chunk 05h: Symbol (?)
Chunk 06h: Symbol (?)
00h 4 Address/Value
04h 1 Chunk ID (01h/02h/05h/06h)
05h 1 Symbol Length (LEN)
06h LEN Symbol (eg. "VSync")
Source Code Line Chunks
Chunk 80h: Source Code Line Numbers: Address for 1 Line
00h 4 Address (for 1 line, starting at current line)
04h 1 Chunk ID (80h)
Chunk 82h: Source Code Line Numbers: Address for N Lines (8bit)
00h 4 Address (for N lines, starting at current line)
04h 1 Chunk ID (82h)
05h 1 Number of Lines (00h=None, or 02h and up?)
Chunk 84h: Source Code Line Numbers: Address for NN Lines (16bit)
00h 4 Address (for N lines, starting at current line)
04h 1 Chunk ID (84h)
05h 2 Number of Lines (?)
Chunk 86h: Source Code Line Numbers: Address for Line NNN (32bit?)
00h 4 Address (for 1 line, starting at newly assigned current line)
04h 1 Chunk ID (84h)
05h 4 Absolute Line Number (rather than number of lines) (?)
Chunk 88h: Source Code Line Numbers: Start with Filename
00h 4 Address (start address)
04h 1 Chunk ID (88h=Filename)
05h 4 First Line Number (after comments/definitions) (32bit?)
09h 1 Filename Length (LEN)
0Ah LEN Filename (eg. "C:\path\main.c")
Chunk 8Ah: Source Code Line Numbers: End of Source Code
00h 4 Address (end address)
04h 1 Chunk ID (8Ah)
Internal Function Chunks
Chunk 8Ch: Internal Function: Start with Filename
00h 4 Address
04h 1 Chunk ID (8Ch)
05h 4 Whatever (1Eh,00h,20h,00h) ;or 1Eh,00h,18h,00h
09h 4 Whatever (00h,00h,1Fh,00h)
0Dh 4 Whatever (00h,00h,00h,C0h)
11h 4 Whatever (FCh,FFh,FFh,FFh) ;mask? neg.offset?
15h 4 Whatever (10h,00h,00h,00h) <-- line number (32bit?)
19h 1 Filename Length (LEN1)
1Ah LEN1 Filename (eg. "C:\path\main.c")
xxh 1 Symbol Length (LEN2)
xxh LEN2 Symbol (eg. "VSync")
Chunk 8Eh: Internal Function: End of Function (end of chunk 8Ch)
00h 4 Address
04h 1 Chunk ID (8Eh)
05h 4 Line Number <-- line number (32bit?)
Chunk 90h: Internal Function:Whatever90h... first instruction in main func?
Chunk 92h: Internal Function:Whatever92h... last instruction in main func?
Maybe line numbers? Or end of definitions for incoming parameters?
00h 4 Address
04h 1 Chunk ID (90h/92h)
05h 4 Whatever (1Fh,00h,00h,00h) <-- line number relative to main.start?
Class/Type Chunks
Chunk 94h: Type/Symbol (Simple Types?)
00h 4 Offset (when used within a structure, or stack-N, or otherwise zero)
04h 1 Chunk ID (94h)
05h 2 Class (000Dh=Type.alias, 000Ah=Address, 0001h=Stack, 0002h=Addr)
07h 2 Type (XX = 8bit,16bit,signed,etc.?)
09h 4 Zero, or Size in Bytes (for "memblocks")
0xh 1 Symbol Name Length (LEN)
0xh LEN Symbol Name (eg. "size_t")
Chunk 96h: Type/Symbol (Complex Structures/Arrays?)
00h 4 Offset (when used within a structure, otherwise zero)
04h 1 Chunk ID (96h)
05h 2 Class (02h=Array,08h=RefToStruct,0Dh=DefineAlias,66h=StructEnd)
07h 2 Type (0xh=Small, 3xh=WithArrayStuff?) (same/similar as in chunk 94h)
09h 4 Struct Size in Bytes
0Dh 2 Array Dimensions (DIM) (0=none) ;eg. [3][4] --> 0002h
0Fh DIM*4 Array Entries per Dimension ;eg. [3][4] --> 00000003h,00000004h
xxh 1 Internal Fake Name Length (LEN1) (0=none)
xxh LEN1 Internal Fake Name (eg. ".1fake")
xxh 1 Symbol Name Length (LEN2)
xxh LEN2 Symbol Name (eg. "r")
Class/Type Values
Class definition (in chunk 94h) (and somewhat same/similar in chunk 96h)
(looks same/similar as C_xxx class values in COFF files!)
0001h = Local variable (with Offset = negative stack offset)
0002h = Global variable or Function (with Offset = address)
0008h = Item in Structure (with Offser = offset within struct)
0009h = Incoming Function param (with Offset = index; 0,4,8,etc.)
000Ah = Type address / struc start? (with Offset = zero)
000Dh = Type alias (with Offset = zero)
Type definition (in chunk 94h/96h)
(maybe lower 4bit=type, and next 4bit=usage/variant?)
(looks same/similar as T_xxx type values in COFF files!)
0000h =
0001h =
0002h =
0003h = (16bit signed?)
0004h = int (32bit signed?)
0005h =
0006h =
0007h =
0008h = (address) (32bit unsigned?) (with Definition=000Ah)
0009h =
000Ah =
000Bh =
000Ch = u_char (8bit unsigned?)
000Dh = u_short,ushort (16bit unsigned?)
000Eh = u_int (32bit unsigned?)
000Fh = u_long (64bit unsigned?) (or rather SAME as above?)
0021h = function with 0 params, and/or return="nothing"?
0024h = main function with 2 params, and/or return="int"?
0052h = argv (string maybe?)
0038h = GsOT (huh?)
00F8h = GsOT_TAG (huh?)
00FCh = PACKET (huh?)
?? = float,bool,string,ptr,packet,(un-)signed8/16/32/64bit,etc
?? = custom type/struct (using value 000xh plus "fake" name, or so?)
.MAP File
PsyQ .MAP File
The .SYM file is usually bundled with a .MAP file, which is containing a
summary of the symbolic info as ASCII text (but without info on line numbers or
data types). For example:
Start Stop Length Obj Group Section name
80010000 80012D5B 00002D5C 80010000 text .rdata
80012D5C 800C8417 000B56BC 80012D5C text .text
800C8418 800CDAB7 000056A0 800C8418 text .data
800CDAB8 800CFB63 000020AC 800CDAB8 text .sdata
800CFB64 800D5C07 000060A4 800CFB64 bss .sbss
800D5C08 800DD33F 00007738 800D5C08 bss .bss
Address Names alphabetically
800CFE80 ACE_amount
800CFB94 AIMenu
800CDE5C AXIS_LENGTH
8005E28C AddClippedTri
8005DFEC AddVertex
...
Address Names in address order
00000000 _cinemax_obj
00000000 _cinemax_header_org
00000000 _cinemax_org
00000000 _mcardx_sbss_size
00000000 _mcardx_org
...
CDROM File Video Texture Image TIM/PXL/CLT (Sony)
TIM/PXL/CLT are standard formats from Sony's devkit. TIM is used by many PSX
games.
.TIM contains Pixel data, and (optional) CLUT data ;-all in one file
.PXL contains Pixel data only ;\in two separate files
.CLT contains CLUT data only (if any) ;/
TIM Format
000h 1 File ID (always 10h=TIM)
001h 1 Version (always 00h)
002h 2 Reserved (always 0000h) (or 1 or 2 for Compressed TIM, see below)
004h 4 Flags (bit0-2=Type; see below, bit3=HasCLUT, bit4-31=Reserved/zero)
... .. Data Section for CLUT (Palette), only exists if Flags.bit3=1, HasCLUT
... .. Data Section for Pixels (Bitmap/Texture)
NFL Blitz 2000 (MagDemo26: B2000\DATA\ARTD_G.BIN) does additionally use Type 5=8bit.
The Type value value is only a hint on how to view the Pixel data (the data is copied to VRAM regardless of the type; 4=Mixed is meant to indicate that the data contains different types, eg. both 4bpp & 8bpp textures).
Type 3=24bpp is quite rare, but does exist (eg. Colony Wars (MagDemo02: CWARS\GAME.RSC\DEMO.TIM).
The format of the CLUT and Pixel Data Section(s) is:
000h 4 Size of Data Section (Xsiz*2*Ysiz+0Ch) ;maybe rounded to 4-byte?
004h 4 Destination Coord (YyyyXxxxh) ;Xpos counted in halfwords
008h 4 Width+Height (YsizXsizh) ;Xsiz counted in halfwords
00Ch .. VRAM Data (to be DMAed to frame buffer)
Shadow Madness (MagDemo18: SHADOW\DATA\ANDY\LOADSAVE\*.TIM) contains TIM bitmaps with 27x27 or 39x51 halfwords; those files have odd section size & odd total filesize. Gran Turismo 2 (GT2.VOL\arcade\arc_other.tim\0000) also has odd size. Unknown if the CLUT can also have odd size (which would misalign the following Bitmap section).
Bust A Groove (MagDemo18: BUSTGR_A\G_COMMON.DFS\0005) has 0x0 pixel Bitmaps (with CLUT data).
PXL/CLT Format
PXL/CLT is very rare. And oddly, with swapped ID values (official specs say
11h=PXL, 12h=CLT, but the existing games do use 11h=CLT, 12h=PXL).
Used by Granstream Saga (MagDemo10 GS\)
Used by Bloody Roar 1 (MagDemo06: BL\)
Used by Bloody Roar 2 (MagDemo22: ASC,CMN,EFT,LON,SND,ST5,STU\*)
CLT Format
000h 1 File ID (always 11h=CLT) (although Sony's doc says 12h)
001h 1 Version (always 00h)
002h 2 Reserved (always 0000h)
004h 4 Flags (bit0-1=Type=2; bit2-31=Reserved/zero)
... .. Data Section for CLUT (Palette)
PXL Format
000h 1 File ID (always 12h=PXL) (although Sony's doc says 11h)
001h 1 Version (always 00h)
002h 2 Reserved (always 0000h)
004h 4 Flags (bit0-?=Type; see below, bit?-31=Reserved/zero)
... .. Data Section for Pixels (Bitmap/Texture)
Compressed TIMs
Ape Escape (Sony 1999) is using a customized TIM format with 4bpp compression:
CDROM File Compression TIM-RLE4/RLE8
Other than that, TIMs can be compressed via generic compression functions (like
LZSS, GZIP), or via bitmap dedicated compression formats (like BS, JPG, GIF).
Malformed Files
Malformed TIMs in BIGFILE.DAT
Used by Legacy of Kain: Soul Reaver (eg. BIGFILE.DAT\folder04h\file13h)
Used by Gex - Enter the Gecko (eg. BIGFILE.DAT\file0Fh\LZcompressed)
10 00 00 00 02 00 00 00 04 00 08 00 00 02 00 00 00 02 00 02 ;<-- this
10 00 00 00 02 00 00 00 04 00 08 00 00 00 00 00 00 02 00 02 ;<-- or this
[04h]=Type should indicated the color depth, but it's always 02h=16bpp.
[08h]=Width*2*Height+0Ch should be 8000Ch, but malformed is 80004h.
Total filesize should be 80014h, but Gecko files are often MUCH smaller.
Oversized TIMs
Used by Pong (MagDemo24: LES02020\*\*.TIM)
10 00 00 00 02 00 00 00 0E 00 08 00 C0 01 00 00 00 02 00 02 ;Pong *.TIM
10 00 00 00 02 00 00 00 0E 00 07 00 00 02 00 00 C0 01 00 02 ;Pong WORLD.TIM
10 00 00 00 02 00 00 00 0E 80 03 00 00 02 00 01 C0 01 00 01 ;Pong ZONE*.TIM
Miscomputed Section Size
NBA Basketball 2000 (MagDemo28: FOXBB\TIM\*.TIM) has TIMs with section size
"0Ch+Xsiz*Ysiz" instead of "0Ch+Xsiz*2*Ysiz".
NonTIMs in Bloody Roar 1 and 2
Bloody Roar 1 (CMN\INIT.DAT\000Eh)
Bloody Roar 2 (CMN\SE00.DAT, CMD\SEL00.DAT\0030h and CMN\VS\VS.DAT\0000h)
13 00 00 00 02 00 00 00 0C 20 00 00 00 00 F8 01 00 01 10 00 ;Bloody Roar 1
13 00 00 00 02 00 00 00 0C 20 00 00 00 00 00 00 00 01 10 00 ;Bloody Roar 2
Other uncommon/malformed TIM variants
And, Heart of Darkness has a TIM with Size entry set to Xsiz*2*Ysiz+0Eh
(instead of +0Ch) (that malformed TIM is found inside of the RNC compressed
IMAGES\US.TIM file).
Also, NFL Gameday '99 (MagDemo17: GAMEDAY\PHOTOS.FIL) contains a TIM cropped to
800h-byte size (containing only the upper quarter of the photo).
Also, not directly malformed, but uncommon: Final Fantasy IX contains 14h-byte
0x0 pixel TIMs (eg. FF9.IMG\dir04\file0046\1B-0000\04-0001).
Klonoa (MagDemo08: KLONOA\FILE.IDX\3\2\0..1) has 0x0pix TIM (plus palette).
Malformed CLTs
Used by Secret of Mana, WM\WEFF\*.CLT
CDROM File Video Texture/Bitmap (Other)
Apart from Sony's TIM (and PXL/CLT) format, there are a bunch of other
texture/bitmap formats:
Compressed Bitmaps
.BS used by several games (and also in most .STR videos)
.GIF used by Lightspan Online Connection CD
.JPG used by Lightspan Online Connection CD
.BMP with RLE4 used by Lightspan Online Connection CD (MONOFONT, PROPFONT)
.BMP with RLE8+Delta also used by Online Connection CD (PROPFONT\ARIA6.BMP)
.PCX with RLE used by Jampack Vol. 1 (MDK\CD.HED\*.pcx)
Uncompressed Bitmaps
.BMP
.BMP used by Mat Hoffman's Pro BMX (MagDemo39: BMX\BMXCD.HED\*)
.BMP used by Mat Hoffman's Pro BMX (MagDemo48: MHPB\BMXCD.HED\*)
.BMP used by Thrasher: Skate and Destroy (MagDemo27: SKATE\ASSETS\*.ZAL)
.BMP used by Dave Mirra Freestyle BMX (MagDemo36,46: BMX\ASSETS\*.ZAL)
.VRM .IMG .TEX .TIM .RAW .256 .COL .4B .15B .R16 .TPG - raw VRAM data
"SC" memory card icons
Targa TGA and Paintbrush PCX
CDROM File Video Texture/Bitmap (TGA)
CDROM File Video Texture/Bitmap (PCX)
PSI bitmap - Power Spike (MagDemo43: POWER\GAME.IDX\.BIZ\.PSI)
000h 10h Name 1 ("FILENAME.BMP", zeropadded)
010h 10h Name 2 ("FILENAME.PSI", zeropadded)
020h 4 Bits per pixel (usually 4, 8, or 16)
024h 2 Bitmap VRAM Dest.X ?
026h 2 Bitmap VRAM Dest.Y ?
028h 2 Bitmap Width in pixels
02Ah 2 Bitmap Height in pixels
02Ch 2 Palette VRAM Dest.X ? ;\zero for 16bpp
02Eh 2 Palette VRAM Dest.Y ? ;/
030h 2 Bitmap Width in Halfwords (PixelWidth*bpp/16)
032h 2 Palette Size in Halfwords (0, 10h, 100h for 16bpp,4npp,8bpp)
034h 4 Maybe Bitmap present flag (always 1)
038h 4 Maybe Palette present flag (0=16bpp, 1=4bpp/8bpp)
03Ch .. Bitmap pixels
... .. Palette (if any, for 4bpp: 16x16bit, for 8bpp: 256x16bit)
JumpStart Wildlife Safari Field Trip (MagDemo52: DEMO\DATA.DAT\*.DAT+*.PSX)
This game does use two different (but nearly identical) bitmap formats (with
either palette or bitmap data stored first).
000h 4 Total Filesize (Width*Height+20Ch)
004h 2 Bitmap Width
006h 2 Bitmap Height
008h 4 Unknown, always 1 (maybe 1=8bpp?)
In .DAT files (512x192 or 256x64 pix), palette first:
00Ch 200h Palette data
20Ch .. Bitmap data
In .PSX files (64x64 pix), bitmap first:
00Ch .. Bitmap data
... 200h Palette data
Filename extension is ".DAT"
Bitmap Width<>Height (non-square)
[00Ch..20Bh] has AllMSBs>=80h, and SomeLSBs<80h
WxH Bitmap (Width*Height)
Used by Alone in the Dark The New Nightmare (FAT.BIN\BOOK,DOC,INTRO,MENU\)
Used by Rayman (RAY\JUN,MON,MUS\) (but seems to contain map data, not pixels)
000h 2 Width (W) ;\usually 320x240 (or 512x240 or 80x13)
002h 2 Height (H) ;/
004h .. Bitmap 16bpp (W*H*2 bytes)
RAWP Bitmap
Used by Championship Motocross (MagDemo25: SMX\RESHAD.BIN\*) ("RAWP")
000h 4 ID "RAWP" (this variant has BIG-ENDIAN width/height!)
004h 2 Width (usually 280h=640pix or 140h=320pix) (big-endian!!!)
006h 2 Height (usually 1E0h=480pix or F0h=240pix) (big-endian!!!)
008h .. Bitmap data, 16bpp (width*height*2 bytes)
XYWH Bitmap/Palette (X,Y,Width*Height) (.BIT and .CLT)
Used by CART World Series (MagDemo04: CART\.BIT and *.BIN\)
Used by NFL Gameday '98 (MagDemo04: GAMEDAY\BUILD\GRBA.FIL\)
Used by NFL Gameday '99 (MagDemo17: GAMEDAY\.BIT and *.FIL\)
Used by NFL Gameday 2000 (MagDemo27: GAMEDAY\.BIT)
Used by NCAA Gamebreaker '98 (MagDemo05: GBREAKER\.BIT and UFLA.BIN\)
Used by NCAA Gamebreaker 2000 (MagDemo27: GBREAKER\.BIT and *.FIL\)
Used by Twisted Metal 4 (MagDemo30: TM4DATA\.MR,*.IMG\.bit,*.clt)
000h 2 VRAM.X (X) (0..3FFh)
002h 2 VRAM.X (Y) (0..1FFh)
004h 2 Width in halfwords (W) (1..400h)
006h 2 Height (H) (1..200h)
008h .. Bitmap or Palette data (W*H*2 bytes)
Doom (PSXDOOM\ABIN\PSXDOOM.WAD\\)
000h 2 Hotspot X (signed) (usually 0)
002h 2 Hotspot Y (signed) (usually 0)
004h 2 Width in bytes
006h 2 Height
008h .. Bitmap 8bpp (Width*Height bytes)
The files do not contain any palette info... maybe 2800h-byte PLAYPAL does contain the palette(s)?
Lemmings & Oh No! More Lemmings (FILES\GFX\.BOB, FILES\SMLMAPS\.BOB)
000h 2 Width
002h 2 Height
004h 100h*3 Palette 24bit RGB888
304h .. Bitmap 8bpp (Width*Height bytes)
.. (1700h) Unknown (only in SMLMAPS\*.BOB, not in GFX\*.BOB)
Perfect Assassin (DATA.JFS\DATA\*.BM)
000h 4 Format 1 (0=8bpp, 1=16bpp)
004h 4 Format 2 (1=8bpp, 2=16bpp)
008h 4 Width in pixels
00Ch 4 Height in pixels
010h .. Bitmap Data
... (300h) Palette 18bit RGB666 (R,G,B range 00h..3Fh) (only if format 8bpp)
One (DIRFILE.BIN\*.VCF)
000h 4 Unknown (always 1)
004h 4 Unknown (always 8)
008h 4 Unknown (always 2) (maybe 2=16bpp?)
00Ch 4 Width in pixels (3Ah, 140h, or 280h)
010h 4 Height (3Ah, or F0h)
014h .. Bitmap 16bpp (Width*Height*2 bytes)
One (DIRFILE.BIN\*.VCK and DIRFILE.BIN\w*\sect*.bin\TEXTURE 001)
000h 2 Number if Files (N)
002h 2 Number of VRAM.Slots (less or equal than Number of Files)
004h 4 ID "BLK0"
008h N*10h File List
... .. 1st File Bitmap
... .. 1st File Palette (20h/200h/0 bytes for 4bpp/8bpp/16bpp)
... .. 2nd File Bitmap
... .. 2nd File Palette (only if PaletteID=FileNo=1)
... .. 3rd File Bitmap
... .. 3rd File Palette (only if PaletteID=FileNo=2)
... .. etc.
000h 2 VRAM.X in halfwords (0..1Fh, +bit15=Blank) ;\within current
002h 2 VRAM.Y (0..3Fh) ;/VRAM.Slot
004h 2 Width in pixels (max 80h/40h/20h for 4bpp/8bpp/16bpp)
006h 2 Height (max 40h)
008h 2 VRAM.Slot (0,1,2,3,...,NumSlots-1)
00Ah 2 Unknown (0,1,2,4 in *.vck, 4 in sect*.bin)
00Ch 2 Color Depth (0=4bpp, 1=8bpp, 2=16bpp)
00Eh 2 Palette ID (0..FileNo-1=Old, FileNo=New, FFFFh=None/16bpp)
NumFiles-1, or ID of already used palette)
Bitmaps can either have newly defined palettes (when PaletteID=FileNo), or re-use previously defined "old" palettes (when PaletteID\<FileNo).
The Blank flag allows to define a blank region (for whatever purpose), the file doesn't contain any bitmap/palette data for such blank regions.
BMR Bitmaps
These are 16bpp bitmaps, stored either in uncompressed .BMR files, or in
compressed .RLE files:
CDROM File Compression RLE_16
Apocalypse (MagDemo16: APOC\CD.HED\*.RLE and *.BMR)
Spider-Man 1 older version (MagDemo31: SPIDEY\CD.HED\*.RLE)
Spider-Man 1 newer version (MagDemo40: SPIDEY\CD.HED\*.RLE and .BMR)
Spider-Man 2 (MagDemo50: HARNESS\CD.HED\*.RLE)
Tony Hawk's Pro Skater (MagDemo22: PROSKATE\CD.HED\*.BMR)
33408h bytes --> 512x205pix, 16bpp (Apocalypse warning.rle)
3C008h bytes --> 512x240pix, 16bpp (most common)
96008h bytes --> 640x480pix, 16bpp (tony hawk's pro skater)
000h 2 Unknown (FFA0h) (ID for files with valid headers?)
002h 2 Dest.Y (usually 0) (11h=(240-205)/2 in Apocalypse warning.rle)
004h 2 Width (usually 200h=512pix)
006h 2 Height (usually F0h=240pix) (CDh=205pix in Apocalypse warning.rle)
008h .. Bitmap data, 16bpp (width*height*2 bytes)
000h .. Bitmap data, 16bpp (width*height*2 bytes)
.. 8 Unused (garbage or extra pixels, not transferred to VRAM)
Croc 1 (retail: *.IMG) (retail only, not in MagDemo02 demo version)
Croc 2 (MagDemo22: CROC2\CROCII.DIR\*.IMG)
Disney's The Emperor's New Groove (MagDemo39: ENG\KINGDOM.DIR\*.IMG)
Disney's Aladdin in Nasira's Rev. (MagDemo46: ALADDIN\ALADDIN.DIR\*.IMG)
Contains raw 16bpp bitmaps, with following sizes:
25800h bytes = 12C00h pixels (320x240) ;Croc 1 (retail version)
3C000h bytes = 1E000h pixels (512x240)
96000h bytes = 4B000h pixels (640x480)
Mat Hoffman's Pro BMX (MagDemo39: BMX\FE.WAD+STR\*.BIN) (Activision)
Mat Hoffman's Pro BMX (MagDemo48: MHPB\FE.WAD+STR\*.BIN) (Shaba/Activision)
000h 2 Bits per pixel (4 or 8)
002h 2 Bitmap Width in pixels
004h 2 Bitmap Height in pixels
006h 2 Zero
008h N*2 Palette (with N=(1 SHL bpp))
... .. Bitmap (with Width*Height*bpp/8 bytes)
... (..) Zeropadding to 4-byte boundary (old version only)
E.T. Interplanetary Mission (MagDemo54: MEGA\MEGA.CSH\*)
000h 2 Type (0=4bpp, 1=8bpp, 2=16bpp)
002h 2 Unknown (usually 0000h, or sometimes CCCCh)
004h 2 Bitmap Width in pixels
006h 2 Bitmap Height in pixels
008h 200h Palette (always 200h-byte, even for 4bpp or 16bpp)
208h .. Bitmap (Width*Height*bpp/8 bytes)
Note: Some files contain two or more such bitmaps (of same or different sizes) badged together.
EA Sports: Madden NFL '98 (MagDemo02: TIBURON\.DAT\)
EA Sports: Madden NFL 2000 (MagDemo27: MADN00\.DAT\)
EA Sports: Madden NFL 2001 (MagDemo39: MADN01\.DAT\)
This format is used in various EA Sports Madden .DAT archives, it contains
standard TIMs with extra Headers/Footers.
000h 4 Offset to TIM (1Ch) (Hdr size) (1Ch) ;\
004h 4 Offset to Footer (Hdr+TIM size)(123Ch,1A3Ch,1830h) ;
008h 2 Bitmap Width in pixels (40h or 60h or 30h) ;
00Ah 2 Bitmap Height in pixels (40h) ;
00Ch 4 Unknown, always 01h (01h) ; Header
010h 4 Unknown, always 23h (23h) ; 1Ch bytes
014h 2 Unknown, always 0101h (101h) ;
016h 1 Bitmap Width in pixels (40h or 60h or 30h) ;
017h 1 Bitmap Height in pixels (40h) ;
018h 4 Unknown, always 00h (0) ;/
01Ch .. TIM (Texture, can be 4bpp, 8bpp, 16bpp) ;-TIM
... 4 Unknown, always C0000222h (C0000222h) ;\
... 2 Unknown, always 0001h (0001h) ;
... 1 Bitmap Width in pixels (40h or 60h or 30h) ; Footer
... 1 Bitmap Height in pixels (40h) ; 12h bytes
... 4 Unknown, always 78000000h (78000000h) ;
... 6 Unknown (0,0,80h,0,0,0) ;/
The PORTRAITS.DAT archives are a special case:
Madden NFL '98 (MagDemo02: TIBURON\PORTRAIT.DAT) (48x64, 16bpp)
Madden NFL 2000 (MagDemo27: MADN00\PORTRAIT.DAT) (96x64, 8bpp plus palette)
Madden NFL 2001 (MagDemo39: MADN01\PORTRAIT.DAT) (64x64, 8bpp plus palette)
989 Sports: NHL Faceoff '99 (MagDemo17: FO99\.KGB\.TEX)
989 Sports: NHL Faceoff 2000 (MagDemo28: FO2000\*.TEX)
989 Sports: NCAA Final Four 2000 (MagDemo30: FF00\*.TEX)
000h 0Ch ID "TEX PSX ",01h,00h,00h,00h ;used in 989 Sports games
00Ch 4 Number of Textures
010h 4 Total Filesize
014h 4 Common Palette Size (0=200h, 1=None, 2=20h)
018h (..) Common Palette, if any (0,20h,200h bytes)
... .. Texture(s)
Texture format:
000h 10h Filename (eg. "light1", max 16 chars, zeropadded if shorter)
010h 4 Width in pixels (eg. 40h)
014h 4 Height (eg. 20h or 40h)
018h 4 Unknown (always 0)
01Ch 4 Number of Colors (eg. 10h, 20h or 100h)
020h .. Bitmap (4bpp when NumColors<=10h, 8bpp when NumColors>10h)
... (..) Palette (NumColors*2 bytes, only present if Common Palette=None)
Electronic Arts .PSH (SHPP)
FIFA - Road to World Cup 98 (with chunk C0h/C1h = RefPack compression)
NCAA March Madness 2000 (MagDemo32: MM2K\.PSH)
Need for Speed 3 Hot Pursuit (*.PSH, ZLOAD*.QPS\RefPack.PSH)
ReBoot (DATA\.PSH) (with chunk 6Bh)
Sled Storm (MagDemo24: DEBUG,ART,ART2,ART3,SOUND\.PSH) (with Comment, Mipmap)
WCW Mayhem (MagDemo28: WCWDEMO\.BIG\*.PSH) (with chunk C0h/C1h = RefPack)
000h 4 ID "SHPP"
004h 4 Total Filesize (or Filesize-0Ch, eg. FIFA'98 ZLEG*.PSH)
008h 4 Number of Textures (N)
00Ch 4 ID "GIMX"
010h N*8 File List
... .. Data (each File contains a Bitmap chunk, and Palette chunk, if any)
File List entries:
000h 4 Name (ascii) (Mipmaps use the same name for each mipmap level)
004h 4 Offset from begin of archive to first Chunk of file
Caution: Most PSH files do have the above offsets sorted in increasing order,
but some have UNSORTED offsets, eg. Sled Storm (MagDemo24: ART3\LOAD1.PSH),
so one cannot easily compute sizes as NextOffset-CurrOffset.
Note: Mipmap textures consist of two files with same name and different
resolution, eg. in Sled Storm (MagDemo24: ART\WORLD0x.PSH)
Bitmap Chunk:
000h 1 Chunk Type (40h=PSX/4bpp, 41h=PSX/8bpp, 42h=PSX/16bpp)
001h 3 Offset from current chunk to next chunk (000000h=None)
004h 2 Bitmap Width in pixels (can be odd, pad lines to 2-byte boundary)
006h 2 Bitmap Height
008h 2 Center X (whatever that is)
00Ah 2 Center Y (whatever that is)
00Ch 2 Position X (whatever that is, plus bit12-15=flags?)
00Eh 2 Position Y (whatever that is, plus bit12-15=flags?)
010h .. Bitmap data (each scanline is padded to 2-byte boundary)
... .. Padding to 8-byte boundary
Compressed Bitmap Chunk:
000h 1 Chunk Type (C0h=PSX/4bpp, C1h=PSX/8bpp, and probably C2h=PSX/16bpp)
001h 0Fh Same as in Chunk 40h/41h/42h (see there)
010h .. Compressed Bitmap data (usually/always with Method=10FBh)
... .. Padding to 8-byte boundary
Palette Chunk (if any) (only for 4bpp/8bpp bitmaps, not for 16bpp):
000h 1 Chunk Type (23h=PSX/Palette)
001h 3 Offset from current chunk to next chunk (000000h=None)
004h 2 Palette Width in halfwords (10h or 100h)
006h 2 Palette Height (1)
008h 2 Unknown (usually same as Width) (or 80D0h or 9240h)
00Ah 2 Unknown (usually 0000h) (or 0001h or 0002h)
00Ch 2 Unknown (usually 0000h)
00Eh 2 Unknown (usually 00F0h)
010h .. Palette data (16bit per color)
Note: The odd 80D0h,0001h values occur in Sled Storm ART\WORKD00.PSH\TBR1)
Unknown Chunk (eg. ReBoot (DATA\AREA15.PSH\sp*))
000h 1 Chunk Type (6Bh)
001h 3 Offset from current chunk to next chunk (000000h=None)
004h 8 Unknown (2C,00,00,3C,03,00,00,00)
00Ch - For whatever reason, there is no 8-byte padding here
Comment Chunk (eg. Sled Storm (MagDemo24: ART\WORLD0x.PSH))
000h 1 Chunk Type (6Fh=PSX/Comment)
001h 3 Offset from current chunk to next chunk (000000h=None)
004h .. Comment ("Saved in Photoshop Plugin made by PEE00751@...",00h)
... .. Zeropadding to 8-byte boundary
Unknown Chunk (eg. Sled Storm (MagDemo24: ART\WORLD09.PSH\ADAA))
000h 1 Chunk Type (7Ch)
001h 3 Offset from current chunk to next chunk (000000h=None)
004h 2Ch Unknown (reportedly Hot spot / Pix region, but differs on PSX?)
CDROM File Compression EA Methods
Variants of the .PSH format are also used on PC, PS2, PSP, XBOX (with other Chunk Types for other texture/palette formats, and for optional extra data). For details, see: http://wiki.xentax.com/index.php/EA_SSH_FSH_Image
Destruction Derby Raw (MagDemo35: DDRAW\*.PCK,*.FNT,*.SPR)
This format can contain one single Bitmap, or a font with several small
character bitmaps.
000h 2 ID "BC" ;\
002h 1 Color Depth (1=4bpp, 2=8bpp, 4=16bpp) ; Header
003h 1 Type (40h=Bitmap, C0h=Font) ;/
... (2) Palette Unknown (0 or 1) ;\only if Bitmap
... (2) Palette Unknown (1) ; 4bpp or 8bpp
... (..) Palette data (20h or 200h bytes for 4bpp/8bpp) ;/
... 2 Bitmap Number of Bitmaps-1 (N-1) ;\
... 2 Bitmap Width in pixels ;
... 2 Bitmap Height in pixels ; Bitmap(s)
... N*1 Bitmap Tilenumbers (eg. "ABCDEFG..." for Fonts);
... N*1 Bitmap Proportional Font widths? (0xh or FFh) ;
... N*BMP Bitmap(s) for all characters ;/
... (20h) Palette Data (20h bytes for 4bpp) ;-only if Font/4bpp
INGAME1\BOWL2.PTH\SPRITES.PTH\ST.SPR 30x10x4bpp: 15 --> 16 bytes/line
INGAME1\BOWL2.PTH\SPRITES.PTH\STOPW.SPR 75x40x4bpp: 37.5 --> 38 bytes/line
Cool Boarders 2 (MagDemo02: CB2\DATA*\*.FBD)
000h 2 ID ("FB") ;\File Header
002h 2 Always 1 (version? 4bpp? num entries?) ;/
004h 2 Palette VRAM Dest X (eg. 300h) ;\
006h 2 Palette VRAM Dest Y (eg. 1CCh,1EDh,1FFh) ; Palette Header
008h 2 Palette Width in halfwords (eg. 100h) ; (all zero when unused)
00Ah 2 Palette Height (eg. 1 or 0Dh) ;/
00Ch 2 Bitmap VRAM Dest X (eg. 140h or 200h) ;\
00Eh 2 Bitmap VRAM Dest Y (eg. 0 or 100h) ; Bitmap Header
010h 2 Bitmap Width in halfwords ;
012h 2 Bitmap Height ;/
... .. Palette Data (if any) ;-Palette Data
... .. Bitmap Data ;-Bitmap Data
CDROM File Video Texture/Bitmap (TGA)
Targa TGA
000h 1 Image ID Size (00h..FFh, usually 0=None) ;0
001h 1 Palette Present Flag (0=None, 1=Present) ;0 iv=1
002h 1 Data Type code (0,1,2,3,9,10,11,32,33) ;NEBULA=2 iv=1
003h 2 Palette First Color (usually 0) ;0 iv=0
005h 2 Palette Number of Colors (usually 100h) ;0 iv=100h
007h 1 Palette Bits per Color (16,24,32, usually 24) ;0 iv=18h
008h 2 Bitmap X origin (usually 0) ;0
00Ah 2 Bitmap Y origin (usually 0) ;0
00Ch 2 Bitmap Width ;NEBULA=20h LOGO=142h
00Eh 2 Bitmap Height ;NEBULA=20h
010h 1 Bitmap Bits per Pixel (8,16,24,32 exist?) ;NEBULA=18h iv=8
011h 1 Image Descriptor (usually 0) ;0
012h .. Image ID Data (if any, len=[00h], usually 0=None)
... .. Palette
... .. Bitmap
... 1Ah Footer (8x00h, "TRUEVISION-XFILE.", 00h) (not present in iview)
00h = No image data included ;-Unknown purpose
01h = Color-mapped image ;\
02h = RGB image ; Uncompressed
03h = Black and white image ;/
09h = Color-mapped image ;\Runlength
0Ah = RGB image ;/
0Bh = Black and white image ;-Unknown compression method
20h = Color-mapped image ;-Huffman+Delta+Runlength
21h = Color-mapped image ;-Huffman+Delta+Runlength+FourPassQuadTree
Type 01h and 09h lack details on supported bits per pixel (8bpp with 100h
colors does exist; unknown if less (or more) than 8bpp are supported,
and if so, in which bit order.
Type 02h and 0Ah are more or less well documented.
Type 03h has unknown bit-order, also unknown if/how it differs from type
01h with 1bpp.
Type 0Bh, 20h, 21h lack any details on the compression method.
16bpp: Tomb Raider 2 (MagDemo01: TOMBRAID\*.RAW)
24bpp: Tomb Raider 2 (MagDemo05: TOMB2\*.TGA)
24bpp: Colony Wars Venegance (MagDemo14: CWV\GAME.RSC\NEBULA*.TGA, *SKY.TGA)
24bpp: Colony Wars Red Sun (MagDemo31: CWREDSUN\GAME.RSC\000A\*)
16bpp: Colony Wars Venegance (MagDemo14: CWV\GAME.RSC\LOGO.DAT)
16bpp: X-Men: Mutant Academy (MagDemo50: XMEN2\*)
16bpp: Disney's Tarzan (MagDemo42: TARZAN\*)
8bpp+Wrong8bitAttr: SnoCross Championship Racing (MagDemo37: SNOCROSS\*.TGA)
16bpp+WrongYflip: SnoCross Championship Racing (MagDemo37: SNOCROSS\*.TGA)
32bpp: 3DS AR Games (RomFS:\i_ar\tex\hm*.lz77
CDROM File Video Texture/Bitmap (PCX)
PC Paintbrush .PCX files (ZSoft)
Default extension is .PCX (some tools did use .PCX for the "main" image, and
.PCC for smaller snippets that were clipped/cropped/copied from from a large
image).
000h 1 File ID (always 0Ah=PCX/ZSoft)
001h 1 Version (0,2,3,4,5)
002h 1 Compression (always 01h=RLE) (or inofficial: 00h=Uncompressed)
003h 1 Bits per Pixel (per Plane) (1, 2, 4, or 8)
004h 2 Window X1 ;\
006h 2 Window Y1 ; Width = X2+1-X1
008h 2 Window X2 ; Height = Y2+1-Y1
00Ah 2 Window Y2 ;/
00Ch 2 Horizontal Resolution in DPI ;\often square, but can be also zero,
00Eh 2 Vertical Resolution in DPI ;/or screen size, or other values
010h 30h EGA/VGA Palette (16 colors, 3-byte per color = R,G,B) (or garbage)
010h 1 CGA: Bit7-4=Background Color (supposedly IRGB1111 ?)
013h 1 CGA: Bit7:0=Color,1=Mono,Bit6:0=Yellow,1=White,Bit5:0=Dim,1=Bright
014h 1 Paintbrush IV: New CGA Color1 Green ;\weird new way to encode CGA
015h 1 Paintbrush IV: New CGA Color1 Red ;/palette in these two bytes
040h 1 Reserved (00h) (but is 96h in animals.pcx)
041h 1 Number of color planes (1=Palette, 3=RGB, or 4=RGBI)
042h 2 Bytes per Line (per plane) (must be N*2) (=(Width*Bits+15)/16*2)
044h 2 PaletteInfo? (0000h/xxxxh=Normal, 0001h=Color/BW, 0002h=Grayscale)
046h 2 Horizontal screen size in pixels ;\New fields, found only
048h 2 Vertical screen size in pixels ;/in Paintbrush IV/IV Plus
04Ah 36h Reserved (zerofilled) (or garbage in older files, custom in MGS)
080h .. Bitmap data (RLE compressed)
... 1 VGA Palette ID (0Ch=256 colors) ;\when 8bpp
.. 300h VGA Palette (256 colors, 3-byte per color = R,G,B) ;/
PCX Versions
00h = Version 2.5 whatever ancient stuff
02h = Version 2.8 with custom 16-color palette
03h = Version 2.8 without palette (uses fixed CGA/EGA palette)
04h = Version ?.? without palette (uses fixed CGA/EGA palette)
05h = Version 3.0 with custom 16-color or 256-color palette or truecolor
Known PCX Color Depths
planes=1, bits=1 P1 ;1bit, HGC 2 color (iview and paint shop pro 2)
planes=1, bits=2 P2 ;2bit, CGA 4 color (with old/new palette info)
planes=3, bits=1 RGB111 ;3bit, EGA 8 color (official samples) ;\version
planes=4, bits=1 IRGB1111 ;4bit, EGA 16 color (paint shop pro 2) ;/03h..04h
planes=1, bits=4 P4 ;4bit, BMP 16 color (iview)
planes=1, bits=8 P8 ;8bit, VGA 256 color palette
planes=1, bits=8 I8 ;8bit, VGA 256 level grayscale (gmarbles.pcx)
planes=3, bits=8 BGR888 ;24bit, truecolor (this is official 24bit format)
;planes=1, bits=24 BGR888 ? ;24bit, reportedly exists? poor compression
;planes=4, bits=4 ABGR4444 ;16bit, wikipedia-myth? unlikely to exist
;planes=4, bits=8 ABGR8888 ;32bit, truecolor+alpha (used in abydos.dcx\*)
Width and Height
These are normally calculated as so:
Width = X2+1-X1 ;width for normal files
Height = Y2+1-Y1 ;height for normal files
Width = X2-X1 ;width for bugged files
Height = Y2-Y1 ;height for bugged files
(Width*Bits+15)/16*2) > BytesPerLine
BeginOfLastScanline >= Filesize (or Filesize-301h for files with palette)
Color Planes and Palettes
The official ZSoft PCX specs are - wrongly - describing planes as:
plane0 = red ;\
plane1 = green ; this is WRONG, NONSENSE, does NOT exist
plane2 = blue ;
plane3 = intensity ;/
The truecolor and truecolor+alpha formats have plane0..2=red,green,blue (as described by ZSoft), but they don't have any intensity plane (a few files are using plane3=alpha).
Mono 2-Color Palette
This format was intended for 640x200pix 2-color CGA graphics, it's also common
for higher resolution FAX or print images. The general rule for these files is
to use this colors:
color0=black
color1=white
Some newer 2-color files contain RGB palette entries [10h]=000000h, [13h]=FFFFFFh (and [16h..3Fh]=00h-filled or FFh-filled).
Iview does often display 2-color images with color1=dark green (somewhat mysteriously; it's doing that even for files that don't contain any CGA color numbers or RGB palette values that could qualify as dark green).
4-Color Palettes
This format was intended for 320x200pix 4-color CGA graphics, and the palette is closely bound to colors available in CGA graphics modes. Color0 is defined in [10h], and Color1-3 were originally defined in [13h], and later in
color0=[10h].bit7-4 ;(Color0 IRGB) ;CGA Port 3D9h.bit3-0 (usually 0=black)
bright=[13h].bit5 ;CGA Port 3D9h.bit4 ;\
palette=[13h].bit6 ;CGA Port 3D9h.bit5 ; old method
if [13h].bit7 then palette=2 ;CGA Port 3D8h.bit2 ;/
if [01h]=05h and [44h]=0001h then ;\new "smart"
if [14h]>200 or [15h]>200 then bright=1, else bright=0 ; method used in
if [14h]>[15h] then palette=0 else palette=1 :/Paintbrush IV
if palette=0 and bright=0 then color1..3=02h,04h,06h ;\green-red-yellow
if palette=0 and bright=1 then color1..3=0Ah,0Ch,0Eh ;/
if palette=1 and bright=0 then color1..3=03h,05h,07h ;\cyan-magenta-white
if palette=1 and bright=1 then color1..3=0Bh,0Dh,0Fh ;/
if palette=2 and bright=0 then color1..3=03h,04h,07h ;\cyan-red-white
if palette=2 and bright=1 then color1..3=0Bh,0Ch,0Fh ;/
The new "smart" method is apparently trying to detect if [13h-1Bh] contains RGB values with Color1=Green or Cyan, and to select the corresponding CGA palette; unfortunately such PCX files are merely setting 14h,15h to match up with the "smart" formula, without actually storing valid RGB values in [13h-1Bh].
8-Color and 16-Color, with fixed EGA Palettes (version=03h or 04h)
These images have 3 or 4 planes. Plane0-3 correspond to bit0-3 of the EGA color
numbers (ie. blue=plane0, green=plane1, red=plane2, and either intensity=plane3
for 16-color, or intensity=0 for 8-color images).
Some 8-Color sample images (with version=03h and 04h) can be found bundled with
PC Paintbrush Plus 1.22 for Windows. A 16-color sample called WINSCR.PCX can be
found elsewhere in internet.
Caution 1: Official ZSoft specs are wrongly claiming plane0=red and
plane2=blue; this is wrong (although Paint Shop Pro 2 is actually implementing
it that way) (whilst MS Paint for Win95b can properly display them) (most other
tools are trying to read a palette from [10h..3Fh], which is usually garbage
filled in version=03h..04h).
Caution 2: The standard EGA palette is used for version=03h..04h (many docs
claim it to be used for version=03h only).
16-Color, with custom EGA/VGA Palettes (version=02h or 05h)
These can have 1 plane with 4 bits, or 4 planes with 1 bit. Header[10h..3Fh]
contains a custom 16-color RGB palette with 3x8bit per R,G,B.
Classic VGA hardware did only use the upper 6bit of the 8bit values.
Classic EGA hardware did only use the upper 2bit of the 8bit values (that, only
when having a special EGA monitor with support for more than 16 colors).
256-Color VGA Palettes (version=05h)
These have 1 plane with 8 bits. And a 256-color RGB palette with 3x8bit per
R,G,B appended at end of file.
The appended 256-color palette should normally exist only in 256-color images,
some PCX tools are reportedly always appending the extra palette to all
version=05h files (even for 2-color files).
256-Level Grayscale Images (version=05h and [44h]=0002h)
The most obvious and reliable way is to use a palette with grayscale RGB
values. However, Paintbrush IV is explicetly implementing (or ignoring?) an
obscure grayscale format with following settings:
[01h]=version=05h, and [44h]=0002h=grayscale
Default 16-color CGA/EGA Palettes
Color Name IRGB1111 RGB222 RGB888 Windows
00h dark black 0000 000 000000 000000
01h dark blue 0001 002 0000AA 000080
02h dark green 0010 020 00AA00 008000
03h dark cyan 0011 022 00AAAA 008080
04h dark red 0100 200 AA0000 800000
05h dark magenta 0101 202 AA00AA 800080
06h dark yellow (brown) 0110 210!! AA5500!! 808000
07h dark white (light gray) 0111 222 AAAAAA C0C0C0!!
08h bright black (dark gray) 1000 111 555555 808080!!
09h bright blue 1001 113 5555FF 0000FF
0Ah bright green 1010 131 55FF55 00FF00
0Bh bright cyan 1011 133 55FFFF 00FFFF
0Ch bright red 1100 311 FF5555 FF0000
0Dh bright magenta 1101 313 FF55FF FF00FF
0Eh bright yellow 1110 331 FFFF55 FFFF00
0Fh bright white 1111 333 FFFFFF FFFFFF
CGA supports 16 colors in text mode (but only max 4 colors in graphics mode).
EGA supports the same 16 colors as CGA in both text and graphics mode.
EGA-with-special-EGA-monitor supports 64 colors (but only max 16 at once).
VGA supports much colors (but can mimmick CGA/EGA colors, or similar colors)
EGA can display CGA colors (with all 16 colors in graphics mode). EGA-with-special-EGA-monitor uses 6pin RGB222 signals for up to 64 colors (but not more than 16 colors at once).
Windows is also using those 16 standard colors (when not having any VGA driver installed, and also in 256-color VGA mode, in the latter case the 16 standard colors are held to always available (even if different tasks are trying to simultanously display different images with different palettes).
However, Windows has dropped brown, and uses non-pastelized bright colors.
PCX files in PSX games
.PCX with RLE used by Jampack Vol. 1 (MDK\CD.HED\*.pcx)
.PCX with RLE used by Hot Wheels Extreme Racing (MagDemo52: US_01293\MISC\*)
.PCX with RLE used by Metal Gear Solid (slightly corrupted PCX files)
PCX files in PSX Metal Gear Solid (MGS)
MGS is storing some extra data at [4Ah..57h] (roughly resembling the info in
TIM files).
04Ah 2 Custom MGS ID (always 3039h)
04Ch 2 Display Mode? (08h/18h=4bit, 09h/19h=8bit)
04Eh 2 Bitmap X-coordinate in VRAM (reportedly "divided by 2" ???)
050h 2 Bitmap Y-coordinate in VRAM
052h 2 Palette X-coordinate in VRAM
054h 2 Palette Y-coordinate in VRAM
056h 2 Palette number of actually used colors (can be less than 16/256)
058h 28h Reserved (zerofilled)
080h .. Bitmap data (RLE compressed)
... 1 VGA Palette ID (0Ch=256 colors) ;\when 8bpp
.. 300h VGA Palette (256 colors, 3-byte per color = R,G,B) ;/
.. .. Padding to 4-byte boundary, ie. palette isn't at filesize-301h !!!
As an extra oddity, MGS uses non-square ultra-high DPI values.
DCX Archives
DCX archives contain multiple PCX files (eg. multi-page FAX documents). The
standard format is as so:
0000h 4 ID (3ADE68B1h) (987654321 decimal)
0004h 4000h File List (32bit offsets) (max 1023 files, plus 0=End of List)
1004h .. File Data area (PCX files)
The PCX filesize is next-curr offset (or total-curr for last file).
References
https://www.fileformat.info/format/pcx/egff.htm
CDROM File Video 2D Graphics CEL/BGD/TSQ/ANM/SDF (Sony)
CEL/BGD/TSQ/ANM/SDF
CEL: Cell Data (official format with 8bit header entries)
This does merely translate Tile Numbers to VRAM Addresses and Attributes (with
the actual VRAM bitmap data usually being stored in .TIM files).
000h 1 File ID (22h)
001h 1 Version (3)
002h 2 Flag (bit15=WithAttr, bit14=AttrDataSize:0=8bit,1=16bit, bit13-0=0)
004h 2 Number of cell data items (in cell units) (N)
006h 1 Sprite Editor Display Window Width (in cell units)
007h 1 Sprite Editor Display Window Height (in cell units)
008h .. Cell Data[N] (64bit entries)
... .. Cell Attr[N] (0bit/8bit/16bit user data? depending on Flag)
0-7 Tex Coord X (8bit)
8-15 Tex Coord Y (8bit)
16-21 Clut X (6bit)
22-30 Clut X (9bit)
31 Semi-transparency enable ;-only in Version>=3
32 Vertical Reversal (Y-Flip) ;\only in Version=0 and Version>=2
33 Horizontal Reversal (X-Flip) ;/
34-47 Unused
48-52 Texture Page (5bit)
53-54 Semi Transparency (0=B/2+F/2, 1=B+F, 2=B-F, 3=B+F/4)
55-56 Texture page colors (0=4bit, 1=8bit, 2=15bit, 3=Reserved)
57-60 Sprite Editor Color Set Number ;\
61 Unused ; only in Version>=3
62-63 Sprite Editor TIM Bank ;/ XXX else hardcoded?
Used by R-Types (CG.1\file07h\file01h, size 08h*04h, with 8bit attr)
Used by R-Types (CG.1\file07h\file03h, size 10h*08h, with 16bit attr)
Used by R-Types (CG.1\file07h\file05h, size 04h*04h, with 16bit attr)
Used by Tiny Tank (MagDemo23: TINYTANK\TMD05.DSK\*.CEL, size 08h*05h)
CEL16: Inofficial CEL hack with 16bit entries and more extra data (R-Types)
This is an inofficial hack used by R-Types, the game does use both the official
CEL and inofficial CEL16 format.
000h 1 File ID (22h) ;\same as in official CEL version
001h 1 Version (3) ;/
002h 2 Flag (...unknown meaning in this case...?) ;<-- ?
004h 2 Number of cell data items (in cell units) (N)
006h 2 Sprite Editor Display Window Width (in cell units) ;<-- 16bit!
008h 2 Sprite Editor Display Window Height (in cell units) ;<-- 16bit!
00Ah .. Cell Data[N] (64bit entries)
... .. Cell Attr[N] (16bit/192bit user data, depending on Flag or so...?)
Used by R-Types (CG.1\file15h\file00h, size 0168h*000Fh with ? attr)
Used by R-Types (CG.1\file1Ch\file00h, size 00D8h*000Fh with ? attr)
BGD: BG Map Data (official format with 8bit header entries)
000h 1 File ID (23h)
001h 1 Version (0)
002h 2 Flag (bit15=WithAttr, bit14=AttrDataSize:0=8bit,1=16bit, bit13-0=0)
004h 1 BG Map Width (in cell units) (W)
005h 1 BG Map Height (in cell units) (H)
006h 1 Cell Width (in pixels)
007h 1 Cell Height (in pixels)
008h .. BG Map Data[W*H] (16bit cell numbers)
... .. BG Map Attr[W*H] (0bit/8bit/16bit user data? depending on Flag)
Used by Cardinal Syn (MagDemo03,09: SYN\SONY\KROLOGO.WAD\.BGD)
Used by Tiny Tank (MagDemo23: TINYTANK\TMD05.DSK\.BGD, with 8bit entries).
BGD16: Inofficial BGD hack with 16bit entries (R-Types)
This is an inofficial hack used by R-Types, the game does use both the official
BGD and inofficial BGD16 format. Apparently invented to support bigger BG Map
Widths for huge sidescrolling game maps.
000h 1 File ID (23h) ;\same as in official BGD version
001h 1 Version (0) ;/
002h 2 Flag (bit15=WithAttr, bit14=AttrDataSize:0=8bit,1=16bit, bit13-0=0)
004h 2 BG Map Width (in cell units) (W) ;<-- 16bit!
006h 2 BG Map Height (in cell units) (H) ;<-- 16bit!
008h 2 Cell Width (in pixels) ;<-- 16bit!
00Ah 2 Cell Height (in pixels) ;<-- 16bit!
00Ch .. BG Map Data[W*H] (16bit cell numbers)
... .. BG Map Attr[W*H] (0bit/8bit/16bit user data? depending on Flag)
... .. FFh-padding (in case being stored in R-Types' DOT1 archives)
TSQ: Animation Time Sequence
000h 1 File ID (24h)
001h 1 Version (1)
002h 2 Number of Sequence data entries (N)
004h N*8 Sequence Data (64bit entries)
0-15 Sprite Group Number to be displayed
16-23 Display Time
24-27 Unused
28-31 Attribute (user defined) (only in Version>=1)
32-47 Hotspot X Coordinate
48-63 Hotspot Y Coordinate
ANM: Animation Information
000h 1 File ID (21h)
001h 1 Version (3=normal) (but see below notes on older versions)
002h 2 Flag (bit0-1=TPF, bit2-11=0, bit12-15=CLT)
0-1 TPF PixFmt (0=4bpp, 1=8bpp, 2/3=Reserved) ;version>=2 only
2-11 - Reserved (0)
12-15 CLT Number of CLUT Groups, for color animation
004h 2 Number of Sprites Groups
006h 2 Number of Sequences (N) (can be 0=None)
008h N*8 Sequence(s) (64bit per entry) ;Num=[004h]
... .. Sprite Group(s) ;Num=[006h]
... .. CLUT Group(s) ;Num=[002h].bit12-15
000h 2 Sprite Group Number to be displayed (range 0..AnimHdr[004h]-1)
002h 1 Display Time (can be 00h or 0Ah or whatever)
003h 1 Attribute (bit0-3=Unused/Zero, bit4-7=User defined) ;version>=3 only
004h 2 Hotspot X Coordinate (usually 0, or maybe can be +/-NN ?)
006h 2 Hotspot Y Coordinate (usually 0, or maybe can be +/-NN ?)
Each "Group" seems to represent one animation frame.
Each "Group" can contain one or more sprites (aka metatiles).
Below stuff is "4+N*14h" bytes, that seems to repeat "AnmHeader[004h] times"
XXX... actually below can be "4+N*10h" or "4+N*14h" bytes
XXX... so, maybe maybe some entries like width/height are optional?
000h 4 Number of Sprites in this Sprite Group ("sprites per metatile"?)
004h 14h*N Sprite(s) (see below)
Sprites:
000h 1 Tex Coord X (8bit)
001h 1 Tex Coord Y (8bit)
002h 1 Offset X from Hotspot within frame (maybe vertex x ?)
003h 1 Offset Y from Hotspot within frame (maybe vertex y ?)
004h 2 CBA Clut Base (bit0-5=ClutX, Bit6-14=ClutY, bit15=SemiTransp)
006h 2 FLAGs (bit0-4, bit5-6, bit7-8, bit9, bit10, bit11, bit12-15)
0-4 TPN Texture Page Number
5-6 ABR Semi-Transparency Rate
7-8 TPF Pixel depth (0=4bpp, 1=8bpp, 2=16bpp)
9 - Reserved
10 RSZ Scaling (0=No, 1=Scaled)
11 ROT Rotation (0=No, 1=Rotated)
12-15 THW Texture Width/Height div8 (0=Other custom width/height)
008h (2) Texture Width "of optional size" (uh?) ;\only present if
00Ah (2) Texture Height "of optional size" (uh?) ;/FLAGs.bit12-15=0 ?)
00Ch 2 Angle of Rotation (in what units?)
00Eh 2 Sprite Editor info (bit0-7=Zero, bit8-13=ClutNo, bit14-15=TimBank)
010h 2 Scaling X (for Vertex?) (as whatever fixed point number) (eg. 1000h)
012h 2 Scaling Y (for Vertex?) (as whatever fixed point number) (eg. 1000h)
000h 4 CLUT size in bytes (Width*Height*2+0Ch)
004h 2 Clut X Coordinate
006h 2 Clut Y Coordinate
008h 2 Clut Width
00Ah 2 Clut Height
00Ch .. CLUT entries (16bit per entry, Width*Height*2 bytes)
Used by Alice in Cyberland (ALICE.PAC\*.ANM) (ANM v3)
Unknown if there are any other games are using that format.
SDF: Sprite Editor Project File
This is an ASCII text file for "artist boards" with following entries:
TIM0 file0.tim ;\
TIM1 file1.pxl file1.clt ; four TIM banks (with TIM or PXL/CLT files)
TIM2 ; (or no filename for empty banks)
TIM3 ;/
CEL0 file0.cel ;-one CEL (with CEL, or no filename if none)
MAP0 file0.bgd ;\
MAP1 file1.bgd ; four BG MAP banks (with BGD filenames)
MAP2 ; (or no filename for empty banks)
MAP3 ;/
ANM0 file0.anm ;-one ANM (with ANM, or no filename if none)
DISPLAY n ;0-3=256/320/512/640x240, 4-7=256/320/512/640x480
COLOR n ;0=4bpp, 1=8bpp ;docs are unclear, is it COLORn or COLOR n?
ADDR0 texX texY clutX clutY numColorSets ;\
ADDR1 texX texY clutX clutY numColorSets ; four texture/palette offsets
ADDR2 texX texY clutX clutY numColorSets ; for the corresponding TIM banks
ADDR3 texX texY clutX clutY numColorSets ;/ (or whatever for empty banks?)
CDROM File Video 3D Graphics TMD/PMD/TOD/HMD/RSD (Sony)
TMD - Modeling Data for OS Library
000h 4 ID (00000041h)
004h 4 Flags (bit0=FIXP, bit1-31=Reserved/zero)
008h 4 Number of Objects (N) ;"integral value" uh?
00Ch N*1Ch Object List (1Ch-byte per entry)
... .. Data (Vertices, Normals, Primitives)
000h 4 Start address of a Vertex ;\Address values depend on the
004h 4 Number of Vertices ; file header's FIXP flag:
008h 4 Start address of a Normal ; FIXP=0 Addr from begin of Object
00Ch 4 Number of Normals ; FIXP=0 Addr from begin of TMD File
010h 4 Start address of a Primitive ;
014h 4 Number of Primitives ;/
018h 4 Scale (signed shift value, Pos=SHL, Neg=SHR) (not used by LIBGS)
000h 2 Vertex X (signed 16bit)
002h 2 Vertex Y (signed 16bit)
004h 2 Vertex Z (signed 16bit)
006h 2 Unused
000h 2 Normal X (fixed point 1.3.12)
002h 2 Normal Y (fixed point 1.3.12)
004h 2 Normal Z (fixed point 1.3.12)
006h 2 Unused
000h 1 Output Size/4 of the GPU command (after GTE conversion)
001h 1 Input Size/4 of the Packet Data in the TMD file
002h 1 Flag
0 Light source calculation (0=On, 1=Off)
1 Clip Back (0=Clip, 1=Don't clip) (for Polygons only)
2 Shading (0=Flat, 1=Gouraud)
(Valid only for the polygon not textured,
subjected to light source calculation)
3-7 Reserved (0)
003h 1 Mode (20h..7Fh) (same as GP0(20h..7Fh) command value in packet)
004h .. Packet Data
000h 4 GPU Command+Color for that packet (CcBbGgRrh), see GP0(20h..3Fh)
... (4) Texcoord1+Palette (ClutYyXxh) ;\
... (4) Texcoord2+Texpage (PageYyXxh) ; only if Mode.bit2=1
... (4) Texcoord3 (0000YyXxh) ;
... (4) Texcoord4 (0000YyXxh) ;-quad only ;/
... (4) Color2 (00BbGgRrh) ;\
... (4) Color3 (00BbGgRrh) ; only if Flag.bit2=1
... (4) Color4 (00BbGgRrh) ;-quad only ;/
... (2) Normal1 (index in Normal list?) ;always, unless Flag.bit0=1
... 2 Vertex1 (index in Vertex list?)
... (2) Normal2 (index in Normal list?) ;-only if Mode.bit4=1
... 2 Vertex2 (index in Vertex list?)
... (2) Normal3 (index in Normal list?) ;-only if Mode.bit4=1
... 2 Vertex3 (index in Vertex list?)
... (2) Normal4 (index in Normal list?) ;\quad only ;-only if Mode.bit4=1
... 2 Vertex4 (index in Vertex list?) ;/
... (2) Unused zeropadding (to 4-byte boundary)
000h 4 GPU Command+Color for that packet (CcBbGgRrh), see GP0(40h,50h)
... (4) Color2 (00BbGgRrh) ;-only if Mode.bit4=1
... 2 Vertex1 (index in Vertex list?)
... 2 Vertex2 (index in Vertex list?)
000h 4 GPU Command+Color for that packet (CcBbGgRrh), see GP0(60h..7Fh)
... .. Unknown, reportedy "with 3-D coordinates and the drawing
content is the same as a normal sprite."
Used by Playstation Logo (in sector 5..11 on all PSX discs, 3278h bytes)
Used by ...???model???... (MagDemo54: MODEL\.BIN\.TMD)
Used by Alice in Cyberland (ALICE.PAC\xxx_TM*.FA\.TMD)
Used by Armored Core (MagDemo02: AC10DEMP\MS\MENU_TMD.T\)
Used by Bloody Roar 1 (MagDemo06: CMN\EFFECT.DAT\0005h)
Used by Deception III Dark Delusion (MagDemo33: DECEPT3\K3_DAT.BIN\056A,0725\)
Used by Gundam Battle Assault 2 (DATA\.PAC\)
Used by Hear It Now (Playstation Developer's Demo) (*.TMD and FISH.DAT).
Used by Jersey Devil (MagDemo10: JD\.BZZ\)
Used by Klonoa (MagDemo08: KLONOA\FILE.IDX\)
Used by Legend of Dragoon (MagDemo34: LOD\DRAGN0.BIN\16xxh)
Used by Macross VF-X 2 (MagDemo23: VFX2\DATA01\.TMD)
Used by Madden NFL '98 (MagDemo02: TIBURON\MODEL01.DAT\)
Used by No One Can Stop Mr. Domino (MagDemo18: DATA\, .TMD and DOT1\TMD)
Used by O.D.T. (MagDemo17: ODT\.LNK\)
Used by Parappa (MagDemo01: PARAPPA\COMPO01.INT\3\.TMD)
Used by Resident Evil 1 (PSX\ITEM_M1\.DOR\0001)
Used by Starblade Alpha (FLT\SB2.DAT\ and TEX\SB2.DAT\)
Used by Tiny Tank (MagDemo23: TINYTANK\TMD*.DSK\.TMD)
Used by WCW/nWo Thunder (MagDemo19: THUNDER\RING\.TMD)
Used by Witch of Salzburg (the MODELS\.MDL\.TMD)
Used by Scooby Doo and the Cyber Chase (MagDemo54: MODEL\\*)
PMD - High-Speed Modeling Data
This is about same as TMD, with less features, intended to work faster.
000h 4 ID (00000042h)
004h 4 Offset to Primitives
008h 4 Offset to Shared Vertices (or 0=None)
00Ch 4 Number of Objects
010h .. Objects (4+N*4 bytes each, with offsets to Primitives)
... .. Primitives
... .. Shared Vertices (8-bytes each, if any)
000h 2 Vertex X (signed 16bit)
002h 2 Vertex Y (signed 16bit)
004h 2 Vertex Z (signed 16bit)
006h 2 Unused
000h 4 Number of Primitives
004h N*4 Offsets to Primitives ... maybe relative to hdr[004h] ?
000h 2 Number of Packets
002h 2 Type flags
0 Polygon (0=Triangle, 1=Quadrilateral)
1 Shading (0=Flat, 1=Gouraud) ;uh, with ONE color?
2 Texture (0=Texture-On, 1=Texture-Off) ;uh, withoutTexCoord?
3 Shared (0=Independent vertex, 1=Shared vertex)
4 Light source calculation (0=Off, 1=On) ;uh, withoutNormal?
5 Clip (0=Back clip, 1=No back clip)
6-15 Reserved for system
004h ... Packet(s)
000h 4 GPU Command+Color for that packet (CcBbGgRrh), see GP0(20h..7Fh)
004h 8 Vertex1 (Xxxxh,Yyyyh,Zzzzh,0000h)
00Ch 8 Vertex2 (Xxxxh,Yyyyh,Zzzzh,0000h)
014h 8 Vertex3 (Xxxxh,Yyyyh,Zzzzh,0000h)
01Ch (8) Vertex4 (Xxxxh,Yyyyh,Zzzzh,0000h) ;<-- only when Type.bit0=1 (quad)
000h 4 GPU Command+Color for that packet (CcBbGgRrh), see GP0(20h..7Fh)
004h 4 Offset to Shared Vertex1 ;offsets are
008h 4 Offset to Shared Vertex2 ;"from the start of a row"
00Ch 4 Offset to Shared Vertex3 ;aka from "Packet+04h" ?
010h (4) Offset to Shared Vertex4 ;<-- only when Type.bit0=1(quad)
Unknown if/how Gouraud is implemented... with ONE color and without Normals?
Used only by a few games:
Cool Boarders 2 (MagDemo02: CB2\DATA3\*.PMD)
Cardinal Syn (MagDemo03,09: SYN\*\*.WAD\*.PMD) (4-byte hdr plus PMD file)
Sesame Streets Sports (MagDemo52: SSS\LV*\*MRG\*) (4-byte hdr plus PMD file)
TOD - Animation Data
000h 1 ID (50h)
001h 1 Version (0)
002h 2 Resolution (time per frame in 60Hz units, can be 0) (60Hz on PAL?)
004h 4 Number of Frames
008h .. Frame1
... .. Frame2
... .. Frame3
... .. etc.
000h 2 Frame Size in words (ie. size/4)
002h 2 Number of Packets (can be 0=None, ie. do nothing this frame)
004h 4 Frame Number (increasing 0,1,2,3,..)
008h ... Packet(s)
000h 2 Object ID
002h 1 Type/Flag (bit0-3=Type, bit4-7=Flags)
003h 1 Packet Size ("in words (4 bytes)")
004h ... Packet Data
Used by Witch of Salzburg (ANIM\ANM0\ANM0.TOD) (oddly with [02h]=0000h)
Used by Parappa (MagDemo01: PARAPPA\COMPO01.INT\3\.TOD)
Used by Macross VF-X 2 (MagDemo23: VFX2\DATA01\.TOD and *.TOX)
Used by Alice in Cyberland (ALICE.PAC\xxx_T*.FA\*.TOD)
Unknown if/which other games are using the TOD format.
HMD - Hierarchical 3D Model, Animation and Other Data
000h 4 ID (00000050h) ;same as in TOD, which CAN ALSO have MSBs=zero(!)
004h 4 MAP FLAG (0 or 1, set when mapped via GsMapUnit() function)
008h 4 Primitive Header Section pointer (whut?)
00Ch 4 Number of Blocks
010h 4*N Pointers to Blocks
... Primitive Header section (required)
... Coordinate section (optional)
... Primitive section (required)
.HMD used by Brunswick Bowling (MagDemo13: THQBOWL\).
.HMD used by Soul of the Samurai (MagDemo22: RASETSU\0\OPT01T.BIN\0\0\)
.HMD used by Bloody Roar 2 (MagDemo22: LON\LON*.DAT\*, ST5\ST*.DAT\02h..03h)
.HMD used by Ultimate Fighting Championship (MagDemo38: UFC\CU00.RBB\6Bh..EFh)
Unknown if/which games other are using the HMD format.
RSD Files (RSD,PLY,MAT,GRP,MSH,PVT,COD,MOT,OGP)
RSD files consist of a set of several files (RSD,PLY,MAT,etc). The files
contain the "polygon source code" in ASCII text format, generated from Sony's
"SCE 3D Graphics Tool". For use on actual hardware, the "RSDLINK" utility can
be used to convert them to binary (TMD, PMD, TOD?, HMB?) files.
RSD Main project file
PLY Polygon Vertices (Vertices, Normals, Polygons)
MAT Polygon Material (Color, Blending, Texture)
GRP Polygon Grouping
MSH Polygon Linking ;\
PVT Pivot Rotation center offsets ; New Extended
COD Vertex Coordinate Attributes ; (since RSD version 3)
MOT Animation Information ;/
OGP Vertex Object Grouping ;-Sub-extended
There's more info in Sony's "File Formats" document, but the RSD stuff isn't used on retail discs. Except:
RSD/GRP/MAT/PLY (and DXF=whatever?) used on Yaroze disc (DTL-S3035)
CDROM File Video STR Streaming and BS Picture Compression (Sony)
STR Files (movie streams)
CDROM File Video Streaming STR (Sony)
CDROM File Video Streaming STR Variants
CDROM File Video Streaming Framerate
CDROM File Video Streaming Audio
CDROM File Video Streaming Chunk-based formats
CDROM File Video Streaming Mis-mastered files
Apart from the 20h-byte STR headers, movies basically consist of a series of BS
files (see below).
BS Files (Huffman compressed MDEC codes)
BS stands for bitstream, which might refer to the use in STR files, or to the
Huffman bitstreams.
CDROM File Video BS Compression Versions
CDROM File Video BS Compression Headers
The header is followed by the bitstream...
v1/v2/v3/ea/iki --> first bit in bit15 of first halfword (good for psx)
v0 --> first bit in bit7 of first byte (not so good for psx)
(to use the same decoder for all version: swap each 2 bytes in v0)
CDROM File Video BS Compression DC Values
CDROM File Video BS Compression AC Values
Apart from being used in STR movies, BS can be also used to store single pictures:
CDROM File Video BS Picture Files
Wacwac (similar as BS, but with completely different Huffman codes)
CDROM File Video Wacwac MDEC Streams
Credits
Thanks to Michael Sabin for info on various STR and BS variants:
https://github.com/m35/jpsxdec/
CDROM File Video Streaming STR (Sony)
.STR Sectors (with 20h-byte headers) (for MDEC Movies, or User data)
000h 2 StStatus (0160h) (RV6Rh; R=Reserved=0, V=Version=1, 6=Fixed ID)
002h 2 StType (0000h..7FFFh=User Defined, 8000h..FFFFh=System; 8001h=MDEC)
004h 2 StSectorOffset (Sector number in the frame, 0=First)
006h 2 StSectorSize (Number of sectors in the frame) (eg. 4 or 5)
008h 4 StFrameNo (Frame number, 1=First) (except Viewpoint=0)
00Ch 4 StFrameSize (in bytes, in this frame, excluding headers/padding)
When StType=0000h..7FFFh:
010h 10h StUser (user defined data)
020h 7E0h User data (more user defined data)
When StType=8001h=MDEC (the only system defined type) (with StStatus=0160h):
010h 2 StMovieWidth (eg. 0140h)
012h 2 StMovieHeight (eg. 00F0h)
014h 4 StHeadM (reserved for system) (eg. 38000720h) ;\same as [020h-027h]
018h 4 StHeadV (reserved for system) (eg. 00020001h) ;/from 1st STR sector
01Ch 4 Unspecified (eg. 00000000h) (except Viewpoint<>0)
020h 7E0h Data (in BS format) (or padding, when image is smaller than frame)
Video Frames
The video frames consist of BS compressed images (that is, all sectors have STR
headers at 000h..01Fh, and the first sector of each frame does additionally
contain a standard BS fileheader at offset 020h..027h).
See "CDROM File Video BS Compression" chapters
CDROM File Video Polygon Streaming
STR Resolution
The Width/Height entries are almost always multiples of 16 pixels. But there
are a few exceptions:
Height=260 (104h) in Star Wars Rebel Assault II, NTSC (S1\L01_PLAY.STR)
Height=200 (0C8h) in Perfect Assassin (DATA.JFS\CDV\*.STR)
Height=40 (028h) in Gran Turismo 1 (TITLE.DAT\*, MagDemo10 and MagDemo15)
Width=232 (0E8h) in Gran Turismo 1 (TITLE.DAT\*, MagDemo10 only)
Note: The extra scanlines are usually padded with the bottom-most scanline (except, Gran Turismo 1 has gray-padding in lower/right pixels). Ideally, one would repeat the bottom-most pixels in zigzag order.
Subtitles
Metal Gear Solid MGS\ZMOVIE.STR contains subtitles as text strings: The first
sector of the .STR file is something custom (without STR header), the remaining
movie consists of STR sectors with StType=0001h for subtitles and StType=8001h
for picture frames.
Unknown if other games are using the same method, or other methods.
Obviously, subtitles could be also displayed as part of the compressed image,
but text strings are much smaller, have better quality, and would also allow to
support multiple languages.
CDROM File Video Streaming STR Variants
STR ID Values
2-byte 0160h ;Standard STR header
1-byte 01h ;Ace Combat 3 Electrosphere
4-byte "SMJ",01h ;Final Fantasy 8, Video
4-byte "SMN",01h ;Final Fantasy 8, Audio/left
4-byte "SMR",01h ;Final Fantasy 8, Audio/righ
4-byte 0000000xh ;Judge Dredd
4-byte DDCCBBAAh ;Crusader: No Remorse, older Electronic Arts
4-byte 08895574h ;Chunk header in 1st sector only, Best Sports (demo)
4-byte "VLC0" ;Chunk header in 1st sector only, newer Electronic Arts
4-byte "VMNK" ;Chunk header in 1st sector only, Policenauts
4-byte 01h,"XSP" ;Sentient header in 1st sector only
N-byre zero(es) ;Polygons? (in last 150Mbyte of PANEKIT.STR)
STR Type values (for videos that do have STR ID=0160h):
The official definition from Sony's File Formats document is as so;
0000h..7FFFh=User Defined
8000h..FFFFh=System (with 8001h=MDEC being the only officially defined type)
0000h=Polygon Video, Wacwac as Polygon Stream
0000h=Polygon Video?, Army Men Air Attack 2 (MagDemo40: AMAA2\*.PMB)
0000h=MDEC Video, Alice in Cyberland
0001h=MDEC Video, Ridge Racer Type 4 (PAL version, 320x176 pix)
0001h=Whatever extra data for XA-ADPCM streams (Bits Laboratory games)
0001h=Whatever non-audio waverform? (3D Baseball)
0001h=Subtitles, Metal Gear Solid MGS\ZMOVIE.STR
0002h=Software-rendered video (without using MDEC/GTE) (Cyberia)
0002h=MDEC Video, Wacwac with IntroTableSet
0003h=MDEC Video, Wacwac with EndingTableSet
0004h=MDEC Video, Final Fantasy 9 (MODE2/FORM2)
0008h=SPU-ADPCM, AKAO audio (Final Fantasy 9)
0000h=SPU-ADPCM, AKAO audio (Chrono Cross Disc 1, Legend of Mana)
0001h=SPU-ADPCM, AKAO audio (Chrono Cross Disc 1, Legend of Mana)
0100h=SPU-ADPCM, AKAO audio (Chrono Cross Disc 2)
0101h=SPU-ADPCM, AKAO audio (Chrono Cross Disc 2)
0000h=Whatever special, channel 0 header (Nightmare Project: Yakata)
0400h=Whatever special, channel 1 header (Nightmare Project: Yakata)
0001h=Whatever special, channel 0 data (Nightmare Project: Yakata)
0401h=Whatever special, channel 1 data (Nightmare Project: Yakata)
5349h=MDEC Video, Gran Turismo 1 and 2 (with BS iki)
0078h=MDEC Ending Dummy (Mat Hoffman's Pro BMX (MagDemo48: MHPB\SHORT.STR)
5673h=MDEC Leading Dummy (Mat Hoffman's Pro BMX (MagDemo48: MHPB\SHORT.STR)
8001h=MDEC Video, Standard MDEC (most common type value)
8001h=Polygon Video (Ape Escape) (same ID as standard MDEC)
8001h=Eagle One: Harrier Attack various types (MDEC and other data)
8001h=Dance series SPU-ADPCM streaming (with STR[1Ch]=DDCCBBAAh)
8101h=MDEC Video, Standard MDEC plus bit8=FlagDisc2 (Chrono Cross Disc 2)
Leading XA-ADPCM
Most movies start with STR video sectors. But a few games start with XA-ADPCM:
Ace Combat 3 Electrosphere (*.SPB)
Alice in Cyber Land (*.STR)
Judge Dredd (*.IXA) ;and very small 4-byte STR header
ReBoot (MOVIES\*.WXA)
Also, Porsche Challenge (SRC\MENU\STREAM\*.STR) starts with corrupted Subheaders, which may appear as leading XA-ADPCM (depending on how to interprete the corrupted header bits).
Leading SPU-ADPCM
EA videos ;\
Crusader ; chunks
Policenauts ;/
AKAO videos
Metal Gear Solid (MGS\ZMOVIE.STR, 47Mbyte)
This is an archive dedicated to STR movies (with number of frames instead of
filesize entries). Metal Gear Solid does also have cut-scenes with polygon
animations (but those are supposedly stored elsewhere?).
000h 4 Number of entries (4)
004h N*8 File List
... .. Zerofilled
000h 2 Unknown... decreasing values?
002h 2 Number of Frames (same as last frame number in STR header)
004h 4 Offset/800h (to begin of STR movie, with subtiltes in 1st sector)
Example, from Disc 1:
04 00 00 00
ED 97 9E 01 01 00 00 00 ;num sectors=1439h ;div19Eh=C.81h ;97EDh-6137h=36B6h
37 61 86 01 3A 14 00 00 ;num sectors=0F41h ;div186h=A.03h ;6137h-38D0h=2867h
D0 38 10 03 7B 23 00 00 ;num sectors=1EA1h ;div310h=A.00h ;38D0h-2302h=15CEh
02 23 73 02 1C 42 00 00 ;num sectors=1881h ;div273h=A.01h ;2302h-0000h=2302h
000h 2 STR ID (0160h) ;\
002h 2 STR Type (0001h=Subtitles) ;
004h 2 Sector number within Subtitles (0) ; STR
006h 2 Number of Sectors with Subtitles (1) ; header
008h 4 Frame number (1) ;
00Ch 4 Data size counted in 4-byte units (same as [02Ch]/4) ;
010h 10h Zerofilled ;/
020h 4 Unknown (2) ;\
024h 4 Unknown (1AAh, 141h, or 204h) ; Data
028h 4 Unknown (00100000h) ; part
02Ch 4 Size of all Subtitle entries in bytes plus 10h ;
030h .. Subtitle entries ;/
... .. Zeropadding to 800h-byte boundary ;-padding
000h 4 Offset from current subtitle to next subtitle (or 0=Last subtitle)
004h 4 First Frame number when to display the subtitle?
008h 4 Number of frames when to display the subtitle?
00Ch 4 Zero
010h .. Text string, terminated by 00h
... .. Zeropadding to 4-byte boundary
Customized STR Video Headers
Viewpoint (with slightly modified STR header)
008h 4 Frame number (0=First) ;<-- instead of 1=First
01Ch 2 Unknown (always D351h) ;<-- instead of zero
01Eh 2 Number of Frames in this STR file ;<-- instead of zero
Capcom games
Resident Evil 2 (ZMOVIE\.STR, PL0\ZMOVIE\.STR)
Super Puzzle Fighter II Turbo (STR/CAPCOM15.STR)
01Ch 4 Sector number of 1st sector of current frame ;<-- instead of zero
Chrono Cross Disc 2 Video
Chrono Cross Disc 1 does have normal STR headers, but Disc 2 has Type.bit8
toggled:
002h 2 STR Type (8101h=Disc 2) ;<-- instead of 8001h
Need for Speed 3
Need for Speed 3 Hot Pursuit (MOVIES\.XA, contains videos, not raw XA-ADPCM)
Jackie Chan Stuntmaster (FE\MOVIES\.STR)
With slightly modified STR headers:
014h 4 Number of Frames (..excluding last some frames?) ;-instead BS[0..3]
018h 4 Unlike the above modified entry, this is normal ;-copy of BS[4..7]
ReBoot (MOVIES\*.WXA)
This has leading XA-ADPCM, and customized STR header:
014h 2 Type (0000h=Normal, 01FFh=Empty frames at end of video)
016h 2 Number of Frames (excluding empty ones at end of video)
018h 8 Zerofilled
Gran Turismo 1 (230Mbyte STREAM.DAT) and Gran Turismo 2 (330Mbyte STREAM.DAT)
These two games use BS iki format, and (unlike other iki videos) also special
STR headers:
002h 2 STR Type (5349h) ("IS") ;-special (instead 8001h)
010h 2 Total number of frames in video ;-special (instead width)
012h 2 Flags (bit15=1st, bit14=last) ;-special (instead height)
014h 8 Zero ;-special (instead BS header copy)
020h 7E0h Data (in BS iki format) ;-BS iki header (with width/height)
Namely, flags in [012h] are toggled on first/last sector of each frame,
and of course [04h] does also increase per sector.
PGA Tour 96, 97, 98 (VIDEO..\.XA and ZZBUFFER\.STR)
Used by all movies in PGA Tour 96, 97 (and for the ZZBUFFER\BIGSPY.STR dummy
padding movie in PGA Tour 98).
The videos have normal BS v2 data, but the Frame Size entry is 8 smaller than
usually. As workaround, always load [0Ch]+8 for all movies with standard STR
headers (unless that would exceed [06h]*7E0h).
00Ch 4 Frame Size-8 (ie. excluding 8-byte BS header) ;instead of Size-0
ZZBUFFER\SPY256.STR [14h..1Fh]=normal copy of 8-byte BS v2 header and zero
ZZBUFFER\SPYGLASS.STR [14h..1Fh]=zerofilled ;\BS v1
ZZBUFFER\SPYTEST.STR [14h..1Fh]=00 00 10 00 00 00 00 09 00 00 07 EE ;/
ZZBUFFER\BIGSPY.STR Used in PGA Tour 98 (instead of above three files)
Alice in Cyber Land (*.STR)
Note: First sector contains XA-ADPCM audio (video starts in 2nd sector).
STR Sector Header:
002h 2 STR Type (0000h=Alice in Cyber Land video) ;-special
008h 4 Frame number (1=First) (bit15 set in last frame, or FFFFh)
010h 10h Zerofilled (instead width/height and BS header copy) ;-special
020h 7E0h Data (in BS v2 format)
The frame number of the last used frame of a movie has the bit15 set. After that last frame, there are some empty frame(s) with frame number FFFFh.
For some reason there are "extra audio sectors in between movies" (uh?).
Many of the movies have a variable frame rate. All movies contain frames sequences that match one of the following frame rates: 7.5 fps, 10 fps, 15 fps, 30 fps.
Encrypted iki (Panekit - Infinitive Crafting Toy Case)
014h 8 Copy of decrypted BS header (instead of encrypted BS header)
Princess Maker: Yumemiru Yousei (PM3.STR)
Parappa (Japanese Demo version only) (S0/GUIDE.STR)
These files do have BS ID=3000h (except, the first and last some frames have
nromal ID=3800h). The STR header is quite normal (apart from reflecting the odd
BS ID):
016h 2 Copy of BS ID, 3000h in most frames (instead of 3800h)
020h 7E0h Data (in BS format, also with BS ID 3000h, instead of 3800h)
Starblade Alpha and Galaxian 3
These movies have Extra stuff in the data section. The STR header is quite
normal (apart from reflecting the Extra stuff):
00Ch 4 Frame Size in bytes (=size of ExtraHeader + BsData + ExtraData)
014h 4 Copy of Extra Header ;instead of BS[0..3]
018h 4 Copy of BS[0..3] ;instead of BS[4..7]
020h 7E0h Data (ExtraHeader + BsData + ExtraData)
000h 2 Size of BS Data area (S1) ;\Extra Header
002h 2 Size of Extra Data area (S2) ;/
004h S1 BS Data (in BS v3 format) ;-BS Data
.. S2 Extra Data (unknown purpose) ;-Extra Data
Largo Winch: Commando SAR (FMV\NSPIN_W.RNG)
This is a somewhat "normal" movie, without audio, and with the STR headers
moved to the begin of the file:
000h Nx20h STR Headers ;size = filesize/800h*20h
... Nx7E0h Data ;size = filesize/800h*7E0h
Player Manager (1996, Anco Software) (FILMS\1..3\*.STR)
006h 2 Number of Sectors in this Frame-1 (8..9 = 9..10 sectors)
00Ch 4 Frame Size in bytes (8..9*7E0h = 3F00h or 46E0h)
010h 2 Bitmap Width (always F0h)
012h 2 Bitmap Width (always 50h)
014h 0Ch Zerofilled (instead copy of BS header or copy of Extra header)
020h 7E0h Data (Extra Stuff, BS v2 data, plus Unused stuff)
0000h Extra Stuff (7E0h bytes, whatever, often starts with 00,FF,00,FF,..)
07E0h BS v2 data (3720h or 3F00h bytes, including FFh-padding)
... Unused Sector (7E0h bytes, same as in previous frame or zerofilled)
For 9 sectors: Only 1..7 are used, sector 8 is same as in previous frame
For 10 sectors: Only 1..8 are used, sector 9 is zerofilled
Chiisana Kyojin Microman (DAT\STAGE*\*.MV)
The .MV files have 5 sectors/frame: Either 5 video sectors without audio, or
4-5 video sectors plus XA-ADPCM audio (in the latter case, audio is in each 8th
sector (07h,0Fh,17h,1Fh,etc), hence having filesize rounded up to N*8 sectors):
Filesize = 800h*((NumberOfFrames*5)) ;5 sectors, no xa-adpcm
Filesize = 800h*((NumberOfFrames*5+7) AND not 7) ;4-5 sectors, plus xa-adpcm
Sector 0: [10h] = Number of Frames, [12h]=Junk
Sector 1: [10h] = Junk, [12h]=0
Sector 2: [10h] = Junk, [12h]=Junk
Sector 3: [10h] = Junk, [12h]=Same as below (Bitmap Height)
Below ONLY when having 5 sectors per frame:
Sector 4: [10h] = Bitmap Width (140h) [12h]=Bitmap Height (D0h)
That is, frames with 4 sectors do NOT have any Bitmap Width entry
(the duplicated Height entry in sector 3 exists, so one could compute
Width=NumMacroBlocks*100h/Height, or assume fixed Width=320, Height=208).
Apart from the odd DAT\STAGE*\.MV files, the game does also have .STR files with normal STR headers and more sectors per frame (DAT\STAGE16,21,27\.STR, DAT\OTHER\.STR, DAT\OTHER\CM\.STR, and MAT\DAT\*.STR).
Black Silence padding
Used by Bugriders: The Race of Kings (MOVIE\XB.STR)
Used by Rugrats Studio Tour (MagDemo32: RUGRATS\DATA\OPEN\B.STR)
Each movie file is followed by dummy padding file. For example, in Bugriders:
MOVIE\*XA.STR Movie clip (with correct size, 320x192)
MOVIE\*XB.STR Black Silence padding (wrong size 640x192, should be 320x192)
The padding files contain only black pixels and silent XA-ADPCM sectors, with following unique STR header entries, notably with wrong Width entry (the MDEC data contains only 320x192 pixels).
00Ch 4 Frame Size (087Ch)
010h 2 Bitmap Width (wrongly set to 640, should be 320)
012h 2 Bitmap Height (192)
014h 2 MDEC Size (05A0h)
016h 2 BS ID (3800h)
018h 2 BS Quant (0001h)
01Ah 2 BS Version (0002h)
Filesize is always 44Fh sectors (about 2.2Mbyte per *XB.STR file)
Ridge Racer Type 4 (only PAL version) (R4.STR)
The 570Mbyte R4.STR file contains XA-ADPCM in first three quarters, and two STR
movies in last quarter:
1st NTSC/US movie: 320x160 pix, 0F61h frames, 4-5 sectors/frame, normal STR
1st PAL/EUR movie: 320x176 pix, 0CD0h frames, 5-6 sectors/frame, special STR
2nd NTSC/US movie: 320x160 pix, 1D6Ah frames, 4-5 sectors/frame, normal STR
2nd PAL/EUR movie: 320x160 pix, 18B5h frames, 5-6 sectors/frame, normal STR
002h 2 STR Type (0001h=Custom, 176pix PAL video) ;instead of 8001h
006h 2 Number of Sectors in this Frame (always 5..6)
00Ch 4 Frame Size (always 2760h or 2F40h, aka 7E0h*5..6)
012h 2 Bitmap Height (00B0h, aka 176 pixels) ;instead of 00A0h
014h 8 Zerofilled ;instead BS[0..7]
020h 7E0h Data (in BS v3 format, plus FFh-padding)
Mat Hoffman's Pro BMX (MagDemo48: MHPB\SHORT.STR)
This contains a normal MDEC movie, but with distorted "garbage" in first and
last some sectors.
1st sector STR Type 5673h (Leading Dummy) ;\
2nd sector STR Type 8001h (distorted/empty MDEC) ; junk
3rd..6th sector STR Type 8001h (distorted/garbage MDEC) ;/
7th sector and up STR Type 8001h (normal MDEC, with odd [01Ch]) ;-movie
Last 96h sectors STR Type 0078h (Ending Dummy) ;-junk
002h 2 STR Type (5673h=Leading Dummy)
004h 4 Whatever (0004000Ch)
008h 4 Whatever (0098967Fh)
00Ch 4 Frame Size (always 100h)
010h 7F0h EAh-filled
002h 2 STR Type (8001h=Normal MDEC ID, but content is empty)
004h 4 Whatever (0004000Ch) ;\
008h 4 Whatever (0098967Fh) ; same as in 1st sector
00Ch 4 Frame Size (always 100h) ; (but ID at [002h] differes)
010h 7F0h EAh-filled ;/
002h 2 STR Type (8001h=Normal MDEC ID, but content is distorted)
004h 2 Sector number within current Frame (always 0)
006h 2 Number of Sectors in this Frame (always 1)
008h 4 Frame number (increasing, 1..4 for 3rd..6th sector)
00Ch 4 Frame Size (always 7D0h)
010h 10h EAh-filled
020h 7D0h Unknown (random/garbage?)
7F0h 10h EAh-filled
Caution: The STR header values aren't constant throughout the frame:
Entry entry [01Ch] is incremented per sector (or wraps to 0 in new section).
01Ch 4 Increasing sector number (within current movie section or so)
002h 2 STR Type (0078h=Ending Dummy)
004h 2 Sector number within current Frame (always 0)
006h 2 Number of Sectors in this Frame (always 1)
008h 4 Frame number (increasing, in last 96h sectors)
00Ch 4 Frame Size (always 20h)
010h 2 Bitmap Width (always 40h)
012h 2 Bitmap Height (always 40h)
014h 7ECh Zerofilled
Final Fantasy VII (FF7) (MOVIE\.MOV and MOVIE\.STR)
These movies have Extra stuff in the data section. The STR header is quite
normal (apart from reflecting the Extra stuff):
00Ch 4 Frame Size in bytes (including 28h-byte extra stuff)
014h 8 Copy of Extra data [0..7] :-instead of BS header[0..7]
020h 7E0h Data (ExtraData + BsData)
000h 28h Extra data (unknown purpose, reportedly "Camera data" ... whut?)
028h .. BS Data (in BS v1 format)
Final Fantasy IX (FF9) (*.STR and *.MBG)
There are several customized STR header entries:
002h 2 STR Type (0004h=FF9/Video) ;instead of 8001h
004h 2 Sector number within current Frame (02h..num-1) (2..9 for video)
006h 2 Total number of Audio+Video sectors in this frame (always 0Ah)
00Ch 4 Frame Size/4 (of BS data, excluding MBG extra) ;instead of Size/1
014h 8 Copy of BS[0..7] from 8th video sector ;instead 1st sector
01Ch 2 Usually 0000h (or 0004h in some MBG sectors) ;inszead of 0000h
01Eh 2 Usually 0000h (or 3xxxh in some MBG sectors) ;inszead of 0000h
020h 8F4h Data (in BS v2 format, plus MBG extra data, if any)
Namely, entry [1Ch..1Fh]=nonzero occurs only on the sector that does contain
the end of BS data (=and begin of MBG extra data), and of course [04h] does
also increase per sector.
[04h]=00h-01h 1st-2nd audio sector, SPU-ADPCM (see Audio streaming chapter)
[04h]=02h-06h 1st-5th video sector, unused, [020h..913h] is FFh-filled
[04h]=07h 6th video sector, contains end of BS data and MBG extra, if any
[04h]=08h 7th video sector, contains middle of BS data
[04h]=09h 8th video sector, contains begin of BS data
Audio sectors are MODE2/FORM1 (800h bytes, with error correction)
Video sectors are MODE2/FORM2 (914h bytes, without error correction)
000000000100010 MDEC=001Eh (run=0, level=+1Eh) ;-normal (used)
000000000100011 MDEC=03E1h (run=0, level=-1Eh) ;-normal (not used)
0000010000001111100001 MDEC=03E1h (run=0, level=-1Eh) ;-escape (used)
FF FF FF FF FE FF FE 41 AD AD AD AD AD AD AD AD
AD AD AD AD AD AD AD AD AD AD AD AD AD AD AD AD
AD AD AD AD AD AD AD AD
(followed by FF's, which might be padding, or part of the extra data)
Non-standard STR Video Headers
Final Fantasy VIII (FF8)
Video frames are always 320x224. The video frames are preceeded by two
SPU-ADPCM audio sectors.
000h 4 ID "SMJ",01h=Video
004h 1 Sector number within current Frame (02h..num-1) (2..9 for video)
005h 1 Total number of Audio+Video sectors in this frame, minus 1 (9)
006h 2 Frame number (0=First)
008h 7F8h Data (in BS v2 format)
Ace Combat 3 Electrosphere (in 520Mbyte ACE.SPH/SPB archive)
The videos start with one XA-ADPCM sector, followed by the first Video sector.
STR Sector Header:
000h 1 Always 01h
001h 1 Sector number within current Frame (00h..num-1) (8bit)
002h 2 Number of Sectors in this Frame
004h 2 Unknown (1 or 3)
006h 2 Frame number (decreasing, 0=Last)
008h 2 Bitmap Width in pixels ;\130hxE0h or 140hxB0h or 80hx60h
00Ah 2 Bitmap Height in pixels ;/
00Ch 4 Zero
010h 2 Zero, or decreasing timer (decreases approx every 2 sectors)
012h 2 Zero, or decreasing timer (decreases approx every 1 sector)
014h 3 Zero
017h 1 Zero, or increases with step 2 every some hundred sectors
018h 2 Zero, or Timer (increments when [1Ah] wraps from 04h to 01h)
01Ah 1 Zero, or Timer (increments when [1Bh] wraps from 5Fh to 00h]
01Bh 1 Zero, or Timer (increments approx every 1 sector)
01Ch 2 Zero, or Whatever (changes to whatever every many hundred sectors)
01Eh 2 Zero, or 0204h
020h 7E0h Data (in BS v3 format)
Namely, entry [10h..1Fh] can change within the frame (happens in japanese
version), and of course [01h] does also increase per sector.
That means, non-japanese version is different...?
Judge Dredd (1998, Gremlin) (CUTS\.IXA and LEVELS\\*.IXA)
This is a lightgun-game with "interactive movies". The gameplay consists of
running on a fixed path through a scene with pre-recorded background graphics,
the only player interaction is aiming the gun at other people that show up in
that movie scene. There are two movie types:
LEVELS\*\*.IXA - Interactive gameplay movies
CUTS\*.IXA - Non-interactive cut-scene movies
000h 4 Sector number within current Frame (LEVELS=0..8, or CUTS=0..9)
004h 7FCh Data (see below)
Note: CUTS videos have 2 leading XA-ADPCM sectors
000h .. BS Data (in BS v2/v3 format) ;-BS picture
Note: LEVELS videos have 1 leading XA-ADPCM sector
000h 4 Offset to BS Data (always 28h) ;\
004h 4*6 Offsets to Extra Stuff 1..6 ; extra header
01Ch 0Ch Zerofilled ;/
028h .. BS Data (in BS v2/v3 format) ;-BS picture
... .. Extra Stuff 1..6 ;-extra data
Extra Stuff 1..6 does supposedly contain info for animating enemies and/or backgrounds.
iki
The .iki video format (found in files with .IKI or .IK2 extension) is used in
several games made by Sony. iki movie sectors have some different properties:
* There are only as many iki video sectors as needed to hold all the
frame's data. Remaining sectors are null.
* The first sector's Submode.Channel starts at zero, then increments for
each sector after that, and resets to zero after an audio sector.
* IK2 videos can also have variable frame rates that are very inconsistent.
CDROM File Video Streaming Framerate
According to Sony, BS encoded 320x240pix videos can be played at 30fps (with
cdrom running at double speed).
STR Frame Rate
As a general rule, the frame rate is implied in CDROM rotation speed (150 or 75
sectors per second, minus the audio sectors, divided by the number of sectors
per video frame).
Fixed/Variable Framerates
The frame can drop on video frames that contain more sectors than usually.
Video frames that require fewer sectors than often padded with zerofilled
sectors. However, some games don't have that padding, so they could end up
reeceiving up to 150 single-sector frames per second; the actual framerate is
supposedly slowed down to 60Hz or less via Vblank timer (and with the CDROM
reading getting paused when the read-ahead buffer gets full).
Audio Samplerate
XA-ADPCM audio contains samplerate info (in the FORM2 subheader), the
samplerate versus amount of audio sectors can be used to compute the CDROM
rotation speed.
There are two exceptions: Some movies don't have any audio at all, and some
movies use SPU-ADPCM instead of XA-ADPCM. In the latter case, the SPU Pitch
(samplerate) may (or may not) be found somewhere in the audio sector headers.
CDROM Rotation speed
As said above, the speed can be often detected via audio sample rate.
Otherwise, the general rule is that most PSX games are used 2x speed (150
sectors/second). But, there are a few games with 1x speed (see below).
CDROM Single speed (75 sectors/frame)
Here are probably most of the USA games with videos at 1x speed.
007 - The World Is Not Enough
1Xtreme
Arcade Party Pak
Atari Anniversary Edition Redux
Blast Radius
Blue's Clues - Blue's Big Musical
Chessmaster II
Chronicles of the Sword
Civilization II
Colin McRae Rally
Creatures - Raised in Space
Cyberia
Demolition Racer
Dune 2000
ESPN Extreme Games
FIFA Soccer 97
Fade to Black
Family Connection - A Guide to Lightspan
Fear Effect
Fox Hunt
Interactive CD Sampler Volume 1
Jade Cocoon - Story of the Tamamayu
Jeopardy! 2nd Edition
Juggernaut
Krazy Ivan
MTV Sports - Skateboarding featuring Andy Macdonald
MTV Sports - T.J. Lavin's Ultimate BMX
Medal of Honor
Medal of Honor - Underground
Official U.S. PlayStation Magazine Demo Disc 23
Planet of the Apes
PlayStation Underground Number 2
Shockwave Assault
Starblade Alpha
Starwinder - The Ultimate Space Race
Str.at.e.s. 1 - Match-A-Batch
Str.at.e.s. 5 - Parallel Lives!
Str.at.e.s. 7 - Riddle Roundup!
The X-Files
Top Gun - Fire at Will!
Um Jammer Lammy
Uprising X
Wheel of Fortune - 2nd Edition
Williams Arcade's Greatest Hits
CDROM File Video Streaming Audio
Audio Stream
STR movies are usually interleaved with XA-ADPCM sectors (the audio sectors are
automatically decoded by the CDROM hardware and consist of raw ADPCM data
without STR headers).
CDROM File Audio Streaming XA-ADPCM
However, there are also movies without audio. And a few movies with SPU-ADPCM
audio.
SPU-ADPCM in Chunk-based formats
CDROM File Video Streaming Chunk-based formats
SPU-ADPCM in Chrono Cross/Legend of Mana Audio Sector
Chrono Cross Disc 1 (HiddenDirectory\1793h..17A6h)
Chrono Cross Disc 2 (HiddenDirectory\1793h..179Dh)
Legend of Mana (MOVIE\*.STR, except some movies without audio)
000h 2 STR ID (0160h)
002h 2 STR Type (0000h, 0001h, 0100h, or 0101h)
0000h=Legend of Mana, Audio normal sectors
0001h=Legend of Mana, Audio sectors near end of movie
0000h=Chrono Cross Disc 1, Audio.left?
0001h=Chrono Cross Disc 1, Audio.right?
0100h=Chrono Cross Disc 2, Audio.left?
0101h=Chrono Cross Disc 2, Audio.right?
004h 2 Sector number in Frame (0=Audio.left?, 1=Audio.right?)
006h 2 Number of Audio sectors in this frame (always 2)
008h 4 Frame number (1=First)
00Ch 4 Unused (Chrono: FFh-filled or Mana: 00000FC0h=2x7E0h=Framesize?)
010h 10h Unused (Chrono: FFh-filled or Mana: 00h-filled)
020h 60h Unused (FFh-filled)
080h 4 ID "AKAO"
084h 4 Frame number (0=First)
088h 8 Unused (zerofilled)
090h 4 Remaining Time (step 690h) (can get stuck at 0340h or 0B20h at end)
094h 4 Zero
098h 4 Unknown (11h)
09Ch 4 Pitch (1000h=44100Hz)
0A0h 4 Number of bytes of audio data (always 690h)
0A4h 2Ch Unused (zerofilled)
0D0h 690h Audio (10h-byte SPU-ADPCM blocks) (1680 bytes)
760h A0h Unused (10h-byte SPU-ADPCM blocks with flag=03h and other bytes=0)
SPU-ADPCM in Final Fantasy VIII (FF8)
000h 4 ID "SMN",01h=Audio/left, "SMR",01h=Audio/right
004h 1 Sector number in Frame (0=Audio.left, 1=Audio.right)
005h 1 Total number of Audio+Video sectors in this frame, minus 1 (1 or 9)
006h 2 Frame number (0=First)
008h E8h Unknown (camera data?) (232 bytes)
0F0h 6 Audio ID (usually "MORIYA", sometimes "SHUN.M")
0F6h 0Ah Unknown (10 bytes) (reportedly 10 bytes at offset 250 = FAh ?????)
100h 4 ID "AKAO"
104h 4 Frame number (0=First)
108h 14h Unknown (20 bytes)
11Ch 4 Pitch (1000h=44100Hz)
120h 4 Number of bytes of audio data (always 690h)
124h 2Ch Unknown (44 bytes)
150h 20h Unknown (32 bytes)
170h 690h SPU-ADPCM Audio data (690h bytes)
SPU-ADPCM in Final Fantasy IX (FF9) (*.STR and *.MBG)
The FF9 audio sectors are normal MODE2/FORM1 sectors (unlike the FF9 video
sectors, which are MODE2/FORM2).
000h 2 STR ID (0160h)
002h 2 STR Type (0008h=FF9/Audio)
004h 2 Sector number in Frame (0=Audio.left, 1=Audio.right)
006h 2 Total number of Audio+Video sectors in this frame (always 0Ah)
008h 4 Frame number (1=First)
00Ch 4 Zero
010h 1 Audio flag? (00h=No Audio, 01h=Audio)
011h 4Fh Zerofilled --- XXX or whatever (when above is 00h)
060h 4 Number of Frames in this STR file
064h 1Ch EEh-filled
Below 780h bytes are all zerofilled when [10h]=00h (no audio)
Below 780h bytes are reportedly all ABh-filled "in the last frame of a movie
on Disc 4" (unknown which movie, and if that occurs in other movies, too)
080h 4 ID "AKAO"
084h 4 Frame number (0=First)
088h 14h Unknown (20 bytes)
09Ch 4 Pitch (116Ah=48000Hz) (or 1000h=44100Hz in final movie)
0A0h 4 Number of bytes of audio data (0, 720h, 730h, or 690h=final movie)
0A4h 2Ch Unknown (44 bytes)
0D0h 730h SPU-ADPCM audio (plus leftover/padding when less than 730h bytes)
Dance series SPU-ADPCM streaming (bigben interactive, DATA.PAK\stream\*.str)
This format is used for raw SPU-ADPCM streaming (without video).
SLES-04121 Dance: UK
SLES-04161 Dance: UK eXtra TraX
SLES-04129 Dance Europe
SLES-04162 All Music Dance! (Italy)
000h 2 STR ID (0160h)
002h 2 STR Type (8001h, same as MDEC)
004h 2 Sector number within current Frame (0000h..num-1)
006h 2 Number of Sectors in this Frame (always 9)
008h 4 Frame number (0=First)
00Ch 4 Frame Size in bytes (always 4000h)
010h 4 Whatever (always 00A000A0h, would be width/height if it were video)
014h 8 Zerofilled
01Ch 4 Special ID (always DDCCBBAAh for Dance audio)
020h 7E0h Data (in SPU-ADPCM format, mono, 22200Hz aka Pitch=07F5h)
Raw SPU-ADPCM Streaming
Some games are using raw SPU-ADPCM for streaming. That is, the file is
basically a normal .VB file, but it can be dozens of megabytes tall (ie. too
large to be loaded into RAM all at once).
Disney's The Emperor's New Groove (MagDemo39: ENG\STREAM\*.CVS)
Disney's Aladdin in Nasira's Revenge (MagDemo46: ALADDIN\STREAM\*.CVS)
CDROM File Video Streaming Chunk-based formats
Newer Electronic Arts videos (EA)
EA videos are chunk based (instead of using 20h-byte .STR headers). The next
chunk starts right at the end of the previous chunk (without padding to sector
boundaries).
STR Sector Header:
No STR Sector header (first sector starts directly with "VLC0" chunk)
VLC0 Chunk (at begin of movie file):
000h 4 Chunk ID "VLC0"
004h 4 Chunk Size (always 1C8h) (big-endian)
008h 1C0h 16bit MDEC values for E0h huffman AC codes (little-endian)
MDEC Chunks (video frames):
000h 4 Chunk ID "MDEC" ;\
004h 4 Chunk Size (...) (big-endian) ; custom chunk header,
008h 2 Bitmap Width in pixels (big-endian) ; instead of STR header
00Ah 2 Bitmap Height in pixels (big-endian) ;
00Ch 4 Frame Number (starting at 0) (big-endian) ;/
010h .. Data (in BS v2 format, but using custom Huffman codes from VLC0)
... .. Zeropadding to 4-byte boundary
Audio Chunks (au00/au01):
000h 4 Chunk ID ("au00"=normal, "au01"=last audio chunk)
004h 4 Chunk Size (...) (big-endian)
008h 4 Total number of 2x4bit samples in previous chunks (big-endian)
00Ch 2 Unknown (always 800h) (maybe Pitch: 800h=22050Hz) (big-endian)
00Eh 2 Unknown (always 200h) (big-endian)
... .. SPU-ADPCM audio data, left (0Fh bytes per sample block)
... .. SPU-ADPCM audio data, right (0Fh bytes per sample block)
... .. Garbagepadding to 4-byte boundary
Note: SPU-ADPCM does normally have 10h-byte blocks, but in this case,
the 2nd byte (with loop flags) is omitted, hence only 0Fh-byte blocks.
Zero Chunk (zeropadding at end of file, exists only in some EA videos):
000h .. Zeropadding
Older Electronic Arts videos
Crusader: No Remorse (1996 Origin Systems) (MOVIES\*.STR)
Soviet Strike (1996 Electronic Arts)
Battle Stations (1997 Electronic Arts)
Andretti Racing (1996 Electronic Arts)
STR Sector Header:
000h 4 ID (DDCCBBAAh) (aka AABBCCDDh big-endian)
004h 4 Sector number within STR file (0=First, up to Filesize/800h-1)
008h 7F8h Data (video and audio chunks, see below) (first chunk is "ad20")
Video Chunks (MDEC):
000h 4 Chunk ID "MDEC" ;\
004h 4 Chunk Size (...) (big-endian) ;
008h 2 Bitmap Width in pixels (big-endian) ; custom chunk header
00Ah 2 Bitmap Height in pixels (big-endian) ;
00Ch 4 Frame Number (starting at 0) (big-endian) ;/
010h .. Data (in BS v2 format) ;-standard BS v2 data
Audio Chunks (ad20/ad21) (22050Hz stereo):
000h 4 Chunk ID ("ad20"=normal, "ad21"=last audio chunk)
004h 4 Chunk Size (1A50h or 1A70h) (big-endian)
008h 4 Total number of 2x4bit samples in previous chunks (big-endian)
00Ch 2 Unknown (always 800h) (maybe Pitch: 800h=22050Hz) (big-endian)
00Eh 2 Unknown (always 200h) (big-endian)
010h .. SPU-ADPCM audio data, left (10h bytes per sample block)
... .. SPU-ADPCM audio data, right (10h bytes per sample block)
Last STR Sector:
000h 18h FFh-filled (aka 8-byte STR header and 10h-byte Chunk header)
018h - Nothing (total STR filesize is N*800h+18h bytes)
Oldest Electronic Arts videos
Wing Commander III: Heart of the Tiger (MOVIES1.LIB\*.wve) (1995, EA/Origin)
STR Sector Header:
No STR Sector header (first sector starts directly with "Ad10" chunk)
Video Chunks (MDEC):
000h 4 Chunk ID "MDEC" ;\
004h 4 Chunk Size (2xx0h) (big-endian) ;
008h 2 Bitmap Width in pixels (big-endian) ; custom chunk header
00Ah 2 Bitmap Height in pixels (big-endian) ;
00Ch 2 Unknown (7FFFh) (big-endian) ;
00Eh 2 Unknown (AD14h or AD24h) (big-endian) ;/
010h .. Data (in BS v2 format) ;-standard BS v2 data
... .. Padding, up to circa 20h bytes, FFh-filled
Audio Chunks (Ad10/Ad11) (22050Hz stereo):
000h 4 Chunk ID ("ad20"=normal, "ad21"=last audio chunk)
004h 4 Chunk Size (D38h or D28h) (or less in last chunk) (big-endian)
010h .. SPU-ADPCM audio data, left ? (10h bytes per sample block)
... .. SPU-ADPCM audio data, right ? (10h bytes per sample block)
Policenauts (Japan, 1996 Konami) (NAUTS\MOVIE\*.MOV)
STR Sector Header:
No STR Sector header (first sector starts directly with "VMNK" chunk)
First chunk (800h bytes):
000h 4 ID "VMNK" (aka KNMV backwards, maybe for Konami Video/Movie)
004h 4 Unknown (01h)
008h 4 Unknown (01h)
00Ch 4 Unknown (F0h)
010h 4 Size of KLBS chunks? (40000h)
014h 4 Bitmap X1 (aka left border)? (16pix, 10h)
018h 4 Bitmap Y1 (aka upper border)? (16pix, 10h)
01Ch 4 Bitmap Width (288pix, 120h)
020h 4 Bitmap Height (144pix, 90h)
024h 7E4h Zerofilled
Further chunks (40000h bytes, each):
000h 8 Zerofilled
008h 4 Chunk ID "KLBS" (aka SBLK backwards, maybe for Stream Block)
00Ch 4 Chunk Size (usually 40000h)
010h 4 Number of Name List entries
014h 4 Number of Name List entries (same as above)
018h 8 Zerofilled
020h N*30h Name List
... .. Data (referenced from Name List)
... .. Zeropadding (to end of 40000h-byte chunk)
Name List entries:
000h 8 Zerofilled
008h 8 Data Type Name (eg. "SCIPPDTS")
010h 4 Time when to play/display the frame (0 and up)
014h 4 Time duration for that frame (usually 14h for Picture frames)
018h 4 Data Offset in bytes (from begin of chunk)
01Ch 4 Data Size in bytes
020h 10h Zerofilled
Type "SDNSHDTS" aka SNDS,STDH - SoundStdHeader (Size=800h, Duration=0)
000h 4 Maybe Pitch? (800h) (big-endian)
004h 4 Maybe Pitch? (800h) (big-endian)
008h 4 Total SPU-ADPCM size in bytes (for whole .MOV) (big-endian)
00Ch 4 Unknown (FFFFFFFFh) (whatever)
010h 4 Unknown (00007FFFh) (big-endian)
014h 7ECh Zerofilled
Type "SDNSSDTS" aka SNDS,STDS - SoundStdStream (Size=10h..4000h, Duration=9Ch)
000h 4000h SPU-ADPCM data in 10h-byte blocks (last chunk is less than 4000h)
Type "SCIPPDTS" aka PICS,STDP - PictureStdPicture (Size=3xxxh, Duration=14h)
000h 3xxxh Picture Frame (in BS v1 format)
Type "SCTELLEC" aka ETCS,CELL - ExtraCells? (Size=0Ch, Duration=1)
000h .. Maybe subtitle related...?
Type "SCTEGOLD" aka ETCS,DLOG - ExtraD-log? (Size=19h..31h, Duration=27h..44h)
000h .. Maybe subtitle related...?
Apart from the .MOV files, there's also one standard .STR file for the Knnami Intro (with normal STR headers and BS v2 data).
Best Sports Games Ever (DD\.VLC and MOVIES\.VLC) (Powerline Demo Disc menu)
This format is used for still images with only frame, and for looping short
animation sequences in the Demo Disc Menu. There's no audio.
Header Chunk:
000h 4 Fixed ID (74h,55h,89h,08h aka 08895574h)
004h 2 Bitmap Width (140h)
006h 2 Bitmap Height (100h)
008h 2 Video Frame Size/4 (17A0h or 13B0h)
00Ah 2 Number of Video Frames (01h or 32h)
00Ch 4 Frame End ID (eg. 62DCCACEh) (random?, but stays same within movie)
Video Frame Chunk(s):
... .. Data (in BS v1/v2/v3 format) ;\size = hdr[008h]*4
... .. FFh-filled (padding to Frame Size) ;/
... 4 Frame End ID (eg. 62DCCACEh) ;-same value as in hdr[00Ch]
Sentient (FILMS\*.FXA)
This is having neither per-sector STR headers nor Chunk headers, instead it's
having raw data with fixed size of 10 sectors per frame.
File Header (sector 0, 800h bytes):
000h 4 File ID (01h,"XSP") (aka PSX backwards)
004h 2 Unknown (0001h)
006h 2 Unknown (0040h) (this is used for something...)
008h 2 Bitmap Width (0140h)
00Ah 2 Bitmap Height (00F0h)
00Ch 4 Total number of video frames
010h 4 Number of video sectors per frame (always 8)
014h 4 Total number of video sectors, excluding audio/dummy (=NumFrames*8)
018h 1 Zero
019h 1 Sector List size (28h) (ie. each 4 frames) ;\or zerofilled when
01Ah 28h Sector Types (2=Video, 1=Audio, 0=Dummy) ;/not present
042h .. Zerofilled
7xxh .. Unknown, maybe just garbage ...?
... .. Zerofilled
vVvvvvv--vvVvvv--vvvvVv--vvvvvv-Vvvvvvv- Video
-------A-------A-------A-------A-------A Audio
--------D-------D-------D--------------- Dummy
V = 1st sector of video frame
v = 2nd..8th sector of video frame (or fileheader in case of sector 0)
A = Audio (each 8th sector, ie. sector 07h,0Fh,17h,1Fh,etc.)
D = Dummy (occurs after some (not all) audio sectors)
Some files have that sector arrangement stored in header[019h..041h], but
other files have that header entries zerofilled (despite of using the same
arrangement).
0000h 8 Last 8 bytes of BS v1 bitstream ;\or garbage padding
0008h 3FF0h First 3FF0h of BS v1 bitstream ;/
3FF8h 8 Footer (64bit, with squeezed BS header and other info)
The footer bits are:
0-4 5bit Quant (00h..1Fh) (only 5bit, not 6bit)
5-15 11bit MDEC Size in 20h-word units (80h-byte units)
16-23 8bit Unknown (lowbits are often same as bit48 and up?)
24-31 8bit BS ID/100h (3800h/100h)
32-47 16bit Frame Number (0=First)
48-63 16bit Next Sector Number (start of next video frame)
To decrypt/convert the frame to standard BS v1 format:
x=[3FF8h] ;get footer
[3FF8h..3FFFh]=[0000h..0007h] ;last 8 bytes of bitstream
[0000h]=(x AND FF00FFE0h) ;size and ID=3800h
[0004h]=(x AND 1Fh)+10000h ;quant and version=v1
The next_sector number is usually current_sector+1 (or +2 if that would be
audio), in last frame it does point to end of file.
Bitstreams smaller than 3FF8h are garbage padded (initially some 32bit garbage
values, and in later frames leftovers from previous bitstream sectors).
000h 4 Always FFFFFFFFh (unfortunately, this isn't a unique ID)
004h 7FCh Garbage (zeroes, random, or even leaked ASM source code)
Dummy sectors have the same Subheader as video sectors, the leading FFFFFFFFh
could also occur in BS bitstreams or frames with garbage padding, so one must
use the sector arrangement pattern to identify dummy sectors.
CDROM File Video Streaming Mis-mastered files
Mis-mastered streaming files
There are several discs that have streaming data stored as partial CDROM images
(instead of as real CDROM sectors).
Format Content Where
raw 920h-byte STR K9.5 1 - Live in Airedale (ZZBUFFER.STR) ;\
raw 920h-byte STR Need for Speed 3 (MOVIES\ZZZZZZZ*.PAD) ;
raw 920h-byte STR 3D Baseball (ZZZZZZZZ.ZZZ) ; intended
raw 920h-byte STR Wing Commander III (DUMMY.DAT) ; padding
raw 920h-byte STR R-Types (DMY\DUMMY.BIN) ;
raw 920h+junk STR+junk Grand Slam (DUMMY.BIN) ;
raw 920h-byte XA-ADPCM Spec Ops Airborne Commando (PADDING.NUL) ;
raw 920h-byte SW-STR Cyberia (ENDFILL\*.STR) (software render) ;
RIFFs/CDXAfmt STRs Sonic Wings Special (SW00.DMY = two RIFFs);/
raw 920h-byte XA-ADPCM Rugrats (MagDemo19: STREAMS\DB02.ISF) ;\nonsense
raw 920h-byte Data BABEh Rugrats (MagDemo19: STREAMS\OPEN.BIN) ; dupes
raw ???-byte CDDA Championship Surfer (MagDemo43: HWX\MUSIC);/
raw ???-byte CDDA Twisted Metal 2 (MagDemo50: TM2\FRWYSUB.DA) ;-?
raw 920h-byte STR Sonic Wings Special (MOV\MQ*.STR) ;-unused?
raw 920h-byte STR Apocalypse (MagDemo16: APOC\*.STR)
raw 920h-byte XA-ADPCM Apocalypse (MagDemo16: APOC\*.XA)
raw 920h-byte XA-ADPCM NFL Xtreme (MagDemo13: NFLX\GAME\SOUND\2PLAYRNO.XA)
raw 920h-byte XA-ADPCM Ace Combat 2 (MagDemo01: ACE2.STP)
raw 920h-byte XA-ADPCM Colony Wars (MagDemo02: CWARS\DEMO.PAK)
raw 920h-byte XA-ADPCM Best Sports demo (AH2\GAMEDATA\COM\MUSIC\MUSIC.IXA)
raw 920h-byte XA-ADPCM Tomb Raider: Last Revelation (MagDemo29: TR4\XA1.XA)
raw 800h-byte XA-ADPCM Croc 1 demo (MagDemo02: CROC\MAGMUS.STR) (FORM1)
RIFF/CDXAfmt XA-ADPCM Best Sports demo (LOMUDEMO\SFX\COMMENT.STR)
RIFF/CDXAfmt ?+XA-ADPCM Ace Combat 3 Electrosphere (MagDemo30: AC3\*.SPB)
RIFF/CDXAfmt XA-ADPCM Colony Wars Venegance (MagDemo14: CWV\SONYDEMO.PAK)
RIFF/WAVEfmt CDDA T'ai Fu (MagDemo16: TAIFU\3_10.WAV, 2x16bit 44100Hz)
RIFF/WAVEfmt CDDA Psalm69 (beta) FRONT\FIRE.TRK
Data/movie sectors look as so:
000h 4 Sub-Header (File, Channel, Submode OR 20h, Codinginfo)
004h 4 Copy of Sub-Header
008h 800h Data (2048 bytes) ;<-- contains STR movie sectors
808h 4 EDC (zerofilled)
80Ch 114h ECC (zerofilled)
And XA-ADPCM sectors look as so:
000h 4 Sub-Header (File, Channel, Submode OR 64h, Codinginfo)
004h 4 Copy of Sub-Header
008h 900h Data (18*128 bytes) ;\contains XA-ADPCM audio sectors
908h 14h Data (zerofilled) ;/
91Ch 4 EDC (zerofilled)
In case of the ZZ*.* files on retail discs, the developers did intentionally append some non-functional dummy STR files (instead of appending zerofilled 30Mbyte at end of disc).
CDROM File XYZ and Dummy/Null Files
In case of the Demo Discs, the developers did probably have high hopes to release a demo version with working streaming data, just to find out that Sony had screwed up the data format (or maybe they had only accidentally included streaming data, without actually using it in demo version). Confusingly, the corrupted files were released on several discs (magazine demos, and other demo releases).
The Rugrats demo has intact files in RUGRATS\CINEMAT and RUGRATS\XA folders, plus nonsense copies of that files in 920h-byte format in STREAMS folder.
Partially mis-mastered files
Legend of Dragoon (MagDemo34: LOD\XA\LODXA00.XA has FIRST SECTOR mis-mastered
(it has TWO sub-headers (01,00,48,00,01,00,48,00,01,01,64,04,01,01,64,04), the
remaining sectors are looking okay).
Porsche Challenge (USA) (SRC\MENU\STREAM\*.STR)
The subheader and data of the 1st sector are accidently overwritten by some
ASCII string:
000h 4 Subheader 01 44 2D 52 ".D-R" ;\distorted
004h 4 Subheader copy 01 4D 20 47 ".M G" ;/"CD-ROM G"
008h 299h Data ASCII 65 6E 65 72 61 ... "enerator for Windows"...
2A1h 567h Data BS bitstream (but lacks BS header and start of bitstream)
CDROM File Video BS Compression Versions
STR/BS Version Summary, with popularity in percents (roughly)
Version .STR movies .BS pictures
BS v2 60% 6% Most games
BS v3 20% 4% Some newer games
BS v1 15% 0.1% Old games
BS ea 2% - (?) Electronic Arts titles
BS iki 0.5% 0.1% Several games
BS fraquant 0.2% 0.1% Rare (X-Files, Eagle One)
BS v0 0.1% - Rare (Serial Experiments Lain)
BS v2/v3.crypt 0.2% - Rare (Star Wars games)
BS iki.encrypted 0.1% - Rare (Panekit)
Wacwac MDEC 0.1% - Rare (Aconcagua)
Polygon Streams 0.x% (?) - Some titles
Raw MDEC - - Was never used in files?
MPEG1 - - VCD Video CDs
None ?% (?) 90% No videos or BS pictures
BS v0 (used by only one known game)
v0 used by Serial Experiments Lain
The v0 decoder has different header, lacks End of Frame codes, and uses Huffman codes with different AC values than v1/v2/v3/iki.
BS v1 (used by older games, some of them also having v2 videos)
v1 used by Wipeout 2097 (MAKE.AV, XTRO*.AV)
v1 used by Viewpoint (MOVIES\*.STR) (oddly with [08h]=FirstFrame=0 and
[1Ch]=Unspecified=Nonzero) (the game also has ".str" files in
VIEW.DIR\streams, but that isn't MDEC/STR stuff)
v1 used by Ridge Racer Revolution (MOVIE\*.STR)
v1 used by Policenauts
v1 used by Final Fantasy VII (FF7)
v1? used by Tekken 2
v1/v2 used by Final Fantasy Tactics (OPEN*.STR)
v1/v2 used by Project Horned Owl (*.STR)
v1/v2 used by Gex (*.FMV)
(and probably more)
BS v2 (most games)
v2 used by Gex - Enter the Gecko (*.STR)
v2 used by Tomb Raider (FMV\*.FMV)
v2 used by Alone (STR*\*.STR)
v2 used by Kain (*.STR)
v2 used by Fear Effect (BOOT.SID, LOGO.SID, ABGA\ABGA.FLX)
v2 used by Parasite Eve 2 (INTERx.STR, and in .CDF's eg. stage1\folder501)
v2 used by Witch of Salzburg (MOVIE\*.STR)
v2 used by Breath of Fire III (LOGO\*.STR)
v2 used by Hear it Now (MOVIE\*.STR)
v2 used by Legend of Mana (MOVIE\*.STR)
v2 used by Misadventures of Tron Bonne (STR\*.STR)
v2 used by Rayman (VIDEO\*.STR)
v2 used by Resident Evil 1 (PSX\MOVIE\*.STR) ;\although v3 is
v2 used by Resident Evil 2 (PL0\ZMOVIE\*.STR, ZMOVIE\*.STR) ;/used in *.BSS
v2 used by Tokimeki Memorial 2 (VX*.STR)
v2 used by Spider-Man (CINEMAS\*.STR)
v2 used by Perfect Assassin (CDV\*.STR)
v2 used by Pandemonium 2 (*.STR)
v2 used by Die Hard Trilogy 2 (MOVIE\*.STR)
v2 used by Need for Speed 3 (MOVIES\*.STR) (oddly with [14h,18h]<>[20h,24h])
v2 used by Wild Arms (STR\*.STR)
v2 used by Wild Arms 2 (STR\*.STR)
v2 used by Frogger (*.STR)
v2 used by Gundam Battle Assault (XA\*.STR)
v2 used by Alundra (MOVIE\*.MOV)
v2 used by Spec Ops (file 95h,96h within BIGFILE.CAT)
v2 used by Crash Team Racing (file 1E1h..1F8h,1FAh within BIGFILE.BIG)
(and many more)
BS v3 (used by some newer games, some of them also having v2 videos)
v2/v3 used by Lemmings Oh No More Lemmings (ANIMS\*.STR)
v2/v3 used by Castlevania (*.STR)
v3 used by Heart of Darkness (CINE\*.STR, SETUP\*.STR)
v3 used by R-Types (MV\*.STR)
v3 used by Black Matrix (MOVIE\*.STR)
v3 used by Nightmare Creatures II (INTRO\*.STR, LEVEL*\*.STR)
(and many more)
BS ea (Electronic Arts)
Used by many EA Sports titles and several other titles from Electronic Arts:
Castrol Honda Superbike Racing
EA Sports Supercross 2000, 2001
Future Cop - L.A.P.D. (retail and MagDemo14: FCOPLAPD\*.WVE and *.FSV)
Hot Wheels - Turbo Racing
Jampack Vol. 2
Knockout Kings 99, 2000, 2001
Madden NFL 99, 2000, 2001, 2002, 2003, 2004, 2005 (eg. MADN00\FMVIDEO.DAT\*)
NASCAR 98, 99, 2000, 2001 (and 98 Collector's Edition, and 99 Legacy)
NASCAR Thunder 2002, 2003, 2004 and NASCAR Rumble
Nuclear Strike
Official U.S. PlayStation Magazine Demo Disc 39 (...XXX which game?)
PlayStation Underground Jampack - Winter 2000
Road Rash Jailbreak, and Road Rash 3D
Tiger Woods PGA Tour Golf, and Tiger Woods USA Tour 2001
BS fraquant
X-Files (Fox Interactive/Hyperbole Studios, 1999)
Eagle One: Harrier Attack (Infogrames/Glass Ghost, 2000)
Blue's Clues: Blue's Big Musical (Mattel/Viacom/TerraGlyph, 2000)
BS iki
iki: Gran Turismo 1 (STREAM.DAT) ;\with uncommon STR header
iki: Gran Turismo 2 (STREAM.DAT) ;/
iki: Hot Shots Golf 2 / Everybody's Golf 2 (MagDemo31: HSG2\MINGOL2X.BIN)
iki: Legend of Legaia (MagDemo20: LEGAIA\MOV\MV2.STR)
iki: Legend of Dragoon (STR\*.IKI)
iki: Omega Boost (MOVIE\*.IKI)
iki: Um Jammer Lammy (MagDemo24: UJL\*.IKI) (retail: *\*.IKI and CM\*.IK2)
iki: plus a dozen of japanese-only titles
Encrypted iki
Panekit - Infinitive Crafting Toy Case (first 13Mbyte in PANEKIT.STR)
Encrypted v2/v3
v3.xor used by Star Wars Masters of Teras Kasi (MagDemo03: MASTERS\*.STR)
v2.xor supported (but not actually used) by Star Wars Masters (MagDemo03)
v3.swap used by Star Wars Rebel Assault II (*.STR, *.SED, Stills)
v2.swap used by Star Wars Rebel Assault II (*.STR)
v3.swap used by BallBlazer Champions (*.STR)
Wacwac MDEC
Aconcagua (JP) (2000 Sony/WACWAC!) (STR_01_00.STR and STR_09_01.STR)
Polygon Streaming (instead of MDEC picture streaming)
Ape Escape (DEMO\*.STR, STR\*.STR, and KKIIDDZZ.HED\STR\0006h and up)
Aconcagua (most STRs are Polygon Streams, except two are Wacwac MDEC streams)
Panekit - Infinitive Crafting Toy Case (last 150Mbyte in PANEKIT.STR)
CDROM File Video Polygon Streaming
MPEG1 (on VCD Video CDs)
MPEG1 uses I/P/B-Frames, the I-Frames may reach similar compression as BS
files. However, P-Frames and B-Frames do compress much better than BS files.
CDROM Video CDs (VCD)
MPEG1 isn't used in any PSX games, but VCDs can be viewed on SCPH-5903 consoles
(or via software decoder in nocash PSX kernel clone).
Titles without movies
Most PSX titles do include movies, exceptions are some early launch titles and
educational titles:
Ridge Racer 1 (1994)
Lightspan Online Connection CD
CDROM File Video BS Compression Headers
There are several different BS headers. The File ID/Version entries can be used
to detect the correct type. The MDEC Size entry contains the size after Huffman
decompression (ie. the half-decompressed size before passing the data to the
MDEC decompression hardware) (usually divided by 4 and rounded up to 80h/4
bytes).
BS v1/v2/v3 header
000h 2 MDEC Size/4 (after huffman decompression) (rounded to 80h/4 bytes)
002h 2 File ID (3800h)
004h 2 Quantization step/factor (0000h..003Fh, for MDEC "DCT.bit10-15")
006h 2 Version (1, 2, or 3) (2 is most common)
008h ... Huffman compressed data blocks (Cr,Cb,Y1,Y2,Y3,Y4, Cr,Cb,Y1,Y2..)
Encrypted v2/v3
Encryption is used in Star Wars games, there are two encryption schemes (XOR
and SWAP).
XOR-encrypt: Star Wars Masters of Teras Kasi (MagDemo03: MASTERS\*.STR):
000h 2 MDEC Size/4 (rounded to 80h/4 bytes) (unencrypted) ;\same as normal
002h 2 File ID (3800h) (unencrypted) ; BS v1/v2/v3
004h 2 Quant (0..3Fh) (unencrypted) ;/
006h 2 Version (in bit15, plus random in LSBs):
00xxh..7FFFh for v2 (unknown if this could include values 0..3)
8000h..FFFFh for v3 (bit14-0=random, varies in each frame)
008h .. Encrypted bitstream
(each halfword XORed by BE67h for v2, or XORed by E67Bh for v3)
... (2) Zeropadding to 4-byte boundary (unencrypted)
... .. Zeropadding to end of sector (unencrypted)
The XOR values BE67h/E67Bh are hardcoded in the Star Wars Masters of Teras
Kasi .EXE (same XOR values for both retail and demo version), unknown if any
other games are also using that kind of encryption (and if yes, if they are
using the same XOR values).
000h 2 MDEC Size/4 (rounded to 80h/4 bytes) ;\same as normal
002h 2 File ID (3800h) ; BS v1/v2/v3
004h 2 Quant (0..3Fh) ;/
006h 2 Version (random 16bit, 00xxh..FFFFh) ;-no meaningful version info
008h 2 Bitstream 2nd halfword ;\to "decrypt" the file,
00Ah 2 Bitstream 1st halfword ;/these must be swapped
00Ch .. Bitstream 3rd halfword and up ;-in normal order
if header[06h]<=0003h then assume unencrypted v0/v1/v2/v3
if header[06h]>=0004h then strip any trailing 0 bits, and check EndOfFrame..
if last 10bit = 0111111111 then assume SWAP.v2
if last 10bit = 1111111111 then assume SWAP.v3
otherwise assume XOR.v2/v3 (and use header[06h].bit15 to distinguish v2/v3)
BS iki Header
IKI videos have a custom .BS header, including some GT-ZIP compressed data:
000h 2 MDEC Size/4 (rounded to 80h/4 bytes) ;\same as normal
002h 2 File ID (3800h) ;/BS v1/v2/v3
004h 2 Bitmap Width in pixels ;instead of Quant
006h 2 Bitmap Height in pixels ;instead of Version
008h 2 Size of GT-ZIP compressed data (plus 2-byte alignment padding)
00Ah .. GT-ZIP compressed DC/Quant values (plus 2-byte alignment padding)
... .. Huffman compressed AC data blocks (Cr,Cb,Y1,Y2,Y3,Y4, Cr,Cb,Y1,Y2..)
Encrypted iki
The first 20h byte of the iki header & data are encrypted. Among others,
the ID 3800h is inverted (=C7FFh). To decrypt them:
[buf+00h]=[buf+00h] XOR FFFFFFFFh
[buf+04h] <--> [buf+08h] ;exchange 2x32bit
[buf+0Ch] <--> [buf+0Eh] ;exchange 2x16bit
[buf+10h]=[buf+10h]+FFFF6F7Bh
[buf+14h]=[buf+14h]+69140000h
[buf+18h]=[buf+18h]+FFFF7761h
[buf+1Ch]=[buf+1Ch]+6B040000h
BS fraquant
X-Files, GRAPHICS\*.STR,*.BIN, LOGOS\*.STR,*.BS
Eagle One: Harrier Attack (\*.STR, DATA*\*.STR) (leading zerofilled sectors)
Blue's Clues: Blue's Big Musical (*.STR) (has one leading zerofilled sector)
004h 2 Quant (0001h..0003h, or fixed-point 8000h..9xxxh)
quant=BsHeader[04h] ;get fractional quant value
BsHeader[04h]=0001h ;force quant=1 (for use in BS v1/v2/v3 decoder)
if quant<8000h then quant=quant*200h else quant=quant AND 7FFFh
quant[0]=default_quant_table[0]
for i=1 to 3Fh,
x=(default_quant_table[i]*quant)/200h
if x=00000000h then quant[i]=01h else quant[i]=(x AND FFh)
next i
use MDEC(2) command to apply quant[0..3Fh] to both Luma and Chroma tables
use normal BS v1/v2/v3 decoder to decompress the bitmap
Caution: Despite of the overflows, quant>862Bh is used (eg. X-Files GRAPHICS\GRAPHICS.BIN has quant=88C4h, Blue's Big Musical has quant=93E9h; those images do look okay, so the compressor seems to have recursed the overflows; or the overflow affects only a few pixels), however, very large with LSBs all zero (eg. 9000h) can cause 8bit table entries to become 00h (due to ANDing the result with FFh).
Note: X-Files LOGOS\POP*.STR have quant=8001h (=near zero), that files are only 60Kbyte and seem to be all black.
Note: The movie engine uses COP2 GPF opcodes to calculate quant values.
v0 Header (in STR files)
000h 1 Quant for Y1,Y2,Y3,Y4 (00h..3Fh)
001h 1 Quant for Cr,Cb (00h..3Fh)
002h 2 File ID (3800h) (or Frame Number in ENDROLL1.STR on Disc 2)
004h 2 MDEC Size/2 (!), and without padding (!) (unlike v1/v2/v3/iki)
006h 2 BS Version (0) (actually MSBs of above Size, but it's always 0)
008h .. Huffman Bitstream, first bit in bit7 of first byte
v0 Header (in LAPKS.BIN chunks)
LAPKS.BIN contains several chunks, each chunk contains an animation sequence
with picture frame(s), each frame starts with following header:
000h 2 Bitmap Width in pixels ;\cropped to non-black screen area,
002h 2 Bitmap Height in pixels ;/size can vary within the sequence
004h 2 Quant for Y1,Y2,Y3,Y4 (0000h..003Fh)
006h 2 Quant for Cr,Cb (0000h..003Fh)
008h 4 Size of compressed BS Bitstream plus 4 ;Transparency at [008h]+0Ch
00Ch 2 Size/2 of MDEC data (after huffman decompression, without padding)
00Eh 2 BS Version (0) (actually MSBs of above Size, but it's always 0)
010h .. BS Bitstream with DC and AC values (Huffman compressed MDEC data)
... 4 Transparency Mask Decompressed Size (Width*Height*2/8) (=2bpp)
... .. Transparency Mask LZSS-compressed data
CDROM File Compression LZSS (Serial Experiments Lain)
The Transparency Mask is stored as scanlines (not as macroblocks), the upper/left pixel is in bit7-6 of first byte, the 2bit alpha values are ranging from 0=Transparent to 3=Solid.
BS ea Headers (Electronic Arts)
EA videos are chunk based (instead of using 20h-byte .STR headers).
CDROM File Video Streaming Chunk-based formats
VLC0 Chunk: Custom MDEC values (to be assigned to normal BS v2 Huffman codes).
MDEC Chunks: Width/Height and BS v2 data (using MDEC values from VLC0 chunk).
Raw MDEC
There aren't any known pictures or movies in raw MDEC format. However, the
Huffman decompression functions do usually output raw data in this format:
000h 2 MDEC Size/4 (after huffman decompression) (rounded to 80h/4 bytes)
002h 2 File ID (3800h)
004h .. MDEC data (16bit DC/AC/EOB codes)
... .. Padding (FE00h-filled to 80h-byte DMA transfer block size boundary)
Macroblock Decoder (MDEC)
CDROM File Video BS Compression DC Values
DC v0
nnnnnnnnnn DC Value (signed 10bit, -200h..+1FFh)
If output_size=NumberOfMdecCodes*2 then EndOfFrame
If BlockIsCrCb then QuantDC=DC+QuantC*400h else QuantDC=DC+QuantY*400h
DC v1/v2/ea
nnnnnnnnnn DC Value (signed 10bit, -200h..+1FEh)
0111111111 End of Frame (+1FFh, that, in place of Cr)
If DC=+1FFh then EndOfFrame
QuantDC=DC+Quant*400h
DC v3
Similar as v1/v2, but DC values (and End code) are now Huffman compressed
offsets relative to old DC, with different Huffman codes for Cr/Cb and Y1-Y4:
For Cr/Cb For Y1..Y4 Offset (added to old DC of Y/Cr/Cb block)
00 100 +(00h) ;\
01s 00s -(01h)*4 ,+(01h)*4 ;
10sn 01sn -(03h..02h)*4,+(02h..03h)*4 ; required
110snn 101snn -(07h..04h)*4,+(04h..07h)*4 ; codes
1110snnn 110snnn -(0Fh..08h)*4,+(08h..0Fh)*4 ; for 10bit
11110snnnn 1110snnnn -(1Fh..10h)*4,+(10h..1Fh)*4 ; range
111110snnnnn 11110snnnnn -(3Fh..20h)*4,+(20h..3Fh)*4 ;
1111110snnnnnn 111110snnnnnn -(7Fh..40h)*4,+(40h..7Fh)*4 ;/
11111110snnnnnnn 1111110snnnnnnn -(FFh..80h)*4,+(80h..FFh)*4 ;-11bit (!)
- 11111110 Unused ;\
111111110 111111110 Unused ; unused
1111111110 1111111110 Unused ;/
1111111111 1111111111 End of Frame ;-end code
Note: the "snnn" bits are indexing the values in right column,
with s=0 for negative values, and s=1 for positive values.
If bits=1111111111 then EndOfFrame
If BlockIsCr then DC=DecodeHuffman(HuffmanCodesCbCr)+oldDcCr, oldDcCr=DC
If BlockIsCb then DC=DecodeHuffman(HuffmanCodesCbCr)+oldDcCb, oldDcCb=DC
If BlockIsY1234 then DC=DecodeHuffman(HuffmanCodesY1234)+oldDcY, oldDcY=DC
If older_version AND DC>=0 then QuantDC=Quant*400h or (DC) ;\requires
If older_version AND DC<0 then QuantDC=Quant*400h or (DC+400h) ;/11bit
If newer_version then QuantDC=Quant*400h+(DC AND 3FFh) ;-wrap 10bit
DC iki
The DC values (including Quant values for each block) are separately stored as
GT-ZIP compressed data in the IKI .BS header.
CDROM File Compression GT-ZIP (Gran Turismo 1 and 2)
Calculate NumBlocks=(Width+15)/16*(height+15)/16*6, decompress the DC values
(until DecompressedSize=NumBlocks*2). During Huffman decompression, read the DC
values from the decompressed DC buffer (instead of from the Huffman bitstream):
If BlockNo>=NumBlocks then EndOfFrame
QuantDC = DCbuf[BlockNo]*100h + DCbuf[BlockNo+NumBlocks]
CDROM File Video BS Compression AC Values
Below shows the huffman codes and corresponding 16bit MDEC values; the "xx"
bits contain an index in the list of 16bit MDEC values, the "s" bit means to
negate the AC level (in lower 10bit of the 16bit MDEC value) when s=1.
Huffman codes for AC values BS v1/v2/v3/iki
10 FE00h ;End of Block, EOB
11s 0001h
011s 0401h
010xs 0002h,0801h
0011xs 1001h,0C01h
00101s 0003h
00100xxxs 3401h,0006h,3001h,2C01h,0C02h,0403h,0005h,2801h
0001xxs 1C01h,1801h,0402h,1401h
00001xxs 0802h,2401h,0004h,2001h
000001xxxxxxxxxxxxxxxx 0000h..FFFFh ;Escape code for raw 16bit values
000001xxxxxx0000000000 0000h..FC00h ;Escape nonsense level=0 (used in v1)
0000001xxxs 4001h,1402h,0007h,0803h,0404h,3C01h,3801h,1002h
00000001xxxxs 000Bh,2002h,1003h,000Ah,0804h,1C02h,5401h,5001h,
0009h,4C01h,4801h,0405h,0C03h,0008h,1802h,4401h
000000001xxxxs 2802h,2402h,1403h,0C04h,0805h,0407h,0406h,000Fh,
000Eh,000Dh,000Ch,6801h,6401h,6001h,5C01h,5801h
0000000001xxxxs 001Fh,001Eh,001Dh,001Ch,001Bh,001Ah,0019h,0018h,
0017h,0016h,0015h,0014h,0013h,0012h,0011h,0010h
00000000001xxxxs 0028h,0027h,0026h,0025h,0024h,0023h,0022h,0021h,
0020h,040Eh,040Dh,040Ch,040Bh,040Ah,0409h,0408h
000000000001xxxxs 0412h,0411h,0410h,040Fh,1803h,4002h,3C02h,3802h,
3402h,3002h,2C02h,7C01h,7801h,7401h,7001h,6C01h
000000000000 Unused
Huffman codes for AC values BS v0 (Serial Experiments Lain)
10 FE00h ;End of Block, EOB
11s 0001h
011s 0002h
010xs 0401h,0003h
0011xs 0801h,0005h
00101s 0004h
00100xxxs 000Ah,000Bh,0403h,1801h,000Ch,000Dh,1C01h,000Eh
0001xxs 0006h,0C01h,0402h,0007h
00001xxs 0008h,1001h,0009h,1401h
000001xxxxxx0xxxxxxx 0000h..FC00h+(+001h..+07Fh AND 3FFh) ;\
000001xxxxxx000000001xxxxxxx 0000h..FC00h+(+080h..+0FFh AND 3FFh) ; Escape
000001xxxxxx000000000xxxxxxx Unused ; codes
000001xxxxxx1xxxxxxx 0000h..FC00h+(-080h..-001h AND 3FFh) ;
000001xxxxxx100000000xxxxxxx 0000h..FC00h+(-100h..-081h AND 3FFh) ;
000001xxxxxx100000001xxxxxxx Unused ;/
0000001xxxs 000Fh,0802h,2001h,0404h,0010h,0011h,2401h,0012h
00000001xxxxs 0013h,0405h,0014h,2801h,0015h,0C02h,3001h,0017h,
0016h,2C01h,0018h,001Ch,0019h,0406h,0803h,001Bh
000000001xxxxs 001Ah,3401h,001Dh,0407h,1002h,001Fh,001Eh,3801h,
0020h,0021h,0408h,0023h,0022h,1402h,0024h,0025h
0000000001xxxxs 0804h,0409h,0418h,0026h,3C01h,0027h,0C03h,1C03h,
0028h,0029h,002Ah,002Bh,040Ah,002Ch,1802h,002Dh
00000000001xxxxs 002Fh,002Eh,4001h,0805h,0030h,040Bh,0031h,0033h,
0032h,1C02h,0034h,1003h,0035h,4401h,040Ch,0037h
000000000001xxxxs 0036h,0038h,0039h,5401h,003Ah,0C04h,040Dh,5C01h,
2002h,003Bh,0806h,4C01h,003Ch,2402h,6001h,4801h
000000000000 Unused
Huffman codes for AC values BS ea (Electronic Arts)
This is using custom MDEC values from VLC0 chunk, and assigns them to the
standard Huffman codes. There are two special MDEC values:
FE00h End of Block (EOB)
7C1Fh Escape code (huffman code will be followed by v2-style 16bit value)
10 00
11x 01,02
011x 03,04
010xx 05,06,07,08
0011xx 0D,0E,0B,0C
00101x 09,0A
00100xxxx 2E,2F,22,23,2C,2D,2A,2B,26,27,24,25,20,21,28,29
0001xxx 15,16,13,14,0F,10,11,12
00001xxx 1A,1B,1E,1F,18,19,1C,1D
000001 17h
0000001xxxx 3E,3F,38,39,30,31,34,35,32,33,3C,3D,3A,3B,36,37
00000001xxxxx 46,47,54,55,4E,4F,44,45,4A,4B,52,53,5E,5F,5C,5D,
42,43,5A,5B,58,59,48,49,4C,4D,40,41,50,51,56,57
000000001xxxxx 74,75,72,73,70,71,6E,6F,6C,6D,6A,6B,68,69,66,67,
64,65,62,63,60,61,7E,7F,7C,7D,7A,7B,78,79,76,77
0000000001xxxxx 9E,9F,9C,9D,9A,9B,98,99,96,97,94,95,92,93,90,91,
8E,8F,8C,8D,8A,8B,88,89,86,87,84,85,82,83,80,81
00000000001xxxxx B0,B1,AE,AF,AC,AD,AA,AB,A8,A9,A6,A7,A4,A5,A2,A3,
A0,A1,BE,BF,BC,BD,BA,BB,B8,B9,B6,B7,B4,B5,B2,B3
000000000001xxxxx C6,C7,C4,C5,C2,C3,C0,C1,C8,C9,D4,D5,D2,D3,D0,D1,
CE,CF,CC,CD,CA,CB,DE,DF,DC,DD,DA,DB,D8,D9,D6,D7
000000000000 Unused
Notes
All BS versions are using the same Huffman codes (the different BS versions do
just assign different 16bit MDEC codes to them).
The huffman codes can be neatly decoded by "counting leading zeroes" (without
needing bitwise node-by-node processing; this is done in IKI video decoders via
GTE registers LZCS and LZCR). Sony's normal v2/v3 decoders are using a yet
faster method: A large table to interprete the next 13bit of the bitstream, the
table lookup can decode up to 3 huffman codes at once (if the 13bit contain
several small huffman codes).
CDROM File Video BS Picture Files
BS Picture Files
A couple of games are storing single pictures in .BS files:
Alice in Cyberland (ALICE.PAC\*.BS)
BallBlazer Champions (BBX_EXTR.DAT\Pics\*) (SWAP-encrypted)
Bugriders: The Race of Kings (*\*.BS and STILLS\MENUS.BS\*)
Die Hard Trilogy 2 (DATA\*.DHB, DATA\DH*\L*\*.DHB, MOVIE\*.DHB)
Dino Crisis 2 (PSX\DATA\ST*.DBS\*)
Duke Nukem (MagDemo12: DN_TTK\*)
Final Fantasy VII (FF7) (MOVIE\FSHIP2*.BIN\*) (BS v1)
Gran Turismo 1 (retail TITLE.DAT\* and MagDemo10/15) (in BS iki format)
Jet Moto 2 (MagDemo03: JETMOTO2\*)
Mary-Kate and Ashley Crush Course (MagDemo52: CRUSH\SCRN\*.BS)
Mat Hoffman's Pro BMX (MagDemo48: MHPB\STILLS.BIN\*) (with width/height info)
NFL Gameday '99 (MagDemo17: GAMEDAY\FE\GD98DATA.DAT)
Official U.S. PlayStation Magazine Demo Disc 01-02 (MENU\DATA\*.BSS)
Official U.S. PlayStation Magazine Demo Disc 03-54 (MENU.FF\*)
Parasite Eve 2 (INIT.BS, and within .HED/.CDF archives)
Resident Evil 1 (PSX\STAGE*\*.BSS, headerless archive, 8000h-byte align)
Resident Evil 2 (COMMON\BSS\*.BSS, headerless archive, 10000h-byte align)
Rugrats (MagDemo19: RUGRATS\*)
Rugrats Studio Tour (MagDemo32: RUGRATS\DATA\RAW\*.BS)
Starwars Demolition (MagDemo39+MagDemo41: STARWARS\SHELL\.BS+.TBL\*)
Star Wars Rebel Assault 2 (RESOURCE.000\Stills\*) (SWAP-encrypted)
Ultimate Fighting Championship (MagDemo38: UFC\CU00.RBB\390h..3E2h)
Vigilante 8 (MagDemo09: EXAMPLE\*)
Witch of Salzburg (PICT\PIC*\*.BS and DOT1 archives *.BSS, *.DAT, *.BIN)
X-Files (LOGOS\*.BS and GRAPHICS\GRAPHICS.BIN and GRAPHICS\PACKEDBS.BIN\*)
You Don't Know Jack 2 (MagDemo41: YDKJV2\RES\UI\*.BS)
BS Picture Resolution
Movies have Width/Height entries (in the .STR header). Raw .BS picture files
don't have any such information. However, there are ways to guess the correct
resolution:
For BS iki format, use resolution from iki header (eg. Gran Turismo 1)
For MHPB\STILLS.BIN, there's width/height in chunk headers
Count the number of blocks (EOB codes) during Huffman decompression
Divide that number by 6 to get the number of Macroblocks
Search matches for Height=NumBlocks/Width with Width>=Height and Remainder=0
If Height=300..400, assume double H-resolution, repeat with Width/2>=Height
And/or use a list of known common resoltions (see below examples)
Search arrangements with many similar colors on adjacent macroblocks
Blocks Pixels Example
F0h 256x240 any?
12Ch 320x240 Resident Evil 2 (COMMON\BSS\*.BSS)
1E0h 512x240 Demo Disc 03-54 (MENU.FF\*), Duke Nukem (MagDemo12)
1E0h 640x192 Less common than above (but used by Witch of Salzburg)
4B0h 640x480 Vigilante 8 (MagDemo09), Jet Moto 2 (MagDemo03)
var random Witch of Salzburg has various random resolutions
iki ikihdr Gran Turismo 1 has A0hxA0h and odd size (!) E8hx28h
? ? Final Fantasy VII (FF7)
? ? Ultimate Fighting Championship (UFC\CU00.RBB\3B7h..3E2h)
118h 320x224 Alice in Cyberland (most files; or two such as panorama)
230h ? Alice in Cyberland (AD_115.BS and AD_123A.BS)
C8h 320x160 Unlikely for pictures (but used for STR videos, eg. Alone)
F0h 320x192 Unlikely for pictures (but used for STR videos, eg. Wipeout)
1E0h 384x320 Very unlikely to see that vertical resolution on PSX
Extended BS with Width/Height
Starwars Demolition (MagDemo39: STARWARS\SHELL\DEMOLOGO.BS+RESOURCE.TBL\)
Starwars Demolition (MagDemo41: STARWARS\SHELL\DEMOLOGO.BS+RESOURCE.TBL\)
000h 2 Width (280h) ;\extra header
002h 2 Height (1E0h) ;/
004h 2 MDEC Size/4 (after huffman decompression) (rounded to 80h/4 bytes)
006h 2 File ID (3800h)
008h 2 Quantization step/factor (0000h..003Fh, for MDEC "DCT.bit10-15")
00Ah 2 Version (1, 2, or 3) (2 is most common)
00Ch ... Huffman compressed data blocks (Cr,Cb,Y1,Y2,Y3,Y4, Cr,Cb,Y1,Y2..)
CDROM File Video Wacwac MDEC Streams
Wacwac uses different Huffman codes than BS videos, the decoder has some
promising ideas that might yield slightly better compression than BS v3.
However, it is used by only one known game:
Aconcagua (JP) (2000 Sony/WACWAC!)
Wacwac MDEC Stream Sectors
000h 2 STR ID (0160h)
002h 2 STR Type WACWAC Tables (0002h=IntroTableSet, 0003h=EndingTableSet)
004h 2 Sector number within current Frame (0000h..num-1)
006h 2 Number of Sectors in this Frame
008h 4 Frame number (6 or 11 and up, because 1st some frames are Polygons)
00Ch 4 Frame Size in bytes
010h 2 Bitmap Width (always 140h) ;\always 320x208 (in fact, the
012h 2 Bitmap Height (always 0D0h) ;/decoder is hardcoded as so)
014h 4 Quant (0..3Fh) (same for all sectors within the frame)
018h 8 Zerofilled
020h 7E0h Raw Bitstream data (without Quant or BS header) (garbage padded)
Intro=Disc1:\ST01_01\STR_01_00.STR Ending=Disc2:\ST09_01\STR_09_01.STR
Leading zeroes (150 sectors) Leading zeroes (150 sectors)
Frame 0001h..0005h Polygon Frames Frame 0001h..000Ah Polygon Frames
Frame 0006h..0545h MDEC Frames 20MB Frame 000Bh..0D79h MDEC Frames 50MB
Frame 0546h..1874h Polygon Frames 48MB
Wacwac Huffman Bitstreams
Wacwac uses little-endian bitstreams (starting with low bit in bit0 of first
byte). To decode the separate blocks in the bitstream:
Read Huffman code for DC, and output Quant*400h+(DC AND 3FFh)
Read Huffman code for Size, aka num1,num2,num3 values for below reads
Repeat num1 times: Read Huffman code for AC1, and output AC
Repeat num2 times: Read Huffman code for AC2, and output AC
Repeat num3 times: Read Huffman code for AC3, and output AC
Output EOB (end of block)
14h*0Dh*6*41h*2+Align(80h)+Header(4) = 31880h+4 bytes
Wacwac Huffman Table Sets
Aconcagua has two table sets, stored in PROGRAM.BIN (in compressed form,
appearing as so: FF,90,16,2E,06,20,03,D6,etc). While watching the intro movie,
the uncompressed sets can be found at these RAM locations:
80112AF8h (1690h bytes) ;Table Set for Intro Scene
80114188h (1B68h bytes) ;Table Set for Ending Scene
000h 4 Table Set size (1690h or 1B68h)
004h 4 Table Set exploded size (when allocating 16bit/DC, 32bit/Size/AC)
008h 2 Size Table max Huffman size in bits (0Ah or 09h) ;\Size
00Ah 2 Size Table number of entries (40h) ;/
00Ch 2 DC Table max Huffman size in bits (0Bh) ;\
00Eh 2 DC Table number of entries (100h) ; DC
010h 2 DC Huffman code Escape 10bit (non-relative 10bit DC value) ;
012h 2 DC Huffman size Escape 10bit (3 or 6, escape prefix size) ;/
014h 2 AC1 Table max Huffman size in bits (0Eh or 0Bh) ;\
016h 2 AC1 Table number of entries (0DAh or 100h) ;
018h 2 AC1 Huffman code Escape 7bit (run=0bit, level=signed7bit) ; AC1
01Ah 2 AC1 Huffman code Escape 16bit (run=6bit, level=10bit) ;
01Ch 2 AC1 Huffman size Escape 7bit (9 or 7, escape prefix size) ;
01Eh 2 AC1 Huffman size Escape 16bit (9 or 7, escape prefix size) ;/
020h 2 AC2 Table max Huffman size in bits (0Eh) ;\
022h 2 AC2 Table number of entries (AAh or F4h) ;
024h 2 AC2 Huffman code Escape 8bit (run=3bit, level=signed5bit) ; AC2
026h 2 AC2 Huffman code Escape 16bit (run=6bit, level=10bit) ;
028h 2 AC2 Huffman size Escape 8bit (10 or 9, escape prefix size) ;
02Ah 2 AC2 Huffman size Escape 16bit (10 or 9, escape prefix size) ;/
02Ch 2 AC3 Table max Huffman size in bits (0Eh) ;\
02Eh 2 AC3 Table number of entries (87h or B2h) ;
030h 2 AC3 Huffman code Escape 8bit (run=4bit, level=signed4bit) ; AC3
032h 2 AC3 Huffman code Escape 16bit (run=6bit, level=10bit) ;
034h 2 AC3 Huffman size Escape 8bit (10 or 9, escape prefix size) ;
036h 2 AC3 Huffman size Escape 16bit (10 or 9, escape prefix size) ;/
038h .. Size Table (64bit per entry) ;\
... .. DC Table (32bit per entry) ;
... .. AC1 Table (64bit per entry) ; Tables
... .. AC2 Table (64bit per entry) ;
... .. AC3 Table (64bit per entry) ;/
0-1 Zero
2-31 Huffman code (10bit max)
32-39 Number of AC1 codes in this block ;\implies End of Block (EOB)
40-47 Number of AC2 codes in this block ; after those AC codes
48-55 Number of AC3 codes in this block ;/
56-63 Huffman size (1..10 bits)
0-9 Relative DC Value (relative to old DC from memorized Cr,Cb,Y)
10-15 Huffman size (1..11 bits)
16-31 Huffman code (11bit max)
Notes: For the relative DC's, the decoder does memorize DC for Cr,Cb,Y upon
decoding Cr,Cb,Y1,Y3 (but does NOT memorize DC when decoding Y2,Y4).
Initial DC for Cr,Cb,Y is zero at begin of each 16x208pix slice.
Obscurities: The decoder does accidentally use bit10 to sign-expand the
DC value in bit0-9 (but does mask-off those bugged sign bits thereafter),
and the decoder does uselessly memorize Y1 and Y3 separately (but uses only
the most recently memorized value).
0-1 Zero
2-31 Huffman code (14bit max)
32-47 MDEC code (6bit run, and 10bit AC level)
48-63 Huffman size (1..14 bits)
To simplify things, one could store the escape codes in the tables (eg. using special MDEC values like FC00h+35h for run=3bit, level=signed5bit).
CDROM File Video Polygon Streaming
Ape Escape - Polygon Streaming
Used by Ape Escape (Sony 1999) (DEMO\.STR and some STR\.STR files and
KKIIDDZZ.HED\STR\0006h and up).
The files start with zerofilled sectors (without STR headers), followed by
sectors with STR headers with [00h]=0160h, [02h]=8001h (same values as for
MDEC), but with [10h..1Fh]=zero (without resolution/header info). And the data
at [20h] starts with something like 14h,00h,03h,FFh,2Ah,02h,00h,00h.
That data seems to consist of polygon coordinates/attributes that are rendered
as movie frames. The texture seems to be stored elsewhere (maybe in the .ALL
files that are bundled with some .STR files).
Panekit - Polygon Streaming
Panekit STR seems to use Polygon Streaming (except 1st some Megabytes are
MDEC).
Aconcagua - Polygon Streaming
Aconcagua STR does use Polygon Streaming (except first+last movie are MDEC).
Cyberia (1996) (TF\STR\*.STR)
Cyberia is using Software-rendering for both movies and in-game graphics. That
is, PSX hardware features like MDEC, GTE, and GPU-Polygons are left all unused,
and the GPU is barely used for transferring data from CPU to VRAM.
The STR header for software-rendered movie frames looks as so:
000h 2 STR ID (0160h)
002h 2 STR Type (0002h=Custom, Software rendering)
004h 2 Sector number within current Frame (0..num-1)
006h 2 Number of Sectors in this Frame (varies)
008h 4 Frame Number (1=First)
00Ch 4 Frame Size in Bytes/4 (note: first frame in MAP*.STR is quite big)
010h 2 Rendering Width (0140h)
012h 2 Rendering Height (00C0h)
014h 0Ch Unknown (zerofilled or random garbage)
020h 7E0h Custom data for software rendering
Croc 1 (CUTS\*.AN2)
Probably cut-scenes with polygon animations. The files seem to contain
2300h-byte data frames (plus XA-ADPCM sectors inserted here and there).
000h 4 Number of remaining frames
... 22FCh Unknown data (zeropadded if smaller)
_______________ Unknown Streaming Data (Polygons or whatever) ________________
Custom STR - 3D Baseball (BIGFILE.FOO)
This is used for several files in 3D Baseball (BIGFILE.FOO):
BIGFILE.FOO\0151h\0005h,0009h,000Fh,0017h,001Bh, 02E5h,02E9h,..,0344h,0348h
BIGFILE.FOO\0152h\0186h,018Ch,0192h,0198h)
BIGFILE.FOO\0153h\029Ah,02A0h,02A6h,02ACh)
000h 2 STR ID (0160h)
002h 2 STR Type (0001h=Custom)
004h 2 Sector number within current Frame (always 0)
006h 2 Number of Sectors in this Frame (always 1)
008h 4 Frame Number (1=First)
00Ch 4 Frame Size (6FAh or 77Ah, sometimes 17Ah or 1FAh or 20Ah)
010h 2 Unknown (280h, or sometimes 300h or 340h)
012h 2 Frame Time (0=First, increases with step [19h], usually +5 or +7)
014h 2 Unknown (280h, or sometimes 300h or 3C0h, or 0)
016h 1 Frame Time (same as [012h] AND FFh)
017h 1 Unknown (0 or 1)
018h 1 Unknown (40h, or 80h, or C0h)
019h 1 Duration? (5 or 7, or sometimes less, step for Frame Time)
01Ah 1 Unknown (3, or less in last some frames)
01Bh 5 Zerofilled
020h 7E0h Data (increasing/decreasing bytes... maybe non-audio waveforms?)
Army Men Air Attack 2 (MagDemo40: AMAA2\*.PMB)
000h 2 STR ID (0160h)
002h 2 STR Type (0000h=Custom)
004h 2 Sector number within current Frame (0..2)
006h 2 Number of Sectors in this Frame (always 4) (3xSTR + 1xADPCM)
008h 4 Frame Number (1=First)
00Ch 4 Frame Size? (800h, despite of having 3 sectors with 7E0h each?)
010h 2 Unknown (00h or 01h)
012h 2 Unknown (A3h or ABh ... 6Ch or 7Bh ... or 43h or 49h)
014h 2 Sector number within current Frame (0..2) (same as [004h])
016h 0Ah Zerofilled
020h 7E0h Data (polygon streaming or so?)
Bits Laboratory games (Charumera, and True Love Story series)
Charumera ENDING.XA (with dummy/zero data)
True Love Story TLS\MULTI.XA (with nonzero data)
True Love Story 2 TLS2\ENDING.STR and TLS2\MULTI.XA
True Love Story Fan Disc ;\probably use that format, too
True Love Story: Remember My Heart ;/(not verified)
The files do mainly contain XA-ADPCM sectors, plus some STR sectors in non-MDEC format. Unknown if that STR sectors are separate channels, or if they are used in parallel with the XA-ADPCM channel(s).
Unknown what the STR sectors are used for (perhaps Polygon Streaming, audio subtitles, or simple garbage padding for unused audio sectors). In some files, the STR sectors appear to be just dummy padding (STR header plus zerofilled data area).
Nightmare Project: Yakata
This game has normal MDEC Streams, and Special Streams in non-MDEC format (eg.
Disc1, File 0E9h-16Eh and 985h-B58h), perhaps containing Polygon Streams or
whatever.
There are two channels (file=1/channel=00h-01h), each channel contains data
that consists of 5 sectors per frame (1xHeader plus 4xData). The sectors have
STR ID=0160h, and STR Type as follows:
0000h=Whatever special, channel 0 header (sector 0)
0400h=Whatever special, channel 1 header (sector 1)
0001h=Whatever special, channel 0 data (sector 2,4,6,8)
0401h=Whatever special, channel 1 data (sector 3,5,7,9)
Eagle One: Harrier Attack STR files
\*.STR MDEC movies ;\BS fraquant (except, demo version
\DATA*\*.STR MDEC movies ;/ on MagDemo31 uses mormal BS v2)
\DATA*\M*\L*.STR Multi-language TXT files with STR header on each sector
\DATA*\M*\I*.STR unknown binary data (whatever and SPU-ADPCM)
\LANGN.STR unknown binary data (whatever)
CDROM File Audio Single Samples VAG (Sony)
VAG audio samples
PSX Lightspan Online Connection CD, cdrom:\CD.TOC:\UI*\.VAG
PSX Wipeout 2097, cdrom:\WIPEOUT2\SOUND\SAMPLES.WAD:\.vag (version=02h)
PSX Perfect Assassin, DATA.JFS:\AUDIO\.VAG and DATA.JFS:\SND\.VAG
000h 4 File ID (usually "VAGp")
004h 4 Version (usually 02h, or 20h) (big-endian)
008h 4 Reserved (0) (except when ID="VAGi") (big-endian)
00Ch 4 Channel Size (data size... per channel?) (big-endian)
010h 4 Sample Rate (in Hertz) (eg. 5622h=22050Hz) (big-endian)
014h 0Ch Reserved (0) (except when version=2)
020h 10h Name (ASCII, zeropadded)
... (..) Optional ID string (eg. "STEREO" in upper/lowercase)
... (..) Optional Padding to Data start
... .. ADPCM Data for channel(s) (usually at offset 030h)
VAG Filename Extensions
.vag default (eg. many PSX games)
.vig 2-channel with interleave=10h (eg. PS2 MX vs ATV Untamed)
.vas 2-channel with interleave=10h (eg. PS2 Kingdom Hearts II)
.swag 2-channel with interleave=filesize/2 (eg. PSP Frantix)
.l and .r 2-channel in l/r files (eg. PS2 Gradius V, PS2 Crash Nitro Kart)
.str whatever (eg. P?? Ben10 Galactic Racing)
.abc whatever (eg. PSP F1 2009 (v6), according to wiki.xentax.com)
VAG File IDs (header[000h])
"VAGp" default (eg. many PSX games)
"VAG1" 1-channel (eg. PS2 Metal Gear Solid 3)
"VAG2" 2-channel (eg. PS2 Metal Gear Solid 3)
"VAGi" 2-channel interleaved (eg. ?)
"pGAV" little endian with extended header (eg. PS2 Jak 3, PS2 Jak X)
"AAAp" extra header, followed by "VAGp" header (eg. PS2 The Red Star)
VAG Versions (header[004h])
00000000h v1.8 PC
00000002h v1.3 Mac (eg. PSX Wipeout 2097, in SAMPLES.WAD)
00000003h v1.6+ Mac
00000020h v2.0 PC (most common, eg. PSX Perfect Assassin)
00000004h ? (later games, uh when/which?)
00000006h ? (vagconf, uh when/which?)
00020001h v2.1 (vagconf2) ;\with HEVAG coding instead SPU-ADPCM
00030000h v3.0 (vagconf2) ;/(eg. PS4/Vita)
40000000h ? (eg. PS2 Killzone) (1-channel, little endian header)
Reserved Header entries for ID="VAGi"
008h 4 Interleave (little endian) (the other header entries are big endian)
Reserved Header entries for Version=00000002h (eg. PSX Wipeout 2097)
This does reportedly contain some default "base" settings for the PSX SPU:
014h 2 Volume left 4Eh,82h ;-Port 1F801C00h
016h 2 Volume right 4Eh,82h ;-Port 1F801C02h
018h 2 Pitch (includes fs modulation) A8h,88h ;-Port 1F801C04h +extra bit?
01Ah 2 ADSR1 00h,00h ;-Port 1F801C08h
01Ch 2 ADSR2 00h,E1h ;-Port 1F801C0Ah
01Eh 2 ? A0h,23h ;-Port 1F801C0xh maybe?
Reserved Header entries for Version=00000003h (according to wiki.xentax.com)
01Eh 1 Number of channels (0 or 1=Mono, 2=Stereo)
Reserved Header entries for Version=00020001h and Version=00030000h
01Ch 2 Zero ;if non-zero: force Mono
01Eh 1 Number of channels (0 or 1=Mono, 2=Stereo ;if 10h..FFh: force Mono
01Fh 1 Zero ;if non-zero: force Mono
VAG ADPCM Data
The ADPCM data uses PSX SPU-ADPCM encoding (even on PS2 and up, except PS4 with
Version=0002001h or Version=00030000h, which do use HEVAG encoding).
SPU ADPCM Samples
The data does usually start at offset 0030h (except, some files have extra
header data or padding at that location).
The first 10h-byte ADPCM block is usually all zero (used to initialize the
SPU).
2-channel (stereo) files are usually interleaved in some way.
VAG Endiannes
The file header entries are almost always big-endian (even so when used on
little endian consoles). There are a few exceptions:
ID="VAG1" has little endian [008h]=Interleave (remaining header is big-endian).
ID="pVAG" has (some?) header entries in little endian.
Version=40000000h has most or all header entries in little endian (perhaps
including the version being meant to be 00000040h).
VAG Channels
VAGs can be 1-channel (mono) or 2-channel (stereo). There is no standarized way
to detect the number of channels (it can be implied in the Filename Extension,
Header ID, in Reserved Header entries, in the Name string at [020h..02Fh], in
optional stuff at [030h], or in a separate VAG Header in the middle of the
file).
VAG Interleave
None default (for 1-channel mono) (and separate .l .r stereo files)
800h when ID="VAG2"
[008h] when ID="VAGi" (little-endian 32bit header[008h])
1000h when ID="pGAV" and [020h]="Ster" and this or that
2000h when ID="pGAV" and [020h]="Ster" and that or this
10h when filename extension=".vig"
10h when Version=0002001h or Version=00030000h (and channels=2)
filesize/2 when filename extension=".swag"
6000h when [6000h]="VAGp" (eg. PSX The Simpsons Wrestling)
1000h when [1000h]="VAGp" (eg. PS2 Sikigami no Shiro)
...
AAAp Header
000h 4 ID "AAAp"
004h 2 Interleave
006h 2 Number of Channels (can be 1 or 2?)
008h 30h*N VAGp header(s) for each channel, with Version=00000020h
... .. ADPCM Data (interleaved when multiple channels)
See also
http://github.com/vgmstream/vgmstream/blob/master/src/meta/vag.c ;very detailed
http://wiki.xentax.com/index.php/VAG_Audio ;rather incomplete and perhaps wrong
CDROM File Audio Sample Sets VAB and VH/VB (Sony)
VAB vs VH/VB
.VAB contains VAB header, and ADPCM binaries ;-all in one file
.VH contains only the VAB header ;\in two separate files
.VB contains only the ADPCM binaries ;/
PSX Resident Evil 2, COMMON\DATA\.DIE (contains .TIM+.VAB badged together)
PSX Spider-Man, CD.HED\l2a1.vab is VAB v5 (other VABs in that game are v7)
PSX Tenchu 2 (MagDemo35: TENCHU2\VOLUME.DAT\5\* has VAB v20h, maybe a typo)
VAB Header (VH)
0000h 4 File ID ("pBAV")
0004h 4 Version (usually 7) (reportedly 6 exists, too) (5, 20h exists)
0008h 4 VAB ID (usually 0)
000Ch 4 Total .VAB filesize in bytes (or sum of .VH and .VB filesizes)
0010h 2 Reserved (EEEEh)
0012h 2 Number of Programs, minus 1 (0000h..007Fh = 1..128 programs)
0014h 2 Number of Tones, minus? (max 0800h?) (aka max 10h per program)
0016h 2 Number of VAGs, minus? (max 00FEh)
0018h 1 Master Volume (usually 7Fh)
0019h 1 Master Pan (usually 40h)
001Ah 1 Bank Attribute 1 (user defined) (usually 00h)
001Bh 1 Bank Attribute 2 (user defined) (usually 00h)
001Ch 4 Reserved (FFFFFFFFh)
0020h 800h Program Attributes 10h-byte per Program 00h..7Fh (fixed size)
0820h P*200h Tone Attributes 200h-byte per Program 00h..P-1 (variable size)
xx20h 200h 16bit VAG Sizes (div8) for VAG 00h..FFh (fixed size)
xx20h (...) ADPCM data (only in .VAB files, otherwise in separate .VB file)
000h 1 tones Number of Tones in the Program (Yaroze: 4) (uh?)
001h 1 mvol Master Volume (Yaroze: 0..127)
002h 1 prior (Yaroze: N/A)
003h 1 mode (Yaroze: N/A)
004h 1 mpan Master Panning (Yaroze: 0..127)
005h 1 reserved0
006h 2 attr (Yaroze: N/A)
008h 4 reserved1
00Ch 4 reserved2
000h 1 prior Tone Priority (Yaroze: 0..127, 127=highest)
001h 1 mode Mode (Yaroze: 0=Normal, 4=Reverberation)
002h 1 vol Tone Volume (Yaroze: 0..127)
003h 1 pan Tone Panning (Yaroze: 0..127)
004h 1 center Centre note (in semitone units) (Yaroze: 0..127)
005h 1 shift Centre note fine tuning (Yaroze: 0..127)
006h 1 min Note limit minimum value (Yaroze: 0..127)
007h 1 max Note limit maximum value (Yaroze: 0..127)
008h 1 vibW (Yaroze: N/A)
009h 1 vibT (Yaroze: N/A)
00Ah 1 porW (Yaroze: N/A)
00Bh 1 porT (Yaroze: N/A)
00Ch 1 pbmin Max? value for downwards pitchbend (Yaroze: 0..127)
00Dh 1 pbmax Max value for upwards pitchbend (Yaroze: 0..127)
00Eh 1 reserved1
00Fh 1 reserved2
010h 2 ADSR1 Attack,Decay (Yaroze: 0..127,0..15)
012h 2 ADSR2 Release,Sustain (Yaroze: 0..127,0..31)
014h 2 prog Program number that tone belongs to (Yaroze: 0..127)
016h 2 vag VAG number (Yaroze: 0..254)
018h 8 reserved
VAB Binary (VB) (ADPCM data) (to be loaded to SPU RAM)
This can contain max 254 "VAG files" (maybe because having two (?) reserved
8bit numbers?).
Sony wants the total size of the ADPCM data to be max 7E000h bytes (which would
occupy most of the 512Kbyte SPU RAM, leaving little space for the echo buffer
or additional effects).
Note: The "VAG files" inside of VAB/VB are actually raw SPU-ADPCM data, without
any VAG file header. The first 10h-byte ADPCM block is usually zerofilled.
CDROM File Audio Sequences SEQ/SEP (Sony)
SEQ - Single Sequence
.SEQ contains MIDI-style sequences, the samples for the instruments can be
stored in a separate .VAB file (or .VH and .VB files).
Used by Perfect Assassin, DATA.JFS:\SND\*.SEQ (bundled with *.VH and *.VB)
Used by Croc (MagDemo02: CROC\CROCFILE.DIR\AMBI*.BIN, MAP*.BIN, JRHYTHM.BIN)
Used by many other games.
000h 4 File ID "pQES"
004h 4 Version (1) (big endian?)
008h 2 Resolution per quarter note (01h,80h)
00Ah 3 Tempo 24bit (8bit:16bit maybe?) (07h,27h,0Eh)
00Dh 2 Rhythm (NN/NN) (04h,02h)
00Fh ... Score data, uh? (with many MIDI KeyOn's: xx,9x,xx,xx)
... 3 End of SEQ (2Fh=End of Track) (FFh,2Fh,00h)
SEP - Multi-Track Sequences
This is a simple "archive" with several SEQ-like sequences.
000h 4 File ID "pQES" ;same ID as in .SEQ files (!)
004h 2 Version (0) ;value 0, and only 16bit, unlike .SEQ files
006h .. 1st Sequence
... .. 2nd Sequence
... .. etc.
000h 2 Sequence ID (0000h and up) (big endian) ;-ID number
002h 2 Resolution per quarter note (01h,80h) ;\
004h 3 Tempo 24bit (07h,27h,0Eh) ; as in SEQ files
007h 2 Rhythm (NN/NN) (04h,02h) ;/
009h 4 Data size (big endian, from 00Dh up to including End of SEQ(
00Dh ... Score data, uh? (...) ;\as in SEQ files
... 3 End of SEQ (2Fh=End of Track) (FFh,2Fh,00h) ;/
Used by Rayman (SND\BIGFIX.ALL\0002)
Used by Monster Rancher (MagDemo06, MR_DEMO\DATA\MF_DATA.OBJ\025B)
Used by Rugrats (MagDemo19: RUGRATS\DB02\.SEP and MENU\SOUND\SEPS\.SEP)
Used by Rugrats Studio Tour (MagDemo32: RUGRATS\DATA\SEPS\*.SEP)
Used by Monkey Hero (MagDemo17: MONKEY\BIGFILE.PSX}*.SEP)
Used by Pitfall 3D
Used by Blue's Clues: Blue's Big Musical (SEPD chunks in *.TXD)
CDROM File Audio Other Formats
.SQ .HD .HD (SSsq/SShd)
This is a newer Sony format from 1999 (resembling the older .SEQ .VH .VB
format).
Used by Alundra 2, Ape Escape, Arc the Lad 3, Koukidou Gensou - Gunparade
March, Omega Boost, PoPoLoCrois Monogatari II, The Legend of Dragoon, Wild Arms
2.
.SQ Sequence Data (with ID "SSsq")
.HD Voice Header (with ID "SShd")
.BD Voice Binary (raw SPU-ADPCM, same as .VB)
Sequence Data (*.SQ)
000h 2 Unknown (always 64h)
002h 2 Unknown (always 1E0h)
004h 1? Unknown (varies)
005h 7 Zerofilled
00Ch 4 ID "SSsq"
010h 10h*10h Unknown Table
110h .. Unknown Data
Voice Header (*.HD)
000h 4 Size of the .HD file itself
004h 4 Size of the corresponding .BD file
008h 4 Zero
00Ch 4 ID "SShd"
010h 1Ch*4 Offsets to data (or FFFFFFFFh=None)
080h .. Data
Voice Binary (*.BD) (same as .VB files)
000h .. SPU-ADPCM data (usually starting with zerofilled 10h-byte block)
DNSa/PMSa/FNSa/FMSa
There are four four file types:
"DNSa" (aka SouND backwards) ;sequence data
"PMSa" (aka SaMPles backwards) ;samples with small header
"FMSa" (aka SaMples-F... backwards) ;samples with bigger header ;\Legacy
"FNSa" (aka SouNd-F... backwards) ;whatever tiny file ;/of Kain
Akuji (MagDemo18: AKUJI\BIGFILE.DAT\*) (DNSa,PMSa)
Gex 2 (MagDemo08: GEX3D\BIGFILE.DAT\*) (DNSa)
Gex 3: Deep Cover Gecko (MagDemo20: G3\BIGFILE.DAT\*) (DNSa,PMSa)
Legacy of Kain 2 (MagDemo13: KAIN2\BIGFILE.DAT\*) (DNSa)
Legacy of Kain 2 (MagDemo26: KAIN2\BIGFILE.DAT\*) (DNSa,PMSa,FNSa,FMSa)
Walt Disney World Racing Tour (MagDemo35: GK\BIGFILE.DAT\*) (DNSa,PMSa)
"PMSa" (aka SaMPles backwaords)
000h 4 ID "PMSa"
004h 4 Total Filesize
008h 8 Zerofilled
010h .. SPU-ADPCM data (usually starting with zerofilled 10h-byte block)
"DNSa" (aka SouND backwards)
000h 4 ID "DNSa" ;aka SND backwards
004h 2 Offset from DNSa+4 to 8-byte entries (can be odd)
006h 1 Unknown (3)
007h 1 Number of 8-byte entries (N1)
008h 1? Number of 10h-byte entries (N2)
... .. Unknown (..)
... N1*8 Whatever 8-byte entries
... N2*10h Whatever 10h-byte entries
... .. ... circa 40h 4-byte entries...?
... .. Unknown (..)
... .. Several blocks with ID "QESa" or "QSMa" ;supposedly MIDI-style?
"FNSa" (aka SouNd-F... backwards)
These are whatever tiny files (with filesize 1Ch or 2Ch).
000h 4 ID "FNSa"
... .. Unknown
"FMSa" (aka SaMples-F... backwards)
000h 4 ID "FMSa"
008h .. Unknown..
... .. SPU-ADPCM data (usually starting with zerofilled 10h-byte block)
AKAO
There a several games that have sound files with ID "AKAO".
XXX does that include different AKAO formats... for Samples and Midi?
CDROM File Video Streaming Audio
Others
Alone in the Dark IV has MIDB and DSND chunks (which contain sound files).
See also
The page below does mention several PSX sound formats, plus some open source
& closed source tools for handling those files.
https://github.com/loveemu/vgmdocs/blob/master/Conversion_Tools_for_Video_Game_Music.md
CDROM File Audio Streaming XA-ADPCM
Audio Streaming (XA-ADPCM)
Audio streaming is usually done by interleaving the .STR or .BS file's Data
sectors with XA-ADPCM audio sectors (the .STR/.BS headers don't contain any
audio info; because XA-ADPCM sectors are automatically decoded by the CDROM
controller).
Raw XA-ADPCM files (without video) are usually have .XA file extension.
CDROM File Audio CD-DA Tracks
The eleven .SWP files in Wipeout 2097 seem to be CD-DA audio tracks.
The one TRACK01.WAV in Alone in the Dark, too?
Other than that, tracks can be accessed via TOC instead of filenames.
CDROM File Archives with Filename
Entrysize=08h
WWF Smackdown (MagDemo33: TAI\*.PAC)
000h 4 ID ("DPAC") ;\
004h 4 Unknown (100h) ;
008h 4 Number of files (N) ;
00Ch 4 Directory Size (N*8) ; Header
010h 4 File Data area size (SIZE = Totalsize-Headersize) ;
014h 4 Unknown (1) ;
018h 7E8h Zerofilled (padding to 800h-byte boundary) ;
800h N*8 File List ;
... .. Zerofilled (padding to 800h-byte boundary) ;/
... SIZE File Data area ;-Data area
File List entries:
000h 8 Filename ("NAME")
004h 2 File Offset/800h (increasing)
006h 2 File Size/800h
Entrysize=10h
Championship Motocross (MagDemo25: SMX\RESHEAD.BIN and RESBODY.BIN)
RESHEAD.BIN:
000h N*10h File List (220h bytes)
File List entries:
000h 8 Filename ("FILENAME", if shorter: terminated by 00h plus garbage)
008h 4 Filesize in bytes
00Ch 4 Offset/800h in RESBODY.BIN (increasing) (or FFFFFFFFh if Size=0)
000h .. File Data (referenced from RESHEAD.BIN)
One (DIRFILE.BIN\w*\sect*.bin)
000h N*10h File List
... .. File Data area
File List entries:
000h 0Ch Filename (eg. "FILENAME 001") ;for last entry: "END 000"
00Ch 4 Offset (increasing, N*10h and up) ;for last entry: zero
True Love Story 1 and 2 (TLS*\MCD.DIR and MCD.IMG)
MCD.DIR:
000h N*10h File List
... 10h End marker (FFh-filled)
File List entries:
000h 8 Filename (zeropadded if less than 8 chars)
008h 2 Zero (0000h)
00Ah 2 Size/800h
00Ch 4 Offset/800h in MCD.IMG
Note: Filenames are truncated to 8 chars (eg. "FOREST.T" instead "FOREST.TIM")
000h .. File Data area (encrypted in True Love Story 2)
init_key_by_filename(name): ;for MCD.IMG (using filenames from MCD.DIR)
i=0, key0=0001h, key1=0001h, key2=0001h
while i<8 and name[i]<>00h
key0=(key0 XOR name[i])
key1=(key1 * name[i]) AND FFFFh
key2=(key2 + name[i]) AND FFFFh
ret
init_key_by_numeric_32bit_seed(seed): ;maybe for LINEAR.IMG and PICT.IMG ?
key0=(seed) AND FFFFh
key1=(seed - (seed*77975B9h/400000000h)*89h) AND FFFFh
key2=(seed - (seed*9A1F7E9h/20000000000h)*3527h) AND FFFFh
ret
decrypt_data(addr,len):
for i=1 to len/2
key2=key2/2 + (key0 AND 1)*8000h
key0=key0/2 + (key1 AND 1)*8000h
key1=key1/2 + ((key1/2 OR key0) AND 1)*8000h
key0=((((key1+47h) AND FFFFh)/4) XOR key0)+key2+(((key1+47h)/2) AND 1)
halfword[addr]=halfword[addr] XOR key0, addr=addr+2
ret
Item Unencrypted Encrypted
Parent Folder name "TLS" "TLS2"
First name in MCD.DIR "BACKTILE" "TEST.RPS"
First word in MCD.IMG 00000010h 074D4C8Ah
Star Wars Rebel Assault 2 (RESOURCE.*, and nested therein)
BallBlazer Champions (*.DAT, and nested therein)
The Rebel RESOURCE.* files start with name "bigEx" or "fOFS", BallBlazer *.DAT
start with "SFXbase" or "tpage", nested files start with whatever other names.
000h N*10h File List
... (4) CRC32 on above header (Top-level only, not in Nested archives)
... .. File Data area
... (..) Huge optional padding to xx000h-byte boundary (in BallBlazer .DAT)
File List entries in Top-level archives (with [0Ch].bit31=1):
000h 8 Filename (zeropadded if less than 8 chars)
008h 4 Decompressed Size (or 0=File isn't compressed)
00Ch 4 Offset, self-relative from current List entry (plus bit31=1)
File List entries in Nested archives (with [0Ch].bit31=0):
000h 0Ch Filename (zeropadded if less than 12 chars)
00Ch 4 Offset, self-relative from current List entry (plus bit31=0)
Last File List entry has [00h..0Bh]=zerofilled, and Offset to end of file.
000h .. Uncompressed Data
... .. CRC32 on above Data (Top-level only, not in Nested archives)
000h 1 Compression Method (01h=LZ/16bit, 02h=LZ/24bit)
001h 3 Decompressed Size (big-endian)
004h .. Compressed Data
... .. Zeropadding to 4-byte boundary
... .. CRC32 on above bytes (method, size, compressed data, padding)
Entrysize=14h
Fighting Force (MagDemo01: FGHTFRCE\*.WAD)
000h 4 Number of files (big endian)
004h N*14h File List
... .. File Data
000h 0Ch Filename ("FILENAME.EXT", zeropadded if shorter than 12 chars)
00Ch 4 Filesize in bytes (can be odd) (big endian)
010h 4 Fileoffset in bytes (increasing, 4-byte aligned) (big endian)
Parappa (MagDemo01: PARAPPA\*.INT)
Um Jammer Lammy (MagDemo24: UJL\*.INT)
0000h 2000h Folder 1
2000h .. File Data for Folder 1
... 2000h Folder 2
... .. File Data for Folder 2
... 2000h Folder End marker (FFFFFFFFh, plus zeropadding)
0000h 4 Folder ID (increasing, 1,2,3, or FFFFFFFFh=End)
0004h 4 Number of files (max 198h) (N)
0008h 4 File Data Area size/800h (S)
000Ch 4 Zero (0)
0010h N*14h File List
... .. Zeropadding to 2000h
2000h S*800h File Data Area for this folder
000h 4 Filesize in bytes
004h 10h Filename (FILENAME.EXT, zeropadded)
Note: There can be more than one folder with same ID (ie. when having more than 198h TIM files, which won't fit into a single 2000h-byte folder).
Gran Turismo 1 (MagDemo10: GT\BG.DAT\, GT\COURSE.DAT\)
Gran Turismo 1 (MagDemo15: GT\BG.DAT\, GT\COURSE.DAT\)
JumpStart Wildlife Safari Field Trip (MagDemo52: DEMO\DATA.DAT\*.DAT)
These are child archives found inside of the main GT-ARC and DATA.DAT archives.
000h 4 Number of Files (eg. 26h) (usually at least 02h or higher)
004h N*14h File List
... .. File Data area
File List entries:
000h 10h Filename ("FILENAME.EXT", zeropadded if shorter)
010h 4 Offset in bytes (increasing, 4-byte-aligned?)
Croc 2 (MagDemo22: CROC2\CROCII.DAT and CROCII.DIR)
Disney's The Emperor's New Groove (MagDemo39: ENG\KINGDOM.DIR+DAT)
Disney's Aladdin in Nasira's Revenge (MagDemo46: ALADDIN\ALADDIN.DIR+DAT)
DIR:
000h 4 Number of Entries (0Eh)
004h N*14h File List
DAT:
000h .. File Data (referenced from CROCII.DIR)
000h 0Ch Filename ("FILENAME.EXT", zeropadded if shorter)
00Ch 4 File Size in bytes
010h 4 File Offset in .DAT file (800h-byte aligned, increasing)
Alice in Cyberland (ALICE.PAC, and nested .PAC, .FA, .FA2 archives)
000h N*14h File List
... 14h Zerofilled (File List end marker)
... .. File Data area
File List entries:
000h 0Ch Filename ("FILENAME.EXT", zeropadded if shorter)
00Ch 4 Offset (increasing, 4-byte aligned)
010h 4 Filesize in bytes (can be odd, eg. for .FA2 files)
CDROM File Compression LZ5 and LZ5-variants
Interplay Sports Baseball 2000 (MagDemo22:BB2000\DATA\HOG.TOC\UNIFORMS\*.UNI)
000h N*14h File List (3Ch*14b bytes, unused entries are zeropadded)
4B0h .. Data area (TIM files for player uniforms)
File List entries:
000h 10h Filename ("FILENAME.EXT", zeropadded)
010h 4 Offset (zerobased, from begin of Data area, increasing)
Entrysize=18h
Invasion from Beyond (MagDemo15: IFB\*.CC)
000h 0Ch Fixed ID (always "KotJCo01Dir ") (always that same string)
00Ch 4 Number of Files
010h N*18h File List
... .. File Data area
000h 10h Filename ("FILENAME.EXT", zeropadded)
010h 4 Offset in bytes (increasing, 1-byte or 4-byte aligned)
014h 4 Filesize in bytes (can be odd)
Ghost in the Shell (MagDemo03: GITSDEMO\S01\*.FAC)
000h N*18h File List (18h-bytes each)
... 18h File List end marker (zerofilled)
... .. File Data
000h 1 Filename Checksum (sum of bytes at [001h..00Dh])
001h 1 Filename Length (excluding ending zeroes) (eg. 8, 9, 10, 12)
002h 0Ch Filename ("FILENAME.EXT", zeropadded if less than 12 chars)
00Eh 2 Unknown (2000h) (maybe attr and/or ending zero for filename)
010h 4 Filesize in bytes (can be odd)
014h 4 Offset (increasing, 4-byte aligned)
Oddworld: Abe's Exodus (MagDemo17: ABE2\*.LVL)
Oddworld: Abe's Exodus (MagDemo21: ABE2\*.LVL and nested .IDX files)
000h 4 Header Size in bytes (2800h) (can be MUCH bigger than needed)
004h 4 Zero
008h 4 ID "Indx"
00Ch 4 Zero
010h 4 Number of Files (N) (CEh) (can be zero=empty in .IDX files)
014h 4 Header Size/800h (05h)
018h 4 Zero
01Ch 4 Zero
020h N*18h File List
... .. Zeropadding to end of Headersize
... .. File Data area
000h 0Ch Filename ("FILENAME.EXT", zeropadded if shorter)
00Ch 4 Offset/800h
010h 4 File Size/800h
014h 4 File Size in bytes
IDX files use the same File List entry format as LVL, but the offsets
seem to refer to an external file with corresponding name, for example:
cdrom:\ABE2\CR.LVL\CR.IDX ;directory info
cdrom:\ABE2\CR.MOV ;external data (the .MOV being a .STR video)
XXX: That's not tested/verified, and not implemented in no$psx file viewer.
Monkey Hero (MagDemo17: MONKEY\BIGFILE.PSX and nested .PSX files)
000h 4 Unknown (6)
004h 4 Total Filesize (1403800h)
008h 2 Unknown, Alignment? (800h)
00Ah 2 Number of Files, excluding zerofilled File List entries (ACh)
00Ch 4 Header Size (1800h)
010h 4 Unknown, Entrysize? (18h)
014h 4 Unknown, Entrysize? (18h)
018h N*18h File List (can contain unused zerofilled entries here and there!)
... .. File Data area
000h 10h Filename ("FILENAME.EXT", zeropadded)
010h 4 File Offset in bytes (800h-byte aligned, unusorted/not increasing)
014h 4 File Size in bytes
NHL Faceoff '99 (MagDemo17: FO99\*.KGB and nested *.PRM *.TMP *.ZAM)
NHL Faceoff 2000 (MagDemo28: FO2000\*.KGB, Z.CAT, and nested *.PRM and *.TMP)
000h 4 ID "KGB",00h
004h 4 Number of Files (N)
008h (4) Number of Files negated (-N) ;<-- optional, not in LITESHOW.KGB
... N*18h File List
... (..) CBh-padding to alignment boundary (only if align=800h)
... .. File Data area
000h 10h Filename ("FILENAME.EXT", terminated by 00h, padded with CDh)
010h 4 File Size in bytes
014h 4 File Offset (800h-byte or 1/4-byte? aligned)
Syphon Filter 1 (MagDemo18: SYPHON\SUBWAY.FOG) (4Mbyte, namelen=10h)
000h 4 Unknown (80000001h)
004h 4 Offset/800h to Final Padding area
008h 8 Zerofilled
010h N*18h File List
... (..) CDh-padding to 800h-byte alignment boundary
... .. File Data area
... 800h Some text string talking about "last-sector bug"
... 40BEh Final Padding area (CDh-filled)
000h 10h Filename ("FILENAME.EXT", terminated by 00h, padded with CDh)
010h 4 File Offset/800h (increasing)
014h 4 File Size/800h
Centipede (MagDemo23: ARTFILES\*.ART)
000h 0Fh ID ("Art", zeropadded) ;\
00Fh 1 Type or so ("?") ; sorts of File List entry
010h 4 Number of entries plus 1 (N+1) ; for root folder
014h 4 Total Size in bytes (can be odd) ;/
018h N*18h File List
... ... File Data area
File List entries:
000h 0Fh Filename ("FILENAME", zeropadded)
00Fh 1 Type/extension or so ("X" or "D")
010h 4 File Offset (unaligned, increasing)
014h 4 File Size in bytes (can be odd)
Unknown if this can have child folders (maybe in similar form as the root folder entry).
Sheep Raider (MagDemo52: SDWDEMO\*.SDW)
Sheep Raider (MagDemo54: SDWDEMO\*.SDW)
000h 4 Unknown (301h)
004h 4 Zero (0)
008h 4 Number of files (N)
00Ch N*18h File List
... .. Zeropadding to 800h-byte boundary
... .. File Data area
File List entries:
000h 4 Offset (800h-byte aligned, increasing)
004h 4 Filesize in bytes
008h 1 Unknown (01h)
009h 0Fh Filename ("FILENAME.EXT",00h, plus garbage padding)
Texsize is 6900Eh, but should be 6900Ch = 200h*1A4h*2+0Ch
Filesize is 6A000h, but should be 69014h = 200h*1A4h*2+14h
Wing Commander III (*.LIB)
000h 2 Number of Files (C9h)
002h N*18h File List
... (..) Padding to 800h-byte boundary (if any, eg. in MOVIES.LIB)
... .. File data area (800h-byte aligned, or unaligned)
File List entries:
000h 4 Filesize in bytes
004h 4 Offset (increasing, 800h-byte aligned, or unaligned)
008h 10h Filename ("filename.ext", zeropadded)
Largo Winch - Commando SAR (LEVELS\*.DCF)
000h 4 ID "DCAT"
004h 4 Number of Entries
008h N*18h File List
... .. Zerofilled (padding to 800h-byte boundary)
... .. File Data area
File List entries:
000h 10h Filename ("FILENAME.EXT", terminated by 00h, plus garbage padding)
010h 4 Filesize in bytes
014h 4 Offset (increasing, 800h-byte aligned)
Policenauts (NAUTS\*.DPK)
000h 4 ID "FRID"
004h 4 Always E0000000h
008h 4 Always 800h (...maybe alignment)
00Ch 4 Number of Entries (N)
010h 4 Header Size (N*18h+20h, plus padding to 800h-byte boundary)
014h 4 Always 18h (...maybe entry size)
018h 8 Zerofilled
020h N*18h File List
... .. Zerofilled (padding to 800h-byte boundary)
... .. File Data area
File List entries:
000h 0Ch Filename ("FILENAME.EXT", zeropadded if shorter)
00Ch 4 Offset (increasing, 800h-byte aligned)
010h 4 Filesize in bytes
014h 4 Unknown (checksum? random?)
Actua Ice Hockey 2 (Best Sports Games Ever (demo), AH2\GAMEDATA\*.MAD)
000h N*18h File List
... .. File Data area (directly after File List, without end-code)
Note: There is no file-list end-marker (instead, the Offset in 1st File
entry does imply the end of File List).
File List entries:
000h 10h Filename ("FILENAME.EXT", zeropadded)
010h 4 Offset (increasing, 4-byte aligned, or unaligned for TXT files)
014h 4 Filesize in bytes (or weird nonsense in SFX.MAD)
SFX.MAD has nonsense Filesize entries (eg. 164h for a 15150h-byte file).
FACES.MAD contains only one TIM file... but as 3Mbyte junk appended?
RINKS.MAD and TEAMS.MAD start with 0Dh,0Ah,1Ah followed by 4Mbyte junk.
MISCFILE.MAD contains several nested .mad files.
MISCFILE.MAD\panfont.mad\*.txt --> starts with FF,FE --> that's 16bit Unicode?
Muppet Monster Adventure (MagDemo37: MMA\GAMEDATA+WORLDS*\*.INF+WAD)
INF:
000h N*18h File List
WAD:
000h .. File Data area
000h 4 File Offset/800h in .WAD file
004h 4 File Size in bytes
008h 10h Filename ("FILENAME.EXT", zeropadded)
Army Men Air Attack 2 (MagDemo40: AMAA2\*.PCK)
000h 4 Number of entries (N)
004h N*18h File List
... .. Zeropadding to 800h-byte boundary
... .. File Data area
File List entries:
000h 10h Filename ("FILENAME.EXT", zeropadded)
010h 4 Fileoffset (800h-byte aligned, increasing)
014h 4 Filesize in bytes
Mort the Chicken (MagDemo41: MORT\*.PPF and .TPF)
000h 2 Type (31h=TPF with TIMs, 32=PPF with PMDs)
002h 2 Number of entries (N) (can be 0=None, eg. STAGE*\MORT.PPF)
004h 4 File List Size (N*18h)
008h 4 Header Size (always 14h)
00Ch 4 Data area Size (Filesize-14h-N*18h)
010h 4 Data area Offset (14h+N*18h)
014h N*18h File List
... .. File Data area
File List entries:
000h 10h Filename ("FILENAME.EXT", zeropadded)
010h 4 Filesize in bytes
014h 4 Fileoffset (from begin of Data area, increasing)
Hot Wheels Extreme Racing (MagDemo52: US_01293\VEHICLES\*.CAB)
000h 4 ID "BACR" (aka RCAB backwards)
004h 4 Number of entries (N)
008h N*18h File List
... .. File Data area
File List entries:
000h 10h Filename ("FILENAME.EXT", zeropadded)
020h 4 Offset (from begin of Data area, increasing, 4-byte aligned)
024h 4 Filesize in bytes (can be odd)
Entrysize=19h
WAD Format (Wipeout 2097)
PSX Wipeout 2097, cdrom:\WIPEOUT2\SOUND\SAMPLES.WAD:\.vag
PSX Wipeout 2097, cdrom:\WIPEOUT2\TRACK*\TRACK.WAD:\.*
PSX Wipeout 3 (MagDemo25: WIPEOUT3\*)
000h 2 Number of files
002h N*19h Directory Entries for all files
... .. Data for all files (without any alignment, in same order as above)
000h 10h Filename (ASCII, can be lowercase), terminated by 00h, plus garbage
010h 4 Filesize in bytes ;\maybe compressed/uncompressed, or rounded,
014h 4 Filesize in bytes ;/always both same
018h 1 Unknown (always 00h)
Entrysize=1Ch
Command & Conquer, Red Alert (MagDemo05: RA\*) FAT/MIX/XA
000h 4 Number of entries with location 0=MIX (M=65h)
000h 4 Number of entries with location 1=XA (X=1)
008h M*1Ch File List for location 0=MIX
... X*1Ch File List for location 1=XA
000h 10h Filename (terminated by 00h, padded with garbage)
010h 4 Offset/800h in DATA.MIX or Offset/930h DATA.XA file (increasing)
014h 4 Filesize in bytes
018h 4 File Location (0=DATA.MIX, 1=DATA.XA)
Syphon Filter 2 (MagDemo30: SYPHON\TRAIN.FOG) (2.8Mbyte, namelen=14h)
000h 4 Unknown (80000001h)
004h 4 Offset/800h to Final Padding area
008h 8 Zerofilled
010h N*1Ch File List
... (..) CDh-padding to 800h-byte alignment boundary
... .. File Data area
... 3394h Final Padding area (CDh-filled)
000h 14h Filename ("FILENAME.EXT", terminated by 00h, padded with CDh)
014h 4 File Offset/800h (increasing)
018h 4 File Size/800h
v1 (Syphon Filter 1) has filename_len=10h (and filelist_entrysize=18h)
v2 (Syphon Filter 2) has filename_len=14h (and filelist_entrysize=1Ch)
Note: The FOG archive in Syphon Filter 2 demo version does contain some empty dummy files (with intact filename, but with offset=0 and size=0).
Entrysize=20h
Colony Wars (MagDemo02: CWARS\GAME.RSC)
Colony Wars Venegance (MagDemo14: CWV\GAME.RSC, 8Mbyte)
000h 4 Number of Files
004h N*20h File List
... 10h File List End: Name (zerofilled)
... 4 File List End: Offset (total filesize, aka end of last file)
... 0Ch File List End: Padding (zerofilled)
... .. File Data area
000h 10h Filename ("FILENAME.EXT", terminated by 00h, padded with garbage)
010h 4 File Offset in bytes (increasing, 4-byte aligned)
014h 0Ch Padding (garbage) (usually 800F68A0h,800F68A0h,800F68A0h)
WarGames (MagDemo14: WARGAMES\*.DAT)
000h 4 Number of Files (1C3h)
004h N*20h File List
... .. Zeropadding to 800h-byte boundary
... .. File Data area
000h 10h Filename ("FILENAME.EXT", zeropadded, sorted alphabetically)
010h 4 File Offset/800h (unsorted, not increasing)
014h 4 File Size in bytes
018h 4 File Size/800h
01Ch 4 Zero
Running Wild (MagDemo15: RUNWILD\*.BIN)
000h N*20h File List
... 4 File List End Offset/800h (end of last file)
... 4 File List End Size (zero)
... 18h File List End Name (zerofilled)
... .. Padding to 800h-byte boundary (each 20h-byte: 01h, and 1Fh zeroes)
... .. File Data
000h 4 Offset/800h (increasing)
004h 4 Filesize in bytes
008h 18h Filename ("FILENAME.EXT" or ":NAME" or ":NAME:NAME", zeropadded)
CDROM File Compression Z (Running Wild)
Test Drive Off-Road 3 (MagDemo27: TDOR3\TDOR3.DAT)
About same as the other Test Drive games, but with shorter filenames.
000h N*20h File List (1920h bytes used; with padding: 5800h bytes in total)
... .. Zeropadding to Headersize (5800h)
... .. File Data area
File List entries:
000h 18h Filename ("FILENAME.EXT" or "PATH\FILENAME.EXT", zeropadded)
018h 4 Filesize in bytes
01Ch 4 File (Offset-Headersize)/800h
Tiny Tank (MagDemo23: TINYTANK\*.DSK)
000h 4 ID ("TDSK") ;\
004h 4 Number of Files (1Bh) ; Directory
008h N*20h File List ;/
... 4 1st File Size (same as Size entry in File List) ;\File Data area
... .. 1st File Data ; (each file os
... 4 2nd File Size (same as Size entry in File List) ; preceeded by
... .. 2nd File Data ; a size entry)
... .. etc. ;/
File List entries:
000h 10h Filename ("FILENAME.EXT", zeropadded)
010h 4 File Size in bytes
014h 4 Unknown (35xxxxxxh..372xxxxxh)
018h 4 Unknown (3724xxxxh) (Timestamp maybe?)
01Ch 4 File Offset in bytes (increasing, 4-byte aligned)
MAG 3 (MagDemo26: MAG3\MAG3.DAT, 7Mbyte)
000h N*20h File List (B60h bytes)
... .. Zeropadding to 800h-byte boundary
... .. File Data area (files are AAh-padded to 800h-byte boundary)
File List entries:
000h 4 Filesize in bytes
004h 2 File Offset/800h (16bit) (increasing)
006h 1Ah Filename ("FILENAME.EXT" or "PATH\FILENAME.EXT", zeropadded)
Play with the Teletubbies (MagDemo35: TTUBBIES\*.RES)
000h 2 Zero (0000h)
002h 2 Number of Files (N)
004h 4 Data Base (N*20h+10h)
008h 4 Unknown (20h) ;-maybe File List entry size?
00Ch 2 Unknown (10h) ;\maybe filename length and/or header size?
00Eh 2 Unknown (10h) ;/
010h N*20h File List
... .. File Data area
000h 4 Zero
004h 4 File Offset (increasing, 4-byte aligned, relative to Data Base)
008h 4 File Size in bytes (can be odd)
00Ch 4 Zero
010h 10h Filename ("FILENAME.EXT", zeropadded)
Mat Hoffman's Pro BMX (old demo) (MagDemo39: BMX\FE.WAD+STR) (uncompressed)
Mat Hoffman's Pro BMX (new demo) (MagDemo48: MHPB\FE.WAD+STR) (compressed)
WAD:
000h N*20h File List
STR:
000h .. File Data (MagDemo39: 4.5Mbyte, MagDemo48: compressed/2.8Mbyte)
File List entries:
000h 14h Filename ("FILENAME.EXT", zeropadded)
014h 4 Offset in bytes, 4-byte aligned, in STR file
018h 4 Filesize, compressed (always rounded to multiple of 4 bytes)
01Ch 4 Filesize, decompressed (zero when not compressed)
- end flag is processed immediately (instead of after the block)
- blocktype is only 1bit wide (instead of 2bit)
- stored blocks have plain 16bit len (without additional 16bit inverse len)
CDROM File Compression ZIP/GZIP/ZLIB (Inflate/Deflate)
Instead of "tinf_uncompress", use the function below:
bmx_tinf_style_uncompress(dst,src)
tinf_init() ;init constants (needed to be done only once)
@@lop:
if tinf_getbit()=0 then goto @@done ;end flag, 1bit
if tinf_getbit()=0 then ;blocktype, 1bit
tinf_align_src_to_byte_boundary()
len=LittleEndian16bit[src], src=src+2 ;get len (without inverse len)
for i=0 to len-1, [dst]=[src], dst=dst+1, src=src+1, next i ;uncompressed
else
tinf_decode_dynamic_trees(), tinf_inflate_compressed_block() ;compressed
gpto @@lop
@@done:
ret
Entrysize=28h
Demo Menu, PlayStation Magazine Demo Disc 03-54, MENU.FF
Used on most PlayStation Magazine Demo Discs (Disc 03-54, except Disc 01-02)
Used on PlayStation Underground 3.1 (and maybe other issues)
Used on Interactive CD Sampler Disc Volume 10 (maybe others, but not Vol 4,5)
000h 4 Number of entries (eg. 20h or 28h)
004h N*28h File List
... .. Garbage padding to 800h-byte boundary
... .. File Data
... .. Huge zeropadding to 200000h or 2EE000h (2048Kbyte or 3000Kbyte)
000h 20h Filename (terminated by 00h, padded with... looks like garbage)
020h 4 Size/800h
024h 4 Offset/800h (increasing)
Test Drive 4 (MagDemo03: TD4.DAT) (headersize=2000h, used=0...h)
Test Drive 5 (MagDemo13: TD5.DAT) (headersize=3000h, used=1EF8h)
Demolition Racer (MagDemo27: DR\DD.DAT) (headersize=5000h, used=2328h)
This is used by several games, with different Headersizes (2000h or 3000h or
5000h), with Offsets relative to the Headersize. To detect the Headersize, skip
used entries, skip following zeropadding, then round-down to 800h-byte boundary
(in case the 1st file contains some leading zeroes).
000h N*28h File List (less than 0C00h bytes used in TD4 demo)
... .. Zeropadding to Headersize (2000h or 3000h or 5000h)
... .. File Data
000h 20h Filename ("PATH\FILENAME.EXT", zeropadded)
020h 4 Size in bytes
024h 4 (Offset-Headersize)/800h (increasing)
CDROM File Compression RNC (Rob Northen Compression)
Gekido (MagDemo31: GEKIDO\GLOBAL.CD)
0000h N*28h File List
21C0h ... Unknown random gibberish? (23h,E8h,0Ch,1Dh,79h,C5h,24h,...)
4000h ... File Data area
000h 1Ch Filename ("\PATH\FILENAME.EXT;0", zeropadded)
01Ch 4 Filesize in bytes
020h 4 Fileoffset in bytes (4000h and up, increasing)
024h 4 Filechecksum (32bit sum of all bytes in the file)
Team Buddies (MagDemo37: BUDDIES\BUDDIES.DAT\* and nested *.BND files)
000h 4 ID "BIND"
004h 4 Number of files (N)
008h N*28h File List
... .. File Data area
000h 20h Filename ("\FILENAME.EXT", zeropadded)
020h 4 File Offset (increasing, 4-byte aligned) ;\see note
024h 4 File Size in bytes (always a multiple of 4) ;/
size=((filesize+3) AND not 3) ;size entry for curr file (plus 3)
offs=((filesize+4) AND not 3)+offs ;offs entry for next file (plus 4 !!!)
JumpStart Wildlife Safari Field Trip (MagDemo52: DEMO\DATA.DAT)
000h 4 Number of entries (N)
004h 4 Number of entries (same as above)
008h 4 Number of entries (same as above)
00Ch 4 Number of entries (same as above)
010h N*28 File List
... .. Zeropadding to 800h-byte boundary
... .. File Data area
File List entries:
000h 20h Filename ("\PATH\FILENAME.EXT", zeropadded)
020h 4 Offset/800h, from begin of Data area (increasing)
024h 4 Filesize in bytes
Entrysize=34h
Army Men: Air Attack (MagDemo28: AMAA\PAK\*.PAK)
000h 4 Number of Files
004h N*34h File List
... .. Zeropadding to 4000h
4000h .. File Data area
File List entries:
000h 10h Filename ("FILENAME.EXT", zeropadded)
010h 4 Filesize in bytes ;\always both same, always
014h 4 Filesize in bytes ;/both multiple of 800h
018h 4 Zero
01Ch 4 Type (07h..1Ah)
020h 4 Subtype (00h..01h)
024h 10h Zero
07h.0 .TIM (*.TIM)
07h.01h .TIM (HUD_*.TIM)
08h.0 .TIM (PSTART.TIM)
09h.0 .TIM (FONT.TIM)
0Ah.0 .SFX
0Eh.0 .MBL
10h.0 .ATR
11h.0 .RLC
13h.0 .AST
15h.0 .SCD
16h.0 .TXT (PAUSED.TXT)
17h.0 .TXT (OBJECT*.TXT)
18h.0 .BIN
1Ah.0 Misc (.3DO=TIM, .V=TXT, and TERRAIN.CLP .HI .LIT .MAP .PAT .POB .TER)
Entrysize=40h
Ninja (MagDemo13: NINJA\CUTSEQ\.WAD and NINJA\WADS\.WAD)
000h 4 Number of Files (N)
004h 4 Size of File Data area (SIZ) (total filesize-8-N*40h)
008h N*40h File List
... SIZ File Data area
File List entries:
000h 4 Filesize in bytes
004h 4 Fileoffset in bytes (zerobased, from begin of File Data area)
008h 38h Filename, zeropadded
You Don't Know Jack (MagDemo23: YDKJ\RES\*.GLU)
You Don't Know Jack 2 (MagDemo41: YDKJV2\\.GLU)
000h 4 ID ("GLUE")
004h 4 Unknown (always 400h)
008h 4 Number of Files (N)
00Ch 4 Header Size (40h+N*40h)
010h 30h Zerofilled
040h N*40h File List
... .. Garbage padding to alignment boundary
... .. File Data area
File List entries:
000h 20h Filename ("FILENAME.EXT", zeropadded)
020h 4 File Offset in bytes (increasing, 800h-byte aligned)
024h 4 File Size in bytes
028h 2 File ID Number 1 (eg. 1-71 for C01.GLU-C71.GLU)
02Ah 2 Unknown (random, checksum, ?)
02Ch 4 File ID Number 2 (eg. increasing: 1, 2, 3)
030h 10h Zerofilled
The files do start on alignment boundaries, but there is no alignment padding after end of last file.
Entrysize=60h
Army Men Air Attack 2 (MagDemo40: AMAA2\.PCK\.PAK)
000h 4 Number of entries (N)
010h N*60h File List
... .. Zeropadding to 2000h
2000h .. File Data area
File List entries:
000h 4 Timestamp? (BFxxxxh..C0xxxxh) (or zero, in first file)
004h 4 Unknown (always 421C91h)
008h 4 Unknown (200h or 60200h)
00Ch 4 Filesize (uncompressed)
010h 4 Filesize (compressed, or 0 when not compressed)
014h 4 File Checksum (sum of all bytes in uncompressed file data)
018h 4 Unknown (random 32bit value?)
01Ch 10h Filename ("FILENAME.EXT", zeropadded)
02Ch 4 Zerofilled
030h 4 Unknown (0 or 1 or 8)
034h 4 File Type (see below)
038h 8 Zerofilled
040h 4 Offset MSBs (Fileoffset-2000h)/800h ;\increasing, 4-byte aligned
044h 4 Offset LSBs (Fileoffset AND 7FFh) ;/(or zero when filesize=0)
048h 18h Zerofilled
Most of the files are SCRATCH compressed:
CDROM File Compression LZ5 and LZ5-variants
There are also several uncompressed files (eg. VERSION.V, *.SFX, and many of the TERRAIN.* files).
Entrysize=90h
Grind Session (MagDemo33: GRIND\SLIP.GRV)
Grind Session (MagDemo36: GRIND\SLIP.GRV)
Grind Session (MagDemo42: GRIND\SLIP.GRV)
Grind Session (MagDemo45: GRIND\SLIP.GRV)
000h 4 ID (A69AA69Ah)
004h 4 Number of files (N)
008h N*90h File List
... .. File Data area
File List entries:
000h 80h Filename ("DATA\FILENAME.EXT",00h, plus CDh-padding)
080h 4 File Offset in bytes (increasing, 4-byte aligned)
084h 4 File Size in bytes
088h 8 Unknown (random/checksum?)
Variable Entrysize
HED/WAD
Used by Spider-Man (MagDemo31,40: SPIDEY\CD.HED and CD.WAD)
Used by Spider-Man 2 (MagDemo52: SPIDEY\CD.HED and CD.WAD)
Used by Tony Hawk's Pro Skater (MagDemo22: PROSKATE\CD.HED and CD.WAD)
Used by Apocalypse (MagDemo16: APOC\CD.HED and CD.WAD) ;with PADBUG
Used by MDK (Jampack Vol. 1: MDK\CD.HED and CD.WAD) ;without ENDCODE
Used by Mat Hoffman's Pro BMX (old demo) (MagDemo39: BMX\BMXCD.HED+WAD)
000h .. File Entries (see below)
... (1) End code (FFh) (if any, not present in MDK)
000h .. Filename (ASCII, terminated by 00h, zeropadded to 4-byte boundary)
... 4 Offset in CD.WAD (in bytes, usually 800h-byte aligned)
... 4 Filesize (in bytes)
Dance UK (DATA.PAK)
000h 4 Number of Files (N) (1ADh)
004h 4 Unknown (7) (maybe HeaderSize/800h, same as first Offset/800h ?)
008h 4 Unknown (1430h = 14h+N*0Ch, same as first Name pointer)
00Ch 4 Unknown (1430h = 14h+N*0Ch, same as first Name pointer)
010h 4 Unknown (1430h = 14h+N*0Ch, same as first Name pointer)
014h N*4 Name List (pointers to name strings, 1430h and up) 6B4h bytes
... N*4 Size List (filesize in bytes) 6B4h bytes
... N*4 Offset List (Offset/800h) 6B4h bytes
... N*var Name Strings (ASCII strings, "folder\filename.ext",00h)
... .. Zerofilled (padding to 800h-byte boundary)
... .. File Data area
Kula Quest / Kula World / Roll Away (*.PAK)
000h 4 Number of Files (N)
004h N*8 File List (2x32bit entries: Offset, Size) (unaligned, can be odd)
... N*4 File Name Offsets
... N*var File Name Strings ("FILE NN",0Ah,00h)
... .. Garbage-padding to 4-byte boundary
... (4) Optional extra garbage? ("MON " in ATLANTFI.PAK, MARSFI.PAK, etc.)
... .. File Data area (ZLIB compressed, starting with big-endian 789Ch)
Largo Winch - Commando SAR (NTEXTURE\.GRP and LEVELS\.DCF\*.CAT and *.GRP)
000h 4 ID (12h,34h,56h,78h) (aka 12345678h in big endian)
004h 4 Header Size (offset to File Data area)
008h 4 Number of Entries (can be 0=None, eg. LEVELS\LARGO07.DCF\Z16.CAT)
00Ch N*var Name List (Filenames in form "FILENAME.EXT",00h)
... .. Zeropadding to 4-byte boundary
... N*4 Size List (Filesizes in bytes)
... .. File Data area
Jackie Chan Stuntmaster (RTARGET\GAME.GCF and LEV*.LCF)
000h 4 Number of files (N) (3..EBh) (big-endian)
004h N*Var File List (list size is implied in first file offset)
... .. Zeropadding to 800h-byte boundary
... .. File Data area
File List entries:
000h 4 File Type (ascii, .LLN .TXI .TPG .RCI .RCP .WDB .PCI .PCP .BLK)
004h 4 File Size (can be odd) (big-endian)
008h 4 File Offset (increasing, 800h-byte aligned) (big-endian)
00Ch 4 Extra Size (0 or 4 or 8) (big-endian)
010h .. Extra Data (if any) (32bit number, or "TEXTURES")
Syphon Filter 1 (MagDemo18: SYPHON\.HOG, SYPHON\SUBWAY.FOG\.HOG,SLF.RFF)
Syphon Filter 2 (MagDemo30: SYPHON\.HOG, SYPHON\TRAIN.FOG\.HOG,SLF.RFF)
000h 4 Timestamp? (36xxxxxxh=v1?, 38xxxxxxh=v2?, other=SLF.RFF)
004h 4 Number of Files (N)
008h 4 Base for Offset List (always 14h)
00Ch 4 Base for String Table (v1=N*4+14h, or v2=N*4+18h)
010h 4 Base for File Data (end of String Table plus align 4/800h/920h)
014h N*4 Offsets to File(s) (increasing, first=0, relative to above [010h])
... (4) v2 only: End Offset for Last File (HOG filesize minus [010h])
... .. String Table (filename list in form of "FILENAME.EXT",00h)
... .. Zeropadding to 4-byte or 800h-byte boundary
... .. File Data area
v1 has [0Ch]=N*4+14h (without end-of-last-file entry; use end=total_size)
v2 has [0Ch]=N*4+18h (and does have end-of-last-file entry)
v1 has STR files in ISO filesystem (not in HOG archives)
v2 has STR files in MOVIES.HOG (with [10h]=920h and [14h and up]=sectors)
v1/v2 has [10h]=data base, aligned to 4 or 800h
v1/v2 has [14h and up] in BYTE-offsets, relative to base=[10h]
v1/v2 uses HOG format in .HOG files also in SLF.RFF
v1/v2 has further .RFF files (but that aren't in HOG format)
v2 MOVIE.HOG has [10h]=920h (which is meant to mean base="after 1st sector")
v2 MOVIE.HOG has [14h and up] in SECTOR-units, with base="after 1st sector"
v2 SLF.RFF does contain two HOG archives badged together (plus final padding)
v2 has some empty 0-byte .HOG files (at least so in demo version)
Electronic Arts 32bit BIGF archives
000h 4 ID "BIGF" (normal case, all big-endian, 4-byte aligned) ;\
ID "BIGH" (with [04h]=little-endian instead big-endian) ;
ID "BIG4" (with 40h-byte alignment padding instead 4-byte) ;
004h 4 Sum of Header+Filesizes (excluding Padding's!) (big-endian) ; Header
008h 4 Number of entries (N) ;11h (big-endian) ;
00Ch 4 Size of Header (including File List) ;11Fh (big-endian) ;
010h .. File List ;/
... .. Padding to 1/4/8-byte boundary (optional, before each file) ;\Data ... .. File Data ;/
000h 4 Offset in bytes (increasing, often 4/8-byte aligned) (big-endian)
004h 4 Size in bytes (can be odd, but often rounded to 4-byte) (big-endian)
008h .. Filename (ASCII, terminated by 00h) ;variable length
Note: Filenames can be empty ("",00h) (eg. in WCWDEMO\ZSOUND.BIG)
Used by FIFA - Road to World Cup 98 (MOP*.BK*, Z4TBLS.BIG\.t, ZMO*.BIG\.viv)
Used by Fifa 2000 (Best Sports demo: FIFADEMO\.BIG, *.SBK, and nested .viv)
Used by Need for Speed 3 Hot Pursuit (*.VIV)
Used by WCW Mayhem (MagDemo28: WCWDEMO\.BIG) (odd filesizes & nameless files)
This is reportedly also used for various other Electronic Arts games for PC, PSX, and PS2 (often with extension *.BIG, *.VIV).
Reportedly also "BIGH" and "BIG4" exist:
http://wiki.xentax.com/index.php/EA_BIG_BIGF_Archive
Other Electronic Arts file formats (used inside or alongside big archives):
https://wiki.multimedia.cx/index.php/Electronic_Arts_Formats_(2) - BNK etc
Electronic Arts 24bit C0FB archives
000h 2 ID C0FBh (C0h,FBh) (big-endian) ;\
002h 2 Size of Header-4 (00h,15h) (big-endian) ; Header
004h 2 Number of Files (00h,01h) (big-endian) ;
006h .. File List ;/
019h .. Padding to 4-byte boundary? ;-Padding
01Ch .. File Data ;-Data
... 4 "CRCF" ;\
... 4 Unknown (0C,00,00,00) (chunk-size little-endian?) ; Footer
... 4 Unknown (3B,2E,00,00) (checksum maybe?) ;/
000h 3 Offset in bytes (increasing) ;(big-endian, 24bit)
004h 3 Size in bytes ;(big-endian, 24bit)
008h .. Filename (ASCII, terminated by 00h) ;variable length
Used by Sled Storm (MagDemo24: ART\ZZRIDER.UNI, with 8 files insides)
Destruction Derby Raw (MagDemo35: DDRAW\*.PTH+.DAT, and nested therein)
PTH File:
000h N*var File List
DAT File:
000h .. File Data area
000h .. Filename ("FILENAME.EXT",00h) (variable length)
... 4 File Size in bytes (can be odd)
... 4 File Offset in bytes in DAT file (increasing, unaligned)
Caution: The whole .DAT file can be compressed: If the sum of the filesizes in PTH file does exceed the size of the DAT file then assume compression to be used (normally, the top-level DATs are uncompressed, and nested DATs are compressed).
CDROM File Compression PCK (Destruction Derby Raw)
SnoCross Championship Racing (MagDemo37: SNOCROSS\SNOW.TOC+.IMG)
TOC:
000h N*var File List
IMG:
000h .. File Data area
000h .. Filename ("DATA\FILENAME.EXT",00h) (variable length)
... 4 File Offset (increasing, 800h-byte aligned, in .IMG file)
... 4 File Size in bytes
Note: The archive contains somewhat corrupted TGA's:
TGA[10h..11h] = 08h,08h ;bpp=8 (okay) and attr=8 (nonsense)
TGA[10h..11h] = 10h,01h ;bpp=16 (okay) and attr=1 (okay) but it's yflipped
CDROM File Archives with Offset and Size
Crash Team Racing (retail: BIGFILE.BIG, and MagDemo30/42: KART\SAMPLER.BIG)
000h 4 Zero
004h 4 Number of Files (260h)
010h N*8 File entries
... .. Zeropadding to 800h byte boundary
... .. File Data
000h 4 Fileoffset/800h (increasing)
004h 4 Filesize in bytes
MDEC v2 STR's (file 1E1h..1F8h,1FAh)
TIM textures (file 01FBh..0200h and others)
empty files (file 01F9h and others)
small archives with named entries (file B5h,124h,125h,126h and others)
stuff with date string and names (file 253h,256h)
there seem to be no nested BIG files inside of the main BIG file
Black Matrix (*.DAT)
000h 4 Number of files (N) (eg. 196h)
004h 4 Unknown (always 0Bh) (maybe sector size shift?)
008h N*4 File List
... .. Zeropadding to 800h-byte boudary
... .. File Data
000h 2 Offset/800h (increasing)
002h 2 Size/800h (can be zero)
Charumera (*.CVF)
000h N*4 File List
... .. Zeropadding to 800h-byte boundary
... .. File Data area
File List entries:
000h 1 Size/800h (8bit)
001h 3 Offset/800h (24bit, increasing)
Vs (MagDemo03: THQ\*) has .CDB archives
000h N*8 File List
... .. Zeropadding to 800h-byte boundary
... .. File Data
... .. Garbage padding (can be several megabytes tall)
000h 2 Offset/800h (increasing)
002h 2 Size/800h (same as below, rounded up to sector units)
004h 4 Size in bytes
Some CDB archives have garbage padding at end of file: BIN.CDB (2Kbyte), CSEL.CDB (80K), DISPLAY.CDB (70K), MOT.CDB (10648Kbyte). Maybe that's related to deleted files in the Vs demo version and/or to updating the CDB archives with newer/smaller content, but without truncating the CDB filesize accordingly.
Monster Rancher (MagDemo06: MR_DEMO\*.OBJ)
Deception III Dark Delusion (MagDemo33: DECEPT3\K3_DAT.BIN)
Star Trek Invasion (MagDemo34: STARTREK\STARTREK.RES)
Similar as .CDB archives (but with 32bit offset, and without duplicated size).
000h N*8 File List
... 4 File List end marker (00000000h)
... .. Garbage padding to 800h-byte boundary
... .. File Data
000h 4 Offset/800h (increasing)
004h 4 Size in bytes (often zero; for unused file numbers)
Einhander (MagDemo08: BININDEX.BIN/BINPACK0.BIN/BINPACK1.BIN)
000h X*4 File List for BINPACK0.BIN ;\
... .. Zeropadding ; BINPACK0
410h .. Unknown (some/all of it looks like garbage) ;/
800h Y*4 File List for BINPACK1.BIN ;\
... .. Zeropadding ; BINPACK1
C10h .. Unknown (some/all of it looks like garbage) ;/
000h 2 Offset/800h in BINPACK0.BIN or BINPACK1.BIN
002h 2 Size/800h
SO98 Archives (NBA Shootout '98, MagDemo10: SO98..*.MDL *.TEX *.ANI *.DAT)
Resembles .BZE (in terms of duplicated size entry).
000h 4 Number of Files
004h 4 Size of File Data area (total filesize-N*0Ch-8)
008h N*0Ch File List
... .. File Data area
000h 4 Offset (zerobased, from begin of File Data area)
004h 4 Size in bytes
008h 4 Size rounded to mutiple of 4-bytes
.MDL contains whatever (and empty 0-byte files)
.TEX contains .TIM
.ANI contains whatever
Gran Turismo 1 (MagDemo10: GT\*.DAT) GT-ARC
Gran Turismo 1 (MagDemo15: GT\*.DAT) GT-ARC
Gran Turismo 2 (GT2.VOL\arcade\arc_fontinfo) GT-ARC
000h 0Ch ID "@(#)GT-ARC",00h,00h
00Ch 2 Content Type (8001h=Compressed, 0001h=Uncompressed)
00Eh 2 Number of Files (eg. 0Fh)
010h N*0Ch File List
... .. File Data area
File List entries:
000h 4 Offset in bytes (increasing, unaligned)
004h 4 Compressed File Size (can be odd) ;\both same when uncompressed
008h 4 Decompressed File Size ;/(ie. when [00Ch]=0001h)
CDROM File Compression GT-ZIP (Gran Turismo 1 and 2)
O.D.T. (MagDemo17: ODT\*.LNK and ODT\RSC\NTSC\ALLSOUND.SND and nested LNK's)
Barbie Explorer (MagDemo50: BARBIEX\*.STR and nested therein)
000h 4 Number of Files (N)
004h N*8 File List
... .. File Data area
000h 4 Offset in bytes (increasing, 1/4-byte? aligned)
004h 4 File Size in bytes (usually N*4, TXT's in ODT are padded as so)
Note: The PADBUG archives in Final Fantasy VIII (FF8) are very similar (but have a different alignment quirk).
Bust A Groove (MagDemo18: BUSTGR_A\.DFS and BUSTGR_B\.DFS) (DFS)
Bust-A-Groove 2 (MagDemo37: BUSTAGR2\BUST2.BIN\*) (main=DF2 and child=DFS)
Same as in O.D.T. with extra "DFS_" ID at start of file.
000h 4 ID "DFS_" (with align 4) or "DF2_" (with align 800h)
004h 4 Number of Files (N)
008h N*8 File List
... .. File Data area
File List entries:
000h 4 Fileoffset in bytes (4-byte or 800h-byte aligned, increasing)
004h 4 Filesize in bytes (can be odd, eg. in BUSTGR_A\SELECT.BPE\*)
CDROM File Compression BPE (Byte Pair Encoding)
The game does also use .DBI files (which contain filenames and other strings, whatever what for).
Monaco Grand Prix Racing Simulation 2 (MagDemo24: EXE\\.SUN)
Same as DFS, but with Total Filesize instead of "DFS_".
000h 4 Total used filesize (excluding zeropadding to 2EE000h)
004h 4 Number of Files (N)
008h N*8 File List
... .. File Data area
... (..) In some files: Zeropadding to 2EE000h (3072Kbytes)
000h 4 Offset (increasing, 4-byte aligned, see note)
004h 4 Filesize in bytes (can be odd in Monaco)
If (Size AND 3)=0 then NextOffset=Offset+Size ;Align4
If (Size AND 3)>0 then NextOffset=Offset+Size+Align800h ;Align800h
Namely, Monaco has files with Size=3BC5h.
Rollcage (MagDemo19: ROLLCAGE\SPEED.IMG) (2Mbyte)
Rollcage Stage II (MagDemo31: ROLLCAGE\SPEED.IDX+SPEED.IMG) (3Kbyte+9Mbyte)
Sydney 2000 (MagDemo37: OLY2000\DEMO.IDX+DEMO.IMG) (1Kbyte+2Mbyte)
Rollcage 1 uses a single IMG file that contains both directory and data:
000h 4 Header offset (0) ;\
004h 4 Header size (10h+N*10h) ; this seems to be a File List entry
008h 4 Header size (10h+N*10h) ; for the header itself
00Ch 4 Zero ;/
010h N*10h File List ;-File List for actual files
... .. Zeropadding to 800h-byte boundary
... .. File Data area
Number of files is "IMG[04h]/10h" (minus 1 for excluding the header itself)
The other titles have seaparate IDX and IMG files for directory and data:
SPEED.IDX = Directory (N*10h bytes File List with offsets into SPEED.IMG)
SPEED.IMG = File data
Number of files is "Filesize(SPEED.IDX)/10h"
000h 4 Fileoffset in bytes (800h-byte aligned, increasing)
004h 4 Filesize in bytes
008h 4 When compressed: GT20 Header [004h] (decompressed size)
When uncompressed: Same as filesize
00Ch 4 When compressed: GT20 Header [008h] (overlap, usuallly 3, or 7)
When uncompressed: Zero
CDROM File Compression GT20 and PreGT20
Ultimate 8 Ball (MagDemo23: POOL.DAT) (5.5Mbyte)
000h 4 Number of Entries
004h N*0Ch File List
... .. Zeropadding to 800h-byte boundary
... .. File Data area
File List entries:
000h 4 Unknown (random/checksum?)
004h 4 File Offset (800h-byte aligned, increasing)
008h 4 File Size in bytes
BIGFOOL - 3D Baseball (BIGFILE.FOO)
000h N*0Ch File List (154h entries)
... N*4 Filename Checksums (?) (154h entries)
... .. Zerofilled (padding to 800h-byte boundary)
... .. File Data area
000h 4 Number of entries (including the 1st entry itself)
004h 4 Offset/800h (always 0, relative from begin of directory)
008h 4 Type (always 3=Directory)
000h 4 For Files: Size in bytes, for Directories: Number of entries
004h 4 Offset/800h (from begin of current directory, increasing)
008h 4 Type (0=File, 3=Directory)
Spec Ops - Airborne Commando (BIGFILE.CAT and nested CAT files therein)
000h 4 File ID (always 01h,02h,04h,08h)
004h 4 Maybe Version? (always 01h,00h,01h,00h)
008h 4 Header Size (18h+N*8+ArchiveNameLength) ;eg. 4ECh
00Ch 4 Sector Alignment (can be 4 or 800h)
010h 4 Number of Files (N) ;eg. 99h
014h 4 Length of Archive Name (including ending 00h)
018h N*8 File entries (see below)
... .. Archive Name, ASCII, terminated by 00h ;eg. "bigfile.dir",00h
... .. Zeropadding to Sector Alignment boundary
... .. File Data
000h 4 Fileoffset (with above Sector Alignment) (increasing)
004h 4 Filesize in bytes
nested CAT archives (file 07h,0Ch,11h,16h,1Bh,20h,25h,etc)
empty files (file 3Eh,5Ah-5Fh,62h-67h,etc)
MDEC v2 STR's (file 95h-96h)
XA-ADPCM's (inside of nested CAT, in file94h\file*)
Hot Shots Golf 2 (retail: DATA\F0000.BIN, MagDemo31/42: HSG2\MINGOL2.BIN)
The DATA directory is 13800h bytes tall. But, the PSX kernel supports max 800h
bytes per ISO directory (so the kernel can only see the first 33 files in that
directory). The game isn't actually trying to parse the ISO directory entries,
instead, it's using the 2800h-byte offset/size list in F0000.BIN to access the
directory content:
0000h+N*4 1 Sector MM in BCD ;\based at 00:06:00 for file 0
0001h+N*4 1 Sector SS in BCD ; (unused files are set to 00:00:00)
0002h+N*4 1 Sector FF in BCD ;/
0003h+N*4 1 Size MSB in hex (Size/800h/100h)
2000h+N 1 Size LSB in hex (Size/800h AND FFh)
2800h (..) Data area for file 001h..590h (demo version only)
Sector 000ADh SCUS_944.76 ;exefile ;\
Sector 00130h SYSTEM.CNF ; iso root folder
Sector 00131h DATA (sub-folder, 27h sectors) ;/
Sector 00158h (padding) ;-padding to 00:06:00
Sector 001C2h DATA\F0000.BIN ;file 000h ;\
Sector 001C7h DATA\F0001.BIN ;file 001h ;
... ; iso data folder
Sector 00B54h DATA\F0032.BIN ;file 020h ;
Sector 00B9Bh DATA\F0033.BIN ;file 021h ; ;\files exceeding the 800h
... ... ; ; directory size limit, not
Sector 1A0C9h DATA\F1907.BIN ;file 773h ;/ ;/accessible via PSX kernel
Sector 1AAF1h DUMMY.BIN ;-iso root folder (padding)
Sector 07148h HSG2\MINGOL2.BIN ;file 000h..590h ;demo binary files
Sector 0AC1Dh HSG2\MINGOL2X.BIN ;file 76Ch ;demo streaming file(s)
Sector 0B032h HSG2\SCUS_944.95 ;exefile ;demo exe file
Threads of Fate (MagDemo33: TOF\DEWPRISM.HED+.EXE+.IMG)
The demo version uses "Virtual Sectors" in HED+EXE+IMG files. Apart from that,
the format is same as for the "Hidden Sectors" in retail version:
CDROM File Archives in Hidden Sectors
WWF Smackdown (MagDemo33: TAI\.PAC\, and nested therein)
These "PAC " files are found in the main archives (which use a separate archive
format, with ID "DPAC").
000h 4 ID ("PAC ") ;\
004h 4 Number of files (N) ; Header
008h N*8 File List ;/
... .. File Data area ;-Data area
000h 2 File ID (inreasing, but may skip numbers, ie. non-linear)
002h 3 File Offset (increasing, relative to begin of Data area)
005h 3 File Size
Tyco R/C Racing (MagDemo36: TYCO\MAINRSRC.BFF)
000h 4 Unknown (1)
004h 4 Filelist Offset (800h)
008h 4 Filelist Size (N*8+4) (7ACh)
... .. Padding to 800h-byte boundary (see note)
800h 4 Number of files (N) (F5h)
804h N*8 File List
... .. Padding to 800h-byte boundary (see note)
... .. File Data area
000h 4 File Offset in bytes (increasing, 800h-byte aligned)
004h 4 File Size in bytes
Step 1: Zeropadding to 200h-byte boundary (first 0..1FFh bytes)
Step 2: Garbagepadding to 800h-byte boundary (last 0..600h bytes)
Team Buddies (MagDemo37: BUDDIES\BUDDIES.DAT)
000h 2 ID ("BD")
002h 2 Number of files (N)
004h N*8 File List
... .. Zeropadding to 3000h
3000h .. File Data area
000h 4 File Offset/800h (increasing)
004h 4 File Size in bytes
Gundam Battle Assault 2 (DATA\*.PAC, and nested therein)
000h 4 ID ("add",00h)
004h 4 Fixed (4)
008h 4 Offset to File List (usually/always 20h)
00Ch 4 Number of Files (N)
010h 4 Fixed (10h)
014h 0Ch Zerofilled
020h N*10h File List
... .. File Data area
000h 4 Offset (increasing, 4-byte aligned) ;\or both zero
004h 4 Size (can be odd) ;/
008h 4 Unknown (0) (or 00h,10h,11h,20h,30h,40h when Offset/Size=0)
00Ch 4 Zero (0)
Incredible Crisis (MagDemo38: IC\*.CDB)
000h 4 Number of files (N)
004h N*4 File List
... .. Zeropadding to 800h-byte boundary
000h 2 File Offset/800h (increasing)
002h 2 File Size/800h
Ape Escape Sound Archive (MagDemo22:KIDZ\KKIIDDZZ.HED\DAT\1Bh-1Dh,49h-53h,..)
Ape Escape Sound Archive (MagDemo44:KIDZ\KKIIDDZZ.HED\DAT\1Bh-1Dh,4Fh-59h,..)
000h 5*4 File Sizes (can be odd) (can be 0 for 2nd and 5th file)
014h 5*4 File Offsets (28h and up, increasing by sizes rounded to N*10h)
028h .. File Data area (first file usually/always contains "SShd")
Ultimate Fighting Championship (MagDemo38: UFC\CU00.RBB)
0000h 4 ID "siff" ;\Header
0004h 4 Total Filesize (DADB1Ch) ;/
0008h 4 ID "RSRC" ;\
000Ch 4 String Size (70h) ; ASCII string
0010h 70h String "RC ver1.0 Copyright",...,00h ;/
0080h 4 ID "RIDX" ;\
0084h 4 File List Size (1F78h) (3EFh*8) ; Directory
0088h N*8 File List (Offset, Size1) ;/
2000h 4 ID "EXIX" ;\
2004h 4 Extended List Size (FBCh) (3EFh*4) ; Extended
2008h N*4 Extended List (Size2) ;/
2FC4h 4 ID "GAP0" ;\Alignment Padding
2FC8h 4 Padding Size (2Ch) ; (so that next chunk
2FCCh 2Ch Padding (1Ah-filled) ;/starts at boundary-8)
2FF8h 4 ID "RBB0" ;\
2FFCh 4 File Data area Size (DAAB1Ch) ; Data area
3000h .. File Data area ;/
000h 4 File Offset (increasing, 4-byte aligned, from ID "RBB0" plus 8)
004h 4 File Size in bytes (can be odd)
000h 4 File Size in bytes (always the same size as in RIDX chunk)
Ultimate Fighting Championship (MagDemo38: UFC\CU00.RBB\183h,37Bh..3EBh)
000h 4 ID "OIFF" ;\Header
004h 4 Total Filesize ;/
008h 4 ID "TIMT" or "ANMT" ;\
00Ch 4 Size (N*4) ; Directory Table
010h N*4 File List (offsets from begin of Data ID+8);/
... 4 ID "TIMD" or "ANMD" ;\
... 4 Data Area size (SIZ) (Filesize-18h-N*4) ; Data area
... SIZ Data Area ;/
E.T. Interplanetary Mission (MagDemo54: MEGA\MEGA.CSH+.BIN)
MEGA.CSH:
000h N*0Ch File List
MEGA.BIN:
000h .. File Data area
000h 4 Offset (in MEGA.BIN file, 800h-byte aligned, increasing)
004h 4 Unknown (32bit id/random/checksum/whatever)
008h 4 Filesize in bytes
Driver 2 The Wheelman is Back (MagDemo40: DRIVER2\SOUND\\)
000h 4 Number of entries (1 or more)
004h N*10h File List
... .. File Data area (.VB aka SPU-ADPCM)
File List entries:
000h 4 Offset from begin of Data area, increasing
004h 4 Filesize in bytes
008h 4 Unknown (0 or 1)
00Ch 4 Unknown (AC44h, 0FA0h, 2EE0h, 2710h, 2B11h, 3E80h, 1F40h, etc.)
Note: Above AC44h might 44100Hz, or just file number 44100 decimal?
Thrasher: Skate and Destroy (MagDemo27: SKATE\ASSETS\*.ZAL) (Z-Axis)
Dave Mirra Freestyle BMX (MagDemo36: BMX\ASSETS\*.ZAL) (Z-Axis)
Dave Mirra Freestyle BMX (MagDemo46: BMX\ASSETS\*.ZAL) (Z-Axis)
000h 4 ID (always 2A81511Ch)
004h 0Ch Zerofilled
010h 1 Unknown (1)
011h 1 Compression Flag for all files (00h=Uncompressed, 80h=Compressed)
012h 2 Number of files (bit0-13?=N, bit14=Unknown, can be set)
014h N*0Ch File List, 12 bytes/entry ;<-- when [11h]=00h=uncompressed
014h N*10h File List, 16 bytes/entry ;<-- when [11h]=80h=compressed
... .. File Data area
000h 4 File ID (usually 0=first, increasing) (or 0001h,7531h,7532h,...)
004h 4 Offset-10h in bytes (increasing, 4h-byte aligned)
008h 4 Filesize, uncompressed (can be odd)
00Ch (4) Filesize, compressed (can be odd) ;<-- exists only if compressed
CDROM File Compression ZAL (Z-Axis)
Speed Punks (MagDemo32: SPUNKS\*.GDF)
000h 4 ID "0FDG XSP" (aka PSX GDF0 backwards)
008h 4 Header Size (N*10h+10h)
00Ch 4 Number of files (N)
010h N*10h File List
... .. Zeropadding to 800h-byte boundary
... .. File Data area
File List entries:
000h 4 ID/Type ("MARV", "MARS", "MARD", "PMET", "COLR", "MROF")
004h 4 ID/Num (usually 1 SHL N, or all zero)
008h 4 Offset (800h-byte aligned, increasing)
00Ch 4 Size in bytes
Legend of Dragoon (MagDemo34: LOD\SECT\*.BIN, and nested therein)
000h 4 ID "MRG",1Ah
004h 4 Number of Files (eg. 0, 1, 2, 193h, 2E7h, or 1DBBh)
008h N*8 File List
... .. Padding to 800h-byte boundary (8Ch-filled) (not in nested MRG's)
... .. File Data area
File List entries:
000h 4 Offset/800h, or 4-byte aligned Offset/1 (increasing)
004h 4 Size (can be odd, and can be zero)
Size oddities:
Empty files in demo version have Size=0 and Offset=0.
Empty files in retail version have Size=0 and Offset=OffsetOfNextFile.
MRG archives can start or end with Empty files.
All files can be empty (eg. retail DRAGN0.BIN\1190h).
NumFiles can be zero (eg. retail DRAGN0.BIN\1111h, demo DRAGN0.BIN\10E2h).
Offset oddities:
SECT\*.BIN have Offset/800h
Nested MRGs have 4-byte aligned Offset/1
The two variants can be detected as:
if FirstOffset=(NumFiles*8+8) then NestedVariant
if FirstOffset=(NumFiles*8+8+7FFh) AND NOT 7FFh then RootVariant
Whereas, FirstOffset is the first NONZERO offset in file list (important
for demo version, which has archives that start with ZERO offsets).
RC Revenge (MagDemo37: RV2\BB\3.BBK and Retail: BB\\.BBK)
This does basically contain four large files (and four info blocks with info on
the content of those files).
000h 4 Random/Checksum?
004h 4 Faded ID (FADED007h)
008h 4 Part 1 Offset (Sound) (always E5Ch)
00Ch 4 Part 2 Offset (Texture) (when Type=01h: Offset-E5Ch)
010h 4 Part 3 Offset (?) (when Type=01h: Offset-E5Ch)
014h 4 Part 4 Offset (?) (when Type=01h: Offset-E5Ch)
018h 4 Type (10h or 20h=Normal) (or 01h=Special in BB\8\*.BBK)
01Ch B0Ch Part 1 Info (Sound) (when Type=01h: garbage-filled)
B28h 314h Part 2 Info (Texture)
E3Ch 14h Part 3 Info (?)
E50h 0Ch Part 4 Info (?)
E5Ch .. Part 1 Data (Sound, SPU-ADPCM data, if any)
... .. Part 2 Data (Texture data) (starts with BDEF1222h or BDEF1111h)
... .. Part 3 Data (?) ;\maybe map, models, and/or whatever
... .. Part 4 Data (?) ;/
01Ch 4 Random/Checksum?
020h 4 Faded ID (FADED007h)
024h 4 Part 1 Size (eg.7C7F0h)
028h 4 SPU Start Addr (1010h) (for data from file offset E5Ch)
02Ch 4 SPU Middle Addr (eg. 58F70h)
030h 4 SPU End Addr (eg. 7D800h) (start+size)
034h 2 Middle entry number (often 3Ch)
036h 2 Number of used entries-1 (eg. 50h means that 51h entries are used)
038h AF0h Sample List (100 entries, unused ones are zerofilled)
914h 214h Zerofilled (unused 1Ch-byte entries) (total is 1Ch*64h)
Sample List entries:
000h 4 SPU Offset (1010h and up) (SpuOffset=1010h is FileOffset=E5Ch)
004h 4 Sample Size in bytes
008h 4 Unknown (0)
00Ch 4 Unknown (0)
010h 4 Pitch (400h=11025Hz, 800h=22050Hz, 2E7h=8000Hz, 8B5h=24000Hz)
014h 4 Unknown (0 or 1)
018h 4 File ID (00001F08h and up)
B28h 4 Random/Checksum?
B2Ch 4 Faded ID (FADED007h)
B30h 4 Part 2 Size (N*16000h) ;Width=2C0h halfwords, Height=N*64
B34h 4 Zero (0h)
B38h 4 Some RAM Address (8010xxxxh)
B3Ch 4 Unknown (eg. 195h or E3h) ;same as at [DA4h]
B40h 4+4 VRAM Address X,Y (140h,0) ;maybe load target
B48h 4+4 VRAM Address X,Y (140h,0) ;maybe palette base?
B50h 4+4 VRAM Address X,Y (xx0h,Height-40h) ;often at/near end of used area
B58h 4 Unknown (eg. 1D0h or 1E0h)
B5Ch 4 Unknown (eg. 1Ah or 0Dh)
B60h 200h Some halfwords? (most are FFFFh, some are 0000h)
D60h 40h Zerofilled (0)
DA0h 4 Unknown (eg. 185h or E2h)
DA4h 4 Unknown (eg. 195h or E3h) ;same as at [B3Ch]
DA8h 9x10h Special Texpages (VramX,Y, SizeX,Y, StepX,Y, Flag/Type/Num or so?)
E38h 4 Some RAM Address (800Axxxxh)
E3Ch 4 Random/Checksum?
E40h 4 Faded ID (FADED007h)
E44h 4 Part 3 Size (eg. A9728h or 51264h)
E48h 4 RAM End Address (start+size) (eg. 801Fxxxxh) (near memtop)
E4Ch 4 RAM Start Address (end-size) (eg. 801xxxxxh)
E50h 4 Random/Checksum?
E54h 4 Faded ID (FADED007h)
E58h 4 Part 4 Size (usually 10CCCh) (or 105E0h in demo version)
CDROM File Archives with Offset
Below are archives that start with a simple Offset list. The DOT1 and DOTLESS
types are "standard" archives used by many PSX games (although the "standard"
was probably independently created by different developers).
DOT1 Archives (named after the ".1" extension in R-Types)
Used by various titles:
R-Types (CG.1, PR\PR.1, and nested inside CG.1)
Final Fantasy IX (nested inside FF9.IMG, FF9.IMG\DB, FF9.IMG\DB\DOT1)
Legend of Mana (*.EFF,*.SET,*.BTP(?) in folders SND*,SOUND,WM(?))
Witch of Salzburg (*.ANM/BIN/BSS/DAT/MDL/SCE)
Rayman (RAY\*.XXX, RAY\SND\*.ALL, and nested inside *.XXX)
Pandemonium II (JESTERS.PKG\0101\0008 and JESTERS.PKG\0101\000D)
Incredible Crisis (MagDemo38: IC\TAN_DAT.CDB\<DOTLESS>\<DOT1>\<SHIFTJIS>)
Various games on PlayStation Magazine Demo Discs (Disc 03-54)
000h 4 Number of Files (N) (eg. 2..18)
004h N*4 File List (offsets to each file, increasing, aligned)
... (4) Optional: Total filesize (aka end-offset for last list entry)
... .. Optional: Zeropadding to alignment boundary (when alignment>4)
... .. File Data
Align800h, no extra entry R-Types (CG.1 and PR\PR.1)
Align4, no extra entry R-Types (nested in CG.1), FF9 (in IMG, IMG\DB)
Align2, no extra entry Incredible Crisis (IC\TAN_DAT.CDB\*\*)
Align800h, with extra entry MLB 2000 (DATA.WAD)
Align10h, with extra entry Witch of Salzburg (*.ANM/BIN/BSS/DAT/MDL/SCE)
Align4, with extra entry Rayman (*.XXX, *.ALL)
The detection could go wrong, especially if the archive contains very few files, some of the nested DOT1's contain only one file (header "00000001h, 00000008h", without any further increasing offsets or padding). As workaround, accept such files only if they have a ".1" filename extension, or if they were found inside of a bigger DOT1, IMG, or DB archive.
Final Fantasy IX contains some DOT1's with fewer than few entries (the file being only 4-bytes tall, containing value NumEntries=00000000h).
NFL Gameday '98 (MagDemo04: GAMEDAY\*.FIL) (32bit) (with nested FIL's)
NFL Gameday '99 (MagDemo17: GAMEDAY\*.FIL) (32bit)
NFL Gameday 2000 (MagDemo27: GAMEDAY\*.FIL) (16bit and 32bit)
NCAA Gamebreaker '98 (MagDemo05: GBREAKER\*.FIL,*.BIN) (16bit and 32bit)
NCAA Gamebreaker 2000 (MagDemo27: GBREAKER\*.FIL) (16bit and 32bit)
FIL/32bit (with [02h]=FFFFh):
000h 2 Number of Files (N)
002h 2 ID for 32bit version (FFFFh=32bit entries)
004h N*4 File List (offsets to each file, increasing, 4-byte aligned)
... .. File Data
000h 2 Number of Files (N)
002h N*2 File List (offsets to each file, increasing, 4-byte aligned)
... .. Zeropadding to 4-byte boundary
... .. File Data
PreSizeDOT1 (Ace Combat 2) (retail and MagDemo01: ACE2.DAT\*)
Like DOT1, but with Total Filesize being oddly stored at begin of file.
000h 4 Total Filesize (aka end-offset for last list entry)
004h 4 Number of Files (N)
008h N*4 File List (offsets to each file, increasing, 4-byte aligned)
... .. File Data
DOT-T (somewhat same as DOT1, but with 16bit entries)
Armored Core (MagDemo02, AC10DEMP\*.T)
000h 2 Number of Files
002h N*2 File List (Offset/800h to file data, increasing)
... 2 Total Size/800h (end-offset for last file)
... .. Zeropadding to 800h-byte boundary
... .. File Data
DOTLESS Archive
Hot Shots Golf (MagDemo07: HSG\.DAT)
Hot Shots Golf 2 (retail: DATA\F0000.BIN\, MagDemo31/42: HSG2\MINGOL2.BIN\)
Starblade Alpha (FLT\.DAT, TEX\.DAT)
Incredible Crisis (MagDemo38: IC\TAN_DAT.CDB\<DOTLESS>)
000h N*4 Offsets to File data (increasing, usually 4-byte aligned)
... (4) Filesize (end-offset for last file) (only in Ape Escape)
... ... File Data
Also used by Ape Escape (MINIGAME\ included nested ones), the Ape Escape files
do have an end-marker with last-offset (that will appear as an empty 0-byte
file at end of list when not specifically handling it).
MINIGAME\MINI2\BXTIM.BIN does also have several 0-byte files inside of the file
list.
Twisted Metal: Small Brawl (MagDemo54: TMSB\SHL\*.TMS)
000h 4 Size of Data Area (total filesize minus 0D0h)
004h 4 Number of files
008h N*4 File List (zerobased offsets from begin of Data Area)
... .. Zeropadding to 0D0h
0D0h .. File Data Area
Ridge Racer Type 4 (MagDemo19: R4DEMO\R4.BIN, 39Mbyte)
Ridge Racer Type 4 (MagDemo21: R4DEMO\R4.BIN, 39Mbyte)
Basically, this is alike DOT1, but SECTOR numbers, and with extra entries...
000h 4 Number of Files (N) (3C9h)
004h N*4 File List (Offset/800h)
... 4 Total Size/800h ;<-- last offset
... 4 Unknown (00,E8,82,2E) ;<-- ??? maybe chksum*800h or so?
... .. Zeropadding to 800h-byte boundary
... .. File Data area
Legend of Legaia (MagDemo20: LEGAIA\PROT.DAT)
000h 4 Zero
004h 4 Number of Entries (4D3h)
008h N*4 File List (Offset/800h)
... 4 Total Size/800h (aka end Offset/800h of last file)
... .. Zeropadding to 800h-byte boundary
... .. File Data area
#define init_data 0 ;for file 0000h
#define gameover_data 1 ;for file 0001h
#define town01 3 ;for file 0003h
#define town0b 12 ;for file 000Ch
... ;...
#define other6 1222 ;for file 04C6h
#define other7 1228 ;for file 04CCh
Bloody Roar 1 (MagDemo06: BL\*.DAT)
Bloody Roar 2 (MagDemo22: ASC,CMN,EFT,LON,SND,ST5,STU\*.DAT)
000h 4 Number of Entries (N)
004h N*4 File List (Offset-(4+N*4), increasing) (or FFFFFFFFh=Unused entry)
... .. File Data area
CDROM File Compression GT20 and PreGT20
Note: Unused entries can occur anywhere, eg. Bloody Roar 2 CMN\SEL01.DAT does have both first and LAST entry marked as unused (FFFFFFFFh). Also, there may be a lot of unused entries, eg. Bloady Roar 1 CMN\TITLE00.DAT uses only 5 of 41h entries).
Klonoa (MagDemo08: KLONOA\FILE.IDX\*)
000h 4 ID "OA05"
004h N*4 Offset List (usually/always 5 used entries, plus zeropadding)
030h .. File Data area (usually/always starting at offset 30h)
C - The Contra Adventure (DATA\SND\*.SGG)
000h 4 ID "SEGG"
004h 4 Offset to .VH file
008h 4 Offset to .VB file
00Ch 4 Number of .SEQ files (N) (usually 6Eh, or 08h in MENU.SGG)
010h N*4 Offsets to .SEQ files (increasing, unaligned)
... .. SEQ files
... .. Padding to 4-byte boundary
... .. VH file
... .. VB file
Ninja (MagDemo13: NINJA\VRW\*.VRW)
000h 8 ID "VRAM-WAD" (here as archive ID, although same as compress ID)
004h N*4 File List (offsets to Data) ;NumFiles=(FirstOffset-8)/4
... .. Data (compressed .PAK files, which do ALSO have ID="VRAM-WAD")
CDROM File Compression LZ5 and LZ5-variants
The Next Tetris (MagDemo22: TETRIS\*) has PSX.BSE (and nested therein)
000h 4 Unknown (3)
004h 4 Total Size
008h 4 Number of Files (N) (max 40h, for max 40h*4 bytes in file list)
00Ch N*4 File List (increasing offsets, 800h-byte aligned)
... .. Unknown (looks like garbage padding for unused File List entries)
10Ch 6F4h 42h-filled padding to 800h-byte boundary
800h .. File Data area
Tactics Ogre (UBF*.BIN)
000h 8 Fixed (88h,0,0,0,0,0,0,0)
008h 4 Number of Files (eg. 1Dh or 585h, including last/end file)
00Ch N*4 File List (increasing offsets, 800h-byte aligned)
... .. Zeropadding to 800h-byte boundary
... .. File Data area
Spyro the Dragon (MagDemo12: SPYRO\PETE.WAD)
000h 4 Total Filesize (3E800h in Spyro)
004h N*8 File List (1B0h bytes in Spyro)
... .. Zeropadding to 800h-byte boundary
... .. File Data (4-byte aligned, despite of above 800h-byte hdr padding)
000h 4 Fileoffset (increasing, 4-byte aligned)
004h 4 File ID? (unsorted, not increasing, used range is 000h..1FAh)
CDROM File Archives with Size
Disney-Pixar's Monsters, Inc. (MagDemo54: MINC\*.BZE)
000h 4 Zero (0)
004h 4 Type/ID (27100h=160000, 2BF20h=180000, 30D40h=200000 decimal)
008h 4 Number of files
00Ch N*0Ch File List
... .. Zeropadding to 7FCh
7FCh 4 Checksum (32bit sum of SIGN-EXPANDED bytes at [000h..7FBh])
... .. File Data
000h 4 File Type/ID or so (roughly increasing, eg. 1,3,6,5,7,8,9,A,B)
004h 4 Filesize in bytes
008h 4 Filesize rounded up to multiple of 800h bytes
Bugs Bunny: Lost in Time (MagDemo25: BBLIT\*.BZZ) (without extra entry)
The Grinch (MagDemo40: GRINCH\*.BZZ) (with extra entry)
Resembles .BZE, but without the Type entry in Header.
000h 4 Fixed 1 (maybe version, or compression flag)
004h (4) Unknown (000xxxx0h) ;<-- Extra in The Grinch only (not Bunny)
... 4 Number of files
... N*0Ch File List
... .. Zeropadding to 7FCh
7FCh 4 Checksum (32bit sum of SIGN-EXPANDED bytes at [000h..7FBh])
... .. File Data
000h 4 File Type/ID or so (roughly increasing, eg. 1,2,3,6,5,7,8,9,A)
004h 4 Filesize in bytes (rounded to N*4 even if compressed data is less)
008h 4 Filesize rounded up to multiple of 800h bytes
CDROM File Compression BZZ
Note: The TIM files in Bugs Bunny and The Grinch BZZ archives consists of two TIMs badged together: A 4x4 pix dummy TIM, followed by the actual 512x125 pix TIM (in some cases followed some extra bytes at end of file?).
Jersey Devil .BZZ (MagDemo10: JD\*.BZZ)
Resembles .BZE, but without the Type entries in Header and File List, and
without Header checksum.
000h 4 Fixed 1 (maybe version, or compression flag)
004h 4 Number of files (4)
008h N*8 File List
... .. Zeropadding to 800h-byte boundary (without checksum, unlike .BZE)
... .. File Data
000h 4 Size in bytes
004h 4 Size rounded to multiple of 800h
CDROM File Compression BZZ
Jackie Chan Stuntmaster (RCHARS\*.RR)
NBA Basketball 2000 (MagDemo28: FOXBB\*.RR)
000h 2 ID ("PX")
002h 2 Unknown (1 or 3)
004h 4 Header Size (eg. 80h, 7C0h, or 1730h) (N*8+8)
008h N*8 File List
... .. Zeropadding to 800h-byte boundary
... .. File Data area
File List entries:
000h 4 Offset (increasing, 800h-byte aligned)
004h 1 Zero
005h 3 Filesize in bytes (24bit) (can be odd)
Bomberman World (MagDemo15: BOMBER\*.RC)
XXX detect this WITH extension=".RC" check before OBJ
(else type=1 could be mistaken as offs=1) (eg RC1\BP0*.RC)
000h N*8 File List
... 8 File List end (zerofilled)
... .. Garbage padding to 800h-byte boundary
000h 4 Filetype (see below)
004h 4 Filesize in bytes
00h = End of File List (at least so when Type and Size are both zero)
01h = .TIM
02h = Unknown
03h = Unknown
05h = .VH
06h = .VB
09h = Unknown
0Ah = .TIM (left half of a larger image) (right half has type 01h)
0Bh = Unknown
0Ch = Unknown
Mat Hoffman's Pro BMX (new demo) (MagDemo48: MHPB\BMXCD.HED+WAD)
This format is used by the NEW demo version on MagDemp48 (the OLD demo version
on MagDemo39 did use Spider-Man-style HED/WAD format with filenames).
HED:
000h 2 Number of entries (N)
002h N*6 File List
WAD:
000h ... File data (at 800h-byte aligned locations)
000h 3 File ID (24bit)
003h 3 File Size in bytes (21bit, max 2Mbyte) (upper 3bit=unused?)
Madden NFL 2000 (MagDemo27: MADN00\*.DAT and nested therein)
Madden NFL 2001 (MagDemo39: MADN01\*.DAT and nested therein)
000h 4 Header Size (N*SectorSize) (xxh, 800h, 1000h, 4800h, or 920h)
004h 4 Sector Size (4=ChildArchive, 800h=MainArchive, 920h=FMV/MADN00)
008h 4 File List entrysize (0=32bit, 1=16bit/MADN00, 4=16bit/MADN01)
00Ch N*2/4 File List (16bit or 32bit filesizes in bytes)
... .. Zeropadding to SectorSize boundary
... .. Files (with above sizes, each zeropadded to SectorSize boundary)
Unknown why the FMV file in MADN00 is using SectorSize=920h (it appears to be FORM2 related, although the file seems to be stored in FORM1 sectors, but the STR movie appears to work okay despite of the odd size).
Croc 2 (MagDemo22: CROC2\CROCII.DIR\FESOUND.WAD)
Disney's The Emperor's New Groove (MagDemo39:ENG\KINGDOM.DIR\FESOUND.WAD)
Disney's Aladdin in Nasira's Rev. (MagDemo46:ALADDIN\ALADDIN.DIR\FESOUND.WAD)
000h 4 Total Filesize-4
004h N*14h File List (2 entries in Croc2, 3 entries in Aladdin/Emperor)
... .. File Data area (SPU-ADPCM( (.VB files with leading zeroes)
File List entries: (Aladdin/Emperor) (Croc2)
000h 4 Sample Rate in Hertz (AC44h=44100Hz) (5622h=22050Hz)
004h 2 Sample Rate Pitch (1000h=44100Hz) (0800h=22050Hz)
006h 2 Unknown (7Fh) (32h)
008h 4 Unknown (1) (8)
00Ch 4 Unknown (1FC0001Fh) (40008Fh)
010h 4 Filesize (xxx0h) (xxx0h)
Dino Crisis 1 and 2 (PSX\DATA\*.DAT and *.DBS and *.TEX) ("dummy header")
000h 800h File List (with 10h or 20h bytes per entry)
800h .. File Data (each file is zeropadded to 800h-byte boundary)
Dino Crisis 1 --> always size 10h
Dino Crisis 2 --> usually size 20h
Dino Crisis 2 --> sometimes size 10h (eg. SC24.DAT, SC48.DAT, WEP_*.DAT)
File List entries, type 0 and 7:
000h 4 Type (0=Data (or .BS pictures), 7=CompressedData)
004h 4 Size
008h 4 RAM Addresss (80000000h..801FFFFFh)
00Ch 4 Zero
010h (10h) Zerofilled
File List entries, type 1 and 2 and 8:
000h 4 Type (1=Bitmap, 2=Palette, 8=CompressedBitmap)
004h 4 Size (see below Size Notes)
008h 2 VRAM Address X (0..3FFh)
00Ah 2 VRAM Address Y (0..1FFh) (or 280h in Dino 2 ST703.DAT)
00Ch 2 Width in halfwords (1..400h)
00Eh 2 Height (1..200h)
010h (10h) Zerofilled
File List entries, type 3 and 4:
000h 4 Type (3=VoiceHeader("Gian"), 4=VoiceData(SPU-ADPCM))
004h 4 Size
008h 4 SPU Address (0..7FFF0h)
00Ch 2 Unknown (0..7) ;\usually both same (or val1=0, val2>0)
00Eh 2 Unknown (0..7) ;/
010h (10h) Zerofilled
File List entries, type 5 (eg. ME*.DAT):
000h 4 Type (5=Unknown... maybe Midi-style or so)
004h 4 Size
008h 4 Load Address (0, or on next 4-byte boundary after previous file)
00Ch 2 Unknown (0..2) ;\always both same
00Eh 2 Unknown (0..2) ;/
010h (10h) Zerofilled
File List entries, type 6 and 9:
The EXE code does also accept type 6 and 9 (type 6 is handled same as
type 0, and type 9 is ignored), but the actual archives don't seem to
contain any files with those types.
File List entries, padding for unused entries:
000h 10h Type ("dummy header ")
010h (10h) Zerofilled
Bitmaps and Palettes can have following sizes:
Width*Height*2 ;normal case
Width*Height*2 + Align(1000h) ;eg. Dino Crisis 1 DOOR*.DAT
Width*Height*2 + Align(800h) ;eg. Dino Crisis 2 DOOR27.DAT
CompressedBitmaps can have following sizes in compressed form:
Less than Width*Height*2 ;normal case
Less than Width*Height*2 + 1000h ;eg. Dino Crisis 2 M_RESULT,ST002.DAT
CompressedBitmaps can have following sizes after decompression:
Width*Height*2 + 8 ;normal case
Width*Height*2 + Align(1000h?) + 8 ;eg. Dino Crisis 2 M_RESULT,ST002.DAT
Type 7 and 8 are using LZSS compression:
CDROM File Compression LZSS (Dino Crisis 1 and 2)
Apart from LZSS, Type 4 is using SPU-ADPCM compression, and some Type 0 files contain .BS compressed pictures (eg. Dino Crisis 2 PSX\DATA\ST*.DBS\*).
CDROM File Archives with Chunks
Chunk-based archives have chunk headers for each file, but don't have a central
directory. That's mainly useful when loading the whole archive to memory.
Interchange File Format (IFF)
IFF has been invented by Electronic Arts in 1985 on Amiga (hence using 2-byte
alignment and big-endian size values).
IFF does mainly define a standarized file structure for use with custom
group/chunk types (it does also define some Amiga-specific standard audio/video
types, but those are barely useful on PSX).
The files are starting with a Group Header, followed by Chunks:
Group Header:
000h 4 Group ID ("FORM") (or "LIST" or "CAT " or "PROP")
004h 4 Group Size-08h (SIZ) (filesize-8) (big-endian)
008h 4 Group Type (4-character ASCII) (should be an unique identifier)
00Ch SIZ-4 Chunk(s), and/or nested Group(s)
Chunk Format:
000h 4 Chunk Type (4-character ASCII) (meaning depends on Group Type)
004h 4 Chunk Size (SIZ) (big-endian)
00Ch SIZ Data (eg. .TIM, .VB, .VH or custom data)
... .. Zeropadding to 2-byte boundary
Used by Perfect Assassin (DATA.JFS\DATA\SCREEN1.LBM)
Used by Star Wars Demolition (MagDemo39,41: STARWARS\.EXP)
Used by Turbo Prop Racing (MagDemo11: RRACER\.IFF, except COURSE.IFF)
Used by Viewpoint (VIEW.DIR\.VCF,*.VCS,*.ST*) - some have wrong Size entry?
Used by Vigilante 8 (MagDemo09: EXAMPLE\.EXP)
Used by Wing Commander III (*.LIB\.IFF)
Bugs in Viewpoint: fonts\.vcf have correct Groupsize=Filesize-8, but screens\.vcf have incorrect Groupsize=Filesize-4, and streams\.vcf have weirdest random Groupsize=Filesize+(-04h,+08h,+14h,+5A0h).
Z-Axis little-endian IFF variant
Unlike real IFF, these are using little-endian, and don't have a Group Type
entry. There seem to be no nested FORMs. Alignment is kept as 2-byte.
Group Header:
000h 4 Group ID ("FORM" or "BODY")
004h 4 Group Size-08h (SIZ) (little-endian)
008h SIZ Chunk(s)
Chunk Format:
000h 4 Chunk Type (4-character ASCII)
004h 4 Chunk Size (SIZ) (little-endian)
00Ch SIZ Data
... .. Zeropadding to 2-byte boundary
ID "FORM" used by Dave Mirra Freestyle BMX (MagDemo36,46: BMX\ASSETS\.ZAL\)
ID "BODY" used by Colony Wars (MagDemo02: CWARS\GAME.RSC\.BND)
ID "BODY" used by Colony Wars Venegance (MagDemo14: CWV\GAME.RSC\.BND)
Alice in Cyberland little-endian IFF variant (.TPK)
Same as Z-Axis IFF variant, except Group IDs are different, and the Header
sizes are included in the Group/Chunk sizes.
Group Header:
000h 4 Group ID ("hTIX","hFNT","hMBD","hHBS")
004h 4 Group Size (total filesize) (little-endian)
... (8) Unknown extra (0,0,0,0,0Ch,0,0,0) ;<-- only in "hHBS" files
... .. Chunk(s)
Chunk Format:
000h 4 Chunk Type ("cCLT","cBIT","cSTR","cMAP","cIDX","cVAB","cSEQ")
004h 4 Chunk Size (SIZ) (little-endian)
00Ch SIZ-8 Data
... .. Maybe Zeropadding to boundary? (Chunk Size is always N*4 anyways)
ID "hFNT" used by Alice in Cyberland (ALICE.PAC\alice.tpk, juri.tpk, etc.)
ID "hMBD" used by Alice in Cyberland (ALICE.PAC\.FA2\.MBD)
ID "hHBS" used by Alice in Cyberland (ALICE.PAC\0x_xx.HBS)
Touring Car Championship (MagDemo09: TCAR\GAME\\.BFX)
Jarret & LaBonte Stock Car Racing (MagDemo38: WTC\\.BFX)
Contains several simple chunks:
000h 4 Chunksize in bytes (SIZ) (usually a multiple of 4)
004h SIZ Chunkdata (eg. .TIM file or other stuff)
Colony Wars Venegance (MagDemo14: CWV\GAME.RSC\VAG.WAD)
Colony Wars Red Sun (MagDemo31: CWREDSUN\GAME.RSC\0002\VAG_WAD)
Contains several simple chunks with filenames:
000h 0Ch Chunk Filename ("filename.ext", zeropadded if shorter)
00Ch 4 Chunk Data Size in bytes (SIZ)
010h SIZ Chunk Data (usually VAGp files, in VAG.WAD)
Red Sun VAG_WAD is a bit odd: The "extension" is _WAD instead .WAD, the chunk names include prefix "RedSun\", which leaves only 5 chars for the actual name, causig duplicated names like "RedSun\laser" (which were supposedly meant to be named laser1, laser2, laser3 or the like), and many of the Red Dun VAG files contain damaged 30h-byte VAG header entries, eg. zero instead of ID "VAGp").
Mat Hoffman's Pro BMX (new demo) (MagDemo48: MHPB\STILLS.BIN)
Contains .BS files in several chunks:
000h .. Chunk(s) (.BS files with extra header info)
... 4 End Marker (00000000h)
Chunk format:
000h 4 Chunk size (including whole chunk header)
004h 2 Bitmap Width (eg. F0h)
006h 2 Bitmap Height (eg. 80h)
008h 2 Data Size/4 (same as (Chunksize-0Ch-filenamelen)/4)
00Ah 2 MDEC Size/4 (same as at Data[0])
00Ch .. Filename (eg. "lsFact",00h or "bsRooftop1",00h) ;\filename field
... .. Filename Zeropadding to 4-byte boundary ;/
... .. Data (in BS v2 format) (MDEC Size/4, BS ID 3800h, etc.)
Ridge Racer (TEX*.TMS)
Ridge Racer Revolution (BIG*.TMS)
Ridge Racer Type 4 (MagDemo19+21: R4DEMO\R4.BIN\\)
000h 4 ID (100h)
004h .. Chunk(s)
... 4 Zero (Chunk Size=0=End)
... .. Optional zeropadding to 800h-byte boundary (in R4.BIN\*)
000h 4 Chunk Size (SIZ)
004h SIZ Chunk Data (TIM file) (note: includes 0x0pix TIMs with palette)
Jet Moto 2 (MagDemo03: JETMOTO2\*.TMS)
Twisted Metal 2 (MagDemo50: TM2\*.TMS)
Contains a fileheader and .TIM files in several chunks:
000h 8 ID "TXSPC",0,0,0 (aka CPSXT backwards)
008h 4 Timestamp? (32A5C8xxh)
00Ch 4 Number of Chunks (N) (can be 0=None, eg. TM2\SCREEN\ARROWS.TMS)
010h N*4 Unknown
... N*var Chunks
Chunk format:
000h 4 Chunk Size-4 (SIZ)
004h SIZ Chunk Data (TIM file)
Princess Maker - Yumemiru Yousei (BDY\*.BD and PM.*)
The BDY\*.BD files do simply contain several chunks:
000h .. Chunk(s)
000h .. Chunk(s) for 1st folder ;\Foldersizes are:
... .. Zeropadding to Foldersize-boundary ; 20000h (PM.DT0 and PM.PCC)
... .. Chunk(s) for 2nd folder ; 28000h (PM.MAP)
... .. Zeropadding to Foldersize-boundary ; 42000h (PM.SD0)
... .. etc. ;/
000h 4 Chunk ID (800000xxh)
004h 4 Chunk Size (size of Data part, excluding ID+Size)
008h .. Data
80000004h x(2),y(2),width(2),height(2) Bitmap 8bpp ;PM.PCC,MAP
80000005h w(2),h(2),zero(4) Array32bit(w,h) ;PM.MAP
80000006h x(2),width(2) Bitmap Palette ;PM.*
80000007h x(2),y(2),w(1),h(1),zero(2) Array8bit(w,h) ;PM.MAP
80000010h width(2),height(2),x(2),y(2) Bitmap 16bpp ;*.BD
80000012h zero(0) ? ;*.BD
80000014h x(2),y(2),width(2),height(2) Bitmap 4bpp ;PM.DT0
80000016h x(2),y(2),w(1),h(1),n(1),3Fh(1) BitmapArray4bpp(n*2) ;PM.DT0
80000018h ... ? ;PM.PCC
8000001Ah zero(8) ? ;PM.PCC
8000001Ch x(2),y(2),width(2),height(2) Bitmap 1bpp flags? ;*.BD
80000020h zero(8) Sound .SEQ file ;PM.SD0
80000021h zero(8) Sound .VH file ;PM.SD0
80000022h zero(8) Sound .VB file ;PM.SD0
80000024h x(2),zero(6) ? ;PM.DT0\4\0
00000000h Zeropadding to next folder Zeropadding ;PM.*
Project Horned Owl (COMDATA.BIN, DEMODATA.BIN, ROLL.BIN, ST*DATA.BIN)
000h .. Chunks
000h 1 Chunk Type (see below)
001h 3 Unknown (some flags or file ID, or zero in many files)
004h 4 Chunk Size (SIZ)
008h SIZ Chunk Data (eg. SEQ file)
02h unknown ST*.BIN
05h .TXT ROLL.BIN
05h LZ-compressed TIM DEMODATA.BIN, ST*.BIN (except ST1*.BIN)
06h DOT1 with stuff and TSQ?? ST*.BIN
07h .TMD DEMODATA.BIN, ST*.BIN (except ST1*.BIN)
08h unknown ST*.BIN
09h "PRM:" ST*.BIN
0Ah unknown ST*.BIN
0Bh DOT1 with stuff ST*.BIN (except ST1*.BIN) (odd: ST3*.BIN)
0Ch .SEQ ROLL.BIN, ST*.BIN
0Dh unknown COMDATA.BIN
0Eh unknown ST*.BIN
0Fh DOT1 with LZ-compressed TIMs ST*.BIN
10h DEFLATE-compressed TIM COMDATA.BIN, ROLL.BIN, ST*.BIN
11h DOT1 with stuff ST*.BIN
Note: Type=05h can be uncompressed TXT or compressed TIM.
07 00 00 00 xx xx 00 00 41 00 00 00 .. TMD Model ("A")
0C 00 00 00 xx xx 00 00 70 51 45 53 .. SEQ Midi ("pQES")
0E xx 00 00 08 00 00 00 xx xx xx xx .. Whatever in ST7DATA.BIN (see note)
10 01 00 00 24 28 00 00 EC 9B 7F 70 .. Deflated TIM in COMDATA.BIN
10 08 1A 00 30 0C 00 00 ED 58 4F 88 .. Deflated TIM in ROLL.BIN
ST7DATA.BIN has 2 chunks with Type=0Eh, followed by SEQ chunk at offset=20h.
CDROM File Compression HornedLZ
CDROM File Compression ZIP/GZIP/ZLIB (Inflate/Deflate)
The game's Inflate function does ignore the 2bit blocktype: All blocks must have dynamic trees (fixed trees and uncompressed blocks aren't supported).
Blaster Master (DATA\.IDX, DATA\.DAT)
DATA\GRP.IDX, DATA\MAP.IDX, DATA\SEQ.IDX DATA\VAB.IDX:
000h N*2 Chunk List (16bit Offset/800h to Part-1-Chunks in .DAT files)
... .. Zeropadding to 800h-byte boundary
Notes:
The Chunk List can contain zeroes (as first entry at offset 0, and as
unused entries; in VAB.IDX those can be followed by further USED entries).
For 2-part DAT files, the Chunk List contains offsets for Part 1 only.
000h 4 Chunksize/800h ;\
004h 4 Datasize in bytes ; Single
008h 4 Always 015A5A01h or 015A5A00h ; Part
00Ch 4 Always 2803h ; with
010h .. Midi data .SEQ file ; 1 file
... .. Zeropadding to 800h-byte boundary ;/
000h 4 Chunksize/800h ;\
004h 4 Size of .VH Voice Header in bytes ; Single
008h 4 Size of .VB Voice Binary in bytes ; Part
00Ch .. Voice Header .VH file ; with
... .. Zeropadding to 800h-byte boundary ; 2 files
... .. Voice Binary .VB file ;
... .. Zeropadding to 800h-byte boundary ;/
000h 4 Part 1 Chunksize/800h ;\
004h 4 Size of all TIM files in bytes (can be 0=None) ; Part 1
008h .. Texture data (several TIMs appended after each other) ;
... .. Zeropadding to 800h-byte boundary ;/
... 4 Number of Files (N) ;\
... 4 Part 2 Chunksize/800h ;
... N*8 File List ; Part 2
... .. Garbage-padding to 800h-byte boundary? ;
... .. File Data area (each file Garbage-padded to 800h-byte) ;
File List entries: ;
000h 4 File Type/ID ;
004h 4 Size in bytes ;/
The DAT chunks can be parsed without using the IDX file (the IDX can be helpful for quick lookup, but even then, one will still need to parse the DAT chunk headers to find the actual contents like TIM, SEQ, VB, VH files).
See also
CDROM File Archive Darkworks Chunks (Alone in the Dark)
CDROM File Archive Blue Chunks (Blue's Clues)
CDROM File Archive HED/CDF (Parasite Eve 2)
CDROM File Compression LZSS (Serial Experiments Lain)
CDROM File Compression SLZ/01Z (chunk-based compressed archive)
CDROM File Archives with Folders
There are several ways to implement folder-like directory trees:
- Using multiple archive files nested within each other
- Using filenames with path string (eg. "path\filename.ext")
Archives with Folders
CDROM File Archive HUG/IDX/BIZ (Power Spike)
CDROM File Archive TOC/DAT/LAY
CDROM File Archive WAD (Doom)
CDROM File Archive WAD (Cardinal Syn/Fear Effect)
CDROM File Archive DIR/DAT (One/Viewpoint)
CDROM File Archive HED/CDF (Parasite Eve 2)
CDROM File Archive IND/WAD (MTV Music Generator)
CDROM File Archive GAME.RSC (Colonly Wars Red Sun)
CDROM File Archive BIGFILE.DAT (Soul Reaver)
CDROM File Archive FF8 IMG (Final Fantasy VIII)
CDROM File Archive FF9 IMG (Final Fantasy IX)
CDROM File Archive GTFS (Gran Turismo 2)
CDROM File Archive Nightmare Project: Yakata
CDROM File Archive FAdj0500 (Klonoa)
See also: PKG (a WAD.WAD variant with folders)
Perfect Assassin (*.JFS)
Overall File Structure
JFS for root ;\
JFS for 1st folder ;\these are dupicated, ; header with complete list
JFS for 2nd folder ; also stored in below ; of all file/folder names
JFS for 3rd folder ; data area ;
etc. ;/ ;/
JFS for 1st folder, plus data for files in that folder ;\
JFS for 2nd folder, plus data for files in that folder ; data area
JFS for 3rd folder, plus data for files in that folder ;
etc. ;/
00h 4 ID "JFS",00h
04h 4 Size in bytes (for root: including nearby child JFS's)
08h 4 Number of file/folder entries in this folder (N)
0Ch N*14h File/Folder entries
00h 12 "FILENAME.EXT" (or zeropadded if shorter)
0Ch 4 Offset from begin of JFS in data area (without any alignment)
10h 4 Size in bytes, plus 00000000h=File
00h 12 "DIRNAME.EXT" (or zeropadded if shorter)
0Ch 4 Offset to child JFS in data area
10h 4 Offset to child JFS in header area, plus 80000000h=ChildFolder
Alone in the Dark The New Nightmare (FAT.BIN=Directory, and DATA.BIN=Data)
FAT.BIN:
00h 2 Number of folders (X) (43h)
02h 2 Number of files (Y) (8F0h)
04h 4 Unknown (1000h)
08h X*10h Directory Entry 0000h..X-1 (entry 0000h is named "ROOT")
.. Y*10h File Entry 0000h..Y-1
DATA.BIN:
00h .. File Data area
00h 8 Name (terminated by 00h if less than 8 chars)
08h 2 First Subdirectory number (0001h and up, 0000h would be root)
0Ah 2 Number of Subdirectories (0000h=None, if so above is usually 00FFh)
0Ch 2 First File number (0000h and up)
0Eh 2 Number of files (0000h=None, if so above is usually 00FFh)
00h 8 Name (terminated by 00h if less than 8 chars)
08h 4 Offset/800h to DATA.BIN
0Ch 4 Size in bytes (when compressed: decompressed size+02000000h)
CDROM File Compression Darkworks
The files include some TIM images, WxH images, binary files, and chunks:
CDROM File Archive Darkworks Chunks (Alone in the Dark)
Interplay Sports Baseball 2000 (MagDemo22: BB2000\* HOG.DAT and HOG.TOC)
HOG.TOC:
000h N*14h Folder/File List (starting with root folder)
HOG.DAT:
000h .. File Data (referenced from HOG.TOC)
000h 1 Type ("D"=Directory)
001h 8 Name ("FILENAME", zeropadded if shorter) (or "\" for root)
009h 3 Extension (usually zero for directories)
00Ch 4 Folder Offset/14h in .TOC file (aka 1st child file/folder index)
010h 4 Folder Size/14h (aka number of child files/folders)
000h 1 Type ("F"=File)
001h 8 Name ("FILENAME", zeropadded if shorter)
009h 3 Extension ("EXT", zeropadded if shorter)
00Ch 4 File Offset/800h in .DAT file (increasing)
010h 4 File Size in bytes
Tenchu 2 (MagDemo35: TENCHU2\VOLUME.DAT)
000h 4 Unknown (demo=A0409901h, us/retail=A0617023h)
004h 4 Unknown (0h)
008h 4 Number of files (F) (demo=B7h, us/retail=1294h)
00Ch 4 Number of folders (D) (demo=0Fh, us/retail=3Eh)
010h D*8 Folder List
... .. Zerofilled (padding to 800h-byte boundary)
800h F*10h File List
... .. Zerofilled (padding to 800h-byte boundary)
... .. File Data area
000h 4 Folder ID (Random, maybe folder name checksum?)
004h 4 First file number in this folder (0=first, increasing)
000h 4 File Offset/800h
004h 4 File Size in bytes
008h 4 Folder ID (same as Parent Folder ID in Folder List)
00Ch 4 File ID (Random, maybe file name checksum?)
Blasto (MagDemo10: BLASTO\BLASTO.DAT and BLASTO\BLASTO.LFS)
LFS:
000h N*18h File/Folder List
DAT:
000h .. File data
000h 10h Filename ("FILENAME.EXT", zeropadded)
010h 4 Offset in bytes, in BLASTO.DAT
014h 4 Size in bytes
000h 10h Foldername ("DIRNAME", zeropadded)
010h 4 Index to first child (at Offset=(-Index)*18h in BLASTO.LFS)
014h 4 Zero
000h 1 End marker, at end of root & child directories (00h or 80h)
001h 17h Unknown
Twisted Metal 4 (MagDemo30: TM4DATA\*.MR and *.IMG)
These are relative small archives with hundreds of tiny chunks (with registry
style Symbol=Value assignments), and a few bigger chunks (with .mod .vab .bit
.clt files).
000h 4 Fixed ID (CCCC0067h)
004h .. Root Folder (with Name="Root",00h,FDh,FDh,FDh)
Folder Chunk format:
000h 1 Length of Name (including 4-byte padding)
001h 1 Number of Child Folders
002h 2 Number of Child Files
004h .. Name ("name",00h, CDh-padded to 4-byte boundary; Root=FDh-padded)
... .. Child File(s)
... .. Child Folder(s)
File Chunk format:
000h 1 Length of filename (including 4-byte padding)
001h 1 Filetype (see below)
002h 2 Array Size (or FFFFh for non-array filetypes)
004h 4 Filesize (SIZ) (including 4-byte padding)
008h 4 Decompressed Size (or 0=Uncompressed)
00Ch .. Filename/Symbol ("name.ext",00h, CDh-padded to 4-byte boundary)
... SIZ Data/Value (CDh-padded to 4-byte boundary)
"AXEL.MR\display\resolution\r3\Groups\Combined_Polyset",1Ah,01h,04h,00h
"CALYPSO.MR\display\resolution\r3\Groups\Combined_Polyset",A8h,00h, CDh,CDh
Typ Size Expl.
02h var Text String (terminated by 00h, garbage-or-00h-padded to 4-byte)
03h 8 Misc (*.IMG\textures\*) ;\
03h 20h Misc (*.MR\display\resolution\r*\Groups\*) ; these are all
03h var Misc (*.MR\display\resolution\*List) ; filetype=03h
03h file Misc (*.MR\display\*.bit) (same as type=0Ch) ;/
04h 4 Numeric 32bit
05h 8 Numeric 4x16bit point (X,Y,Z,CDCDh)
06h file Model (*.mod) (DOTLESS archive with model data)
0Bh 4 Numeric 32bit repeat,light
0Ch file XYWH Bitmap/Palette (*.bit, *.clt) (in GAME.IMG, MENU\menu)
0Dh 4 Numeric 32bit delay
0Eh 4 Numeric 32bit color (maybe 24bit RGB plus 00h-padding?)
0Fh 10h Whatever 10h-byte "pos"
10h file Sony .VAB file (*.vab)
12h N*1 Array? (with Arraysize=0014h)
16h N*?? Array Text Strings (with Arraysize=0001h) (in MAIN.MR\worlds)
1Ah N*10h Array Guns,startpoints (RCCAR.MR\*, NEON.MR\world)
1Bh 4 Numeric 2x16bit (X,Y) (in MENU.MR)
1Ch N*4 Array lloc (in MENU.MR\menu\screens) (with Arraysize=04h or 1Fh)
25h 8 Whatever 8-byte (in GAME.MR\dualShock)
26h N*8 Array CollideArray (in GAME.MR\dualShock) (with Arraysize=4 or 6)
000h .. ZLIB compressed data (usually starting with big-endian 789Ch)
(compression is used for almost all files, except VERY small ones)
CDROM File Archive HUG/IDX/BIZ (Power Spike)
Power Spike (MagDemo43: POWER\GAME.IDX and .HUG)
POWER\GAME.HUG
000h .. File Data
000h 4 ID "HUGE"
004h 4 Checksum (sum of all bytes at [010h and up])
008h 4 Number of Folders (D) (87h)
00Ch 4 Number of Files (F) (F9h)
010h D*1Ch Folder List (Folder 0..D-1)
... F*18h File List (File 0..F-1)
000h 0Ch Folder Name ("DIRNAME", zeropadded)
00Ch 4 First Child File (or FFFFFFFFh=None)
010h 4 Number of Child Files (or 00000000h=None)
014h 4 First Child Folder (or FFFFFFFFh=None)
018h 4 Next Sibling Folder (or FFFFFFFFh=None)
000h 0Ch File Name ("FILENAME.EXT", zeropadded if shorter than 12)
00Ch 4 File Checksum (sum of all bytes in file added together)
010h 4 File Offset/800h in GAME.HUG
014h 4 File Size in bytes
The IDX/HUG archive contains many BIZ archives (and some TXT files).
Power Spike (MagDemo43: POWER\GAME.IDX\*.BIZ) (BIZ nested in IDX/HUG)
000h 4 ID "BIG!"
004h 4 Number of entries (N)
008h N*1Ch File List
... .. BIZ compressed File Data
000h 10h Filename (zeropadded)
010h 4 File Offset (increasing, unaligned, can be odd)
014h 4 File Size decompressed
018h 4 File Size compressed
CDROM File Compression LZ5 and LZ5-variants
The BIZ archive seems to be solely containing PSI bitmaps (even files in GAME.IDX\SOUND\MUSIC\*.BIZ do merely contain PSI bitmaps, not audio files).
CDROM File Archive TOC/DAT/LAY
Used in PSX Lightspan Online Connection CD (CD.TOC, CD.DAT, CD.LAY).
CD.TOC contains File/Folder entries
CD.DAT contains the actual File bodies
CD.LAY devkit leftover (list of filenames to be imported from PC to TOC/DAT)
File Entries
00h 4 Offset to next Sibling File/Folder/Final entry
04h 4 Filesize in bytes
08h 4 Filedata Offset/800h in CD.DAT
0Ch .. Filename (ASCII, terminated by 00h)
... .. Padding to 4-byte boundary (garbage)
Folder Entries (with Filesize=FFFFFFFFh)
00h 4 Offset to next Sibling File/Folder/Final entry
04h 4 Filesize (always FFFFFFFFh in Folder entries)
08h 4 Offset to first File/Folder in Child directory
0Ch .. Name of Child directory (ASCII, terminated by 00h)
... .. Padding to 4-byte boundary (garbage)
Final Entries (with Name="",00h and Filesize=FFFFFFFxh)
00h 4 Offset to next Sibling entry (00000000h=None)
04h 4 Filesize (FFFFFFFFh in child folders, FFFFFFFEh in root folder)
08h 4 Offset to first File/Folder in Parent directory (or to self for root)
0Ch 1 Empty Name ("",00h)
0Dh 3 Padding to 4-byte boundary (garbage)
CDROM File Archive WAD (Doom)
Doom, PSXDOOM\ABIN\.WAD and PSXDOOM\MAPDIR*\.WAD)
The .WAD format is used by Doom (for DOS, Jaguar, PSX, etc), various homebrew
Doom hacks, and some other developers have adopted the format and used .WAD in
other game engines.
000h 4 ID "IWAD" (or "PWAD" for homebrew patches, or "PACK" in A.D. Cop)
004h 4 Number of File List entries (N) (including final ENDOFWAD entry)
008h 4 Offset to Directory Area (filesize-N*10h)
00Ch .. File Data area
... N*10h File List
000h 4 Offset to file data (increasing by compressed size, 4-byte aligned)
004h 4 Filesize in bytes (uncompressed size) (zero in ENDOFWAD file)
008h 8 Filename (uppercase ASCII, zeropadded if less than 8 chars)
Folders
The directory can contain names like F_START, F_END, P1_START, P1_END with
filesize=0 to mark begin/end of something; that stuff can be considered as
subdirectories with 1- or 2-character names.
Notes: There are also regular files with underscores which are unrelated to
folders (eg. F_SKY01). There are also 0-byte dummy files (eg. MAP17 in first
entry MAP17.WAD). And there's a 0-byte dummy file with name ENDOFWAD in last
file list entry (at least, it's present versions with compression support).
LZSS Decompression
Compression is indicated by Filename[0].bit7=1. The compressed size is
NextFileOffset-FileOffset (that requires increasing offsets in File List,
including valid offsets for 0-byte files like F_START, F_END, ENDOFWAD).
@@collect_more:
flagbits=[src]+100h, src=src+1 ;8bit flags
@@decompress_lop:
flagbits=flagbits SHR 1
if zero then goto @@collect_more
if carry=0 then
[dst]=[src], dst=dst+1, src=src+1
else
disp=([src]*10h)+([src+1]/10h)+1, len=([src+1] AND 0Fh)+1, src=src+2
if len=1 then goto @@decompress_done
for i=1 to len, [dst]=[dst-disp], dst=dst+1, next i
endif
goto @@decompress_lop
@@decompress_done:
ret
More info: http://doomwiki.org/wiki/WAD
CDROM File Archive WAD (Cardinal Syn/Fear Effect)
.WAD files (Cardinal Syn/Fear Effect)
This format exists in two version:
Old format: Without leading Header Size entry (Cardinal Syn MagDemo03: SYN\*)
New format: With leading Header Size entry (eg. Fear Effect)
if [04h]*1Ch+8 >= [00h] then OLD version
000h (4) Header Size (including folder/type/file directories) (new version)
... 4 Number of Folders
... .. Folder List (root)
... .. Type Lists (for each folder)
... .. File Lists (for each folder\type)
... .. File Data (for each folder\type\file)
Folder List Entries:
000h 14h Folder name (ASCII, zeropadded)
014h 4 Offset to Type List
018h 4 Number of different Types in this folder
Type List Entries:
000h 4 Offset to file entries (of same type, eg. .TIM files)
004h 4 Number of file entries (of same type, eg. .TIM files)
008h 4 Sum of all Filesizes with that type
00Ch 4 Group Type (0000000xh)
File List entries (Files within Type list):
000h 14h Name (ASCII, terminated by 00h, plus garbage padding)
014h 4 Offset to File Data (seems 4-byte aligned... always?)
018h 4 File Type (000x00xxh)
01Ch 4 Filesize in bytes ;\maybe compressed/uncompressed, or rounded,
020h 4 Filesize in bytes ;/always both same
The Type List, Group Type and File Type stuff seems to have no function, apart
from faster look up (the types are also implied in the filename extension).
Except, Fear Effect .RMD .VB .VH have some unknown stuff encoded in File Type
bit16-19.
Group Type is usually 0 (except for .TIM .VB .VH .MSG .SPU .OFF).
The .TIM .VB .VH .SEQ files are using standard Sony file formats. The .PMD file
seems to be also Sony standard (except that it contains a 00000000h prefix,
then followed by the 00000042h PMD format ID).
Cardinal Syn Types
.BGD FileType=00000001h
.ANM FileType=00000003h
.TIM FileType=00000004h (GroupType=1)
.SP2 FileType=00000005h
.PMD FileType=00000007h
.MOV FileType=00000008h
.SPR FileType=0000000Ch
.PVT FileType=0000000Dh
.DB FileType=0000000Eh
.VH FileType=00000010h (GroupType=1) ;only in OLDER demo version MagDemo03
.VB FileType=00000011h (GroupType=1)
.MSG FileType=00000012h (GroupType=1) (actually, this is .TIM, too)
.KMD FileType=00000013h
.OC FileType=00000018h
.EMD FileType=00000019h
.COL FileType=0000001Bh
.CF FileType=0000001Ch
.CFB FileType=0000001Dh
.CL FileType=0000001Eh
.SPU FileType=0000001Fh (GroupType=1) ;added in newer demo version MagDemo09
.OFF FileType=00000020h (GroupType=1) ;added in newer demo version MagDemo09
.RCT FileType=00000021h ;added in newer demo version MagDemo09
Fear Effect Types
.TIM FileType=00000000h (GroupType=1)
.RMD FileType=000x0001h
.DB FileType=00000002h
.ANM FileType=00000003h
.SYM FileType=00000004h
.VB FileType=000x0008h (GroupType=1)
.SEQ FileType=00000010h
.BIN FileType=00000012h
.SFX FileType=00000013h
.VH FileType=000x0014h (GroupType=2)
.TM FileType=00000015h
.NRM FileType=00000017h
.WPD FileType=00000018h
CDROM File Archive DIR/DAT (One/Viewpoint)
DIR/DAT (One/Viewpoint)
Used by One (DATAFILE.BIN and DIRFILE.BIN)
Used by Viewpoint (VIEW.DAT and VIEW.DIR)
000h 60h Extension List (20h x 3-char ASCII, zeropadded if shorter than 3)
060h .. Root Directory (can contain folders and files)
... .. Child Directories (can contain files) (maybe also sub-folders?)
In Viewpoint: "...VCSVCFBINTXTVH.VB.STRST1ST2ST3......//..."
In One: "...VCTVCKSNDBINCPEINI..................//..."
000h 1 Length of Filename and Extension index
bit7-3 File Extension Index (0..1Fh = Offset I*3 in DIR file)
bit2-0 Filename Length-1 (0..7 = 1..8 chars)
001h .. Filename in 6bit chars (N*6+7/8 bytes = 1..6 bytes for 1..8 chars)
bit7-2 1st character, whole 6bit ;\1st byte
bit1-0 2nd character, upper 2bit (if any) ;/
bit7-4 2nd character, lower 4bit (if any) ;\2nd byte (if any)
bit3-0 3rd character, upper 4bit (if any) ;/
bit7-6 3rd character, lower 2bit (if any) ;\3rd byte (if any)
bit5-0 4th character, whole 6bit (if any) ;/
bit7-2 5th character, whole 6bit (if any) ;\4th byte (if any)
bit1-0 6th character, upper 2bit (if any) ;/
bit7-4 6th character, lower 4bit (if any) ;\5th byte (if any)
bit3-0 7th character, upper 4bit (if any) ;/
bit7-6 7th character, lower 2bit (if any) ;\6th byte (if any)
bit5-0 8th character, whole 6bit (if any) ;/
bitN-0 Zeropadding in LSBs of last byte ;-zeropadding
The 6bit characters codes are:
00h..09h="0..9", 0Ah..23h="a..z", 24h="_", 25h..3Fh=Unused
... 4 Filesize and End Flag
bit31 End of Directory Flag (0=Not last entry, 1=Last entry)
bit30-0 Filesize 31bit (or 0=Child Folder)
... 4 Offset and fixed bit
bit31 Unknown (always 1)
bit30-0 File Offset in DAT file (or Folder offset in DIR file)
CDROM File Archive Darkworks Chunks (Alone in the Dark)
Alone in the Dark The New Nightmare (FAT.BIN\*)
The files in FAT.BIN are using a messy chunk format: There's no clear ID+Size
structure. There are 7 different chunk types (DRAM, DSND, MIDB, G3DB, VRAM,
WEAP, HAND), each type requires different efforts to compute the chunk size.
VRAM Chunks (Texture/Palette) (in various files)
000h 4 ID "VRAM"
004h 4 With Tags (0=No, 1=Yes) (or "DRAM" when empty 4-byte chunk)
008h (4) Number of Tagged items (N) (0=None) ;\only when [4]=1
00Ch N*10h Tagged Item(s) ;/(not so in LEVELS\*\VIEW*)
... .. Scanline Rows(s)
... 4 End code (00000000h) (aka final Scanline Row with width=0)
Tagged Item(s) (IMG, LINE, GLOW, FLARE, BALLE, BLINK, COURIER7, BMP_xxx):
000h 8 Tag (ASCII, if less than 8 chars: terminate by 00h, pad by FDh)
008h 8 Data
Scanline Row(s) (bitmap scanlines and palette data):
000h 4 Header (bit0-8=Width, bit10-18=Y, bit20-29=X, bit9,19,30,31=?)
004h W*2 Data (Width*2 bytes, to be stored at VRAM(X,Y))
Note: Some files contain two VRAM chunks (eg. LEVELS\*\VIEW*).
G3DB Chunks (Models) (in various files)
000h 4 ID "G3DB"
004h 4 Unknown (0, 1, or 2)
008h 4 Size of Data part (SIZ)
00Ch 4 Number of List entries (eg. 6 or 0Ah or 117Ch) (N)
010h SIZ Data (supposedly LibGDX models in G3DB format)
... N*4 List
DRAM Chunks (Text and Binary data) (in various files)
000h 4 ID "DRAM"
004h 4 Size of Data part (SIZ) (can be odd)
008h 4 Number of List entries (N)
00Ch SIZ Data (raw data, and/or tags TEXT, SPC, COURIER7)
... N*4 List
WEAP Chunks (Weapons) (in WEAPON\\)
000h 4 ID "WEAP"
004h 4 Size-10h?
008h .. Data
HAND Chunks (Hands) (in LEFTHAND\*\HAND*)
000h 4 ID "HAND"
004h 4 Size-0Ch? (18h)
008h 8 Zerofilled
010h 4x4 Unknown (FFh,FF00h,xF0000h,FF3232h,FF6464h,FFDCDCh,FFFFFFh,..)
020h 4 Unknown (0, 1, 101h, or 201h)
MIDB Chunks (Music) (in MIDI\\)
000h 4 ID "MIDB"
004h 1 Unknown (0 or 1)
005h 1 Number of SEQ blocks (1..4) (S)
006h 1 Number of Unknown 80h-byte blocks (1..2) (U)
007h U*80h Unknown Blocks (mostly FFh-filled)
... S*Var SEQ Block(s)
... .. VAB Block
SEQ Blocks:
Probably some MIDI sequence data, similar to Sony's .SEQ format.
000h 4 Size-0Ch (can be odd)
004h 8 Name (zeropadded if less than 8 chars)
00Ch 4 ID "DSEQ" ;\Size
010h .. Data ;/
VAB Blocks:
Apparently inspired on Sony's .VAB format (but the ID is spelled other way
around, Lists have variable size, and entries have different format).
000h 4 ID "VABp" (this is: not pBAV, unlike normal .VAB files)
004h 4 Unknown (0)
008h 4 Unknown (0)
00Ch 4 Size of all SPU-ADPCM samples (SIZ)
010h 2 Number of List 1 entries (N1)
012h 2 Number of List 2 entries (N2)
014h 2 Number of Samples (N3)
016h 6 Unused? (CCh-filled)
01Ch N1*10h List 1
... N2*10h List 2
... N3*2 Sample Size List (size of each SPU-ADPCM sample)
... SIZ SPU-APDCM Sample(s)
DSND Chunks (Sounds) (in various files)
000h 4 ID "DSND"
004h 4 Unknown (0 or 2)
008h .. VAB Block (same as in MIDB chunks, see there)
Note
DRAM and MIDB chunks can have odd size; there isn't any alignment padding, so
all following chunks can start at unaligned locations.
CDROM File Archive Blue Chunks (Blue's Clues)
Blue's Clues: Blue's Big Musical (*.TXD)
000h 4 Size of AUDD+SEPD+VABB chunks ;\for quick look-up only
004h 4 Size of all VRAM chunks ; (can be ignored by chunk crawlers)
008h 4 Size of STGE+ANIM+FRAM chunks ;/(note: sum is total filesize-0Ch)
... .. AUDD Chunk (contains .VH) ;\
... .. SEPD Chunk(s) (contains .SEP) ; sound
... .. VABB Chunk (contains .VB) ;/
... (..) VRAM Chunk(s) (not in IN\FE2.TXD) ;-textures/palettes
... (..) STGE Chunk (if any, not in IN\FE*.TXD) ;-stage data?
... (..) ANIM Chunk (if any, not in IN\FE*.TXD) ;\animation
... (..) FRAM Chunk(s) (if any, not in IN\FE*.TXD) ;/
... (..) Further groups with ANIM+FRAM Chunks (if any) ;-more animation(s)
AUDD Chunks:
000h 4 Chunk ID ("AUDD")
004h 4 Chunk Size (of whole chunk from Chunk ID and up)
008h 4 Compression Flag (0=Uncompressed)
00Ch 4 Zero
010h .. VH File (Sony Voice Header, starting with ID "pBAV")
SEPD Chunks:
000h 4 Chunk ID ("SEPD")
004h 4 Chunk Size (of whole chunk from Chunk ID and up)
008h 4 Compression Flag (0=Uncompressed)
00Ch 2 Zero
00Eh 2 Number of sequences (in the SEP sequence archive)
010h 4 Zero
014h .. SEP File (Sony Sequence archive, starting with ID "pQES")
... .. Zeropadding to 4-byte boundary
VABB Chunks:
000h 4 Chunk ID ("VABB")
004h 4 Chunk Size (of whole chunk from Chunk ID and up)
008h 4 Compression Flag (0=Uncompressed)
00Ch .. VB File (Sony Voice Binary, with raw SPU-ADPCM samples)
VRAM Chunks:
000h 4 Chunk ID ("VRAM")
004h 4 Chunk Size (of whole chunk from Chunk ID and up)
008h 4 Compression Flag (1=Compressed)
00Ch 2 VRAM.X
00Eh 2 VRAM.Y
010h 2 Width in halfwords
012h 2 Height
014h 4 Decompressed Size (Width*Height*2) ;\Texture Bitmaps 8bpp
018h .. Compressed Data ; (or Palettes, in last VRAM
... .. Zeropadding to 4-byte boundary ;/chunk)
STGE Chunks:
000h 4 Chunk ID ("STGE")
004h 4 Chunk Size (of whole chunk from Chunk ID and up)
008h 4 Compression Flag (0=Uncompressed)
00Ch .. Unknown (stage data?)
ANIM Chunks:
000h 4 Chunk ID ("ANIM")
004h 4 Chunk Size (of whole chunk from Chunk ID and up)
008h 4 Compression Flag (0=Uncompressed)
00Ch .. Unknown (animation sequence info?)
FRAM Chunks:
000h 4 Chunk ID ("FRAM")
004h 4 Chunk Size (of whole chunk from Chunk ID and up)
008h 4 Compression Flag (0=When Chunksize=14h, 1=When Chunksize>14h)
00Ch 1 Width in bytes
00Dh 1 Height
00Eh 6 Unknown, looks like three signed 16bit values (maybe X,Y,Z)?
014h (4) Decompressed Size (Width*Height*1) ;\Animation Frame Bitmap 8bpp
018h (..) Compressed Data ; (only if Chunksize>14h)
... (..) Zeropadding to 4-byte boundary ;/
CDROM File Compression Blues
CDROM File Archive HED/CDF (Parasite Eve 2)
Crazy Data Format (CDF) is used by Parasite Eve 2, on Disc 1 and 2:
1: PE_Disk.01 Stage0.hed Stage0.cdf Stage1.cdf Stage2.cdf Stage3.cdf Inter0.str
2: PE_Disk.02 Stage0.hed Stage0.cdf Stage3.cdf Stage4.cdf Stage5.cdf Inter1.str
STAGE0.HED and STAGE0.CDF
This uses separate header/data files. The directory is stored in STAGE0.HED:
0000h 78h Streaming List (03h entries, 28h-bytes each, all entries used)
0078h 1B00h File List (360h entries, 8 bytes each, all entries used)
1B78b 8 File List End Code (FFFFFFFFh,FFFFFFFFh)
STAGE1.CDF .. STAGE5.CDF
0000h 800h Root: Folder List (100h entries, 8-byte each, unused=zeropadded)
0800h .. 1st Folder (File/Streaming List and Data)
... .. 2nd Folder (File/Streaming List and Data)
... .. etc.
000h 4 Folder ID (usually N*100+1 decimal, increasing, eg. 101,201,301,etc.)
004h 4 Folder Size/800h (of whole folder, with File/Stream List and Data)
The Folder List ends with unused/zeropadded entries with ID/Size=00000000h.
0000h 510h File List (A2h entries, 8-bytes each, unused=zeropadded)
0510h 4 Zero (padding to decimally-minded offset 1300 aka 514h)
0514h 2D0h Streaming List (12h entries, 28h-bytes each, unused=zeropadded)
07E4h 1Ch Zero (padding to end of sector)
0800h ... Data (for Files, Audio streams, and sometimes also Movie streams)
File List entries (in STAGE0 and STAGE1-5)
000h 4 File ID (increasing, eg. 0,1,2,3,4,etc.) (or 99) (or N*100+x)
004h 4 File Offset/800h in in .CDF (from begin of current Folder)
The filesize can be computed as "NextOffset-CurrOffset" (at 800h-byte resolution). Whereas, "NextOffset" can be:
The offset of next File in File List (same as CurrOffset for 0-byte files)
The offset of next Audio stream in Streaming List
The offset of next Movie stream in Streaming List (if it's in .CDF, not .STR)
The size of the current Folder (for STAGE1-5)
The size of the whole .CDF file (for STAGE0)
File Chunks (for files within File List)
Most CDF files in STAGE0 and STAGE1-5 do contain one or more chunks with
10h-byte chunk headers (this can be considered as an additional filesystem
layer, with the chunk data being the actual files).
000h 1 Chunk Type (see below)
001h 1 End Flag (01h=More Chunks follow, FFh=Last Chunk)
002h 2 Unknown (usually 800h, sometimes 500h or 600h)
(eg. 500h in stage0\file30301\chunkX)
(eg. 600h in stage1\folder1201\file0\chunkXYZ)
004h 4 Chunk Size/800h
008h 4 Unknown (usually zero) (or 80xxxx00h in Chunk Type 0 files?)
00Ch 4 Zero (0)
010h .. Data (Chunk Size-10h bytes)
00h=Room package .pe2pkg
01h=Image .pe2img
02h=CLUT .pe2clut
04h=CAP2 Text .pe2cap2
05h=Room backgrounds .bs
06h=SPK/MPK music program .spk ;stereo/mono, sound/music, single/multiple?
07h=ASCII text .txt (eg. stage0\20101..20132)
;Reportedy also (but wrong):
;60h=Sounds .pe2snd (but nope, that's wrong, see below)
;60h is a MDEC movie from Streaming List (unrelated to File List chunks),
;60h is 20h-byte .STR header each 800h-bytes (occurs in "stage1\folder501")
stage0\40105...40198 are raw hMPK files without chunks
stage0\11000, 20213, 20214, 20300, .., 660800 and 900000 are empty 0-byte
Streaming List Movie entries (stream type 1)
000h 2 Stream Type (0001h=Movie)
002h 2 Unknown (8000h or 0000h)
004h 4 Offset/800h in current Folder of .CDF file ;<-- used when [024h]=0
008h 4 Offset/800h in INTERx.STR file ;<-- used when [024h]>0
00Ch 2 Unknown (0000h)
00Eh 2 Stream ID (increasing, usually starting at 64h aka 100 decimal)
010h 2 Stream sub.ID (usually 0, increases +1 upon multiple same IDs)
012h 2 Picture Width (0140h = 320 decimal)
014h 2 Picture Height (00F0h = 224 decimal)
016h 2 Unknown (0000h)
018h 2 Unknown (0000h or 0018h) maybe 24bpp or 24fps
01Ah 2 Unknown (73Ah or 359h or 3DCh) (Size? but it's slighty too large?)
01Ch 6 Unknown (zero)
022h 2 Unknown (0 or 1) (often 1 when [024h]>0, but not always)
024h 2 Movie number in INTERx.STR, 1 and up? (or 0=Movie is in STAGEx.CDF)
026h 2 Unknown (0 or 1)
The size of movie streams in .STR cannot be computed easily (the next stream isn't neccassarily stored at the next higher offset; even if it's within same folder). As workaround, one could create a huge list with all streams from all Folders in all STAGEx.CDFs (or scan the MDEC .STR headers in .STR file; and check when the increasing frame number wraps to next stream).
The dual offsets are oddly computed as: [004h]=[008h]+EndOfLastFileInFolder (that gives the correct value in the used entry, and a nonsensical value in the other entry).
Streaming List Audio entries (stream type 2)
000h 2 Stream Type (0002h=Audio)
002h 2 Unknown (806Ah or increasing 0133h,0134h,0135h)
004h 4 Offset/800h in STAGEx.CDF file (increasing offsets)
008h 4 Unknown (0 or 13000h or E000h)
00Ch 2 Stage Number (0..5 = STAGE0-5)
00Eh 2 Stream ID (1, or increasing 3Ah,3Bh,3Ch)
010h 4 Stream sub.ID (usually 0Bh, increases +0Ah upon multiple same IDs)
014h 2 Unknown (0 or 2B0h or 3ADh or 398h) (Size/800h minus something?)
016h 2 Unknown (usually 20h, sometimes 0Fh)
018h 4 Unknown (2 or 1) ... maybe num channels ?
01Ch 2+2 Unknown (0,0 or 800h,800h)
020h 8 Unknown (0)
Audio Stream Data (stored alongsides with file data in STAGEx.CDF file)
This contains a 800h-byte header a list of 32bit indices:
000h 800h Whatever increasing 32bit index/timing values? FFFFFFFFh=special?
;That header exists in stage0\ and stage3\folder101\
;That header doesn't exist in all files (eg. not in stage1\folder301\)
000h 4 Chunk Index (increases each second chunk, from 0 and up)
004h 4 Number of Chunk Indices
008h 4 Fixed (02h,"STM") ;2-channel Stream?
00Ch 1 Chunk Subindex (toggles 00h or 01h per each chunk) ;ch left/right?
00Dh 1 Chunk Size/800h
00Eh 4 Unknown (can be 00h, 01h, 11h, 20h, 21h)
00Fh 4 Unknown (can be A0h or C0h)
010h .. Data (Chunk Size-10h bytes) (looks like SPU-ADPCM audio)
000h 0 Number of ADPCM blocks? (eg. 28h or 49h)
004h 4 Size of extra data block in bytes (eg. 13900h or 24200h)
008h 38h Zerofilled
040h 8 Zerofilled (maybe 1st sample of 1st SPU-ADPCM block)
048h .. Looks like more SPU-ADPCM block(s), terminated by ADPCM end flag(s)
... .. Zerofilled (padding to end of last 800h-byte sector)
Movie Stream Data (stored in .CDF, or in separate INTERx.STR file)
The movies are usually stored in INTERx.STR (except, some have them stored in
STAGEx.CDF, eg. stage1\folder501, stage1\folder801, stage2\folder2101,
stage2\folder3001).
The data consists of standard .STR files (with 20h-byte headers on each
800h-byte sector), with the MDEC data being in huffman .BS format (with .BS
header... per frame?).
And, supposedly interleaved with XA-ADPCM audio sectors...?
PE_DISK.01 and PE_DISK.02
The presence of these files is probably used to detect which disc is inserted.
The file content is unknown (looks like 800h-byte random values).
Note
Reportedly "Files inside archive may be compressed with custom LZSS
compression" (unknown if/when/where/really/which files).
CDROM File Archive IND/WAD (MTV Music Generator)
MTV Music Generator (IND/WAD) (MagDemo30: JESTER\WADS\ECTS.IND and .WAD)
ECTS.IND contains FOLDER info:
0000h 20h Name/ID ("Music 2", zeropadded)
0020h 4 Unknown (110000h)
0024h 4 Filesize-1000h (size excluding last 1000h-byte padding)
0028h 4 Unknown (17E0h)
002Ch 4 Unknown (5)
0030h N*10h Folder List, starting with Root in first 10h-byte
2CF0h 4 Small Padding (34h-filled)
2CF4h 1000h Final Padding (34h-filled)
Folder List entries that refer to Child Folders in ECTS.IND:
000h 8 Folder Name ("EXTRA*~*", zeropadded if less than 8) ("" for root)
008h 2 Self-relative Index to first Child folder (positive)
00Ah 2 Number of Child Folders (0..7FFFh)
00Ch 4 Always 0007FFFFh (19bit Offset=7FFFFh, plus 13bit Size=0000h)
Folder List entries that refer to File Folders in ECTS.WAD:
000h 8 Folder Name ("EXTRA*~*", zeropadded if less than 8)
008h 2 Self-relative Index to Parent folder (negative)
00Ah 2 Number of Child Folders (always 8000h=None)
00Ch 4 Offset and Size in ECTS.WAD
The 32bit "Offset and Size" entry consists of:
0-18 19bit Offset/800h in ECTS.WAD
19-31 13bit Size/800h-1 in ECTS.WAD
There are several File Folders (at the locations specified in ECTS.IND).
The separate File Folders look as so:
000h 4 Number of files (N)
004h N*10h File List
... .. 34h-Padding to 800h-byte boundary
... .. File Data area
File List entries:
000h 8 File Name ("NAMELIST", "ACIDWO~1", etc.) (00h-padded if shorter)
008h 4 Offset/800h (always from begin of WAD, not from begin of Folder)
00Ch 4 Filesize in bytes
The first file in each folder is called "NAMELIST" and contains this:
000h 20h Long Name for Parent Folder (eg. "Backgrounds", zeropadded)
020h 20h Long Name for this Folder (eg. "Extra 1", zeropadded)
040h N*20h Long Names for all files in folder (except for NAMELIST itself)
For example, Long name for "ACIDWO~1" would be "Acidworld". Short names are
uppercase, max 8 chars, without spaces (with "~N" suffix if the long name
contains spaces or more than 8 chars). Many folder names are truncated to
one char (eg. "D" for Long name "DTex"), in such cases short names CAN be
lowercase (eg. "z" for Long name "zTrans").
The Long Names are scattered around in the NAMELIST files in ECTS.WAD file,
so they aren't suitable for lookup (unless when loading all NAMELIST's).
CDROM File Archive GAME.RSC (Colonly Wars Red Sun)
Colony Wars Red Sun (MagDemo31: CWREDSUN\GAME.RSC, 13Mbyte)
0000h 4 Offset to Bonkers List (2794h)
0004h F*8 Folder List (80h bytes, 10h entries)
0084h N*14h File List(s) for each folder (2710h bytes, 1F4h entries)
2794h 4 Number of Bonkers (FE3h)
2798h B*8 Bonkers List (7F18h bytes, FE3h entries)
A6B0h 8 Unknown (zerofilled)
A6B8h .. File Data area
000h 4 Offset to File List for this folder ;\both zero when empty
004h 4 Number of Files in this folder ;/
000h 10h Filename ("FILENAME_EXT", zeropadded)
010h 3 Index (in Bonkers list) (000h..Fxxh)
013h 1 Folder Number where the file is stored (00h..0Fh)
000h 4 File Offset (to Data, inreasing, 4-byte aligned, A6B8h and up)
004h 4 Folder Number where the file is stored (00h..0Fh)
Offsets in Bonkers List are increasing (so filesizes can be computed as size=next-curr, except, the LAST file must be computed as size=total-curr).
There is no "number of folders entry" nor "folder list end marker", as workaround, while crawling the folder list, search the smallest file list offset, and treat that as folder list end offset.
In the demo version, all File List entries for Folder 5 are pointing to files with filesize=0, however, the Bonkers List has a lot more "hidden" entries that are marked to belong to Folder 5 with nonzero filesize.
Note: Older Colony Wars titles did also have a GAME.RSC file (but in different format, without folder structure).
CDROM File Archive BIGFILE.DAT (Soul Reaver)
Legacy of Kain: Soul Reaver - BIGFILE.DAT
Legacy of Kain: Soul Reaver (MagDemo26: KAIN2\BIGFILE.DAT)
000h 2 Number of Folders (175h in retail, 0Ah in demo)
002h 2 Zero
004h N*8 Folder List (8-byte per Folder)
... .. Zeropadding (to 800h-byte boundary)
... .. 1st Folder (with File List, and File Data for that folder)
... .. 2nd Folder (with File List, and File Data for that folder)
... .. 3rd Folder (with File List, and File Data for that folder)
... .. etc.
000h 2 Unknown (somehow randomly increases from -8000h to +7E8Fh)
002h 2 Number of Files in this Folder (eg. 97h)
004h 4 Offset to Folder (usually 800h-aligned)
000h 2 Number of Files (same value as FolderistEntry[002h]) ;\encrypted
002h 2 Zero ; by 16bit
004h N*10h File List (10h-byte per Folder) ; XOR value
... .. Zeropadding (to 800h-byte boundary) ;/
... .. File Data for this folder ;-unencrypted
000h 4 Unknown (random? filename hash? encrypted name?)
004h 4 File Size in bytes
008h 4 File Offset (usually 800h-aligned)
00Ch 4 Unknown (random? filename hash? encrypted name?)
The file header, the first some Folder headers (those in first quarter or so), and (all?) File Data is unencrypted (aka XORed with 0000h).
The Folder headers at higher offsets are encrypted with a 16bit XOR value. That XOR value is derived from Subchannel Q via LibCrypt:
CDROM Protection - LibCrypt
When not having the Subchannel data (or when not knowing which Folders are encrypted or unencrypted), one can simply obtain the encryption key from one of these entries (which will be key=0000h when unencrypted):
key = FileListEntry[000h] XOR FolderListEntry[002h] ;encrypted num entries
key = FileListEntry[002h] ;encrypted Zero
key = FileListEntry[zeropadding, if any] ;encrypted Zeropadding
CDROM File Archive FF8 IMG (Final Fantasy VIII)
FF8 is quite a mess without clear directory structure. Apart from SYSTEM.CNF
and boot EXE, there is only one huge IMG file. There are at least two central
directories: The Root directory (usually at the start of the IMG file), and the
Fields directory (hidden in a compressed file that can be found in the Root
directory). Moreover, there are files that exist in neither of the directories
(most notably the Movies at the end of the IMG file).
IMG File
The IMG file doesn't have a unique file header, it can be best detected by
checking the filename: FF8DISCn.IMG with n=1-4 for Disc 1-4 (or only
FF8DISC1.IMG or FF8.EXE+FF8TRY.IMG for demo versions).
The directories contain ISO sector numbers (originated from begin of the ISO
area at sector 00:02:00). Accordingly, it's best to extract data from the whole
disc image (in CUE/BIN format or the like). When having only the raw IMG file,
one most know/guess the starting sector number (eg. assume that the first Root
File is located on the sector after the Root Directory, and convert sector
numbers ISO-to-IMG accordingly).
Another oddity is that many files contain RAM addresses (80000000h-801FFFFFh),
unknown how far that's relevant, and if there are cases where one would need to
convert RAM addresses to IMG offsets.
Root Directory
The Root Directory is found at:
Offset 0000h in FF8DISCn.IMG in NTSC retail versions
Offset 2800h in FF8DISCn.IMG in PAL retail versions
Offset 0000h in FF8DISC1.IMG in french demo version
Offset ?????h in FF8.EXE in MagDemo23 (...maybe offset 3357Ch ?)
Offset 33510h in FF8.EXE in japanese demo version ?
Offset 33584h in FF8.EXE in other demo versions ?
if FF8DISCn.IMG starts with 000003xxh --> assume Root at IMG offset 0
if FF8DISCn.IMG starts with xxxxxxxxh --> assume Root at IMG offset 2800h
if FF8TRY.IMG starts with "SmCdReadCore" --> assume Root somewhere in EXE
000h N*8 File List entries
... .. Zeropadding to end of 800h-byte sector
000h 4 ISO Sector Number (origin at 00:02:00) (unsorted, not increasing)
004h 4 Filesize in bytes
Fields Directory
The Fields Directory is located in Root file 0002h. First of, decompress that
file, then search the following byte sequences to find the start/end of the
directory:
retail.start 040005241800bf8f1400b18f1000b08f2000bd270800e00300000000
retail.end 0000010002000300
demo.start 76DF326F34A8D0B863C8C0EC4BE817F8
demo.end 0000000000000000000000000000000000100010
000h 4 ISO Sector Number (origin at 00:02:00)
004h 4 Filesize in bytes
The sector numbers in the Fields Directory refer to other locations in the IMG file (not to data in Root File 0002h).
Movie List
There is no known central directory for the movies (unknown if such a thing
exists, or if the movie sector numbers are scattered around, stored in separate
files). However, a movie list can be generated by crawling the movie headers,
starting at end of IMG file:
sector = NumSectors(IMG file)
@@lop:
seek(sector-1), read(buf,08h bytes)
if first4byte[buf+0]=("SMJ",01h), or ("SMN",01h) then
num_sectors=(byte[buf+5]+1)*(halfword[buf+6]+1)
sector=sector-num_sectors
AddToMovieFileList(sector, num_sectors)
goto @@lop
endif
PADBUG archives
PADBUG archives are used in Root files 001Eh..007Fh, most of them contain two
AKAO files (except file 004Bh contains one AKAO and one TXT file).
000h 4 Number of Files (N) (usually 2)
004h N*8 File List
... .. File Data area
000h 4 Offset in bytes (increasing, 4-byte aligned, see Quirk)
004h 4 File Size in bytes (can be odd)
Note: The PADBUG archives resemble LNK archives in O.D.T. (though those LNK archives have a different unique 4-byte padding quirk).
Compression
CDROM File Compression LZ5 and LZ5-variants
FF8 does reportedly also use GZIP (unknown in which files).
Known/unknown sectors for US version FF8DISC1.IMG
root sectors: 27CBh ;\
field sectors: D466h ; total known sectors: 36D13h
movie sectors: 270E2h ;/
unknown sectors: 14F49h
total IMG sectors: 4BC5Ch
See also
https://github.com/myst6re/deling/blob/master/FF8DiscArchive.cpp
https://ff7-mods.github.io/ff7-flat-wiki/FF8/PlaystationMedia.html
CDROM File Archive FF9 IMG (Final Fantasy IX)
Final Fantasy IX (FF9.IMG, 320Mbyte) Overall format
000h Root Directory
800h 1st Child Folder
... 2nd Child Folder
... 3rd Child Folder
... ...
8000h ? Last folder, with Type3, contains 1FFh x increasing 16bit numbers
... Data for files in 1st Child Folder
... Data for files in 2nd Child Folder
... Data for files in 3rd Child Folder
...
IMG Root Directory
000h 4 ID "FF9 "
004h 4 Unknown (06h on Disc 1 of 4) (maybe version, or disc id?)
008h 4 Number of Folder List entries (0Fh)
00Ch 4 Unknown (01h on Disc 1 of 4) (maybe version, or disc id?)
(or Offset/800h to first file list?)
010h N*10h Folder List
... .. Padding to 800h-byte boundary ("FF9 FF9 FF9 FF9 ")
000h 4 FolderType (2=Normal, 3=Special, 4=Last entry)
004h 4 Number of entries in File List (0..1FFh ?)
008h 4 Offset/800h to Child Folder with File List
00Ch 4 Offset/800h to File Data (same as 1st offs in File List) (0=Last)
IMG Child Folders (FolderType=2)
000h N*8 File List entries (N=Number of files, from Root directory)
N*8 8 File List END entry (ID=FFFFh, Attr=FFFFh, Offs=EndOfLastFile)
... .. Zeropadding to 800h-byte boundary
000h 2 File ID (increasing, often decimal 0,10,100, or FFFFh=Last)
002h 2 Attr (unknown purpose, eg. 0,2,3,4,8,21h,28h,2Fh,44h,114h,FFFFh)
004h 4 Offset/800h to File Data (increasing, implies end of prev entry)
IMG Child Folders (FolderType=3)
000h N*2 File Offsets/800h, from File Data Offset in Root (or FFFFh=None)
N*2 2 End Offset for last file
Nested Child Archives
Most of the files in FF9.IMG are DB archives, there are also some DOT1
archives.
CDROM File Archive FF9 DB (Final Fantasy IX)
There are various combinations of IMG, DB, DOT1 archives nested up to 4 levels
deep:
IMG\DOT1 (eg. dir01\file003C)
IMG\DB (eg. dir01\file2712)
IMG\DB\DOT1 (eg. dir01\file2712\00-0411)
IMG\DB\DOT1\DOT1 (eg. dir01\file2712\00-0443\*)
IMG\DB\DB (eg. dir03\file2328\1B-000*)
Folders in Root directory
dir00 - Status/Menu/Battle/... -Text and random stuff.
dir01 - Misc Images (Logos, Fonts, World 'mini' Map images, etc).
dir02 - Dialog Text
dir03 - Map models (Mini-zidane, airships, save point moogle, tent...)
dir04 - Field models
dir05 - Monster Data (Part I, stats, names, etc).
dir06 - Location Data (Dungeon, Cities, etc).
dir07 - Monster Data (Part II, 3d models)
dir08 - Weapon Data (including models)
dir09 - Samplebanks and Sequencer Data (ie music).
dir0A - party members Data (including models)
dir0B - Sound effects
dir0C - World Map Data
dir0D - Special effects (magic, summons...)
See also
https://ninjatoes.blogspot.com/2020/07/
https://wiki.ffrtt.ru/index.php?title=Main_Page
CDROM File Archive GTFS (Gran Turismo 2)
Gran Turismo 2 (MagDemo27: GT2\GT2.VOL, GT2.VOL\arcade\arc_carlogo) - GTFS
000h 4 ID "GTFS" ;\
004h 4 Zero ;
008h 2 Number of 4-byte File Offset List entries (N) ; File(0)
00Ah 2 Number of 20h-byte File/Folder Name List entries (F) ;
00Ch 4 Zero ;
010h N*4 File Offset List (see below) ;/
... .. Zeropadding to 800h-byte boundary
... F*20h File/Folder Name List (see below) ;-File(1)
... .. Zeropadding to 800h-byte boundary
... .. File Data ;-File(2)
... .. Zeropadding to 800h-byte boundary
... File Data ;-File(3)
... .. ...
... File Data ;-File(N-2)
... .. Zeropadding to 800h-byte boundary
EOF 0 End of File ;-File(N-1)
File(0) and File(1) = Directory information
File(2)..File(N-2) = Regular data files
File(N-1) = Offset List entry points to the end of .VOL file
Contains information for all files, including File(0) and File(1), and including an entry for File(N-1), which contains the end offset for the last actual file, ie. for File(N-2).
Bit0-10 = Number of padding bytes in last sector of this file (0..7FFh)
Bit11-31 = Offset/800h to first sector of this file (increasing)
To compute the filesize: Size=(Entry[N+1] AND FFFFF800h)-Entry[N]
Contains information for all files, excpet File(0), File(1), File(N-1), plus extra entries for Folders, plus ".." entries for links to Parent folders.
000h 4 Unknown (379xxxxxh) (maybe timestamp?)
004h 2 When Flags.bit0=0: Index of File in File Offset List (2 and up)
When Flags.bit0=1: Index of first child in Name List, or...
When Flags.bit0=1: Index of 1st? parent in Name List (Name="..")
006h 1 Flags (bit0:0=File, 1=Directory; bit7:1=Last Child entry)
007h 19h Name (ASCII, zeropadded)
The game does use some GT-ZIP compressed files, and many GZIP compressed files (albeit with corrupted/zeropadded GZIP footers; due to DOT1 filesize 4-byte padding and (unneccessarily) GTFS 800h-byte padding).
CDROM File Compression GT-ZIP (Gran Turismo 1 and 2)
CDROM File Compression ZIP/GZIP/ZLIB (Inflate/Deflate)
To extract the decompressed size from the corrupted GZIP footers, one could compute the compressed "size" (excluding the GZIP header, footer, and padding), and search for a footer entry that is bigger than "size".
size=gz_filesize
size=size-GzipHeader(including ExtraHeader, Filename, Comment, HeaderCrc)
size=size-GzipFooter(8) ;initially assuming 8-byte footer (without padding)
i=gz_filesize-4
@@search_footer:
if buf[i]<size then i=i-1, size=size-1 goto @@search_footer
decompressed_size = buf[i]
CDROM File Archive Nightmare Project: Yakata
Nightmare Project: Yakata
ISO Files:
CD.IMG 550Mbyte Contains file 004h..FFFh
CDRTBL.DAT 32Kbyte Alias for file 000h (File List for file 000h..FFFh)
FDTBL.DAT 2Kbyte Alias for file 001h (Folder List and Disc ID)
SLPS_010.4* 500Kbyte Alias for file 003h (Boot EXE)
SYSTEM.CNF 72bytes Alias for file 002h (Boot Info)
XXXXXXXX. 27Mbyte Padding (zerofilled)
FDLTBL.DAT seems to be used to divide the file list in CDRTBL.DAT into
separate folders. The Folder List entries are containing the first file number
for each folder. Empty folders have same file number as next entry.
The last folder contains the specified file number plus all remaining files.
000h 56h*2 Folder List (16bit File Numbers, increasing from 0004h to 0xxxh)
0ACh 748h Zerofilled
7F4h 0Ah Game ID (ASCII "SLPS1045",00h,00h; always so on Disc 1..3)
7FEh 2 Disc ID (1..3 = Disc 1..3)
000h 8000h File List (1000h x 8-byte entries)
File List entries:
000h 4 Sector (MM:SS:FF:00 in BCD, increasing) ;\all zero for
004h 2 Size1 (NumFramesCh1 or NumSectors) ; unused entries
006h 2 Size0 (NumFramesCh0 or Zero) ;/
The meaning of the Size entries depends on the file type:
Normal binaries: [004h]=NumSectors [006h]=0 (1 channel)
XA-ADPCM streams: [004h]=NumSectors-50h [006h]=0 (16 channels)
MDEC streams: [004h]=NumFrames [006h]=0 (audio+video)
Special streams: [004h]=NumFramesCh1 [006h]=NumFramesCh0 (2 channels)
To determine the actual filesize, one must compute the difference between
sectors for current and next used file entry (or end of CD.IMG for last file;
or alternately assume last file to be a Normal Binary with Size=NumSectors).
Normal Binaries:
Contains single files (file=0/channel=0). Filetypes include TIM, VB, VH,
other/custom file formats, and DOT1 archives.
The DOT1 archives have 4-byte aligned offsets, but, unconventionally, with
some offsets set to ZERO (usually the last entry, and sometimes also other
entries):
SEQ files (Disc1:Dir08h\File173h) ;with ZERO entries (=uncommon)
SEQ files (Disc1:Dir09h\File176h..3D7h) ;with ZERO entries (=uncommon)
SEQ files (Disc1:Dir0Ah\File3DAh..3E6h) ;with ZERO entries (=uncommon)
TIM files (Disc1:Dir4Fh\File962h..983h) ;with ZERO entries (=uncommon)
TIM files (Disc1:Dir0Ch\File414h..426h) ;without ZERO entries (=normal DOT1)
XA-ADPCM Streams (Disc1:Dir0Bh\File3E7h..413h):
These contain 16 audio streams (file=1/channel=00h-0Fh). The Size entry is
set to total size in sectors for all streams, minus 50h (ie. there appears
to be 50h sectors appended as padding before next file).
MDEC Streams (Disc1:Dir53h\FileBD1h..BEBh):
These are standard STR files with MDEC video (file=0/channel=1) and
XA-ADPCM (file=1/channel=1). There are 10 sectors per frame (8-9 video
sectors plus 1-2 audio sectors). The total filesize is NumFrames*10+Align(8)
sectors; the Align(8) might be there to include one final audio sector.
Special Streams (Disc1:Dir07h\File0E9h-16Eh and Dir50h\File985h..B58h):
These are custom STR files (non-MDEC format), perhaps containing Polygon
streams or whatever.
There are two channels (file=1/channel=00h-01h), each channel contains
data that consists of 5 sectors per frame (1xHeader plus 4xData).
The sectors have STR ID=0160h, and STR Type as follows:
0000h=Whatever special, channel 0 header (sector 0)
0400h=Whatever special, channel 1 header (sector 1)
0001h=Whatever special, channel 0 data (sector 2,4,6,8)
0401h=Whatever special, channel 1 data (sector 3,5,7,9)
The File List size entries contain Number of Frames for each channel (either
of these entries may be zero, or bigger/smaller/same than the other entry).
The smaller channel is padded to same size as bigger channel (ie. total
filesize is "max(NumFramesCh0,NumFramesCh1)*10 sectors"; though that formula
doesn't always hold true, for example, Disc1:Dir50h\FileA2Dh and FileB1Bh
are bigger or smaller than expected).
CDROM File Archive FAdj0500 (Klonoa)
Klonoa (MagDemo08: KLONOA\FILE.IDX+FILE.BIN)
FILE.IDX
000h 8 ID "FAdj0500"
008h 38h RAM addresses (80xxxxxxh, 0Ch words)
038h 4 Zero
03Ch 4 RAM address (80xxxxxxh)
040h N*10h File List (including Folder start/end markers)
FILE.BIN
000h .. File Data area (split into filesizes from FILE.IDX)
Type 0 (Folder End):
000h 4 Type (0=Folder End)
000h 4 Zero
008h 4 RAM address (always 801EAF8Ch)
00Ch 4 Zero
Type 1.a (Folder Start):
000h 4 Type (1=Folder Start)
000h 4 Folder Offset/800h (offset of FIRST file in this Folder)
008h 4 RAM address (always 801EAF8Ch)
00Ch 4 Folder Size/800h (size of ALL files in this Folder)
Type 1.b (Force Offset, can occur between Files within a Folder):
000h 4 Type (1=Same as Folder Start)
000h 4 Folder Offset/800h (offset of NEXT file in this Folder)
008h 4 RAM address (always 801EAF8Ch)
00Ch 4 Folder Size/800h (zero for Force Offset)
Type 2 (File entries, within Folder Start/End):
000h 4 Type (2=File)
004h 4 Filesize in bytes (4-byte aligned?)
008h 4 RAM address 1 (80xxxxxxh, or zero)
00Ch 4 RAM address 2 (80xxxxxxh)
The archive contains DOT1 archives, OA05 archives, Ulz compression, and TIM, TMD, VAB, SEQ, VB files.
CDROM File Archives in Hidden Sectors
Hidden Sector Overview
Xenogears, Chrono Cross, and Threads of Fate contain only two files in the ISO
filesystem (SYSTEM.CNF and the boot executable). The CDROMs contain standard
ISO data in Sector 10h-16h, followed by Hidden stuff in Sector 17h and up:
Sector 10h (00:02:16) Volume Descriptor (CD001) ;\
Sector 11h (00:02:17) Volume Terminator (CD001) ;
Sector 12h (00:02:18) Path Table 1 ;
Sector 13h (00:02:19) Path Table 2 ; standard ISO
Sector 14h (00:02:20) Path Table 3 ;
Sector 15h (00:02:21) Path Table 4 ;
Sector 16h (00:02:22) Root Directory ;/
Sector 17h (00:02:23) Hidden ID ;\
Sector 18h (00:02:24) Hidden Directory ; hidden directory
Sector .. (00:02:xx) Hidden Unknown ;/
Sector .. (00:02:xx) Hidden Files... (referenced via Hidden Directory)
CDROM XA Subheader, File, Channel, Interleave
Xenogears (2 discs, 1998)
Sector 17h (Hidden.ID)
000h 0Eh ID ("DS01_XENOGEARS"=Disc 1, or "DS02_XENOGEARS"=Disc 2)
00Eh 7F2h Zerofilled
Sector 18h..27h
000h N*7 File List entries
Sector 28h (Hidden.Unknown)
Seems to contain a list of 16bit indices 0000h..1037h,FFFFh in File List
(that, as raw list indices, regardless of the directory structure)
000h Unknown 0016 0018 FFFF FFFF 01A8 FFFF FFFF FFFF ;\
010h Unknown FFFF FFFF FFFF FFFF 0A35 0A3A 0D35 0AD3 ; as so on Disc 2
020h Unknown 0A22 0A2E 0A2F FFFF FFFF FFFF FFFF FFFF ; (values<>FFFFh
030h Unknown 0014 0001 0013 FFFF 0075 FFFF FFFF FFFF ; on Disc 1
040h Unknown 0C10 0C14 0C15 0C19 0F52 FFFF FFFF FFFF ; are 5 less, eg.
050h Unknown 0F4C 0B6E 0C4D 1037 0C09 0BAD FFFF FFFF ; 0011,0013,FFFF..)
060h Unknown 002E 0034 FFFF FFFF FFFF FFFF FFFF FFFF ;
070h Unknown FFFF FFFF FFFF FFFF ;/
078h 2 Disc Number (0001h=Disc 1, 0002h=Disc 2)
07Ah 786h Zerofilled
Sector 29h 1st file
000h 3 24bit Offset (increasing sector number, or 0=special)
003h 4 32bit Size (filesize in bytes, or negative or 0=special)
offset=curr, size=+N file at sector=curr, size N bytes
offset=curr, size=-N begin of sub-directory, with N files
offset=curr, size=0 empty file, size 0 bytes
offset=0, size=0 unused file entry
offset=FFFFFFh, size=0 end of root-directory
Root entry 0004h and 0005h are aliases for ISO files SYSTEM.CNF and boot EXE. There seem to be no nested sub-directories (but there are several DOT1 child archives, in root- and sub-directories, eg. 00DCh\0000h\*).
Chrono Cross (2 discs, 1999,2000)
Threads of Fate (aka Dewprism) (1 disc, 1999,2000)
Sector 17h (Hidden.ID)
000h 2 Disc Number (0001h=Disc 1, 0002h=Disc 2)
002h 2 Number of Discs? (0002h) (always 2, even if only 1 disc)
004h 2+2 Sector and Size for Hidden.ID (Sector=0017h, Size=002Ch)
008h 2+2 Sector and Size for Hidden.Directory (Sector=0018h, Size=60E0h)
00Ch 2+2 Sector and Size for Hidden.Unknown (Sector=0025h, Size=0022h)
010h 10h Zerofilled
020h 0Ch Title ID ("CHRONOCROSS",00h) ;Chrono Cross (retail)
09h Title ID ("DEWPRISM",00h) ;Threads of Fate (retail)
10h Title ID ("DEWPRISM_TAIKEN",00h) ;Threads of Fate (demo)
0xxh 7xxh Zerofilled (unused, since Hidden.ID has only Size=2Ch/29h/30h)
Sector 18h..24h (Hidden.Directory)
000h N*4 File List entries
... .. Zeropadding (till Size=60E0h, aka 6200 entries)
... 720h Zeropadding (till end of 800h-byte sector)
Sector 25h (Hidden.Unknown)
Seems to contain a list of 16bit indices 0000h..1791h,FFFFh in File List
(though many of the listed indices are unused file list entries)
000h 2 Disc Number (0001h=Disc 1, 0002h=Disc 2)
002h 10h Unknown 0000 1791 1777 1775 00ED 09DF FFFF 0002 ;\same on
012h 10h Unknown 0025 0943 10E3 FFFF FFFF 0C77 0FD9 0FA3 ;/Disc 1+2
022h .. Zerofilled (unused, since Hidden.ID has only Size=0022h)
Sector 26h 1st file (same as boot EXE in ISO)
0-22 Sector number
23 Flag (0=Normal, 1=Unused entry)
24-31 Number of unused bytes in last sector, div8 (0..FFh = 0..7F8h bytes)
Root entry 0000h and 0001h are aliases for ISO files boot EXE and SYSTEM.CNF.
Filesizes can be computed as follows (that works for all entries including last used entry; which is followed by some unused entries with bit23=1):
filesize = ([addr+4]-[addr] AND 7FFFFFh)*800h - ([addr+3] AND FFh)*8
Threads of Fate (demo version) (MagDemo33: TOF\DEWPRISM.HED+.EXE+.IMG)
The demo version is using the same directory format as retail version (but with
Virtual Sector numbers in HED+EXE+IMG files instead of Hidden Sectors).
TOF\DEWPRISM.HED (6000h bytes) VirtSector=1Ah, PhysSector=A0A5h
TOF\DEWPRISM.EXE (97800h bytes) VirtSector=26h, PhysSector=A0B1h
TOF\DEWPRISM.IMG (19EA800h bytes) VirtSector=155h, PhysSector=A1E0h
CDROM File Archive HED/DAT/BNS/STR (Ape Escape)
Ape Escape KKIIDDZZ.HED/.DAT/.BNS/.STR
000h 52Ch List for .DAT file ;value 0000h..6FFFh = sector 0..6FFFh in DAT
52Ch D4h Zerofilled
600h C4h List for .BNS file ;value 7000h..71AFh = sector 0..1AFh in BNS
6C4h 3Ch Zerofilled
700h 50h List for .STR file(s) ;raw CDROM sector numbers from 00:02:00
750h B0h Zerofilled
0-19 File Offset/800h (20bit)
20-31 File Size/800h (12bit)
There are 29 STR files in DEMO\.STR and STR\*.STR, and 20 of them (?) are referenced in HED ? There are also several .ALL files in above folders.
Note: Most of the STR files in Ape Escape contain polygon animation streams rather than BS compressed bitmaps. Ape Escape is (c)1999 by Sony.
.HED is 2048 bytes
.DAT is 58720256 bytes = 3800000h bytes ;div800h would be 7000h
.BNS is 884736 bytes = D8000h bytes ;div800h would be 1B0h
.STR's: 7D3Bh+150 = 7DD1h = sector for STR\LAB.STR
CDROM File Compression TIM-RLE4/RLE8
Some files contain raw headerless SPU-ADPCM (eg. DAT file 00Ah).
CDROM File Archive WAD.WAD, BIG.BIN, JESTERS.PKG (Crash/Herc/Pandemonium)
Below are two slightly different formats. WAD.WAD has unused entries
00h-filled. The PKG format has them FFh-filled, and does additionally support
Folders, and does have a trailing ASCII string. There's also a difference on
whether or not to apply alignment to empty 0-byte files.
However, the formats can appear almost identical (unused entries, 0-byte files,
and folders are optional, without them, the only difference would be the
presence of the ASCII string; which does exist only in 800h-byte aligned PKG's
though).
WAD.WAD (Crash/Crash)
Used by Crash Bandicoot 3 (DRAGON\WAD.WAD, plus nested WADs inside of WAD.WAD)
Used by Crash Team Racing (SPYR02\WAD.WAD, plus nested WADs inside of WAD.WAD)
Used by Madden NFL'98 (MagDemo02: TIBURON.DAT except PORTRAIT,SPRITES,XA.DAT)
Used by N2O (MagDemo09, N2O\PSXMAP.TRM and N2O\PSXSND.SND)
Used by Speed Racer (MagDemo10: SPDRACER\ALL1.BIN, with 0-byte, unpadded eof)
Used by Gran Turismo 2 (MagDemo27: GT2\GT2.OVL = 128Kbyte WAD.WAD with GZIP's)
Used by Jonah Lomu Rugby (LOMUDEMO\SFX\.VBS, ENGLISH\.VBS)
Used by Judge Dredd (*.CAP and *.MAD)
Used by Spyro 2 Ripto's Rage (SPYRO2\WAD.WAD, and nested WAD's therein)
Used by Spyro 3 Year of the Dragon (SPYRO3\WAD.WAD, and nested WAD's therein)
Used by Men: Mutant Academy (MagDemo33: PSXDATA\WAD.WAD\*, childs in PWF)
000h N*8 File List
... .. Zeropadding to 4-byte or 800h-byte boundary (or garbage padding)
... .. File Data...
000h 4 Offset in bytes (4- or 800h-byte aligned, increasing) ;\both zero
004h 4 Size in bytes (always multiples of 800h bytes) ;/when Unused
The last entry has Offset+Size+Align = Total WAD filesize (except, Speed Racer doesn't have alignment padding after the last file).
The WAD.WAD format doesn't have folder entries, however, it is often used with nested WADs inside of the main WAD, which is about same as folders.
The alignment can be 4-byte or 800h-byte: N2O uses 4-byte for the main WADs. Madden NFL '98 uses 800h-byte for main WAD and 4-byte for child WADs (file 08h,0Ah,0Ch in TIBURON\MODEL01.DAT and file 76h in PIX01.DAT). Crash Bandicoor 3 and Crash Team Racing use 800h-byte for both main & child WADs (although with garbage padding instead of zeropadding in child WAD headers).
Unused entries have Offset=0, Size=0.
Empty 0-byte files (should) have Size=0 and Offset=PrevOffs+PrevSize+Align (except, Speed Racer has Offset=PrevOffs+PrevSize, ie. without Align for 0-byte files).
X-Men: Mutant Academy (MagDemo33,50: PSXDATA\WAD.WAD)
This does resemble standard WAD.WAD, but with leading 800h-byte extra stuff.
000h 4 ID ("PWF ") ;\
004h 4 Total Filesize (707800h) ;
008h 4 Unknown (1) ; extra stuff
00Ch 4 Number of files (N) ;
010h 7F0h Zerofilled ;/
800h N*8 File List ;\
... .. Zerofilled (padding to 800h-byte boundary) ; standard WAD.WAD
... .. File Data area ;/
File List entries:
000h 4 File Offset in bytes (increasing, 800h-byte aligned)
004h 4 File Size in bytes
PKG (Herc/Pandemonium/UnholyWar)
Used by Pandemonium II (JESTERS.PKG, with Files+Folders+Unused entries)
Used by Herc's Adventure (BIG.BIN, with Files+Unused entries, without Folders)
Used by Unholy War (MagDemo12:CERBSAMP.PKG, with 0-byte files and nested PKG's)
Used by 102 Dalmatians (MagDemo40: PTTR\PSXDEMO.PKG)
000h N*8 File List
... .. ASCII string (junk, but somewhat needed as nonzero end marker)
... .. Zeropadding to 800h-byte boundary; not in 4-byte aligned nested PKG
... .. File Data...
000h 4 Offset in bytes (increasing, or 0=First child) ;\both FFFFFFFFh
004h 4 Size in bytes (always nonzero) ;/when Unused
Offsets for Root entries are 800h-byte aligned, relative to begin of PKG file.
Offsets for Child entries are 4-byte aligned, relative to Parent Folder Offset.
The last Child entry has Offset+Size+Align(4) = Parent Folder Size.
The last Root entry has Offset+Size+Align(800h) = Total PKG filesize.
The last Root entry is usually followed by the ASCII string (which looks like junk, but it is useful because it equals to NextOffset=Nonzero=NoChilds).
<B> Example</B>
00003800h,00000666h ;root00h (file 666h bytes, padded=800h)
00004000h,00000300h ;root01h\.. (folder 300h bytes, padded=800h)
00000000h,000000FDh ;root01h\child00h (file FDh bytes, padded=100h) ;\300h
FFFFFFFFh,FFFFFFFFh ;root01h\child01h (unused) ; byte
00000100h,000001FDh ;root01h\child02h (file 1FDh bytes, padded=200h) ;/
00004800h,00001234h ;root02h (file 1234h bytes, padded=1800h)
00006000h,00001234h ;root03h (file 1234h bytes, padded=1800h)
FFFFFFFFh,FFFFFFFFh ;root04h (unused)
00007800h,00001234h ;root05h (file 1234h bytes, padded=1800h)
etc.
Alternately, instead of Folders, one can use nested PKG's (the nested ones are using 4-byte align, without ASCII string and zeropadding in header).
CDROM File Archive BIGFILE.BIG (Gex)
Gex (GXDATA\BIGFILE.BIG and nested BIG files therein)
000h 4 Number of Files (eg. F4h)
004h 0Ch Zero
010h N*10h File entries
... 4 Archive ID (eg. 00000000h, FF53EC8Bh, or 83FFFFFFh)
... .. Zeropadding to 800h byte boundary
... .. File Data
000h 4 Archive ID (same value as in above header)
004h 4 Filename checksum or so (randomly ordered, not increasing)
008h 4 Filesize in bytes
00Ch 4 Fileoffset (800h-byte aligned) (increasing)
looks like a lot of raw data without meaningful file headers...
file C3h,ECh are raw SPU-ADPCM
file 08h,09h are nested BIG archives, but with FileEntry[00h]=FF53EC8Bh
file D9h,DAh are nested BIG archives, but with FileEntry[00h]=83FFFFFFh
CDROM File Archive BIGFILE.DAT (Gex - Enter the Gecko)
Gex - Enter the Gecko - BIGFILE.DAT
Used by Gex 2: Enter the Gecko (BIGFILE.DAT)
Used by Gex 3: Deep Cover Gecko (MagDemo20: G3\BIGFILE.DAT) -- UNSORTED
Used by Akuji (MagDemo18: AKUJI\BIGFILE.DAT)
Used by Walt Disney World Racing Tour (MagDemo35: GK\BIGFILE.DAT) -- UNSORTED
000h 4 Number of Files (C0h)
004h N*18h File entries
... .. Zeropadding to 800h byte boundary
... .. File Data
000h 4 Random
004h 4 Filesize in bytes (uncompressed size)
008h 4 Filesize in bytes (compressed size, or 0=uncompressed)
00Ch 4 Fileoffset (800h-byte aligned) (increasing, unless UNSORTED)
010h 4 Random
014h 4 Random (or ascii in 1st file)
@@collect_more:
flagbits=[src]+[src+1]*100h+10000h, src=src+2 ;16bit flags, unaligned
@@decompress_lop:
if dst>=dst.end then goto @@decompress_done
flagbits=flagbits SHR 1
if zero then goto @@collect_more
if carry=0 then
[dst]=[src], dst=dst+1, src=src+1
else
len=([src] AND 0Fh)+1), disp=([src] AND 0F0h)*10h+[src+1], src=src+2
if len=1 or disp=0 then goto invalid ;weirdly, these are left unused
for i=1 to len, [dst]=[dst-disp], dst=dst+1, next i
endif
goto @@decompress_lop
@@decompress_done:
ret
standard TIM (eg. file 01h,02h)
malformed TIM (eg. file 0Fh,14h) (with [8]=2*cx*cy+4 instead 2*cx*cy+0Ch)
crippled VAB (eg. file 0Eh,13h) (with hdr=filesize-4 plus raw ADPCM samples)
several DNSa (eg. file 0Dh,12h,17h,BCh) SND sound? (also used by kain)
PMSa (eg. Gex 3, World Racing) (SMP spu-adpcm samples)
there seem to be no nested DAT files inside of the main DAT file
CDROM File Archive FF9 DB (Final Fantasy IX)
DB Archive
000h 1 ID (DBh)
001h 1 Number of Types
002h 2 Zero (0)
004h N*4 Type List
... .. File Lists & File Data for each Type
000h 3 Offset to File List (self-relative, from current entry in Type List)
003h 1 Data Type (00h..1Fh)
000h 1 Data type (00h..1Fh) (same as in Type List)
001h 1 Number of Files
002h 2 Zero (0)
004h N*2 File ID List (unique ID per type) (different types may have same ID)
... .. Zeropadding to 4-byte boundary
... N*4 Offset List (self-relative, from current entry in Offset List)
... 4 End Offset (first-relative, from first entry in Offset List)
... .. File Data (referenced from above Offset List)
Data Types
00h Misc (DOT1 Archives, or other files)
01h Unused?
02h Reportedly 3D Model data (vertices,quads,triangles,texcoords)
03h Reportedly 3D Animation sequences
04h TIM Texture
05h Reportedly Scripts (hdr="EV") (eg. dir04\file32\1B-0001)
06h ? (eg. dir02\file*)
07h Sound "Sequencer Data" (hdr="AKAO") (eg. dir09\file*)
08h Sound? tiny files (hdr="AKAO") (eg. dir04\file32\1B-0001)
09h Sound Samples (hdr="AKAO") (eg. dir0B\file*)
0Ah Reportedly Field Tiles and Field Camera parameters
0Bh Reportedly Field Walkmesh (eg. dir04\file32\1B-0001)
0Ch Reportedly Battle Scene geometry (eg. dir06\file*)
0Dh ? (eg. dir01\file01)
0Eh Unused?
0Fh Unused?
10h ? (eg. dir05\file*)
11h ? (eg. dir05\file*)
12h Reportedly CLUT and TPage info for models (eg. dir04\file32\1B-0001)
13h Unused?
14h ? (eg. dir05\file*)
15h Unused?
16h ? (eg. dir04\file32\1B-0001)
17h ? (eg. dir04\file32\1B-0000)
18h Sound (hdr="AKAO") (eg. dir04\file32\1B-0001)
19h ? (eg. dir04\file32\1B-0001)
1Ah ? (eg. dir06\file*)
1Bh DB Archives (ie. further DB's nested inside of the parent DB archive)
1Ch ? (eg. dir04\file32\1B-0001)
1Dh ? (eg. dir03\file2328\1B-0001)
1Eh ? (eg. dir04\file32\1B-0001)
1Fh ? (eg. dir04\file32\1B-0001)
20h..FFh Unused?
CDROM File Archive Ace Combat 2 and 3
Ace Combat 2 (Namco 1997) (ACE2.DAT and ACE2.STH/STP)
There are two archives, stored in three files:
ACE2.DAT Directory for Data in ACE2.DAT itself ;normal binary data
ACE2.STH Directory for Data in separate ACE2.STP file ;streaming data
000h 4 Unknown (1)
004h 4 Number of entries (N)
008h N*8 File List
0-27 28bit Size/N (DAT=Size/4, STP=Size/800h)
28-31 4bit Type or Channel Number (see below)
32-63 32bit Offset/800h in ACE2.STP or ACE2.DAT file
File Bit28-31 Channel Sector types... Interleave Notes
DAT 0 ch=0 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1:1 data (normal)
DAT 2 ch=0 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1:1 data (exe)
STH 0-6 ch=0-6 S.......S.......S.......S....... 1:8 stereo
STH 8 ch=1 vvvvvvvSvvvvvvvSvvvvvvvSvvvvvvvS 1:1 video+stereo
Whereas D=data, S=Stereo/Audio, v=video, .=other channels
Demo: The archives in demo version (MagDemo01: ACE2.*) contain only a handful of files; the two EXE files in demo DAT archive are only 800h-byte dummy files, and demo STP is corrupted: Recorded as CDROM image with 920h-byte sectors, instead of as actual CD-XA sectors).
Ace Combat 3 Electrosphere (Namco 1999) (ACE.BPH/BPB and ACE.SPH/SPB)
There are two archives, stored in four files:
ACE.BPH Directory for Data in separate ACE.BPB file ;normal binary data
ACE.SPH Directory for Data in separate ACE.SPB file ;streaming data
000h 4 ID "AC3E" (=Ace Combat 3 Electrosphere)
004h 4 Type (BPH=3=Data?, SPH=1=Streaming?)
008h 2 BCD Month/Day? (Japan=0427h, US=1130h)
00Ah 2 BCD Year (or zero) (SPH=1999h, BPH=0)
00Ch 4 Unknown (SPH=0, BPH/US=16CFh or BPH/JP=1484h)
010h 4 Number of entries (N)
014h N*8 File List
0-18 19bit Size/N (BPH=Size/4, SPB=Size/800h)
19-23 5bit Channel Number (BPH=0, SPH=0..1Fh)
24-26 3bit Channel Interval (BPH=0, SPH=1 SHL N, eg. 3=Interval 1:8)
27 1bit Video Flag (0=No, 1=Has Video sectors)
28 1bit Audio Flag (0=No, 1=Has Audio sectors)
29 1bit Always 1 (except special entries with Bit31=0, see below)
30 1bit Unknown (US: Always 1, Japan: 0 or 1)
31 1bit Always 1 (except special entries with Bit31=0, see below)
32-63 32bit Offset/800h in ACE.BPB or ACE.SPB file (or 0 when bit31=0 ?)
For unknown purpose, the normal entries with Bit31=1 are occassionally followed by one or more entries with Bit31=0.
Unknown if those entries do affect the actual storage (like switching to
different channel numbers, or jumping to non-continous sector numbers).
That unknown stuff exists in Japanese version only, not in US version.
0-18 19bit Unknown (maybe some snippet size value in whatever units?)
19-23 5bit Always 0 (instead of Channel)
24-27 4bit Same as in most recent entry with Bit31=1
28-31 4bit Always 5 (instead of Flags)
32-63 32bit Always 0 (instead of Offset)
File Bit24-31 Sector types... Interval Content
BPH.US E0h DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1:1 data
SPH.US F8h SvvvvvvvSvvvvvvvSvvvvvvvSvvvvvvv 1:1 stereo+video
SPH.US FBh S.......v.......S.......v....... 1:8 stereo+video
SPH.US F3h S.......S.......S.......S....... 1:8 stereo
SPH.US F4h S...............S............... 1:16 stereo
SPH.US F5h M............................... 1:32 mono
BPH.JAP E0h DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1:1 data
SPH.JAP B8h,F8h SvvvvvvvSvvvvvvvSvvvvvvvSvvvvvvv 1:1 stereo+video
SPH.JAP B9h Svvv....vvvv....Svvv....vvvv.... 1:2 (4:8) stereo+video
SPH.JAP BAh,FAh Mv......vv......vv......vv...... 1:4 (2:8) mono+video
SPH.JAP BBh,FBh S.......v.......S.......v....... 1:8 stereo+video
SPH.JAP B3h,F3h S.......S.......S.......S....... 1:8 stereo
SPH.JAP B5h,F5h M............................... 1:32 mono
Whereas D=data, S=Stereo/Audio, M=Mono/Audio, v=Video, .=Other channels
The Subheader's Channel number is specified in the above directory entries, Subheader's File number is fixed (0 for BPB, and 1 for SPB).
CDROM XA Subheader, File, Channel, Interleave
The SPB file is about 520Mbyte in both US and Japan, however, the Japanese version does reportedly contain more movies and some storyline that is missing in US/EU versions.
The BPB file contains DOT1 child archives, and Ulz compressed files.
CDROM File Compression Ulz/ULZ (Namco)
The SPB file contains movies with non-standard STR headers (and also uncommon: interleaved videos on different channels, at least so in the japanese version).
Demo: The archives do also exist on the demo version (MagDemo30: AC3\*), but the .SPB file is corrupted: Recorded as a RIFF/CDXAfmt file, instead of as actual CD-XA sectors).
CDROM File Archive NSD/NSF (Crash Bandicoot 1-3)
NSD/NSF versions
v0 Crash Bandicoot Prototype (oldest known prototype from 08 Apr 1996)
v1 Crash Bandicoot 1 (retail: S*\*.NSD and .NSF)
v2 Crash Bandicoot 2 (MagDemo02: CRASH\S0\*.NSD and .NSF)
v3 Crash Bandicoot 3 Warped (MagDemo26,50: (S0\*.NSD and .NSF)
NSD
Overall NSD Structure (v0 contains only the Lookup entries)
0000h 100h*4 Lookup Table, using index=((Filename/8000h) AND FFh) ;\
0400h 4 Number of Chunks in .NSF file ; Lookup
0404h 4 Number of Files in Lookup File List (N) ;/
0408h 4 Level Data Filename (eg. 4F26E8DFh="DATh.L") ;-LevelDat
040Ch 4 Bitmap Number of Colors (100h) (P) (0=None) ;\
0410h 4 Bitmap Width (200h or 1B0h) (X) (0=None) ; Bitmap
0414h 4 Bitmap Height (0D8h or 090h) (Y) (0=None) ;/
0418h 4 Compression: Offset/800h of first uncompressed chunk ;\
041Ch 4 Compression: Number of compressed chunks (0..40h) ; Compress
0420h 40h*4 Compression: Compressed Chunk List (0=unused entry) ;/
... N*8 Lookup File List ;-Lookup
... .. Level Data (size/format varies, see below) ;-LevelDat
... P*2 Bitmap Palette (16bit values, 8000h..FFFFh) ;\Bitmap
... X*Y Bitmap Pixels (0D8h*200h) ;/
v0 NSD Filesize=408h + N*8 ;-Lookup only
v1 NSD Filesize=520h + N*8 + P*2+X*Y + 210h ;\
v2 NSD Filesize=520h + N*8 + P*2+X*Y + 1DCh+S*18h ; with extra stuff
v3 NSD Filesize=520h + N*8 + P*2+X*Y + 2DCh+S*18h ;/
NSD Lookup
The lookup table allows to find files (by filenames) in the NSF files. It does
merely contain the NSF chunk number, so one must load/decompress that chunk to
find the file's exact size/location in that chunk.
One can create a complete file list by scanning the whole NSF file without
using the NDS lookup table.
Lookup File List entries (indexed via Lookup Table):
00h 4 Chunk Number in .NSF file
04h 4 Filename (five 6bit characters)
0 Type (always 1=Filename) (as opposed to 0=Memory Pointer)
1-6 5th character ;-Extension ;\character set is:
7-12 4th character ;\ ; 00h..09h="0..9"
13-18 3rd character ; Name ; 0Ah..23h="a..z"
19-24 2nd character ; ; 24h..3Dh="A..Z"
25-30 1st character ;/ ;/3Eh..3Fh="_" and "!"
31 Always zero?
NSD Level Data
Level Data exists in NSD v1-v3 (v0 does also have Level Data, but it's stored
in NSF file "DAT*.L" instead of in the NSD file). There are two major versions:
Level Data in NSD v1 (or NSF v0 file DAT*.L):
000h 4 01h ;\
004h 4 Level Number (xxh) (same as xx in S00000xx.NSD/NSF) ;
008h 4 3807C8FBh = "s0_h.Z" ? ; LevelDat
00Ch 4 Zero ; v1
010h 4 Zero ;
014h L*4 Namelist (40h*4) ;
... 4 5Ah ;
... F8h Zerofilled ;/
Level Data in NSD v2-v3:
000h 4 Number of Spawn Points (S) ;\
004h 4 Zero ;
008h 4 Level Number (xxh) (same as xx in S00000xx.NSD/NSF) ; LevelDat
00Ch 4 Number of Objects? (can be bigger than below list) ; v2/v3
(eg. 1BDh or A5h or E4h) ;
010h L*4 Namelist for Objects? (v2=40h*4, or v3=80h*4) ;
... 4 Unknown, always 5Ah (maybe just list end marker?) ;
... C8h Zerofilled ;
... S*18h Spawn Points ;/
NSD Bitmap
This bitmap is displayed while loading the level.
NSD Compression Info
Compression is only used in v1 (v2-v3 do also have the compression entries at
[418h..51Fh], but they are always zerofilled).
Compressed Chunk List entries at [420h..51Fh]:
0-5 Compressed Chunk Size/800h (1..1Fh=800h..F800h bytes, 20h..3Fh=Bad?)
6-31 Compressed Chunk Offset/800h
NSF
NSF files consist of 64Kbyte chunks (compressed chunks are smaller, but will be
64Kbyte after decompression). Each chunk can contain one or more file(s). That
implies that all files must be smaller than 64Kbyte (larger textures or ADPCM
samples must be broken into multiple smaller files).
All files (except Textures) are NSF Child Archives which contain one or more
smaller files/items.
NSF Chunk Types
N*8Kbyte-Compressed-chunks:
000h 2 ID, always 1235h (instead of 1234h)
002h 2 Zero
004h 4 Decompressed Size (max 10000h) (usually 9xxxh..Fxxxh, often Fxxxh)
008h 4 Skip Size (max 40h or so, when last LZSS_len was 40h)
00Ch .. Compressed data
... SK Unused (Skip size)
... .. Final uncompressed bytes (10000h-compressed_size-skip_size)
64Kbyte-Texture-chunks:
000h 2 ID, always 1234h
002h 2 Chunk Family (1=Texture)
004h 4 Filename (five 6bit characters)
008h 4 File Type (5=Texture)
00Ch 4 Checksum (sum of bytes ar [0..FFFFh], with initial [0Ch]=00000000h)
010h ... Zerofilled
020h ... Texture data (raw VRAM data, FFE0h bytes?)
64Kbyte-NonTexture-chunks:
000h 2 ID, always 1234h
002h 2 Chunk Family (0=Misc or 2..5=Sound)
004h 4 Chunk Number*2+1
008h 4 Number of Files (N) (can be 0, eg. prototype S0000003 chunk21h)
00Ch 4 Checksum (sum of bytes ar [0..FFFFh], with initial [0Ch]=00000000h)
010h N*4 File List (Offsets from ID=1234h to entries) (4-byte aligned)
... .. Offset for end of last File
... .. File Data (NSF Child Archives) (includes Type/Filename)
... .. Padding to 10000h-byte boundary
NSF Child Archives
000h 4 ID, always 0100FFFFh
004h 4 Filename (five 6bit characters)
008h 4 File Type (01h..04h, or 06h..15h)
00Ch 4 Item Count (I)
010h I*4 Item List (Offsets from ID=0100FFFFh to items) (...unaligned?)
... .. Offset for end last item
... .. Data (Items)
NSF Chunk Loading and Decompression
The compression is a mixup of LZSS and RLE. Compressed chunks are max F800h
bytes tall (10000h bytes after decompression).
dst=chunk_buffer_64kbyte
if chunksize is known (from NSD file)
src=dest=dst+10000h-chunksize
diskread(fpos,src,chunksize)
else (when parsing raw NSF file without NSD file)
src=temp_buffer_64kbyte
diskread(fpos,src,10000h)
dst_start=dst, src_start=src
if halfword[src+00h]<>1234h then ;check ID (1234h=raw, or 1235h=compressed)
dst_end=dst+word[src+04h]
skip_size=word[src+08h]
src=src+0Ch
while dst<dst_end
x=[src], src=src+1
if x<80h then
for i=0 to x-1, [dst]=[src], dst=dst+1, src=src+1, next i ;uncompressed
else
x=(x AND 7Fh)*100h+[src], src=src+1
disp=x/8, len=(x AND 7)+3, if len=0Ah then len=40h
for i=0 to len-1, [dst]=[dst-disp], dst=dst+1, next i ;compressed
src=src+src_skip
if src<>dst then
while dst<dst_start+10000h, [dst]=[src], dst=dst+1, src=src+1 ;uncompressed
chunksize=src-src_start ;<-- compute (when chunksize was unknown)
fpos=fpos+chunksize ;<-- fileposition of next chunk
Note: All compressed files seem to have an uncompressed copy with same filename in another chunk (the NSD Lookup table does probably(?) point to the compressed variant, which should reduce CDROM loading time).
Filetypes
Filetype Summary
Below shows File Type, Chunk Family, Extension (5th character of filename), the
version where the type is used, 4-letter type names (as found in the EXE
files), and a more verbose description.
Typ Family Ext Ver Name Description
00h - ! - NONE Nothing
01h 0 V all SVTX Misc.Vertices
02h 0 G all TGEO Misc.Model ;\changed format in v2-v3 ?
03h 0 W all WGEO Misc.WorldScenery ;/
04h 0 S all SLST Misc.UnknownSLST
05h 01h T all TPAG Texture.VRAM
06h 0 L v0 LDAT Misc.LevelData ;-stored in NSD in v1-v3
07h 0 Z all ZDAT Misc.Entity ;-changed format in v2-v3 ?
08h - - - CPAT Internal?
09h - - - BINF Internal?
0Ah - - - OPAT Internal?
0Bh 0 C all GOOL Misc.GoolBytecode
0Ch 02h A v0 ADIO OldSound.Adpcm ;\type 0Ch
0Ch 03h A all ADIO Sound.Adpcm ;/
0Dh 0 M all MIDI Misc.MidiMusic ;-changed format in v1-v3 ?
0Eh 04h N all INST Sound.Instruments
0Fh 0 D v0-1 IMAG Misc.UnknownIMAG ;\type 0Fh
0Fh 0 X v2-3 VCOL Misc.UnknownVCOL ;/
10h - - - LINK Internal?
11h 0 P v0-1 MDAT Misc.UnknownMDAT ;\type 11h
11h 0 R v3 RAWD Misc.UnknownRAWD ;/
12h 0 U v0-1 IPAL Misc.Unknown ;-Crash 1 only? (eg. S0000019.NSF)
13h 0 B v1-3 PBAK Misc.DemoPlayback ;-eg. in MagDemo02
14h 0 V v0-1 CVTX Misc.UnknownCVTX ;\type 14h
14h 05h O v2-3 SDIO Speech.Adpcm ;/
15h 0 D v2-3 VIDO Misc.UnknownVIDO
See also:
https://gist.github.com/ughman/3170834
https://dl.dropbox.com/s/fu29g6xn97sa4pl/crash2fileformat.html
Weird Note
"Sound entries don't need to be aligned as strictly for most (all?) emulators."
What does that mean???
Is there a yet unknown 16-byte DMA alignment requirement on real hardware?
CDROM File Archive STAGE.DIR and *.DAT (Metal Gear Solid)
Metal Gear Solid (MagDemo13: MGS\)
Metal Gear Solid (MagDemo25: MGS\)
Metal Gear Solid (MagDemo44: MGS\) (looks same as in MagDemo13)
Metal Gear Solid (Retail: MGS\)
Summary of ISO files in MGS folder (with filesizes for different releases)
File MagDemo13/44 MagDemo25 Retail/PAL
.EXE 9C000h 9C800h 9D800h ;-executable
STAGE.DIR 590800h 11A7800h 42AE000h ;-main archive
FACE.DAT 2CA000h 3Dh (txt) 358800h ;-face animation archive
ZMOVIE.STR - - 2D4E800h ;-movie archive
DEMO.DAT 149B000h 3Dh (txt) EC20000h ;\DAT/SYM combos (the .SYM
DEMO.SYM 88h - - ; files were leaked in
VOX.DAT 14F2000h 9F800h B054800h ; MagDemo13/MagDemo44 only)
VOX.SYM 988h - - ;/
BRF.DAT - 66800h 575800h ;\whatever, unknown format(s)
RADIO.DAT 16CB8h 3Dh (txt) 1AA956h ;/
STAGE.DIR:
000h 4 Size of File List (N*0Ch)
004h N*0Ch Folder List
... .. Zeropadding to 800h-byte boundary
... .. Folder Data
Folder List entries:
000h 8 Foldername (zeropadded if less than 8 chars) ;nickname=stg
008h 4 Offset/800h to File List
Folder Data (per folder):
000h 2 Unknown (always 1) (maybe File List size/800h?)
002h 2 Folder Size/800h (of whole folder, with file list plus file data)
004h N*8 File List
... Zeropadding to 800h-byte
800h Data (for files in current folder)
File List entries:
000h 2 File ID (checksum on name)
002h 1 File Family (one of following chars: "cnrs")
003h 1 File Type (one of following chars: "abcdeghiklmoprswz",FFh)
004h 4 File Size (or File Offset, when File Family="c")
.?a ???? if any ???? (does NOT exist on PAL disc 1) ;nickname=azm
.sb MIPS binary code (leading) ;nickname=bin
.cc Whatever (eg. vr10\*, s01a\*) ;nickname=con
.nd Texture Archive (leading) (contains PCX files) ;nickname=dar
.rd Misc Archive (leading) (eg. init\*) ;nickname=dar
.se Sound Effects? (trailing) ;nickname=efx
.cg Whatever, reportedly bytecode functions ;nickname=gcx
.ch Whatever ;nickname=hzm
.ci Whatever (eg. ending\*, s01a\*) ;nickname=img
.ck Whatever, model? aka "pat_xxx" files ;nickname=kmd
.cl Lights, first word = size/10h ;nickname=lit
.sm Sound Music? Nested DOT1+DOTLESS Archives ;nickname=mt3
.co Whatever "OARa" (eg. d16e\*, s00a\*, s02c\*) ;nickname=oar
.cp PCX bitmap (eg. init\*) ;nickname=pcc
.cr Whatever "sNRJ1F" (eg. roll\*) ;nickname=rar
.cs Whatever (eg. d16e\*, s01a\*) ;nickname=sgt
.sw Wave Archive (trailing) ;nickname=wvx
.cz Whatever "KMDa" (eg. s11a, a11c, s14e, s15a) ;nickname=zmd
.c,FFh End of Family="c" area ;nickname=dar?
Note: The above 3-letter nicknames are used on some webpages (unknown why, maybe they are derived from MGS filename extensions in the PC version).
FACE.DAT (face animations for video calls):
This contains several large blocks (supposedly one per stage, each block having
its own file list). There is no directory to find the begin of the separate
blocks, but one can slowly crawl through the file:
NextBlock = CurrBlock + 4 + Offset(lastfile)+Size(lastfile) + Align800h
000h 4 Number of Files in this block (eg. 19h or 1Ch)
004h N*0Ch File List for this block
... .. File Data for this block
... .. Zeropadding to 800h-byte boundary (followed by next block, if any)
File List entries:
000h 2 File Type (0=Main/Eye/Mouth frames, 1=All frames are full size)
002h 2 File ID (name checksum?)
004h 4 Filesize in bytes
008h 4 Offset in bytes, minus 4
This type use a single palette for all frames, and only the first frame is
full 52x89pix, the other frames contain only the update sections (eg. eyes).
000h 4 Offset to 200h-byte palette (usually 20h) ;\Main
004h 4 Offset to Main Bitmap (52x89pix) (usually 220h) ;/
008h 4 Offset to 4th Bitmap (usually xxxxh or 0=None) ;\Eyes
00Ch 4 Offset to 5th Bitmap (usually xxxxh or 0=None) ;/
010h 4 Zero
014h 4 Offset to 2nd Bitmap (usually 143Ch or 0=None) ;\Mouth
018h 4 Offset to 3rd Bitmap (usually xxxxh or 0=None) ;/
01Ch 4 Zero
020h 200h Palette (256 colors) ;\Main
220h 1218h Main Bitmap ;/
1438h 4 Zero
143Ch .. 2nd Bitmap (if any) ;\Mouth
... .. 3rd Bitmap (if any) ;/
... .. 4th Bitmap (if any) ;\Eyes
... .. 5th Bitmap (if any) ;/
This type use separate palettes for each frame, all frames are full 52x89pix.
000h 4 Number of frames
004h N*0Ch Frame List
... 200h 1st Frame Palette
... 1218h 1st Frame Bitmap (52x89pix)
... 4 ?
... 200h 2nd Frame Palette
... 1218h 2nd Frame Bitmap (52x89pix)
... 4 ?
... .. 3rd Frame ...
Frame List entries:
000h 4 Offset to Palette
004h 4 Offset to Bitmap (usually at Palette+200h)
008h 4 Unknown (often 000x000xh)
000h 1 Offset X (always 00h in Main Bitmap)
001h 1 Offset Y (always 00h in Main Bitmap)
002h 1 Width (always 34h in Main Bitmap, or less in 2nd-5th bitmap)
003h 1 Height (always 59h in Main Bitmap, or less in 2nd-5th bitmap)
004h .. Bitmap Pixels at 8bpp (Width*Height bytes)
DEMO.DAT, DEMO.SYM
VOX.DAT, VOX.SYM
The .DAT files contain several huge blocks, found on 800h-boundaries starting
with:
10 08 00 00 0x 00 00 00 ..
"0xNNNNNNNN name",0Ah
RADIO.DAT:
Whatever, contains chunks with text messages, chunks are about as so:
000h 4 Unknown (eg. 36h,BFh,5Eh,00h)
004h 4 Unknown (eg. 03h,13h,00h,00h)
008h 1 Unknown (eg. 80h)
009h 2 Chunk Size (eg. 0xh,xxh) ;big-endian
.. .. Chunk Data (Chunk Size-2 bytes) (binary stuff, and text strings)
BRF.DAT:
Contains several "folders" in this format:
000h 4 Number of files in this folder
004h .. File(s)
... .. 01h-padding to 800h-byte boundary
Files have this format:
000h .. Filename ("name.pll",00h)
... .. Zeropadding to 4-byte boundary (aligned to begin of BRF.DAT)
... 4 File data size (usually a multiple of 4)
... .. File data
... 1 Zero (00h)
000h .. PCX file (starting with 0A,05,01,01 or 0A,05,01,08)
... .. 01h-padding to 800h-byte boundary
The second part with .PCX files doesn't have any chunk sizes at all (though one could decompress the .PCX file to find the end of each file) (also one could guess/find them by looking for 0A,05,01,01/08 on 800h-byte boundaries).
ZMOVIE.STR (movie archive with several STR files with subtitles)
CDROM File Video Streaming STR Variants
STAGE.DIR\\.sb - stage binary/header
This is the first file in most folders (except "init*" folders).
The file contains MIPS binary program code. And, there are ascii strings near
end of .sb files, which include filenames, alike:
"name.c",00h + garbage-padding to 4-byte boundary ;<-- maybe source code?
"pat_lamp",00h + zero- padding to 4-byte boundary ;<-- name for File ID !
STAGE.DIR\\.cp, STAGE.DIR\\.nd.p, BRF.DAT\* - PCX bitmap files
MGS is using customized/corrupted PCX files as standard texture format (in
STAGE.DIR\\.cp, STAGE.DIR\\.nd\.p, and BRF.DAT\).
For details on PCX format (and MGS-specific customizations), see:
CDROM File Video Texture/Bitmap (PCX)
Apart from PCX, there's also custom texture format for animated bitmaps (in
FACE.DAT), and a few TIM images (in STAGE.DIR\init*\.rd\.r)
STAGE.DIR\\.nd - texture archive (with .PCX files)
STAGE.DIR\init*\*.rd - misc archive (with misc files)
These archives contain several chunks in following format:
000h 2 File ID (checksum on name?)
002h 1 File Type (one of following chars: "p" for .nd, or "kors" for .rd)
003h 1 Zero (00h)
004h 4 Chunk Size (rounded to 4-byte boundary)
008h .. Chunk Data
.p PCX bitmap ;-in *\*.nd archives
.k Whatever ;\
.o Whatever "OARa" ; in init*\*.rd archives
.a Whatever ;
.r Misc (TIM and other stuff) ;/
STAGE.DIR\\.sw - wave archive
There can be one or more .sw files per stage folder (eg. two sw's in
"vr*\*.sw").
000h 4 Unknown (800h or C00h) ;big-endian
004h 4 Size of File List (N*10h) ;big-endian
008h 8 Zerofilled
010h N*10h File List (xx,xx,xx,00,00,00,00,7F,00,00,00,0F,00,19,0A,00)
... 4 Unknown (40000h or 60000h) ;big-endian
... 4 Size of SPU-ADPCM Data area ;big-endian
... 8 Zerofilled
... .. SPU-ADPCM Data area (indexed from File List)
File List entries:
000h 4 Offset+Flags ;little-endian!
bit0-16 Offset (from begin of SPU-ADPCM Data area)
bit17 Unknown (0 or 1)
bit18 Unknown (1)
bit19-31 Unknown (0)
004h 12 Whatever (always 00,00,00,7F,00,00,00,0F,00,19,0A,00)
STAGE.DIR\\.se - sound effects? maybe short midi-like sequences or so?
000h 80h*10h List (unused entries are 1x00000000h,3xFFFFFFFFh)
800h .. Data (whatever, usually 14h or more bytes per list entry)
List entries:
000h 1 Unknown (eg. 01h,10h,20h,A0h,80h,FFh) ;\
001h 1 Number of Voices? (1..3) ; all zero for
002h 1 Unknown (1 or 0) ; unused list entries
003h 1 Unknown (2 or 0 or 1) ;/
004h 4 Offset-800h for 1st Voice? ;-FFFFFFFFh=Unused
008h 4 Offset-800h for 2nd Voice? (if any) ;-FFFFFFFFh=Unused
00Ch 4 Offset-800h for 3rd Voice? (if any) ;-FFFFFFFFh=Unused
Data:
Seems to contain 4-byte entries (last entry being 00,00,FE,FF).
STAGE.DIR\\.sm - whatever nested archives - sound music? mide-like?
This does resemble a DOT1 Parent archive with 1-4 DOTLESS Child archives.
Except, the offsets in Child archives are counted from begin of Parent archive.
Data:
Seems to contain 4-byte entries (last entry being 00,00,FE,FF).
File IDs
File IDs in STAGE.DIR (and maybe elsewhere, too) are computed as so:
sum=0,
for i=0 to len(filename)-1
sum=sum*20h+filename[i] ;\or so, 16bit overflows might be
sum=(sum+sum/10000h) AND FFFFh ;/cropped slightly differently
Some filenames are empty (name="", ID=0000h).
Some filenames do match up with the STAGE.DIR foldername.
Some filenames do match up with strings in .sb file of current folder.
Other filenames are unknown.
CDROM File Archive DRACULA.DAT (Dracula)
Dracula - The Resurrection - DRACULA.DAT (180Mbyte)
000h 4 Zero
004h 4 Number of Entries (503h)
008h 4 Zero
00Ch 4 Random
010h 10h Zero
020h N*10h File List
... .. Zeropadding to 800h-byte boundary
... .. Fild Data area
000h 4 Offset/800h
004h 4 Type (see below for info on different file types)
008h 4 Filesize in bytes
00Ch 4 Random (or 0 when Filesize=0)
Type=00000001h Cubemap ;\either one of these
Type=00000040h Cubemap.empty ;/
Type=00000020h Cubemap.overlay? ;\these have size=0 when unused
Type=00000400h Cubemap.sounds ;/
Type=00000000h Archive with TIMs (Size=AB74h) (" RSC3.1V")
Type=00000004h Unknown (Size=16164h) (00000064h)
Type=00000008h Related to DRACULA1.STR (Size=1000h) (" RTS1.1V")
Type=00001000h Unknown (Size=2000h) ("BXFS1.1V")
Type=00008000h Unknown (Size=71Dh) (" CM1.1V")
Type=00020000h Unknown (Size=3B9h) (" GSM0.1V")
Type=02000000h Unknown (Size=0h) (empty)
Type=00000100h Related to DRACULA1.XA (Size=1000h) ("RAAX1.1V")
Type=00000010h Unknown (Size=450h) (" HYP0.1V")
Type=00100000h Unknown (Size=4014h) (" xFS1.1V") (x=A1h)
Type=00000080h Unknown (Size=258F4h) (00000010h)
Type=00000200h TIM (gui charset) (Size=6E9Eh) (TIM)
Type=00010000h TIM (gui buttons) (Size=10220h) (TIM)
Type=00040000h Unknown (Size=2C4h) (" TES0.1V")
Type=00002000h TIM (gui book pages) (Size=1040h) (TIM)
Type=00000800h Cubemap ;\as Type 01h, (Size=4092Ch) (" RIV3.1V")
Type=00004000h Cubemap ;/but [10h,14h]=0 (Size=4092Ch) (" RIV3.1V", too)
000h 8 Name, ASCII, padded with leading spaces (eg. " RIV3.1V")
008h 4 Something (0, 1 or 2) (unknown, this isn't number of list entries)
00Ch 4 Zero
010h 4 Offset to Ext data (ACh) ;\ext data
014h 4 Size of Ext data (eg. 0 or 84h) ;/
018h 6*4 Offsets to Side 0-5 ;\cubemap sides
030h 6*4 Sizes of Side 0-5 (0, 10220h, or 10820h) ;/
048h 44h Zerofilled
08Ch 20h Name, ASCII (eg. "DEBUT0.VR", zeropadded)
0ACh .. Ext Data (if any)
... .. Cubemap TIM sides (if any)
Note: The cubemap TIMs have 100h or 400h colors (in the latter case: 100h colors for each quarter of the 8bpp bitmap).
Note: The TIMs can be arranged as 3D-cubemap with six sides, or as hires
2D-bitmap (composed of four TIMs, and 2 empty TIMs with size=0).
Same as Type 01h, but size is always 0ACh (and all seven Size entries are 0)
000h 8 Name, ASCII, padded with leading spaces (eg. " XFS0.1V")
008h 4 Zero
00Ch 4 Number of Files (N) (max 10h)
010h N*10h File List (100h bytes, zeropadded when less than 10h files)
110h .. File Data (VAG files)
File List entries:
000h 4 Unknown (55F0h, 255F0h or 20000h)
004h 4 File ID (01010000h, increasing, or other when above=2xxxxh)
008h 4 Offset in bytes ;\.VAG files
00Ch 4 Filesize in bytes ;/
000h 8 Name, ASCII, padded with leading dot (eg. ".MNA4.1V")
008h 4 Zero
00Ch 4 Random
010h 4 Unknown 01h
014h 4 Total Number of 40h-byte blocks (01h..[018h]) (H)
018h 4 Total Number of 120h-byte blocks (eg. 1Fh,31h) (N)
01Ch 4 Total Number of 1Ch-byte blocks (eg. 1Eh, 50h, F7h) (M)
020h 4 Unknown 0 or 1 (in file 4EAh)
024h 4 Unknown 01h
028h 6*4 Offsets to Side 0-5 (at end of file and up) (or 0) ;\cubemap
040h 6*4 Sizes of Side 0-5 (10220h, or 10820h) (or 0) ;/sides
058h H*40h 40h-byte blocks
... N*120h 120h-byte blocks (related to offsets in 40h-byte blocks)
... M*1Ch 1Ch-byte blocks (related to offsets in 120h-byte blocks)
... .. Unknown data (related to offsets in 1Ch-byte blocks)
... .. Ext data (related to Ext offsets in 40h-byte blocks)
FILE DOES END HERE!
(below is allocated in above header, but not actually stored in the file)
(maybe allocated as rendering buffer?)
... - Cubemap TIM sides
The 40h-byte blocks are:
000h 20h Name (eg. "FLAMMES", zeropadded)
020h 4 Unknown 01h or 00h
024h 4 Offset to 120h-byte blocks (usually 98h, or higher)
028h 4 Unknown 00h
02Ch 4 Number of 120h-byte blocks (01h..[018h])
030h 4 Unknown 01h
034h 4 Ext Offset ;\usually all zero
038h 4 Ext Size (3C000h) ; (except, nonzero in file 4EAh)
03Ch 4 Ext Random (checksum?) ;/
The 120h-byte blocks are:
000h 18h*4 List with Offsets to 1Ch-byte blocks (usually 4 entries nonzero)
060h 18h*4 List with Zeroes
0C0h 18h*4 List with Numbers of 1Ch-byte blocks (usually max 4 entries)
The 1Ch-byte blocks are:
000h 4 Unknown 04h
004h 4 Width 20h or 10h
008h 4 Height 20h or 10h or 30h
00Ch 4 Unknown 60h or 10h
010h 4 Unknown 00h or 30h
014h 4 Offset to Unknown Data
018h 4 Size of Unknown Data (Width*Height*1)
000h 8 Name (" RSC3.1V")
008h 8 Zerofilled
010h 4 Number of used entries (1Fh) (max 80h)
014h 80h*4 Offset List (offsets to files) (A14h and up)
214h 80h*4 Zero List (zerofilled)
414h 80h*4 Size List (filesizes)
614h 80h*4 Width List (0Ch,18h,34h,2Ch) (in pixels)
814h 80h*4 Height List (0Ch,24h,34h,2Ch)
A14h .. Data (TIM files, with mouse pointers)
CDROM File Archive Croc 1 (DIR, WAD, etc.)
Croc 1 (MagDemo02: CROC\*) (plus more files in retail version)
CROCFILE.DIR and CROCFILE.1:
CROCFILE.DIR:
000h 4 Number of Entries (N)
004h N*18h File List
... 4 Checksum (sum of all of the above bytes)
CROCFILE.1:
000h .. File Data (referenced from .DIR)
File List entries:
000h 0Ch Filename ("FILENAME.EXT", zeropadded if shorter)
00Ch 4 File Size in bytes (can be odd) (including 8 byte for size/chksum)
010h 4 File Offset in .1 file (unaligned, can be odd, increasing)
014h 4 Zero (0)
000h 4 Size-8 of whole file (or Size-0 for those in MP*.WAD)
004h 4 Flags? (usually 0Ch or 14h)
008h 1 Filename length (including trailing 00h, if any)
009h .. Filename ("P:\CROC\EDITOR\MAPS\..\*.MAP") (+00h in MAP05*.WAD)
... .. Unknown
... 1 Description length
... .. Description (eg. "Default New Map")
... .. Unknown
... (4) Checksum of whole file (sum of all bytes) (not in MP*.WAD)
MAP*.WAD:
000h 4 Size-8 of whole file
004h .. MAP file(s) (each with size/checksum, same format as MP*.MAP)
... 4 Checksum of whole file (sum of all of the above bytes)
CROC.WAD, CROCSLID.WAD, EXCLUDE.WAD, MP*.WAD, OPTIONS.WAD, SWIMCROC.WAD:
000h 4 Size-8 of whole file
004h 4 Offset-8 to SPU-ADPCM data area
008h .. Data File area (model.MOD anim.ANI, bytecode.BIN, header.CVG, etc.)
... .. SPU-ADPCM data area (if any, note in CROCSLID.WAD and OPTIONS.WAD)
The Data File area contains several "files" but doesn't have any directory
with filename/offset/size. The only way to find the separate files seems to
be to detect the type/filesize of each file, and then advance to next file
(bytecode.BIN files start with a size entry, but files like .MOD or .ANI
require parsing their fileheader for computing filesize).
Note: The PC version reportedly has .WAD files bundled with .IDX file (that
makes it easier to find files and filenames).
Note: The STRAT.DIR file contains a list of filenames used in .WAD files
(but lacks info on offset/size, so it isn't really useful).
Sound.BIN Files (CROCFILE.DIR\AMBI*.BIN, MAP*.BIN, JRHYTHM.BIN, REVERB.BIN):
000h 4 Size of .SEQ file ;\if any (not in REVERB.BIN)
004h .. SEQ file (starting with ID "pQES") ;/
... 4 Size of .VH file ;\always present
... .. VH file (starting with ID "pBAV") ;/
... .. VB file (sample data, SPU-ADPCM data, up to end of file)
Music.BIN files (MAGMUS.BIN, MUSIC.BIN):
000h 4 Size-8 of whole file (118h)
004h .. Increasing 32bit values ;sector numbers in PACK*.STR files or so?
... 4 Unknown (2EEh or 258h) (aka 750 or 600 decimal)
... .. Zeropadding
11Ch 4 Checksum (sum of all of the above bytes)
Note: MUSIC.BIN has an extra copy (without chksum) in EXCLUDE.WAD\MUSIC.BIN
Ascii.BIN files (CREDITS*.BIN, MNAME.BIN):
000h 4 Size-8 of whole file
004h (2) Type or so? (02h,01h) (only in CREDITS*.BIN, not in MNAME.BIN)
... .. Ascii strings (each string is: len,"text string",unknown)
... 4 Checksum (sum of all of the above bytes)
Texture.BIN files (type 4) (STILLGO.BIN, STILLST.BIN, STILLTL.BIN):
000h 2 Type (4=Texture/uncompressed, with 0Eh-byte list entries)
002h 1 Zero (maybe Extra6byte as in type 5,6 Texture.BIN files)
003h 2 Number of List entries (N) (always 4B0h in all three files)
005h 2 Number of Texture Pages (usually 2)
007h 2 Zero (maybe Unknown/Animation as in type 5,6 Texture.BIN files)
009h N*0Eh Polygon List (?,?,?,?,?,?, x1,y1, x2,y1, x1,y2, x2,y2)
... 40000h Texture Page uncompressed data (two pages, 20000h bytes each)
... 4 Checksum (sum of all of the above bytes)
Texture.BIN files (type 5,6) (ENDTEXT*.BIN, FONT.BIN, FRONTEND.BIN,
OUTRO.BIN, PUBLISH.BIN, STILL*.BIN, TB*.BIN, TK*.BIN, TPAGE213.BIN):
000h 4 Zero (0) (in TPAGE213.BIN: Size-8 of whole file)
004h 2 Type (6=Texture/RLE16) (in TPAGE213.BIN: 5=Texture/uncompressed)
006h 1 Extra6byte flag/size (0=None, 3=Extra6byte: TB*.BIN, TPAGE*.BIN)
... (6) Extra6byte data (unknown purpose, only present when [006h]=3)
... 2 Number of Polygon List entries (N)
... 2 Number of Texture Pages (usually 1) (in TK*_ENM.BIN: usually 2)
... 2 Number of Unknown Blocks (0=None, or 1,2,4,8)
... (..) Unknown Block(s), if any
... 2 Number of Animation Blocks (0=None)
... (..) Animation Block(s), if any
... N*0Ch Polygon List (?,?,?,?, x1,y1, x2,y1, x1,y2, x2,y2) ;x,y or y,x?
... (4) Texture Page compressed size (T1) ;\only when [004h]=Type=6
... (T1) Texture Page compressed data ;/
... (4) Texture Page compressed size (T2) ;\only when [004h]=Type=6
... (T2) Texture Page compressed data ;/ and NumPages=2
... 20000h Texture Page uncompressed data ;-only when [004h]=Type=5
... 4 Checksum (sum of all of the above bytes)
Unknown Block(s):
(Unknown purpose, each Unknown Block has the format shown below)
000h 2 Unknown (looks like some index value, different for each entry)
002h 2 Number of Unknown Items (eg. 1 or 2 or 4)
004h .. Unknown Items (NumItems*6 bytes) (three halfwords each?)
Animation Block(s):
(This is supposedly used to update portions of the Texture Page for
animated textures, each Animation Block has the format shown below)
000h 2 Number of Bitmap Frames in this Animation (usually 8)
002h 2 Bitmap Width (in halfword units)
004h 2 Bitmap Height
006h 2 Unknown (1 or 3) ;\
008h 2 Unknown (C10h, CC8h, 1E8h, or xxxh) ; maybe vram X,Y address?
00Ah 2 Unknown (0) ;/
00Ch .. Bitmap Frames (Width*2*Height*NumFrames bytes, uncompressed)
Croc 1 RLE16 compression:
This is using unsigned little-endian 16bit LEN/DATA pairs, LEN can be:
0000h..7FFFh --> Load one halfword, fill 1..8000h halfwords
8000h..FFFFh --> Copy 1..8000h uncompressed halfwords
BUG: Texture pages should be 20000h bytes (256x256 halfwords), but for
whatever reason, the size of decompressed data can be 1FFEAh, 1FFF0h,
1FFFAh, 20000h, or 20002h.
Bytecode.BIN (inside of .WAD files):
000h 4 Size of whole file
004h .. Whatever bytecode (starting with initial 16bit program counter?)
Unknown.BIN (last 1-2 file(s) in EXCLUDE.WAD file):
000h 4 Number of entries (N)
004h N*18h Whatever
... 4 Checksum (sum of above bytes)
Unknown purpose, retail version has one such file (with 0Ah entries), demo
version has two such files (with 0Ah and 4Eh entries. The files start with:
0A,00,00,00,00,00,00,00,00,00,64,00,00,00,EB,FF,... ;demo+retail
4E,00,00,00,00,00,64,00,00,00,50,00,00,00,64,00,... ;demo
Demo version has one .MOD file in CROCFILE.DIR (retail has more such files):
000h 2 Number of Models (N) (1 or more) (up to ECh exists) ;\header
002h 2 Flags (0 or 1) ;/
004h N*Var SubHeadersWithData ;see below ;-data
... 4 Checksum (sum of all of the above bytes) ;-checksum
SubHeadersWithData(N*Var):
004h 4 Radius ;\
008h 48h Bounding Box[9*8] (each 8byte are 4x16bit: X,Y,Z,0) ; for each
050h 4 Number of Vertices (V) ; model
054h V*8 Vectors (4x16bit: X,Y,Z,0) ;
... V*8 Normals (4x16bit: X,Y,Z,0) ;
... 4 Number of Faces (F) (aka Polygons?) ;
... F*14h Faces (8x16bit+4x8bit: X,Y,Z,0,V1,V2,V3,V4, Tex/RGB) ;
... 2 Number of collision info 1? (X) ;\ ;
... 2 Number of collision info 2? (Y) ; only if ;
... X*2Ch Collision info 1? ; Flags.bit0=1 ;
... Y*2Ch Collision info 2? ;/ ;/
There are further .MOD models inside of .WAD files, with slightly
re-arranged entries (and additional reserved/garbage fields):
000h 2 Number of Models (N) (1 or more) (up to ECh exists) ;\
002h 2 Flags (0 or 1) ; header
004h 4 Reserved/garbage (usually 224460h) (or 22C9F4h/22DF54h) ;/
008h (4) Number of Models WITH Data arrays (M) ;\
00Ch (M*2) Model Numbers WITH Data arrays (increasing, 0..N-1) ; ext.hdr
... (..) Padding to 4-byte boundary (garbage, usually=M) ;/
... N*68h Subheader(s) ;see below ;-part 1
... N*Var DataArray(s) ;see below ;-part 2
Subheaders(N*68h):
000h 4 Radius ;\
004h 48h Bounding Box[9*8] (each 8byte are 4x16bit: X,Y,Z,0) ; for each
04Ch 4 Number of Vertices (V) ; model
050h 4 Reserved/garbage (usually 0022xxxxh) ;
054h 4 Reserved/garbage (usually 0022xxxxh) ;
058h 4 Number of Faces (F) (aka Polygons?) ;
05Ch 4 Reserved/garbage (usually 0022xxxxh) ;
060h 2 Number of collision info1? (X) ;
062h 2 Number of collision info2? (Y) ;
064h 4 Reserved/garbage (usually 0022xxxxh) or xxxxxxxxh) ;/
DataArrays(N*Var) with sizes V,F,X,Y from corresponding Subheader:
(if ext.hdr is present, then below exists only for models listed in ext.hdr)
000h V*8 Vectors (4x16bit: X,Y,Z,0) ;\
... V*8 Normals (4x16bit: X,Y,Z,0) ; for each
... F*14h Faces (8x16bit+4x8bit: X,Y,Z,0,V1,V2,V3,V4, Tex/RGB) ; model
... X*2Ch Collision info 1? ;
... Y*2Ch Collision info 2? ;/
The ext.hdr mentioned above exists only in some .MOD files (usually in one of
the last chunks of MP*.WAD). Files with ext.hdr have N>1, Flags=1 (but files
without ext.hdr can also have those settings). Files with ext.hdr do usually
have uncommon garbage values at hdr[4], which isn't too helpful for detection.
The only way to detect models with ext.hdr seems to be to check if the ext.hdr
contains valid increasing entries in range 0..N-1.
WAD's that do contain a model with ext.hdr do usually also contain an extra
100h-byte file, that file contains N bytes for model 0..N-1 (plus zeropadding
to 100h-byte size), the bytes are supposedly redirecting models without Data
Arrays to some other data source.
The 100h-byte files don't have any header or checksum, they contain up to 9Ch
entries (so there's always some zeropadding to 100h), the existing 100h-byte
files contain following values in first 4 bytes (as 32bit value):
04141401h, 0C040017h, 01010101h, 09030503h, 0A0B0A0Bh, 03020102h, 0C060900h,
00060501h, 04040201h, 01010203h, 01030201h, 05000302h, 0C040317h, or Zero.
To distinguish from other files: BIN/MAP files start with a 4-byte aligned
Size value; if Size=0 or (Size AND 3)>0 or Size>RemainingSize then it's
probably a 100h-byte file. Best also check if last some bytes are zeropadded.
Exceptions:
Retail MP090..MP100_*.WAD has model with ext.hdr, but no 100h-byte file
Demo MP041_00.WAD has model with ext.hdr, with zerofilled 100h-byte file
Note: Some models have ALL models listed in ext.hdr (which is about same as
not having any ext.hdr at all; except, they ARE bundled with 100h-byte file).
Some (not all) MP*.WAD files are bundled with MP*.DEM files, supposedly
containing data for demonstration mode. There are two versions:
demo version: size 2584h (9604 decimal) (some files with partial checksum)
retail version: size 0E10h (3600 decimal) (without checksum)
Animation data, there is only one such file in CROCFILE.DIR:
000h 2 Value (100h)
002h 2 Number of Triggers (T) (2)
004h (T*2) Trigger List (with 2x8bit entries: FrameNo, TriggerID)
... .. Probably, Padding to 4-byte boundary (when T=odd)
... 4 Number of entries 1 (X)
... X*18h Whatever Array 1
... 4 Number of entries 2 (Y) (usually/always 64h)
... X*Y*4 Whatever Array 2
... 4 Number of entries 3 (Z) (usually/always 0Ah)
... X*Z*18h Whatever Array 3
There are further .ANI files inside of .WAD files:
000h 2 Value (100h or 200h) ;Animation Speed?
002h 2 Number of Triggers (T) (0, 1, 2, 3, 5, or 9)
004h 4 Garbage/Pointer (usually 224460h) (or zero)
008h 4 Number of entries 1 (X) (1 or more) ;Num Frames
00Ch 4 Garbage/Pointer (usually 22C9F4h) (or 224460h or 22DF54h)
010h 4 Number of entries 2 (Y) (usually 64h) (or 0) ;Num Vertices (?)
014h 4 Garbage/Pointer
018h 4 Number of entries 3 (Z) (usually 0Ah) (or 6 or 9)
01Ch 4 Garbage/Pointer
020h (T*2) Trigger List (with 2x8bit entries: FrameNo, TriggerID)
... .. Padding to 4-byte boundary (garbage, usually=X)
... X*18h Whatever Array 1
... X*4 Garbage/Pointers (0021EE74h,0021EE74h,xxx,...)
... X*Y*4 Whatever Array 2 ;Vertex 3x10bit? ;only if Y>0
... (X*4) Garbage/Pointers (0021EE74h,0021EE74h,xxx,...) ;only if Y>0
... X*Z*18h Whatever Array 3
There is only one such file in CROCFILE.DIR:
000h 4 Size-8 of whole file
004h 4 Unknown (0)
008h 4 Unknown (1)
00Ch .. SPU-ADPCM data
... 4 Checksum (sum of all of the above bytes)
There are further .CVG files inside of .WAD files, these consist of two
parts; 0Ch-byte Headers (in the data file area), and raw SPU-ADPCM data
(in the spu-adpcm data area at end of the .WAD file):
Header(0Ch):
000h 4 Size+8 of data part
004h 4 Unknown (0)
008h 4 Unknown (0 or 1)
Data(xxxx0h):
000h .. SPU-ADPCM data (starting with sixteen 00h bytes)
This file contains a list of filenames for files inside of .WAD files, but
it does NOT tell where those files are (in which WAD at which offset).
000h 4 Number of Entries (N)
004h N*xxh File List (retail=14h bytes, or demo=18h bytes per entry)
... 4 Checksum (sum of all of the above bytes)
List entries are:
demo: entrysize=18h ;Filename(0Ch)+Size(4)+Zeroes(8)
retail: entrysize=14h ;Filename(0Ch)+ Zeroes(8)
The list contains hundreds of filenames, with following extensions:
*.BIN byte-code strategies
*.MOD models
*.ANI animations
*.CVG spu-adpcm voice data
These "filenames" seem to be actually solely used as "memory handle names":
MemoryHandle(#1) = LoadFile("FILENAME.BIN") ;<-- names NOT used like this
MemoryHandle("FILENAME.BIN") = LoadFile(#1) ;<-- names used like this
Huge files with XA-ADPCM audio data
Huge mis-mastered 24Mbyte file (contains several smaller XA-ADPCM blocks,
accidentally stored in 800h-byte FORM1 data sectors, instead of 914h-byte
FORM2 audio sectors).
MDEC movies
Raw bitmaps (25800h bytes, uncompressed, 320x240x16bpp)
CDROM File Video Polygon Streaming
Note: MOD/ANI files contain many Reserved/Garbage/Pointer entries which are replaced by pointers after loading (the initial values seem to have no purpose; they are aften set to constants with value 002xxxxxh which could be useful for file type detection, but they vary in different game versions).
See also:
https://github.com/vs49688/CrocUtils/ (for PC version, PSX support in progress)
CDROM File Archive Croc 2 (DIR, WAD, etc.)
Croc 2 (MagDemo22: CROC2\CROCII.DIR\T*.WAD+DEM)
Disney's The Emperor's New Groove (MagDemo39: ENG\KINGDOM.DIR\T*.WAD+DEM)
Disney's Aladdin in Nasira's Rev. (MagDemo46: ALADDIN\ALADDIN.DIR\T*.WAD+DEM)
Alien Resurrection, and Harry Potter 1 and 2 ... slightly different format?
Overall .WAD format:
000h 4 Total Filesize+/-xx (-4 or +800h or +1800h)
004h 4+4+.. XSPT Chunk ;Textures
... 4+4+.. XSPS Chunk ;SPU-ADPCM Sound (if any, not in all .WAD's)
... 4+4+.. XSPD Chunk ;...whatever Data...?
... 4+4 DNE Chunk ;End marker (in Harry Potter: with data!)
000h 4 Chunk Name "XSPT" (aka TPSX backwards)
004h 4 Chunk Size (excluding 8-byte Name+Size)
008h 4 Chunk Flags (02h or 06h or 0Eh) ;02h in Croc 2
00Ch (20h) Name (eg. "Default new map", zeropadded) ;\if Flags bit2=1
... (804h) Unknown ... SAME as in XSPD chunk !!! ;/
... 4 Number of List 1 entries (N1) (xxh..xxxh) ;\
... 4 Number of Texture Pages (1..4) ; List 1 and NumPages
... N1*0Ch List 1 Whatever (6B 2F xx 00..) ;/
... 4 Number of List 2 entries (N2) (0..xxh) ;\
... 4 Unknown (2 or 7) ; List 2
... N2*04h List 2 Whatever (halfwords?) (if N2>0) ;/
... (5*C00h) Whatever, 5*C00h, Palette+Stuff? ;-if Flags bit3=1
... .. RLE16 compressed Texture Pages ;-Texture bitmap
RLE16 Texture notes:
Compressed data consists of signed little-endian 16bit LEN+DATA pairs:
LEN=0000h --> invalid/unused
LEN=0001h..7FFFh --> copy LEN halfwords from src
LEN=8000h..FFFFh --> load ONE halfword as fillvalue, fill -LEN halfwords
Compressed size is everything up to end of XSPT chunk
Decompressed size is 20000h*NumTexturePages (=20000h,40000h,60000h or 80000h)
That is: Width=256 halfwords, height 256*NumTexturePages lines. There seems
to be only one RLE16 compression block for all Texture Pages, rather than one
RLE16 block for each Page.
BUG #1: Decompressed data in Aladding/Emperor does often contain only
1FFFEh,3FFFEh,5FFFEh,7FFFEh bytes (the decompressed data has correct size
when appending ONE halfword with random/zero value).
BUG #2: Compressed data in Croc 2 ends with a RLE16 length value (-LEN), but
lacks the corresponding RLE16 filldata (the decompressed data is 7FFFEh when
filling those LEN halfwords with random/zero values).
000h 4 Chunk Name "XSPS" (aka SPSX backwards) ;\
004h 4 Chunk Size (excluding 8-byte Name+Size) ; header
008h 4 Chunk Flags (0 or 3 or 7) ;/
00Ch 4 Number of Sounds (N1) (1..xxh) ;\always present
010h N1*14h Sound List ;/
... (4) VAB/VH Size ;\if Flags=3 or 7
... (..) VAB/VH Header ;/ (bit0 or bit1?)
... (4) Unknown (2 or 4) ;-if Flags=3 or 7
... (4) Whut (N2) ;\if Flags.bit2=1
... (N2*10h) Whut List (4 words: xxh,10h,xxxx00h,xxxx0h);/
... 4 Size of all Part 1 Sound Data blocks ;\always
... .. SPU-ADPCM Sound Data (referenced from Sound List) ;/
... (4) Size of all Part 2 Sound Data blocks (+8) ;\if Flags=
... (..) SPU-ADPCM Sound Data (referenced from Sound List?) ; 3 or 7
... (8) Zero ;/
Sound List entries (as in FESOUND.WAD):
000h 4 Sample Rate in Hertz (AC44h=44100Hz, 5622h=22050Hz, 3E80h=16000Hz)
004h 2 Sample Rate Pitch (1000h=44100Hz, 0800h=22050Hz, 05CEh=16000Hz)
006h 2 Unknown (7Fh)
008h 4 Unknown (1) (1) (8)
00Ch 4 Unknown (42008Fh) (1FC0001Fh) (40008Fh)
010h 4 Filesize (xxx0h) (xxx0h)
000h 4 Chunk Name "XSPD" (aka DPSX backwards)
004h 4 Chunk Size (excluding 8-byte Name+Size)
008h 4 Flags-and/or-other stuff ? (eg. 00000094h or 0A801094h)
00Ch 804h Unknown ... SAME as in XSPT chunk !!!
810h .. Unknown ...
000h 4 Chunk Name " DNE" (aka END backwards)
004h 4 Chunk Size (0) (except, in Harry Potter: nonzero)
... .. Data (usually none such) (except, in Harry Potter: with data!)
000h 4 Number of entries (N) (always 2EEh, aka 750 decimal)
004h N*8 Whatever entries... maybe data for demonstration mode?
http://wiki.xentax.com/index.php/Argonaut_WAD
CDROM File Archive Headerless Archives
Headerless Archives
Some games use files that contain several files badged together. For example,
PSX Resident Evil 2, COMMON\DATA\*.DIE contains TIM+VAB badged together
PSX Resident Evil 2, COMMON\DATA\*.ITP contains 1000h-byte aligned TIMs
Blaster Master, DATA\MENU\*\*.PRT contains three smaller TIMs badged together
Blaster Master, DATA\MENU\*\*.BG contains three bigger TIMs badged together
Misadventures of Tron Bonne, KATWA\*.BIN contains headerless archives (with TIMs and audio)
Headerless BSS files contain several BS files with huge padding inbetween
Some corner cases may be: Files with odd size may insert alignment padding before next file. Archives with 800h-byte filesize resolution will have zeropadding (or garbage) if the real size isn't a mutiple of 800h. Regardless of that two cases, archives may use zeropadding to 800h-byte or even 10000h-byte boundaries (as workaround one could skip zeroes until reaching a well-aligned nonzero word or double word (assuming that most files start with nonzero values; though not always, eg. raw ADPCM or raw bitmaps).
CDROM File Compression
Compressed Bitmaps
.BS used by several games (and also in most .STR videos)
.GIF used by Lightspan Online Connection CD
.JPG used by Lightspan Online Connection CD
.BMP with RLE4 used by Lightspan Online Connection CD (MONOFONT, PROPFONT)
.BMP with RLE8+Delta also used by Online Connection CD (PROPFONT\ARIA6.BMP)
.PCX with RLE used by Jampack Vol. 1 (MDK\CD.HED\*.pcx)
.PCX with RLE used by Hot Wheels Extreme Racing (MagDemo52: US_01293\MISC\*)
.PCX with RLE used by Metal Gear Solid (slightly corrupted PCX files)
Compressed Audio
.XA uses XA-ADPCM (and also used in .STR videos)
.VAG .VB .VAB uses SPU-ADPCM
Compressed Files
CDROM File Compression LZSS (Moto Racer 1 and 2)
CDROM File Compression LZSS (Dino Crisis 1 and 2)
CDROM File Compression LZSS (Serial Experiments Lain)
CDROM File Compression ZOO/LZSS
CDROM File Compression Ulz/ULZ (Namco)
CDROM File Compression SLZ/01Z (chunk-based compressed archive)
CDROM File Compression LZ5 and LZ5-variants
CDROM File Compression PCK (Destruction Derby Raw)
CDROM File Compression GT-ZIP (Gran Turismo 1 and 2)
CDROM File Compression GT20 and PreGT20
CDROM File Compression HornedLZ
CDROM File Compression LZS (Gundam Battle Assault 2)
CDROM File Compression BZZ
CDROM File Compression RESOURCE (Star Wars Rebel Assault 2)
CDROM File Compression TIM-RLE4/RLE8
CDROM File Compression RLE_16
CDROM File Compression PIM/PRS (Legend of Mana)
CDROM File Compression BPE (Byte Pair Encoding)
CDROM File Compression RNC (Rob Northen Compression)
CDROM File Compression Darkworks
CDROM File Compression Blues
CDROM File Compression Z (Running Wild)
CDROM File Compression ZAL (Z-Axis)
CDROM File Compression EA Methods
CDROM File Compression ZIP/GZIP/ZLIB (Inflate/Deflate)
CDROM File Compression LArc/LHarc/LHA (LZS/LZH)
CDROM File Compression UPX
CDROM File Compression LZMA
CDROM File Compression FLAC audio
Some other archvies that aren't used by any PSX games, but, anyways...
CDROM File Compression ARJ
CDROM File Compression ARC
CDROM File Compression RAR
CDROM File Compression ZOO
CDROM File Compression nCompress.Z
CDROM File Compression Octal Oddities (TAR, CPIO, RPM)
CDROM File Compression MacBinary, BinHex, PackIt, StuffIt, Compact Pro
Compressed Archives
Some Archives have "built-in" compression.
CDROM File Archive WAD (Doom)
CDROM File Archive BIGFILE.DAT (Gex - Enter the Gecko)
CDROM File Compression LZSS (Moto Racer 1 and 2)
Moto Racer 1 ("LZSS" with len+2) (MagDemo03: MRDEMO\IMG\*.TIM)
Moto Racer 2 ("LZSS" with len+3) (MagDemo16: MR2DEMO\IMG\*.TIM and .TPK)
000h 4 ID "LZSS"
004h 4 Decompressed Size
008h .. Compressed Data
@@collect_more:
flagbits=[src]+100h, src=src+1 ;8bit flags
@@decompress_lop:
flagbits=flagbits SHR 1
if zero then goto @@collect_more
if carry=1 then
[dst]=[src], dst=dst+1, src=src+1
else
disp=([src]+[src+1]*100h) AND 3FFh, len=([src+1]/4)+2_or_3, src=src+2
if disp=0 then goto @@decompress_done
for i=1 to len, [dst]=[dst-disp], dst=dst+1, next i
endif
goto @@decompress_lop
@@decompress_done:
ret
CDROM File Compression LZSS (Dino Crisis 1 and 2)
Dino Crisis 1 and 2 (PSX\DATA\*.DAT and *.DBS and *.TEX, File type 7,8)
Dino Crisis LZSS Decompression for files with type 7 and 8:
@@collect_more:
flagbits=[src]+100h, src=src+1 ;8bit flags
@@decompress_lop:
flagbits=flagbits SHR 1
if zero then goto @@collect_more
if carry=1 then
[dst]=[src], dst=dst+1, src=src+1
else
disp=[src]+[src+1]*100h AND FFFh, len=[src+1]/10h+2, src=src+2
if disp=0 then error
for i=1 to len, [dst]=[dst-disp], dst=dst+1, next i
endif
if src<src_end then goto @@decompress_lop
ret
CDROM File Compression LZSS (Serial Experiments Lain)
Serial Experiments Lain is using LZSS compression for TIMs (in SITEA.BIN,
SITEN.BIN), and for Transparency Masks (in LAPKS.BIN).
Serial Experiments Lain (7MB SITEA.BIN on Disc 1, 5MB SITEB.BIN on Disc 2)
These are huge 5-7 Mbyte files with hundreds of chunks. Each chunk contains one
compressed TIM.
Each chunk is having this format:
000h 4 Chunk ID "napk"
004h 4 Decompressed size
008h .. LZSS compressed TIM data
... .. Zeropadding to 800h-byte boundary
Serial Experiments Lain (LAPKS.BIN on Disc 1 and 2)
This a huge 14Mbyte file with 59 chunks. Each chunk contains one or more 24bpp
.BS images with black background (the images in each chunk are forming a short
animation sequence; width/height may vary because all images are cropped to
rectangles containing non-black pixels).
Each chunk is having this format:
000h 4 Chunk ID "lapk"
004h 4 Chunk size (excluding 8-byte chunk header, excluding zeropadding)
008h 4 Number of Files in this Chunk (N)
00Ch N*0Ch File List
... .. File Data (bitmaps in .BS v0 format with uncommon headers)
... .. Zeropadding to 800h-byte boundary
File List entries:
000h 4 Offset in bytes (zerobased, from begin of File Data area)
004h 2 Bitmap Width/2 + some 3bit value in LSBs?
006h 2 Bitmap Height
00Ch 4 Zero
File Data (bitmaps in .BS v0 format with uncommon headers):
000h 2 Bitmap Width
002h 2 Bitmap Height
004h 2 Quant for Y1,Y2,Y3,Y4
006h 2 Quant for Cr,Cb
008h 4 Size of compressed BS Bitstream plus 4 ;Transparency at [008h]+0Ch
00Ch 2 Size/2 of MDEC data (after huffman decompression, without padding)
00Eh 2 BS Version (0) (actually MSBs of above Size, but it's always 0)
010h .. BS Bitstream with DC and AC values (Huffman compressed MDEC data)
... 4 Transparency Mask Decompressed Size (Width*Height*2/8) (=2bpp)
... .. Transparency Mask LZSS-compressed data
Unknown how the game is accessing chunks (crawling all chunks would be exceptionally slow due to CDROM seek times, and won't work with the BUGGED chunksize).
Decompression function
This LZSS variant is unusually using 8bit len and 8bit disp.
dst_end=dst+[src], src=src+4 ;decompressed size
@@collect_more:
flagbits=([src] SHL 24)+800000h, src=src+1 ;8bit flags
@@decompress_lop:
if dst=dst_end then goto @@decompress_done
flagbits=flagbits SHL 1 ;32bit shift with carry-out/zeroflag
if zero then goto @@collect_more
if carry=0 then
[dst]=[src], dst=dst+1, src=src+1
else
disp=[src]+1, len=[src+1]+3, src=src+2
for i=1 to len, [dst]=[dst-disp], dst=dst+1, next i
endif
goto @@decompress_lop
@@decompress_done:
ret
CDROM File Compression ZOO/LZSS
Jarret & LaBonte Stock Car Racing (MagDemo38: WTC\*.ZOO)
0000h 4 Decompressed Size ;\1st sector
0004h 7FCh Garbage ;/
0800h 4 Decompressed Size (same as above) ;\2nd sector
0804h 7FCh LZSS compressed data, part 1 ;/
1000h 800h LZSS compressed data, part 2 ;-3rd sector
1800h 800h LZSS compressed data, part 3 ;-4th sector
... .. etc.
The decompressed WTC\*.ZOO files can contain large TIMs, or chunk-based archives (where each chunk can contain one or more small TIMs), or other stuff.
Decompression function
decompress_file:
if LittleEndian32bit[src+14h]=FDC4A7DCh then goto error ;refuse ZOO archives
if LittleEndian32bit[src]<>LittleEndian32bit[src+800h] then goto error
curr=src+800h
src=curr+4
@@sector_lop:
call decompress_sector
curr=curr+800h
src=curr
if src<src_end then goto @@sector_lop
ret
;---
decompress_sector:
@@collect_more:
flagbits=([src] SHL 24)+800000h, src=src+1 ;8bit flags
@@decompress_lop:
flagbits=flagbits SHL 1 ;32bit shift with carry-out/zeroflag
if zero then goto @@collect_more
if carry=0 then
[dst]=[src], dst=dst+1, src=src+1
else
disp=[src]*100h+[src+1], src=src+2
if disp=FFFFh then goto @@decompress_done
len=(disp/800h)+3, disp=(disp AND 7FFh)+1
for i=1 to len, [dst]=[dst-disp], dst=dst+1, next i
endif
goto @@decompress_lop
@@decompress_done:
ret
CDROM File Compression Ulz/ULZ (Namco)
Ulz/ULZ uses fairly normal LZSS compression, unusually with variable Len/Disp
ratio, three separate data streams (flg/lz/dta), and rather weird end check in
version=0.
Ulz Format (Ace Combat 3 Electrosphere, Namco)
Ulz Format (Klonoa, MagDemo08: KLONOA\FILE.IDX\*)
000h 4 ID ("Ulz",1Ah) (parts lowercase)
004h 3 Decompressed Size in bytes
007h 1 Version (0 or 2)
008h 3 Offset to Uncompressed data <-- reportedly can be 0 in version=0?
00Bh 1 Number of Disp bits (DispBits=N, LenBits=16-N) (usually 0Ah..0Dh)
00Ch 4 Offset to Compressed data
010h .. Compression Flags (32bit entries)
... .. Uncompressed data (8bit entries)
... .. Zeropadding to 4-byte boundary
... .. Compressed data (16bit entries)
Some files use version=0 (eg. US:ACE.BPH\0048h\\ contains TIMs).
ULZ Format (Time Crisis, Namco)
000h 4 ID ("ULZ",1Ah) (all uppercase)
004h 2 Zero
006h 1 Version (0 or 2)
007h 1 Number of Disp bits (DispBits=N, LenBits=16-N) (usually 0Ah..0Dh)
008h 4 Offset to Uncompressed data
00Ch 4 Offset to Compressed data
010h 4 Decompressed Size in bytes
014h .. Compression Flags (32bit entries)
... .. Uncompressed data (8bit entries)
... .. Zeropadding to 4-byte boundary
... .. Compressed data (16bit entries)
Some files use version=0 (eg. EUR: AD4\TIM0_0.FHT\0018h, 0019h)
Ulz/ULZ Decompression Function
if [src+00h]="Ulz",1Ah then
version = Byte[src+07h]
disp_bits = Byte[src+0Bh]
dst_end = LittleEndian24bit[src+04h] + dst
src_dta = LittleEndian24bit[src+08h] + src
src_lz = LittleEndian32bit[src+0Ch] + src
src_flg = src + 10h
add_len = 3
flg_1st = 31 ;process flag bit31 first
if [src+00h]="ULZ",1Ah then
version = Byte[src+06h]
disp_bits = Byte[src+07h]
src_dta = LittleEndian32bit[src+08h] + src
src_lz = LittleEndian32bit[src+0Ch] + src
dst_end = LittleEndian32bit[src+10h] + dst
src_flg = src + 14h
add_len = 2
flg_1st = 0 ;process flag bit0 first
collected = 80000000h ;initially empty, plus stop bit
@@decompress_lop:
if version=2 AND dst=dst_end then goto @@decompress_done
flag = collected AND 80000000h
collected=collected*2
if collected=0
collected = LittleEndian32bit[src_flg], src_flg=src_flg+4
if flg_1st=0 then ReverseBitOrder(collected) ;or make custom/faster code
flag = collected AND 80000000h
if version=0 AND collected=0 then goto @@decompress_done
if version=0 then collected=collected*2 ;<-- has implied stop bit
if version=2 then collected=collected*2 + 1 ;<-- shift-in stop bit
if flag=0 ;compressed
disp = LittleEndian16bit[src_lz], src_lz=src_lz+2
len = (disp SHR disp_bits) + add_len
disp = (disp AND ((1 shl disp_bits)-1)) + 1
for i=1 to len, [dst]=[dst-disp], dst=dst+1, next i
else ;uncompressed
[dst]=[src_dta], dst=dst+1, src_dta=src_dta+1
goto @@decompress_lop
@@decompress_done:
ret
CDROM File Compression SLZ/01Z (chunk-based compressed archive)
SLZ/01Z files are Chunk-based archives with one or more compressed chunk(s).
Used by Hot Shots Golf 2 (retail: DATA\F0000.BIN\, MagDemo31/42:
HSG2\MINGOL2.BIN\)
SLZ/01Z chunk headers
The archive consists of Chunk(s) in following format:
000h 3 ID (either "01Z" or "SLZ", both are used)
003h 1 Method (00h=Uncompressed, 01h=LZSS, 02h=LZSS+FILL)
004h 4 Compressed size (SIZ) (same as decompressed when Method=0)
008h 4 Decompressed size
00Ch 4 Distance to next chunk, if any (SIZ+10h+Align4, or 0=None)
010h SIZ Compressed data
SLZ/01Z decompression function:
method=byre[src+3]
len=word[src+8]
src=src+10h
if method=0 then
for i=1 to len, [dst]=[src], dst=dst+1, src=src+1, next i
goto @@decompress_done
dst_end = dst+len
@@collect_more:
flagbits=[src]+100h, src=src+1 ;8bit flags
@@decompress_lop:
if method=2 AND dst=dst_end then goto @@decompress_done
flagbits=flagbits SHR 1
if zero then goto @@collect_more
if carry=1 then
[dst]=[src], dst=dst+1, src=src+1
else
disp=([src]+[src+1]*100h) AND 0FFFh, len=([src+1]/10h)+3, src=src+2
if method=1 AND disp=0 then goto @@decompress_done
if method=2 AND len=12h then ;special fill mode...
len=disp/100h+3, val=disp AND FFh ;len=3..12h
if len=3 then len=val+13h, val=[src], src=src+1 ;len=13h..112h
for i=1 to len, [dst]=val, dst=dst+1, next i ;len=4..112h
else
for i=1 to len, [dst]=[dst-disp], dst=dst+1, next i
endif
goto @@decompress_lop
@@decompress_done:
ret
CDROM File Compression LZ5 and LZ5-variants
Original LArc LZ5 (method "-lz5-")
LZ5 was used by LArc compression tool from 1988/1989, decompression is also
supported by LHarc/LHA. LZ5 is basically LZSS compression, but with some
oddities:
LZ5 is often implemented with a ringbuf (instead of actual sliding window)
LZ5 uses absolute ringbuf indices (instead of relative sliding dest indices)
LZ5 requires the ringbuf to be initially prefilled with constants
LZ5 ringbuf is 1000h bytes tall and starts with write index FEEh
DSi Dr. Mario (DSiware, Nintendo/Arika, 2008-2009)
INFO.DAT
encrypted directory with filename, offset and compressed/uncompressed size
GAME.DAT
000h 4 ID "ALZ1"
004h ... ALZ1 Compressed data (with size as defined in INFO.DAT)
... 4 ID "ALZ1"
... ... ALZ1 Compressed data (with size as defined in INFO.DAT)
...
PSX Final Fantasy VII (FF7)
ALZ1 compression is used in various folders (ENEMY*, STAGE*, STARTUP, MAGIC,
FIELD, MINI, MOVIE, WORLD) with various filename extensions (.LZS .BSX .DAT
.MIM .TIZ .PRE .BSZ .TXZ).
000h 4 Compressed Size ;=Filesize-4
004h .. ALZ1 Compressed data (Filesize-4 bytes)
The file doesn't contain any info on the decompressed size, so one cannot know the decompression buffer size without first decompressing the file.
Note: For whatever reason, the game does also have one GZIP compressed file (BATTLE\TITLE.BIN).
PSX Final Fantasy VIII (FF8)
About same as FF7, but detection is less reliable because there are no
filenames or extensions, and the file header is somewhat randomly set to
[000h]=(Filesize-4)+0..7, unknown why, maybe it's allocating dummy bytes to
last some compression flags.
000h 4 Compressed Size+0..7 ;=(Filesize-4)+0..7
004h .. ALZ1 Compressed data (Filesize-4 bytes)
PSX Ultimate Fighting Championship (MagDemo38: UFC\CU00.RBB\383h\*)
000h 8 ID "00zLATAD" (aka DATALz00 backwards) ;\PreHeader
008h 4 Total Filesize excluding PreHeader+Padding (SIZ+0Ch) ;/
00Ch 4 Unknown (always 1000h) ;\
010h 4 Compressed data size (SIZ) ; Header
014h 4 Decompressed data size ;/
018h SIZ zLATAD Compressed data ;-Data
... .. Padding to 4-byte boundary ;-Padding
Ninja (MagDemo13: NINJA\LOADPICS\.PAK and NINJA\VRW\FOREST.VRW\)
000h 8 ID "VRAM-WAD"
008h 4 Compressed size (Filesize-Padding-10h)
00Ch 4 Decompressed size (18000h, 28000h, 40000h bytes)
010h .. VRAMWAD Compressed data (192x256, 320x256, 512x256 halfwords)
... (..) Padding to 4-byte boundary (if any, in files in .VRW archives)
PSX Power Spike (MagDemo43: POWER\GAME.IDX\*.BIZ)
BIZ compression is used in BIZ archives (which are nested in IDX/HUG archive).
The compressed & decompressed size is stored in the BIZ archive.
Note: Power Spike 20h-filled initial BIZ ringbuf is required for sky pixels in:
MagDemo43: POWER\GAME.IDX\PERSOS\PSX\CUSTOM\\TEXTURE\NFIELD.BIZ\LPORJ.PSI
PSX Army Men Air Attack 2 (MagDemo40: AMAA2\.PCK\.PAK)
SCRATCH compression is used in PAK archives (which are nested in PCK archive).
The compressed & decompressed size is stored in the PAK archive.
Note: The decompressor uses half of the 1Kbyte Scratchpad RAM at 1F800000h as
ringbuf (hence the name and unusual small 200h-byte ringbuf size).
Alice in Cyberland (ALICE.PAC\*.FA2)
000h .. FA2 Compressed .FA archive
Decompression
DEFAULT = ALZ1 or BIZ or LZ5
if DEFAULT then wr=0FEEh, mask=FFFh ;\
if VRAMWAD then wr=0FEEh, mask=FFFh ; initial ringbuf write index
if zLATAD then wr=0000h, mask=FFFh ; and ringbuf mask (size-1)
if SCRATCH then wr=01BEh, mask=1FFh ;
if FA2 then wr=00EFh, mask=0FFh ;/
if FA2 then len2=0
initialize_ringbuf_content (see below)
numbits=0
@@decompress_lop:
if dst>=dst.end then goto @@decompress_done
if numbits=0
flagbits=[src], numbits=8, src=src+1 ;8bit flags
numbits=numbits-1
if VRAMWAD or FA2 then flagbits SHL 1, else flagbits=flagbits SHR 1
if carry=1 then
dta=[src], [dst]=dta, ringbuf[wr AND mask]=dta
dst=dst+1, wr=wr+1, src=src+1
else
if DEFAULT then rd=[src]+([src+1]/10h)*100h), len=([src+1] AND 0Fh)+3
if zLATAD then rd=[src]+([src+1] AND 0Fh)*100h), len=([src+1]/10h)+3
if SCRATCH then rd=[src]+([src+1]/80h)*100h), len=([src+1] AND 7Fh)+3
if VRAMWAD then rd=[src+1]+([src]/10h)*100h), len=([src] AND 0Fh)+3
if FA2 then rd=[src], len=len2, len2=0, src=src+1
if FA2 and len=0 then len=[src]/10h+2, len2=([src] AND 0Fh)+2, src=src+1
if FA2=0 then src=src+2
for i=1 to len ;read ringbuf[rd] (instead of relative [dst-rd])
dta=ringbuf[rd AND mask], [dst]=dta, ringbuf[wr AND mask]=dta
dst=dst+1, wr=wr+1, rd=rd+1
next i
endif
goto @@decompress_lop
@@decompress_done:
ret
Initial Ringbuf Content
if ALZ1 or zLATAD then
ringbuf[000h..FFFh]=(00h) ;zeroes
if VRAMWAD then
ringbuf[000h..FEDh]=(00h) ;zeroes
ringbuf[FEEh..FFFh]=(uninitialized) ;uninitialized, don't use
if BIZ then
ringbuf[000h..FEDh]=(20h) ;ascii space
ringbuf[FEEh..FFFh]=(uninitialized) ;uninitialized, don't use
if SCRATCH then
ringbuf[000h..1BFh]=(00h) ;zeroes
ringbuf[1C0h..1FFh]=(uninitialized) ;uninitialized, don't use
if FA2 then
ringbuf[000h..0FFh]=(00h) ;zeroes
if LZ5 then
ringbuf[000h..CFFh]=(000h..CFFh)/0Dh ;increasing, repeated 0Dh times each
ringbuf[D00h..DFFh]=(00h..FFh) ;increasing
ringbuf[E00h..EFFh]=(FFh..00h) ;decreasing
ringbuf[F00h..F7Fh]=(00h) ;zeroes
ringbuf[F80h..FEDh]=(20h) ;ascii space
ringbuf[FEEh..FFFh]=(should be 00h) ;see note, better don't use
CDROM File Compression PCK (Destruction Derby Raw)
Destruction Derby Raw (MagDemo35: DDRAW\*.PCK,EXE,DAT)
000h 3 Decompressed size (24bit, little-endian)
003h 1 Unused (0)
004h ... LZSS compressed data, starting with 30bit+2bit flags
[03h]=00h, [04h]=00h, [08h]="PS-X EXE" ;DDRAW\*.EXE
[03h]=00h, [04h] AND FCh=00h, [08h]="BC",04h,40h,0,0 ;DDRAW\LDPICS\*.PCK
Self-decompressing GUI code in PSX BIOS for SCPH-7000 and up
The PSX BIOS seems to use the same LZSS format for the self-decompressing GUI
code (with GUI/decompression starting at 80030000h).
Decompression function
dst_end=dst+LittleEndian24bit[src], src=src+4
@@collect_more:
flagbits=BigEndian32bit([src]), src=src+4
dispbits=14-(flagbits AND 03h), flagbits=(flagbits OR 3)-1
dispmask=(1 SHL dispbits)-1
@@decompress_lop:
flagbits=flagbits SHL 1 ;32bit shift with carry-out/zeroflag
if zero then goto @@collect_more
if carry=0 then
[dst]=[src], dst=dst+1, src=src+1
else
disp=BigEndian16bit[src], src=src+2
len=(disp SHR dispbits)+3
disp=(disp AND dispmask)+1
for i=1 to len, [dst]=[dst-disp], dst=dst+1, next i
endif
id dst<dst_end then goto @@decompress_lop
@@decompress_done:
ret
CDROM File Compression GT-ZIP (Gran Turismo 1 and 2)
BS iki Video
IKI is a rather uncommon variant of the .STR video format (used by Gran Turismo
1 and 2, Legend of Legaia, Legend of Dragoon, Omega Boost, Um Jammer Lammy).
IKI videos have a custom .BS header, including some GT-ZIP compressed data:
000h 2 MDEC Size/4 (after huffman decompression) (rounded to 80h/4 bytes)
002h 2 File ID (3800h)
004h 2 Bitmap Width in pixels ;instead quant
006h 2 Bitmap Height in pixels ;instead version
008h 2 Size of GT-ZIP compressed data (plus 2-byte alignment padding)
00Ah .. GT-ZIP compressed DC/Quant values (plus 2-byte alignment padding)
... .. Huffman compressed AC data blocks (Cr,Cb,Y1,Y2,Y3,Y4, Cr,Cb,Y1,Y2..)
Gran Turismo 1 (MagDemo10: GT\*.DAT) - headerless
Gran Turismo 1 (MagDemo15: GT\*.DAT) - headerless
000h .. Compressed Data (without header)
The file GT\GAMEFONT.DAT is also GT-ZIP compressed, but lacks any ID or info on decompressed size, and there are at least two GAMEFONT.DAT versions (in MagDemo10 va MagDemo15), both versions are 8000h byte when decompressed, and compressed data starts with 00,FF,FF,00,00,00,80,00,00,01,17,07.
Gran Turismo 2 (MagDemo27: GT2\GT2.VOL\arcade\arc_other.tim\*) - with header
000h 0Ch ID "@(#)GT-ZIP",0,0
00Ch 4 Decompressed Size
010h .. Compressed Data (unknown compressed size due to below padding)
... .. Zeropadding to 4-byte boundary (when stored in DOT1 archives)
Decompression function
if [src]="@(#)GT-ZIP",0,0 then dst.end=dst+[src+0Ch], src=src+10h
@@collect_more:
flagbits=[src]+100h, src=src+1 ;8bit flags
@@decompress_lop:
if src>=src.end then goto @@decompress_done ;(when src.end is known)
if dst>=dst.end then goto @@decompress_done ;(when dst.end is known)
flagbits=flagbits SHR 1
if zero then goto @@collect_more
if carry=0 then
[dst]=[src], dst=dst+1, src=src+1
else
len=[src], src=src+1, disp=[src], src=src+1 ;len, disp
if disp>=80h then disp=(disp-80h)*100h+[src], src=src+1 ;longer disp
for i=1 to (len+3), [dst]=[dst-(disp+1)], dst=dst+1, next i
endif
goto @@decompress_lop
@@decompress_done:
ret
Notes
Depending on the source, only the compressed or decompressed size may be known:
Source Compressed Size Decompressed Size
Compressed GAMEFONT.DAT In ISO Filesystem Unknown (n/a)
Compressed GT-ARC In ISO Filesystem Unknown (n/a)
Files in GT-ARC In GT-ARC In GT-ARC
Files with GT-ZIP header Unknown (due to padding) In GT-ZIP
DC values in IKI videos Unknown (due to padding) From Width*Height
Gran Turismo 2 has ID "@(#)GT-ZIP" in "GT2\GT2.VOL\arcade\arc_other.tim\*", apart from that, it does mainly use GZIP compressed files.
CDROM File Compression GT20 and PreGT20
GT20 Compressed Files
Used by Rollcage (MagDemo19: ROLLCAGE\SPEED.IMG\*)
Used by Rollcage Stage II (MagDemo31: ROLLCAGE\SPEED.IDX\*)
Used by Sydney 2000 (MagDemo37: OLY2000\DEMO.IDX\* and OLY2000\GTO\*.GTO)
Reportedly also Chill (PS1) (*.GTO)
Reportedly also Ducati World: Racing Challenge
Reportedly also Martian Gothic: Unification (PS1) (*.GT20)
000h 4 ID ("GT20"=Compressed) (or reportedly "NOGT"=Uncompressed)
004h 4 Size of decompressed data in bytes
008h 4 Overlap for in-situ decompression (usually 3, or sometimes 7)
00Ch 4 Size of Leading Zeropadding in bytes (0..7FFh)
010h .. Leading Zeropadding (0..7FFh bytes)
... .. Compressed Data
DecompressGT20:
src=src+word[src+0Ch]+10h ;skip header and any leading zeropadding
collected=00000001h ;end-bit
@@lop:
if GetBit=0
[dst]=[src], dst=dst+1, src=src+1 ;uncompressed byte
else
if GetBit=0
disp=byte[src]-100h, src=src+1 ;disp=(-100h..-1)
len=(GetBit*2)+(GetBit*1)+2 ;len=(2..5)
else
tmp=halfword[src], src=src+2
disp=(tmp/8)-2000h ;disp=(-2000h..-1)
len=(tmp AND 7)+2 ;len=(2..9)
if len=2
tmp=byte[src], src=src+1
if (tmp AND 80h) then disp=disp-2000h ;disp=(-4000h..-1)
len=(len AND 7Fh)+2 ;len=(2..81h)
if len=3 then goto decompression_done
if len=2 then len=halfword[src], src=src+2 ;len=(0..FFFFh)
for i=1 to len, [dst]=[dst+disp], dst=dst+1, next i
goto @@lop
;---
GetBit:
collected=collected SHR 1
if zero then collected=(word[src] SHR 1)+80000000h, src=src+4
return carry (from shift right)
https://zenhax.com/viewtopic.php?t=13175 (specs)
See also: http://wiki.xentax.com/index.php/GT20_Archive (blurp)
Pre-GT20 Compressed Files
Used by Bloody Roar 1 (MagDemo06: BL\.DAT\)
Used by Bloody Roar 2 (MagDemo22: ASC,CMN,EFT,LON,SND,ST5,STU\.DAT\)
000h 4 Compression Method (0=None, 2=Compressed, Other=Invalid)
004h 4 Compressed Size (SIZ) (same as decompressed when method=0)
008h 4 Decompressed Size
00Ch SIZ Compressed Data
... .. Garbagepadding to 4-byte boundary (in 4-byte aligned DAT files)
DecompressPreGT20:
src=src+0Ch ;skip header
collected=80h ;end-bit
@@lop:
if GetBit=1
[dst]=[src], dst=dst+1, src=src+1 ;uncompressed byte
else
if GetBit=0
len=(GetBit*2)+(GetBit*1)+2 ;len=(2..5)
disp=byte[src]-100h, src=src+1 ;disp=(-100h..-1)
else
tmp=bigendian_halfword[src], src=src+2
disp=(tmp/8)-2000h ;disp=(-2000h..-1)
len=(tmp AND 7)+2 ;len=(2..9)
if len=2
len=byte[src]+1, src=src+1 ;len=(1..100h)
if len=1 then goto decompression_done
for i=1 to len, [dst]=[dst+disp], dst=dst+1, next i
goto @@lop
;---
GetBit:
collected=collected SHL 1 ;8bit shift
if zero then collected=(byte[src] SHL 1)+01h, src=src+1
return carry (from 8bit shift left)
Bloody Roar 1 (MagDemo06) has decompressor at 8016DD64h (method 0 and 2).
Bloody Roar 2 (MagDemo22) has decompressor at 8015C8C0h (method 0 and 2).
CDROM File Compression HornedLZ
Used by Project Horned Owl (*.BIN\*) (and within self-decompressing EXE)
HornedLZ Detection
The easiest way to detect HornedLZ files is to check first 4 bytes:
B3 10 00 4F .. Compressed TIM with TIM Type=00h (4bpp without CLUT)
DB 10 00 3F .. Compressed TIM with TIM Type=08h,09h,etc.
Type=05h can be uncompressed .TXT or HornedLZ-compressed .TIM
(check if 2nd data byte is ASCII or 10h)
Type=0Fh is a DOT1 archive with HornedLZ-compressed .TIMs
(parse the DOT1 archive and treat its contents as compressed .TIMs)
Type=10h contains Deflated TIMs
(a completely different compression method)
DecompressHornedLZ:
collected=01h ;end-bit
@@lop:
if GetBit=1
[dst]=[src], dst=dst+1, src=src+1 ;uncompressed byte
else
if GetBit=1
tmp=[src], src=src+1
len=tmp/40h+2, disp=tmp or (-40h) ;len=(2..05h), disp=(-40h..-1)
else
tmp=[src]*100h+[src+1], src=src+2
len=tmp/1000h+2, disp=tmp or (-1000h) ;len=(2..11h), disp=(-1000h..-1)
if len=2 then
len=[src]+2, src=src+1 ;len=(2..101h)
if len=2 then goto decompression_done
for i=1 to len, [dst]=[dst+disp], dst=dst+1, next i
goto @@lop
;---
GetBit:
collected=collected SHR 1
if zero then collected=([src] SHR 1)+80h, src=src+1
return carry (from shift right)
CDROM File Compression LZS (Gundam Battle Assault 2)
Gundam Battle Assault 2 (DATA\.PAC\, with ID="lzs")
000h 4 ID ("lzs",00h)
004h 4 Zerofilled
008h 4 Fixed (must be 1) (method/version?)
00Ch 14h Zerofilled
020h 2 Fixed (must be 3) (method/version?)
022h 2 Offset to Compressed Data minus 20h (usually 38h-20h)
024h 4 Decompressed Size
028h 2 Flagsize (must be 08h, 10h, or 20h) (usually 20h=32bit)
02Ah 2 Lensize (must be 02h..07h) (usually 05h=5bit)
02Ch 4 Compressed Size (total filesize, including "lzs" header)
030h 8 Name? (always "000000",00h,00h)
038h .. Compressed data (usually at offset 38h)
dst_end = dst+littleendian32bit[src+24h]
flg_bits = littleendian16bit[src+28h] ;8,16,32
len_bits = littleendian16bit[src+2Ah] ;2..7
len_mask = (1 shl len_bits)-1 ;03h..7Fh
src=src+littleendian16bit[src+22h]+20h
collected_bits=0
@@collect_more:
for i=0 to flg_bits/8-1 ;read 8bit/16bit/32bit little-endian
collected_bits=collected_bits+([src] SHL (i*8)), src=src+1
num_collected=flg_bits
@@decompress_lop:
if dst=dst_end then goto @@decompress_done
if num_collected=0 then goto @@collect_more
num_collected=num_collected-1
flagbits=flagbits SHR 1
if carry=1 then
[dst]=[src], dst=dst+1, src=src+1
else
temp=bigendian16bit[src], src=src+2
len=(temp AND len_mask)+3
disp=(temp SHR len_bits), if disp=0 then goto @@decompress_error
for i=1 to len, [dst]=[dst-disp], dst=dst+1, next i
endif
goto @@decompress_lop
@@decompress_done:
ret
CDROM File Compression BZZ
Used in .BZZ archives. Note that there are three slightly different .BZZ
archive formats (they are all using the same BZZ compression, only the BZZ
archive headers are different).
Jersey Devil .BZZ (MagDemo10: JD\*.BZZ)
Bugs Bunny: Lost in Time (MagDemo25: BBLIT\*.BZZ)
The Grinch (MagDemo40: GRINCH\*.BZZ)
BZZ Decompression
The compression is fairly standard LZSS, except that it supports non-linear
length values, and it does support uncommon Len/Disp pairs like
7bitLen/9bitDisp (though usually, it does use standard 4bitLen/12bitDisp).
decompress_bzz:
method=byte[src], src=src+1 ;method (00h..1Fh) ;usually/always 0Bh)
shifter = ((method/8) and 3) ;00h..03h ;usually 1
len_bits = ((method and 7) xor 7) ;07h..00h ;usually 4
len_mask = (1 shl len_bits)-1 ;7Fh..00h ;usually 0Fh
threshold=len_mask/2, if threshold>07h then threshold=13h ;usually 07h
for i=0 to len_mask
if i>threshold then len_table[i] = ((i-threshold) shl shifter)+threshold+3
else len_table[i] = i+3 ;method=18h max=(7Fh-13h)*8+13h+3=376h=886 decimal
next i ;method=0Hh max=(0Fh-07h)*2+07h+3=1Ah=26 decimal
num_flags=bigendian24bit[src]+1, src=src+3 ;NUM24+1
@@collect_more:
if src>=src_end then goto @@decompress_error
flagbits=[src]+100h, src=src+1 ;8bit flags
@@decompress_lop:
flagbits=flagbits SHR 1
if zero then goto @@collect_more
if carry=1 then
if src>=src_end then goto @@decompress_error
[dst]=[src], dst=dst+1, src=src+1
else
if src+1>=src_end then goto @@decompress_error
temp=bigendian16bit[src], src=src+2
len=len_table[temp AND len_mask]
disp=temp SHR len_bits, if disp=0 then goto @@decompress_error
for i=1 to len, [dst]=[dst-disp], dst=dst+1, next i
endif
num_flags=num_flags-1, if num_flags>0 then goto @@decompress_lop
@@decompress_error:
ret
And, compressed files are padded to 4-byte boundary (making it impossible to distinguish between "NUM24+1" and "NUM24+padding").
Case 1) source has NUM24+1 codes
--> decode all NUM24+1 codes (otherwise output will be too small)
Case 2) source has NUM24 codes (and enough padding for another code)
--> decode all NUM24+1 codes (for compatibility with case 1)
--> output will have some constant garbage byte(s) appended
--> exception: omit last code if it contains invalid disp=0
Case 3) source has NUM24 codes (and not enough padding for another code)
--> decode only NUM24 codes (abort if NUM24+1 exceeds src_end)
--> output should (probably) have correct size
--> never exceed src_end which would be highly unstable
CDROM File Compression RESOURCE (Star Wars Rebel Assault 2)
Star Wars Rebel Assault 2 (RESOURCE.*\*)
BallBlazer Champions (*.DAT)
decompression function:
base=src, method=[src], dst_end=dst+BigEndian24bit[src+1], src=src+4
@@decompress_lop:
if dst>=dst_end then goto @@decompress_done
if [src] AND 80h then
if method=01h then
len=([src]-80h)/8+3, disp=(BigEndian16bit[src] AND 7FFh)+1, src=src+2
else ;method=02h
len=([src]-80h)+4, disp=(BigEndian16bit[src+1])+1, src=src+3
for i=1 to len, [dst]=[dst-disp], dst=dst+1
else ;uncompressed
len=[src]+1, src=src+1
for i=1 to len, [dst]=[src], src=src+1, dst=dst+1
goto @@decompress_lop
@@decompress_done:
src=(src+3) AND NOT 3
if LittleEndian32bit[src]<>crc(base, src-base) then error
ret
Special case for BallBlazer Champions
Normally only Top-level archives contain compression, however, there are also
some Nested archives with compression in BallBlazer Champions:
STD_BBX.DAT\s*t\tp_a\* ;\double compression, Top-level is ALSO compressed
BBX_INTR.DAT\data1\pics\* ;/
BBX_INTR.DAT\Stad\pics\* ;\
BBX_INTR.DAT\Stad\wire\* ; Nested archives with compression
BBX_INTR.DAT\Subtitl\* ;
BBX_INTR.DAT\Subtitl\sub\*;/
CDROM File Compression TIM-RLE4/RLE8
Ape Escape (Sony 1999) (MagDemo22: KIDZ\) has several compressed and
uncompressed TIMs in headerless archives, the archives can contain:
Compressed 4bpp RLE4-TIM with uncompressed CLUT ;\only 4bpp can be compressed
Compressed 4bpp RLE8-TIM with uncompressed CLUT ;/
Uncompressed 4bpp TIM with uncompressed CLUT ;\only this type/combinations
Uncompressed 8bpp TIM with uncompressed CLUT ; are allowed if uncompressed
Uncompressed 16pp TIM without CLUT ;/
End code 00000000h (plus more zeropadding) ;-end of headerless archive
hdr[02h]=Method (0000h=Uncompressed, 0001h=RLE4, 0002h=RLE8)
Decompressed size must be computed as Width*Height*2. The Section Size entry
contains Section header size, plus compressed size, plus padding to 4-byte
boundary.
Method=0001h (RLE4):
@@decompress_lop:
color=[src]/10h, len=([src] AND 0Fh)+1, src=src+1
for i=1 to len, putpixel(color), next i ;len=1..10h
if numpixels<Width*Height*4 then goto @@decompress_lop
@@decompress_lop:
color1=[src]/10h, color2=[src] AND 0Fh, src=src+1
if color1=color2
len=[src]+2, src=src+1
for i=1 to len, putpixel(color1), next i ;len=2..101h
else
putpixel(color1), if numpixels<Width*Height*4 then putpixel(color2)
for i=1 to len, putpixel(color) ;len=1..10h
if numpixels<Width*Height*4 then goto @@decompress_lop
80078760h ape_escape_load_tim_archive
8007894Ch ape_escape_decompress_with_4bit_lengths
800789FCh ape_escape_decompress_with_8bit_lengths
RLE8: Ape Escape, MagDemo22: KIDZ\KKIIDDZZ.HED\DAT\file004h\1stTIM
RLE4: Ape Escape, MagDemo22: KIDZ\KKIIDDZZ.HED\DAT\file135h\1stTIM
RLE8: Ape Escape, MagDemo22: KIDZ\KKIIDDZZ.HED\DAT\file139h\1stTIM
CDROM File Compression RLE_16
Apocalypse (MagDemo16: APOC\CD.HED\*.RLE)
Spider-Man (MagDemo31,40: SPIDEY\CD.HED\*.RLE)
Spider-Man 2 (MagDemo50: HARNESS\CD.HED\*.RLE)
000h 8 ID "_RLE_16_"
008h 4 Decompressed Size (usually 3C008h) (33408h=Apocalypse warning.rle)
00Ch .. RLE Compressed Data (usually a .BMR bitmap)
Decompression
src=src+0Ch ;skip ID and size
@@decompress_lop:
len=halfword[src], src=src+2
if len=0000h then goto @@decompress_done ;end-code
if (len AND 8000h)=0 then
for i=1 to len, halfword[dst]=halfword[src], dst=dst+2, src=src+2, next i
else
fillvalue=halfword[src], src=src+2
for i=1 to len-8000h, halfword[dst]=fillvalue, dst=dst+2, next i
goto @@decompress_lop
@@decompress_done:
ret
Other RLE16 variants
A similar RLE16 variant is used in Croc 1, and another variant in Croc 2.
CDROM File Archive Croc 1 (DIR, WAD, etc.)
CDROM File Archive Croc 2 (DIR, WAD, etc.)
CDROM File Compression PIM/PRS (Legend of Mana)
Legend of Mana (.PIM/.PRS)
000h 1 Unknown (always 01h) (maybe File ID or Compression method)
001h .. Compressed data ;for TIM: usually 00,10, F0,00, 00,0x, F0,00, ...
nn,data[nn+1] ;nn=00..EF len=nn+1 [dst]=data[1] ;-uncompressed
F0,xn len=n+3 [dst]=0x ;1x4bit ;\
F1,nn,xx len=nn+4 [dst]=xx ;1x8bit ;
F2,nn,yx len=nn+2 [dst]=0x,0y ;2x4bit ; RLE fill
F3,nn,xx,yy len=nn+2 [dst]=xx,yy ;2x8bit ;
F4,nn,xx,yy,zz len=nn+2 [dst]=xx,yy,zz ;3x8bit ;/
F5,nn,xx,data[nn+4] len=nn+4 [dst]=xx,data[1] ;\interleaved
F6,nn,xx,yy,data[nn+3] len=nn+3 [dst]=xx,yy,data[1] ; fill combo
F7,nn,xx,yy,zz,data[nn+2] len=nn+2 [dst]=xx,yy,zz,data[1] ;/
F8,nn,xx len=nn+4 [dst]=xx ;xx=xx+1 ;\
F9,nn,xx len=nn+4 [dst]=xx ;xx=xx-1 ; fill with
FA,nn,xx,ss len=nn+5 [dst]=xx ;xx=xx+ss ; signed step
FB,nn,xx,yy,ss ;ss=signed len=nn+3 [dst]=xx,yy ;yyxx=yyxx+ss ;/
FC,xx,ny len=n+4 [dst]=[dst-yxx-1] ;\
FD,xx,nn len=nn+14h [dst]=[dst-xx-1] ; LZ compress
FE,xn len=n+3 [dst]=[dst-x*8-8] ;/
FF len=0 end ;-end code
BIN\*.BIN ---> packed misc binary
MAP\*\FDATA.PRS ---> packed resource, whatever
MAP\*\MAP*.PRS ---> packed MPD resource, "SKmapDat"
WM\WMTIM\*.PIM ---> packed TIM image, 384x384x4bpp, bad compression ratio
WM\WMAP\*.PAT ---> packed loaddata
WM\WMAP\*.PIM ---> packed TIM image, 320x256x16bit, with UNCOMPRESSED dupe
CDROM File Compression BPE (Byte Pair Encoding)
Byte Pair Encoding (BPE) does replace the most common byte-pairs with bytes
that don't occur in the data. That does work best if there are unused bytes
(eg. ASCII text, or 8bpp bitmaps with less than 256 colors).
Bust A Groove (MagDemo18: BUSTGR_A\*.BPE)
Bust-A-Groove 2 (MagDemo37: BUSTAGR2\BUST2.BIN\*)
000h 4 ID "BPE_"
004h 4 Total Filesize of compressed file including header (big-endian)
... .. Compression block(s)
Each compression block contains:
000h .. Dictionary info
... 2 Size of compressed data (big-endian)
... .. Compressed data
Legend of Dragoon (MagDemo34: LOD\OVL\.OV_ and LOD\SECT\.BIN\*)
000h 4 Decompressed size (little-endian)
004h 4 ID "BPE",1Ah
008h .. Compression block(s)
... .. End code (00000000h) (aka last block with Blocksize=0)
Each compression block contains:
000h 4 Size of decompressed block (little-endian) (or 0=End code)
004h .. Dictionary info
... .. Compressed data
... .. Padding to 4-byte boundary
BPE Decompression for Bust-A-Groove and Legend of Dragoon
if [src+0]="BPE_" then type=GROOVE ;\
if [src+4]="BPE",1Ah then type=DRAGOON ;
if type=GROOVE then src_end = src+BigEndian32bit[src+4] ; hdr
if type=DRAGOON then dst_end = dst+LittleEndian32bit[src+0] ;
src=src+8 ;/
@@block_lop:
if type=DRAGOON then ;\blk
dst_blk_end = dst+LittleEndian32bit[src]+4, src=src+4 ; len
if dst=dst_blk_end then goto @@decompress_done ;/
for i=00h to FFh, dict1[i]=i, next i ;\
i=00h ;
@@dict_lop: ; dict
num=[src], src=src+1 ;
if num>7Fh then i=i+(num-7Fh), num=0, if i=100h then goto @@dict_done ;
for j=0 to num ;
a=[src], src=src+1 ;
if a<>i then b=[src], src=src+1, dict1[i]=a, dict2[i]=a ;
i=i+1 ;
if i<100h then goto @@dict_lop ;
@@dict_done: ;/
if type=GROOVE then ;\blk
src_blk_end = src+BigEndian16bit[src]+2, src=src+2 ;/len
i=0 ;\
@@data_lop: ;
if i=0 then ;\ ; data
if type=GROOVE and src=src_blk_end then goto @@data_done ; get data ;
if type=DRAGOON and dst=dst_blk_end then goto @@data_done; from src ;
x=[src], src=src+1 ; or heap ;
else ; ;
i=i-1, x=heap[i] ;/ ;
a=dict1[x] ;-xlat ;
if a=x then ;\ ;
[dst]=x, dst=dst+1 ; output data to ;
else ; dst or heap ;
b=dict2[x], heap[i]=b, heap[i+1]=a, i=i+2 ;/ ;
goto @@data_lop ;
@@data_done: ;/
if type=GROOVE and src<src_end then goto @@block_lop ;\next
if type=DRAGOON then src=(src+3) AND not 3, goto @@block_lop ;/blk
@@decompress_done:
if type=DRAGOON and dst<>dst_end then error
ret
Electronic Arts
Electronic Arts games support several compression methods, including a BPE
variant. That BPE variant is a bit unusual: It does have only one compression
block (with a single dictionary for the whole file), and uses escape codes for
rarely used bytes.
CDROM File Compression EA Methods
CDROM File Compression RNC (Rob Northen Compression)
Rob Northen compression
Rob Northen compression (RNC) is a LZ/Huffman compression format used by
various games for PC, Amiga, PSX, Mega Drive, Game Boy, SNES and Atari Lynx.
Most RNC compressed files come in a standard 12h-byte header:
000h 3 Signature ("RNC") (short for Rob Northen Computing compression)
003h 1 Compression Method (01h or 02h)
004h 4 Size of Uncompressed Data ;big-endian
008h 4 Size of Compressed Data (SIZ) ;big-endian
00Ch 2 CRC16 on Uncompressed Data (with initial value 0000h) ;big-endian
00Eh 2 CRC16 on Compressed Data (with initial value 0000h) ;big-endian
010h 1 Leeway (difference between compressed and uncompressed data in
largest pack chunk, if larger than decompressed data)
011h 1 Number of pack chunks
012h SIZ Compressed Data
... (..) Zeropadding to 800h-byte boundary-4 ;\as so in PSX Heart of Darkness
... (4) Unknown ;/
RNC Method 1 - with custom Huffman trees
The bit-stream is read in 16bit units (the 1st bit being in bit0 of 1st byte).
Each pack chunk contains the following:
* 3 Huffman trees (one for literal data sizes, one for distance values,
and one for length values) in the bit stream. These consist of:
o A 5 bit value for the amount of leaf nodes in the tree
o 4 bit values for each node representing their bit depth.
* One 16 bit value in the bitstream for the amount of subchunks in the
pack chunk.
* The subchunk data, which contains for each subchunk:
o A Huffman code value from the first tree in the bit stream for the
amount of literals in the byte stream.
o Literals from the byte stream.
o A Huffman code from the bit stream that represents the distance - 1
of a distance/length pair.
o A Huffman code from the bit stream that represents the length - 2
of a distance/length pair.
RNC Method 2 - with hardcoded Huffman trees
The bit-stream is read in 8bit units (the 1st bit being in bit7).
0 + Byte(DATA[1]) Copy 1 Byte from Source
1000 + Dist + Byte(X) Copy 4 Bytes from Dest-(Dist+X+1)
10010 + Dist + Byte(X) Copy 6 Bytes from Dest-(Dist+X+1)
10011 + Dist + Byte(X) Copy 7 Bytes from Dest-(Dist+X+1)
1010 + Dist + Byte(X) Copy 5 Bytes from Dest-(Dist+X+1)
10110 + Dist + Byte(X) Copy 8 Bytes from Dest-(Dist+X+1)
10111 + nnnn + Byte(DATA[12..72]) Copy nnnn*4+12 Bytes from Source
110 + Byte(X) Copy 2 Bytes from Dest-(X+1)
1110 + Dist + Byte(X) Copy 3 bytes from Dest-(Dist+X+1)
1111 + Byte(0) + 0 + zeropadding End of last pack chunk
1111 + Byte(0) + 1 End of non-last pack chunk
1111 + Byte(L) + Dist + Byte(X) Copy L+8 Bytes from Dest-(Dist+X+1) ;L>00h
0 = 0000h 1000 = 0200h
110 = 0100h 1001 = 0300h
111000 = 0C00h 101000 = 0800h
111001 = 0D00h 101001 = 0900h
11101 = 0600h 10101 = 0400h
111100 = 0E00h 101100 = 0A00h
111101 = 0F00h 101101 = 0B00h
11111 = 0700h 10111 = 0500h
Links
http://aminet.net/package/util/pack/RNC_ProPack - official tool & source code
https://segaretro.org/Rob_Northen_compression - description (contains bugs)
RNC is used in a number of games by UK developers (notably Bullfrog and
Traveller's Tales), including Sonic 3D: Flickies' Island, Blam! Machinehead,
Dungeon Keeper 2, Magic Carpet, Syndicate and Syndicate Wars.
RNC in PSX Games
Method 2: Demolition Racer (MagDemo27: DR\DD.DAT\*.RNC)
Method 2: Heart of Darkness (IMAGES\US.TIM)
Method 2: Jonah Lomu Rugby (LOMUDEMO\GFX\*.PAK)
Method 2: NBA Jam: Tournament Edition (*.RNC, headerless .BIN/.GFX archives)
Method 2: Test Drive 5 (MagDemo13: TD5.DAT\*.RNC)
Method 2: Test Drive Off-Road 3 (MagDemo27: TDOR3\TDOR3.DAT\*.rnc)
RNC in Mega Drive games
3 Ninjas Kick Back
Addams Family
Addams Family Values
The Adventures of Mighty Max
Asterix and the Great Rescue
Asterix and the Power of the Gods
The Incredible Hulk
The Itchy & Scratchy Game (unreleased)
Marsupilami
Mortal Kombat
Mr. Nutz
Outlander
The Pagemaster
RoboCop 3
Spirou
Spot Goes to Hollywood
Stargate
Street Racer
Tinhead
Tintin in Tibet
World Championship Soccer II
CDROM File Compression Darkworks
Used by Alone in the Dark The New Nightmare (FAT.BIN\LEVELS\*\chunks)
Decompression
The decompressor is designed to hook the sector loading function: It does
decompress incoming sectors during loading, and forwards the decompressed data
to the original sector loading function. The decompressed data is temporarily
stored in two small Dict buffers (which do also serve as compression
dictionary).
decompress:
dictsize=1000h, dict0=alloc(dictsize), dict1=alloc(dictsize)
src=load_next_800h_byte_sector ;load first sector
dst=dict0 ;temp dest in current dict
dst_base=dst ;memorize start of newly decompressed data
@@decompress_lop:
if [src]=00h then ;\
esc=[src+1], src=src+1 ;
forward_to_actual_dest(source=dst_base, len=dst-dst_base) ; escape
if esc=0 or esc>4 then esc=2 (or warn_invalid_escape_code) ;
if esc=1 then goto @@decompress_done ;
if esc=2 or esc=4 then src=load_next_800h_byte_sector ;
if esc=3 or esc=4 then swap(dict0,dict1), dst=dict0 ;
dst_base=dst ;/
elseif ([src] AND 03h)=0 then ;\
len=[src]/4+2, dat=[src+1], src=src+2 ; fill 8bit
for i=1 to len, [dst]=dat, dst=dst+1 ;/
elseif ([src] AND 03h)=1 then ;\
len=[src]/4+([src+2] AND 40h)+4 ;
ptr=[src+1]+([src+2] AND 3Fh)*100h ; LZ compressed
if ptr+len>dictsize then error (exceeds allocated dictsize) ;
if ([src+2] AND 80h) then ptr=ptr=dict1 else ptr=ptr=dict0 ;
src=src+3 ;
for i=1 to len, [dst]=[ptr], ptr=ptr+1, dst=dst+1 ;/
elseif ([src] AND 03h)=2 then ;\
len=[src]/4+3, dat0=[src+1], dat1=[src+2], src=src+3 ; fill 16bit
for i=1 to len, [dst]=dat0, [dst+1]=dat1, dst=dst+2 ;/
elseif ([src] AND 03h)=3 then ;\
len=[src]/4+1, src=src+1 ; uncompressed
for i=1 to len, [dst]=[src], src=src+1, dst=dst+1 ;/
goto @@decompress_lop
@@decompress_done:
dealloc(dict0), dealloc(dict1)
ret
The original decompressor is doing the forwarding in 800h-byte units, so Dict swapping may be only done when dict0 contains a multiple of 800h bytes (aka dictsize bytes).
For whatever reason, there are only 4Kbyte per Dict allocated (although the 14bit LZ indices could have addressed up to 16Kbyte per Dict).
CDROM File Compression Blues
Blue's Clues: Blue's Big Musical (VRAM and FRAM chunks in *.TXD)
Decompression function:
if LittleEndian32bit[src+08h]<>1 then error ;compression flag
dst_end=dst+LittleEndian32bit[src+14h], src=src+18h, num_collected=0
@@decompress_lop:
if GetBit=1 then
[dst]=[src], src=src+1, dst=dst+1 ;code 1 uncompressed byte
elseif GetBit=1 then
len=[src], src=src+1 ;code 01 fill or end code
if len=00h then goto @@decompress_done
len=len+1, fillvalue=[dst-1]
for i=1 to len, [dst]=fillvalue, dst=dst+1
else
len=GetBit*2+GetBit
if len=0 then ;code 0000 long LZ range
len=[src] AND 0Fh, disp=[src]/10h+[src+1]*10h-1000h, src=src+2
else ;code 00xx short LZ range
disp=[src]-100h, src=src+1
len=len+1
for i=1 to len, [dst]=[dst+disp], dst=dst+1
goto @@decompress_lop
@@decompress_done:
if dst<>dst_end then error
ret
;---
GetBit:
if num_collected=0 then collected=[src], src=src+1, num_collected=8
collected=collected*2
return (collected/100h) AND 1
CDROM File Compression Z (Running Wild)
Running Wild (MagDemo15: RUNWILD\.BIN\.Z and *.z)
decompress_z:
src=src+4 ;skip 32bit decompressed size entry
@@reload_lop:
load_table1 ;table for first 9bits
load_table2 ;table for codes longer than 9bits
@@decompress_lop:
sym=get_symbol()
if sym<100h then [dst]=sym, dst=dst+1, goto @@decompress_lop
if sym=100h then goto @@escape
len=sym-0FCh ;change 101h..140h to 05h..44h
disp=((get_symbol()-101h)*40h) ;change 101h..140h to 00h..3Fh*40h
disp=((get_symbol()-101h) or disp)+1 ;change 101h..140h to 00h..3Fh+above+1
copy len bytes from dst-disp to dst
goto @@decompress_lop
@@escape:
if GetBits(1)=0 then goto @@reload_lop
ret
;-----
load_table1:
t=0
@@load_lop:
x=GetBits(10h)
if x and 8000h then num=1 else num=(1 shl (9-(x/400h)))
for i=1 to num, table1[t]=x, t=t+1, next i
if t<200h then goto @@load_lop
ret
;-----
load_table2:
num=GetBits(9)*2 ;can be 0=none, max=3FEh
if num>0 then for i=0 to num-1, table2[i]=GetBits(9), next i
ret
;-----
get_symbol:
;returns a value in range 0..140h:
; 00h..FFh = data 00h..FFh (or unused for disp codes)
; 100h = escape (or unused for disp codes)
; 101h..140h = length 05h..44h (or 6bit fraction of 12bit disp)
; 141h..3FFh = would be possible for short codes, but shouldn't be used
x=table1[PeekBits(9)]
if (x and 8000h)=0 then SkipBits(x/400h), return (x and 3FFh) ;-short code
SkipBits(9) ;skip first 9 bits, and process futher bit(s).. ;\
x=x-0C000h ;change C000h..C1FFh and up to 000h..1FFh ; long code
@@lop: ; (with more
x=table2[x*2+GetBits(1)] ;branch node0/node1 ; than 9bit)
if x>=141h then x=x-141h, goto @@lop ;
return x ;/
Note: The decompression function in Running Wild (MagDemo15) is at 80029D10h.
CDROM File Compression ZAL (Z-Axis)
Thrasher: Skate and Destroy (MagDemo27: SKATE\ASSETS\*.ZAL) (Z-Axis)
Dave Mirra Freestyle BMX (MagDemo36: BMX\ASSETS\*.ZAL) (Z-Axis)
Dave Mirra Freestyle BMX (MagDemo46: BMX\ASSETS\*.ZAL) (Z-Axis)
ZAL compression is used in ZAL archives. The archive header contains compressed
and decompressed size for each file (and a compression flag indicating whether
the archive is compressed at all).
ZAL Decompression
if src_len=0 then goto @@decompress_done ;empty (without end code)
lzlen=0, rawlen=0
if [src]=10h..FFh then ;\special handling
rawlen=[src]-11h, src=src+1 ; for code=10h..FFh
if rawlen<=0 then goto @@decompress_error ;/at begin of source
@@decompress_lop:
memcopy(dst-disp,dst,lzlen) ;copy compressed bytes
memcopy(src,dst,rawlen) ;copy uncompressed bytes
code=[src], src=src+1
if code=00h..0Fh then
if rawlen=0 ;when OLD rawlen=0...
lzlen=0, rawlen=code+3 ;\
if rawlen=3 then ;
while [src]=00h, rawlen=rawlen+FFh, src=src+1 ;
rawlen=rawlen+[src]+0Fh, src=src+1 ;/
else ;when OLD rawlen>0, and depending on OLD lzlen...
rawlen=code AND 03h
disp=code/4+[src]*4, src=src+1
if lzlen=0 then disp=disp+801h, lzlen=3, else then disp=disp+1h, lzlen=2
if code=10h..1Fh then
lzlen=(code AND 07h)+2
if lzlen=2 then
while [src]=00h, lzlen=lzlen+FFh, src=src+1
lzlen=lzlen+[src]+07h, src=src+1
rawlen=[src] AND 03h, disp=[src]/4+[src+1]*40h+(code/8 AND 1)*4000h+4000h
src=src+2
if disp=4000h AND code=11h then goto @@decompress_done ;end code
if disp=4000h AND code<>11h then goto @@decompress_error
if code=20h..3Fh then
lzlen=code-20h+2
if lzlen=2 then
while [src]=00h, lzlen=lzlen+FFh, src=src+1
lzlen=lzlen+[src]+1Fh, src=src+1
rawlen=[src] AND 03h, disp=[src]/4+[src+1]*40h+1, src=src+2
if code=40h..FFh then
rawlen=code AND 03h
lzlen=(code/20h)+1
disp=((code/4) AND 07h)+([src]*8)+1, src=src+1
goto @@decompress_lop
@@decompress_done:
ret
CDROM File Compression EA Methods
Electronic Arts Compression Headers
The files start with a 16bit big-endian Method value, with following bits:
0-7 ID (usually FBh) (or 31h for Method 4A31h with 16bit sizes)
8 Extended Header (usually 0) (or 1 for headers with extra entries)
9-14 Used to distinguish different methods
15 Extended Size (usually 0 for 24bit sizes) (or 1 for 32bit sizes)
10FBh = LZSS Compression (RefPack)
90FBh = LZSS Compression (RefPack, with 32bit size) (not on PSX)
30FBh = Huffman Compression
32FBh = Huffman Compression with filter
34FBh = Huffman Compression with dual filter
46FBh = BPE Byte-Pair Encoding
4AFBh = RLE Run-Length Encoding
4A31h = RLE Run-Length Encoding, with 16bit size
C0FBh = File Archive (not a compression method)
Most or all PSX files have Bit15=0, games for newer consoles can reportedly have Method=90FBh (unknown if anything like B2FBh or CAFBh does also exist).
Most or all PSX files have Bit0-7=FBh (supposedly short for Frank Barchard), the 16bit mode with Bit0-7=31h is supported for Method=4A31h only (the decompressor would also accept invalid methods like 1031h or 3431h, but doesn't actually support 16bit mode for those).
Compression Formats
CDROM File Compression EA Methods (LZSS RefPack)
CDROM File Compression EA Methods (Huffman)
CDROM File Compression EA Methods (BPE)
CDROM File Compression EA Methods (RLE)
Usage in PSX games
The compression can be used to compress whole files:
PGA Tour 96, 97, 98 (*.* and *.VIV\*) (with method 10FBh)
Need for Speed 3 Hot Pursuit (*.Q* with method 10FBh, 30FBh, 32FBh)
FIFA - Road to World Cup 98 (*.PSH chunk C0h/C1h with method 10FBh)
Sled Storm (MagDemo24: ART3\LOAD*.PSH chunk C0h/C1h with method 10FBh)
WCW Mayhem (MagDemo28: WCWDEMO\*.BIG\*.PSH with chunk C0h/C1h with 10FBh)
Note: Some compressed files are slightly larger than uncompressed files (eg.
filesizes for PGA Tour 96, 97, 98 COURSES\\.VIV\*.mis are compressed=58h,
uncompressed=50h).
See also
http://wiki.niotso.org/RefPack - LZ method
CDROM File Compression EA Methods (LZSS RefPack)
RefPack
000h 2 Method (10FBh, or 11FBh,90FBh,91FBh) (big-endian)
... (3/4) Compressed size (24bit or 32bit) (optional)
... 3/4 Uncompressed size (24bit or 32bit) (big-endoan)
... .. Compressed data
0ddzzzrrdddddddd rawlen=r(2), lzlen=z(3)+3, disp=d(10)+1
10zzzzzzrrdddddddddddddd rawlen=r(2), lzlen=z(6)+4, disp=d(14+1
110dzzrrddddddddddddddddzzzzzzzz rawlen=r(2), lzlen=z(10)+5, disp=d(17)+1
111rrrrr rawlen=r(5)*4+4, lzlen=0
111111rr rawlen=r(2), lzlen=0, endflag=1
method=BigEndian16bit[src], src=src+2
if (method AND 100h)>0 then src=src+3+method/8000h ;compressed size, if any
if (method AND 8000h]=0 then dst_size=BigEndian24bit[src], src=src+3
if (method AND 8000h)>0 then dst_size=BigEndian32bit[src], src=src+4
endflag=0
@@decompress_lop:
if ([src] AND 80h)=0 then
rawlen=[src] AND 03h
lzlen=([src] AND 1Fh)/4+3
disp=([src] AND 60h)*8+[src+1]+1
src=src+2
elseif ([src] AND 40h)=0 then
rawlen=[src+1]/40h
lzlen=[src] AND 3Fh+4
disp=([src+1] AND 3Fh)*100h+[src+2]+1
src=src+3
elseif ([src] AND 20h)=0 then
rawlen=[src] AND 03h
lzlen=([src] AND 0Ch)*40h+[src+3]+5
disp=([src] AND 10h)*1000h+[src+1]*100h+[src+2]+1
src=src+4
elseif ([src] AND FCh)=FCh then
rawlen=[src] AND 03h
lzlen=0
src=src+1, endflag=1
else
rawlen=([src] AND 1Fh)*4+4
lzlen=0
src=src+1
for i=1 to rawlen, [dst]=[src], src=src+1, dst=dst+1, next i
for i=1 to lzlen, [dst]=[dst-disp], dst=dst+1, next i
if endflag=0 then goto @@decompress_lop
if (dst-dst_base)<>dst_size then error
ret
CDROM File Compression EA Methods (Huffman)
Huffman
000h 2 Method (30FBh..35FBh) (big-endian)
... (3) Extra 3 bytes (only present if Method.bit8=1)
... 3 Decompressed Size (big-endian)
... 1 Escape code
... .. Number of codes per width
... .. Data placement for each code
... .. Compressed Data
Huffman
decompress_ea_huffman:
method=GetBits(16) ;3xFBh ;-get method (30FBh..35FBh)
if method AND 100h then dummy=GetBits(24) ;-skip extra (if any)
dst_size=GetBits(24) ;-get uncompressed size
ESC=GetBits(8) ;-get escape code
huffwidth=0, huffcode=0, totalnumcodes=0 ;\
while (huffcode shl (10h-huffwidth))<10000h ;
num=GetVarLenCode ; get num codes per width
huffwidth=huffwidth+1 ;
numcodes_per_width[width]=num ;
totalnumcodes=totalnumcodes+num ;
huffcode=(huffcode*2)+num ;/
for i=0 to FFh, data_defined_flags[i]=00h ;\
dat=FFh, index=0 ;
while index<totalnumcodes ;
n=GetVarLenCode+1 ;- ; get/assign data values
while n>0 ;search Nth notyet defined entry ;
dat=(dat+1) AND FFh ;wrap in 8bit range! ;
if data_defined_flags[dat]=0 then n=n-1 ;
data_defined_flags[dat]=1 ;
data_values[index]=dat, index=index+1 ;/
huffcode=0000h, index=0 ;\
InitEmptyHuffTree(data_tree) ;
for width=1 to huffwidth ;
for i=1 to numcodes_per_width[width] ; create huffman tree
dat=data_values[index], index=index+1 ;
CreateHuffCode(data_tree,dat,huffcode,width) ;
huffcode=huffcode+(1 shl (10h-width) ;/
@@decompress_lop: ;\
dat=GetHuffCode(data_tree) ;
if dat<>ESC ;
[dst]=dat, dst=dst+1 ; decompress
else ;
num=GetVarLenCode ;
if num=0 then ;
if GetBits(1)=1 then goto @@decompress_done ;
[dst]=GetBits(8), dst=dst+1 ;
else ;
dat=[dst-1] ;
for i=0 to num-1, [dst]=dat, dst=dst+1 ;
goto @@decompress_lop ;/
@@decompress_done:
if (dst-dst_base)<>dst_size then error ;-error check
dst=dst_base, x=00h, y=00h ;\
if (method AND FEFFh)=32FBh ; optional final
for i=0 to dst_size-1, x=x+[dst+i], [dst+i]=x ; unfiltering
if (method AND FEFFh)=34FBh ;
for i=0 to dst_size-1, x=x+[dst+i], y=y+x, [dst+i]=y ;/
ret
;------------------
GetVarLenCode:
num=2
while GetBits(1)=0, num=num+1
return (GetBits(num)+(1 shl num)-4)
GetBits(num):
return "num" bits, fetched from big-endian bitstream
GetHuffCode(data_tree):
...
InitEmptyHuffTree(data_tree):
...
CreateHuffCode(data_tree,dat,huffcode,width):
...
numcodes_per_width[10h] ;9bit numcodes per width 0..15 (entry[0]=unused)
data_values[100h] ;8bit data values for up to 100h huffman codes
data_defined_flags[100h] ;1bit flags for data(00h..FFh)
CDROM File Compression EA Methods (BPE)
Byte-Pair Encoding
000h 2 Method (46FBh or 47FBh) (big-endian)
... (5) Extra 5 bytes (only present if Method=47FBh)
... 3 Decompressed Size (big-endian)
... 1 Escape code
... 1 Number of Dict entries (N)
... N*3 Dict (each 3 bytes: Index,Dat1,Dat2)
... .. Compressed Data
method=BigEndian16bit[src], src=src+2
if method=47FBh then src=src+5
dst_size=BigEndian24bit[src], src=src+3
esc=[src], src=src+1
num=[src], src=src+1
for i=0 to FFh, dict1[i]=i ;initially default=self (uncompressed bytes)
for i=1 to num, j=[src], dict1[j]=[src+1], dict2[j]=[src+2], src=src+3
@@decompress_lop:
x=[src], src=src+1
if x=dict1[x] then
if x=esc then x=[src], src=src+1, if x=00h then goto @@decompress_done
[dst]=x, dst=dst+1
else
heap[0]=x, i=1
while i>0
i=i-1, x=heap[i], a=dict1[x]
if a=x then [dst]=x, dst=dst+1 ;\output data to
else b=dict2[x], heap[i]=b, heap[i+1]=a, i=i+2 ;/dst or heap
goto @@decompress_lop
@@decompress_done:
if (dst-dst_base)<>dst_size then error
ret
CDROM File Compression EA Methods (RLE)
Run-Length Encoding
000h 2 Method (4AFBh=24bit or 4A31h=16bit) (big-endian)
... 2/3 Decompressed Size (24bit or 16bit) (big-endian)
... .. Compressed Data
00h..3Fh Copy 0..3Fh uncompressed bytes
40h..7Fh Load new fillbyte and fill 0..3Fh bytes
80h..BFh Use old fillbyte and fill 0..3Fh bytes (initial fillbyte=00h)
C0h..FFh Copy 0..3Fh bytes with constant value in upper 4bit
method=BigEndian16bit[src], src=src+2
if (method AND 00FFh)=31h then dst_size=BigEndian16bit[src], src=src+2
if (method AND 00FFh)<>31h then dst_size=BigEndian24bit[src], src=src+3
fillbyte=00h ;initially zero
@@decompress_lop:
type=[src]/40h, len=[src] AND 3Fh, src=src+1, dst_size=dst_size-len
if type=0 then ;\uncompressed bytes
for i=1 to len, [dst]=[src], src=src+1, dst=dst+1 ;/
elseif type=1 then ;\
fillbyte=[src], src=src+1 ; fill with new dat
for i=1 to len, [dst]=fillbyte, dst=dst+1 ;/
elseif type=2 then ;\fill with old dat
for i=1 to len, [dst]=fillbyte, dst=dst+1 ;/
elseif type=3 then
x=[src], [dst]=x, src=src+1, dst=dst+1, x=x AND F0h
for i=2 to len ;<-- or so?
if (i AND 1)=0 then [dst]=x+([src]/10h) dst=dst+1
if (i AND 1)=1 then [dst]=x+([src] AND 0Fh), dst=dst+1, src=src+1
if dst_size<>0 then goto @@decompress_lop
ret
CDROM File Compression ZIP/GZIP/ZLIB (Inflate/Deflate)
Inflate/Deflate is a common (de-)compression algorithm, used by ZIP, ZLIB, and
GZIP.
Inflate - Core Functions
Inflate - Initialization & Tree Creation
Inflate - Headers and Checksums
PSX Disk Images
In PSX cdrom-images, ZLIB is used by the .CDZ cdrom-image format:
CDROM Disk Image/Containers CDZ
In PSX cdrom-images, Inflate is used by .PBP and .CHD cdrom-image formats:
CDROM Disk Images PBP (Sony)
CDROM Disk Images CHD (MAME)
PSX Games
In PSX games, ZLIB is used by:
Twisted Metal 4 (MagDemo30: TM4DATA\*.MR\* and *.IMG\*)
Kula Quest / Kula World / Roll Away (*.PAK) (*.PAK\*)
(and probably more games... particulary files starting with "x")
Final Fantasy VII (FF7) (BATTLE\TITLE.BIN)
Gran Turismo 2 (MagDemo27: GT2\*) (with corrupted/zeropadded GZIP footers)
Mat Hoffman's Pro BMX (old demo) (MagDemo39: BMX\BMXCD.HED\TITLE_H.ZLB)
Mat Hoffman's Pro BMX (new demo) (MagDemo48: MHPB\FE.WAD+STR)
Project Horned Owl (COMDATA.BIN, DEMODATA.BIN, ROLL.BIN, ST*DATA.BIN)
Inflate - Core Functions
tinf_uncompress(dst,src)
tinf_init() ;init constants (needed to be done only once)
tinf_align_src_to_byte_boundary()
repeat
bfinal=tinf_getbit() ;read final block flag (1 bit)
btype=tinf_read_bits(2) ;read block type (2 bits)
if btype=0 then tinf_inflate_uncompressed_block()
if btype=1 then tinf_build_fixed_trees(), tinf_inflate_compressed_block()
if btype=2 then tinf_decode_dynamic_trees(), tinf_inflate_compressed_block()
if btype=3 then ERROR ;reserved
until bfinal=1
tinf_align_src_to_byte_boundary()
ret
tinf_inflate_uncompressed_block()
tinf_align_src_to_byte_boundary()
len=LittleEndian16bit[src+0] ;get len
if LittleEndian16bit[src+2]<>(len XOR FFFFh) then ERROR ;verify inverse len
src=src+4 ;skip len values
for i=0 to len-1, [dst]=[src], dst=dst+1, src=src+1, next i ;copy block
ret
tinf_inflate_compressed_block()
repeat
sym1=tinf_decode_symbol(tinf_len_tree)
if sym1<256
[dst]=sym1, dst=dst+1
if sym1>256
len = tinf_read_bits(length_bits[sym1-257])+length_base[sym1-257]
sym2 = tinf_decode_symbol(tinf_dist_tree)
dist = tinf_read_bits(dist_bits[sym2])+dist_base[sym2]
for i=0 to len-1, [dst]=[dst-dist], dst=dst+1, next i
until sym1=256
ret
tinf_decode_symbol(tree)
sum=0, cur=0, len=0
repeat ;get more bits while code value is above sum
cur=cur*2 + tinf_getbit()
len=len+1
sum=sum+tree.table[len]
cur=cur-tree.table[len]
until cur<0
return tree.trans[sum+cur]
tinf_read_bits(num) ;get N bits from source stream
val=0
for i=0 to num-1, val=val+(tinf_getbit() shl i), next i
return val
tinf_getbit() ;get one bit from source stream
bit=tag AND 01h, tag=tag/2
if tag=00h then tag=[src], src=src+1, bit=tag AND 01h, tag=tag/2+80h
return bit
tinf_align_src_to_byte_boundary()
tag=01h ;empty/end-bit (discard any bits, align src to byte-boundary)
ret
Inflate - Initialization & Tree Creation
tinf_init()
tinf_build_bits_base(length_bits, length_base, 4, 3)
length_bits[28]=0, length_base[28]=258
tinf_build_bits_base(dist_bits, dist_base, 2, 1)
ret
tinf_build_bits_base(bits,base,delta,base_val)
for i=0 to 29
bits[i]=min(0,i-delta)/delta
base[i]=base_val
base_val=base_val+(1 shl bits[i])
ret
tinf_build_fixed_trees()
for i=0 to 6, tinf_len_tree.table[i]=0, next i ;[0..6]=0 ;len tree...
tinf_len_tree.table[7,8,9]=24,152,112 ;[7..9]=24,152,112
for i=0 to 23, tinf_len_tree.trans[i+0] =i+256, next i ;[0..23] =256..279
for i=0 to 143, tinf_len_tree.trans[i+24] =i+0, next i ;[24..167] =0..143
for i=0 to 7, tinf_len_tree.trans[i+168]=i+280, next i ;[168..175]=280..287
for i=0 to 111, tinf_len_tree.trans[i+176]=i+144, next i ;[176..287]=144..255
for i=0 to 4, tinf_dist_tree.table[i]=0, next i ;[0..4]=0,0,0,0,0 ;\dist
tinf_dist_tree.table[5]=32 ;[5]=32 ; tree
for i=0 to 31, tinf_dist_tree.trans[i]=i, next i ;[0..31]=0..31 ;/
ret
tinf_decode_dynamic_trees()
hlit = tinf_read_bits(5)+257 ;get 5 bits HLIT (257-286)
hdist = tinf_read_bits(5)+1 ;get 5 bits HDIST (1-32)
hclen = tinf_read_bits(4)+4 ;get 4 bits HCLEN (4-19)
for i=0 to 18, lengths[i]=0, next i
for i=0 to hclen-1 ;read lengths for code length alphabet
lengths[clcidx[i]]=tinf_read_bits(3) ;get 3 bits code length (0-7)
tinf_build_tree(code_tree, lengths, 19) ;build code length tree
for num=0 to hlit+hdist-1 ;decode code lengths for dynamic trees
sym = tinf_decode_symbol(code_tree)
len=1, val=sym ;default (for sym=0..15)
if sym=16 then len=tinf_read_bits(2)+3, val=lengths[num-1] ;3..6 previous
if sym=17 then len=tinf_read_bits(3)+3, val=0 ;3..10 zeroes
if sym=18 then len=tinf_read_bits(7)+11, val=0 ;11..138 zeroes
for i=1 to len, lengths[num]=val, num=num+1, next i
tinf_build_tree(tinf_len_tree, 0, hlit) ;\build trees
tinf_build_tree(tinf_dist_tree, 0+hlit, hdist) ;/
ret
tinf_build_tree(tree, first, num)
for i=0 to 15, tree.table[i]=0, next i ;clear code length count table
;scan symbol lengths, and sum code length counts...
for i=0 to num-1, x=lengths[i+first], tree.table[x]=tree.table[x]+1, next i
tree.table[0]=0
sum=0 ;compute offset table for distribution sort
for i=0 to 15, offs[i]=sum, sum=sum+tree.table[i], next i
for i=0 to num-1 ;create code to symbol xlat table (symbols sorted by code)
x=lengths[i+first], if x<>0 then tree.trans[offs[x]]=i, offs[x]=offs[x]+1
next i
ret
tinf_data
clcidx[0..18] = 16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15 ;constants
typedef struct TINF_TREE:
unsigned short table[16] ;table of code length counts
unsigned short trans[288] ;code to symbol translation table
TINF_TREE tinf_len_tree ;length/symbol tree
TINF_TREE tinf_dist_tree ;distance tree
TINF_TREE code_tree ;temporary tree (for generating the dynamic trees)
unsigned char lengths[288+32] ;temporary 288+32 x 8bit ;\for dynamic tree
unsigned short offs[16] ;temporary 16 x 16bit ;/creation
unsigned char length_bits[30]
unsigned short length_base[30]
unsigned char dist_bits[30]
unsigned short dist_base[30]
Inflate - Headers and Checksums
tinf_gzip_uncompress(dst, destLen, src, sourceLen)
src_start=src, dst_start=dst ;memorize start addresses
if (src[0]<>1fh or src[1]<>8Bh) then ERROR ;check id bytes
if (src[2]<>08h) then ERROR ;check method is deflate
flg=src[3] ;get flag byte
if (flg AND 0E0h) then ERROR ;verify reserved bits
src=src+10 ;skip base header
if (flg AND 04h) then src=src+2+LittleEndian16bit[src] ;skip extra data
if (flg AND 08h) then repeat, src=src+1, until [src-1]=00h ;skip file name
if (flg AND 10h) then repeat, src=src+1, until [src-1]=00h ;skip file comment
hcrc=(tinf_crc32(src_start, src-src_start) & 0000ffffh)) ;calc header crc
if (flg AND 02h) then x=LittleEndian16bit[src], src=src+2 ;get header crc
if (flg AND 02h) then if x<>hcrc then ERROR ;verify header
tinf_uncompress(dst, destLen, src, src_start+sourceLen-src-8) ;----> inflate
crc32=LittleEndian32bit[src], src=src+4 ;get crc32 of decompressed data
dlen=LittleEndian32bit[src], src=src+4 ;get decompressed length
if (dlen<>destLen) then ERROR ;verify dest len
if (crc32<>tinf_crc32(dst_start,dlen)) then ERROR ;verify crc32
ret
tinf_zlib_uncompress(dst, destLen, src, sourceLen)
src_start=src, dst_start=dst ;memorize start addresses
hdr=BigEndian16bit[src], src=src+2 ;get header
if (hdr MOD 31)<>0 then ERROR ;check header checksum (modulo)
if (hdr AND 20h)>0 then ERROR ;check there is no preset dictionary
if (hdr AND 0F00h)<>0800h then ERROR ;check method is deflate
if (had AND 0F000h)>7000h then ERROR ;check window size is valid
tinf_uncompress(dst, destLen, src, sourceLen-6) ;------> inflate
chk=BigEndian32bit[src], src=src+4 ;get data checksum
if src-src_start<>sourceLen then ERROR ;verify src len
if dst-dst_start<>destLen then ERROR ;verify dst len
if a32<>tinf_adler32(dst_start,destLen)) then ERROR ;verify data checksum
ret
tinf_adler32(src, length)
s1=1, s2=0
while (length>0)
k=max(length,5552) ;max length for avoiding 32bit overflow before mod
for i=0 to k-1, s1=s1+[src], s2=s2+s1, src=src+1, next i
s1=s1 mod 65521, s2=s2 mod 65521, length=length-k
return (s2*10000h+s1)
CDROM File Compression LArc/LHarc/LHA (LZS/LZH)
LHA (formerly LHarc) is an old DOS compression tool with backwards
compatibility for LArc. LHA appears to have been particulary popular in Japan,
and in the Amiga scene.
LHA archives are used by at least one PSX game:
PSX Championship Surfer (MagDemo43: HWX\*.DAT) ;method lh5
CDROM File Compression LZ5 and LZ5-variants
Overall File Format
Default archive filename extension is .LZH for LHarc/LHA (lh*-methods), or .LZS
for LArc (lz*-methods).
Archives can contain multiple files, and are usually terminated by a 00h-byte:
LHA Header+Data for 1st file
LHA Header+Data for 2nd file
End Marker (00h)
Caution: There is a hacky test file (larc333\initial.lzs) with missing end byte (it does just end at filesize).
LHA Header v2 Headersize=xx00h would conflict with End Byte (as workaround, insert a Nullbyte between Ext.Headers and Data to change Headersize to xx01h.
LHA Header v0 (with [14h]=00h)
00h 1 Header Size (Method up to including Extended Area) (=16h+F+E)
01h 1 Header Checksum, sum of bytes at [02h+(0..15h+F+E)]
02h 5 Compression Method (eg. "-lh0-"=Uncompressed)
07h 4 Compressed Size
0Bh 4 Uncompressed Size
0Fh 2 Last modified time (in MS-DOS format)
11h 2 Last modified date (in MS-DOS format)
13h 1 MS-DOS File attribute (usually 20h)
14h 1 Header level (must be 00h for v0)
15h 1 Path\Filename Length
16h (F) Path\Filename (eg. "PATH\FILENAME.EXT")
'\' may apper in the 2nd byte of Shift_JIS, processing
of Shift_JIS is indispensable when you need full
implementation of reading Pathname.
16h+F 2 CRC16 (with initial value 0000h) on uncompressed file
18h+F (E) Extended area (used by UNIX in v0)
18h+F+E .. Compressed data
LHA Header v1 (with [14h]=01h)
00h 1 Header Size (Method up to including 1st Ext Size) (=19h+F+E)
01h 1 Base Header Checksum, sum of bytes at [02h+(0..18h+F+E)]
02h 5 Compression Method (eg. "-lh0-"=Uncompressed)
07h 4 Skip size (size of all Extended Headers plus Uncompressed Size)
0Bh 4 Uncompressed Size
0Fh 2 Last modified time (in MS-DOS format)
11h 2 Last modified date (in MS-DOS format)
13h 1 Reserved (must be 20h) (but is 02h on Amiga)
14h 1 Header level (must be 01h for v1)
15h 1 Length of Filename (or 00h when name is in Extended Header)
16h (F) Filename (eg. "FILENAME.EXT; path (if any) is in Extended Header)
16h+F 2 CRC16 (with initial value 0000h) on uncompressed file
18h+F 1 Compression Tool OS ID (eg. "M"=MSDOS)
19h+F (E) Extended area (unused in v1, use Ext Headers instead)
19h+F+E 2 Size of 1st Extended Header (0000h=None)
1Bh+F+E .. Extended Header(s) (optional stuff)
... .. Compressed data
LHA Header v2 (with [14h]=02h)
00h 2 Header Size (whole Header including all Extended Headers)
02h 5 Compression Method (eg. "-lh0-"=Uncompressed)
07h 4 Compressed Size
0Bh 4 Uncompressed Size
0Fh 4 Last modified date and time (seconds since 1st Jan 1970 UTC)
13h 1 Reserved (must be 20h) (but is 02h on Amiga)
14h 1 Header level (must be 02h for v2)
15h 2 CRC16 (with initial value 0000h) on uncompressed file
17h 1 Compression Tool OS ID (eg. "M"=MSDOS)
18h 2 Size of first Extended Header (0000h=None)
1Ah .. Extended Header(s) (filename and optional stuff)
... 0/1 Nullbyte (End-Marker conflict: change Headersize xx00h to xx01h)
... .. Compressed data
LHA Header v3 (with [14h]=03h)
Kinda non-standard (supported only in late japanese LHA beta versions): Allows
Header and Ext.Headers to exceed 64Kbyte, which is rather useless.
00h 2 Word size for 32bit Header entries (always 4=32bit)
02h 5 Compression Method (eg. "-lh0-"=Uncompressed)
07h 4 Compressed Size
0Bh 4 Uncompressed Size
0Fh 4 Last modified date and time (seconds since 1st Jan 1970 UTC)
13h 1 Reserved (must be 20h)
14h 1 Header level (must be 03h for v3)
15h 2 CRC16 (with initial value 0000h) on uncompressed file
17h 1 Compression Tool OS ID (eg. "M"=MSDOS)
18h 4 Header Size (whole Header including all Extended Headers)
1Ch 4 Size of first Extended Header (00000000h=None)
20h .. Extended Header(s) (filename and optional stuff)
... .. Compressed data
Compression Methods
Method Len Window
-lz4- - - - LArc Uncompressed File
-lh0- - - - LHA Uncompressed File
-lhd- - - - LHA Uncompressed Directory name entry
-lzs- 2..17 2Kbyte LArc LZSS-Compressed (rare, very-very old) ;-15bit
-lz5- 3..17 4Kbyte LArc LZSS-Compressed (LArc srandard) ;-16bit
-lh1- 3..60 4Kbyte LHA LZHUF-Compressed (old LHA standard)
-lh2- 3..256 8Kbyte LHA Obscure test (used in self-extractor)
-lh3- 3..256 8Kbyte LHA Obscure test (experimental)
-lh4- 3..256 4Kbyte LHA AR002-Compressed (rare, for small RAM) ;\4bit
-lh5- 3..256 8Kbyte LHA AR002-Compressed (new LHA standard) ;/
-lh6- 3..256 32Kbyte LHA AR002-Compressed (rare) ;\
-lh7- 3..256 64Kbyte LHA AR002-Compressed (rare) ; 5bit
-lh8- 3..256 64Kbyte LHA AR002-Compressed (accidently same as lh7) ;
-lh9- 3..256 128Kbyte LHA AR002-Compressed (unimplemented proposal) ;
-lha- 3..256 256Kbyte LHA AR002-Compressed (unimplemented proposal) ;
-lhb- 3..256 512Kbyte LHA AR002-Compressed (unimplemented proposal) ;
-lhc- 3..256 1Mbyte LHA AR002-Compressed (unimplemented proposal) ;
-lhe- 3..256 2Mbyte LHA AR002-Compressed (unimplemented proposal) ;
-lhx- 3..256 512Kbyte LHA AR002-Compressed (rare) ;/
Extended Headers
00h 1 Extension Type (00h..FFh, eg. 01h=Filename)
01h .. Extension Data
... 2/4 Size of next Extended Header (0=None) (v1/v2=16bit, v3=32bit)
00h CRC16 on whole Header with InitialValue=0000h and InitialCrcEntry=0000h
01h Filename
02h Directory name (with FFh instead of "\", and usually with trailing FFh)
3Fh Comment (unspecified format/purpose)
40h MS-DOS File attribute of MS-DOS format
41h Windows FILETIME for last access, creation, and modification
42h Filesize (uncompressed and compressed size, when exceeding 32bit)
50h Unix Permission
51h Unix User ID and Group ID
52h Unix Group name
53h Unix User name (owner)
54h Unix Last modified time in time_t format
7Dh Capsule offs/size (if the OS adds extra header/footer to the filebody)
7Eh OS/2 Extended attribute
7Fh Level 3 Attribute in Unix form and MS-DOS form
FFh Level 3 Attribute in Unix form
See also
The site below has useful links with info about headers (see LHA Notes), source
code, and test archives:
http://fileformats.archiveteam.org/wiki/LHA
CDROM File Compression UPX
UPX Compression (used in AmiDog's GTE test)
UPX is a tool for creating self-decompressing executables. It's most commonly
used for DOS/Windows EXE files, but it does also support consoles like PSX. The
PSX support was added in UPX version 1.90 beta (11 Nov 2002).
000h 88h Standard PS-X EXE header
088h 20h Unknown
0A8h 4 ASCII ID "UPX!"
0ACh 1Eh Unknown
0CAh 9Ah ASCII "$info: This file is ..."
164h 69Ch Zerofilled
800h .. Leading zeropadding (to make below end on 800h-byte boundary)
... .. Decompression stub
... .. Compressed data (ending on 800h-byte boundary)
CDROM File Compression LZMA
LZMA is combining LZ+Huffman+Probabilities. The LZ+Huffman bitstream is rather
simple (using hardcoded huffman trees), the high compression ratio is reached
by predicting probabilities for the bitstream values (that is, the final
compressed data is smaller than the bitstream).
LZMA Bitstreams
000h 1 Ignored byte (usually 00h, unknown purpose)
001h .. Bitstream with actual compression codes
... .. EOS end code (end of stream) (optional)
... .. Ignored byte (present in case of Normalization after last code)
... .. Padding to byte-boundary
Three decompression parameters: lc, lp, pb
Decompressed size (required if the bitstream has no EOS end code)
Dictionary size (don't care when decompressing the whole file to memory)
Presence/Absence of EOS end code
.lzma files (LZMA_Alone format from LZMA SDK)
000h 1 Parameters (((pb*5)+lp)*9)+lc (usually 5Dh) ;\
001h 4 Dictionary Size in bytes (usually 10000h) ; Header
005h 8 Decompressed Size in bytes (or -1=Unknown) ;/
00Dh 1 LZMA ignored 1st byte of bitstream (00h) ;\LZMA
00Eh .. LZMA bitstream (with optional EOS end code) ;/
The end of the bitstream is indicated by EOS end code, or by Decompressed Size entry (or both).
.lz files (LZIP)
LZIP files can contain one or more "LZIP Members" plus optional extra data:
000h .. LZIP Member(s)
... .. Optional extra data (if any) (eg. zeropadding or some SHA checksum)
Each of the "LZIP Member(s)" is having following format:
000h 5 ID and version ("LZIP",01h) ;\LZIP Header
005h 1 Dictionary size (5bit+3bit code, see below) ;/
006h .. LZMA bitstream (with lc=3, lp=0, pb=2) (with EOS end code)
... 4 CRC32 on uncompressed data ;\
... 8 Size of uncompressed data ; LZIP Footer
... 8 Size of compressed data (including header+footer) ;/
temp = 1 SHL (hdr[005h] AND 1Fh)
dict_size = temp - (temp/10h)*(hdr[005h]/20h)
http://www.nongnu.org/lzip/manual/lzip_manual.html#File-format
.chd (MAME compressed CDROM and HDD images)
The CHD format has its own headers and supports several compression methods
including LZMA. Leaving apart the CHD specific headers, the raw LZMA bitstreams
are stored as so:
000h .. LZMA bitstream (with lc=3, lp=0, pb=2) (without EOS end code)
.xz files (XZ Utils)
This is a slightly overcomplicated format with LZMA2 compression and optional
filters.
CDROM File Compression XZ
.7z files (7-Zip archives)
000h 6 ID ("7z",BCh,AFh,27h,1Ch)
... .. ..
http://fileformats.archiveteam.org/wiki/7z
LZMA2 (used in .7z and .xz files)
LZMA2 is a container format with LZMA chunks. The LZMA function is slightly
customized: It can optionally skip some LZMA initialization steps (and thereby
re-use the dictionary/state from previous chunks). The chunks are:
ChunkID=00h - Last chunk:
000h 1 Chunk ID (00h=End)
ChunkID=01h..02h - Uncompressed chunks:
000h 1 Chunk ID (01h=Uncompressed+ResetDictionary, 02h=Uncompressed)
001h 2 Uncompressed Data Size-1 (big-endian)
003h .. Uncompressed Data (to be copied to destination and dictionary)
Note: The uncompressed data is stored in LZMA dictionary, and
the last uncompressed byte is updating the LZMA prevbyte.
ChunkID=03h..7Fh - Invalid chunks:
000h 1 Chunk ID (03h..7Fh=Invalid)
ChunkID=80h..FFh - LZMA-compressed chunks:
000h 1 Chunk ID (80h/A0h/C0h/E0h + Upper5bit(UncompressedSize-1))
001h 2 LSBs(UncompressedSize-1) (big-endian)
003h 2 CompressedSize-1 (big-endian)
005h (1) Parameters (((pb*5)+lp)*9)+lc (only present if ChunkID=C0h..FFh)
... .. LZMA bitstream (without EOS end code)
ChunkID dict/prev lc/lp/pb state dist[0-3] probabilities code/range
01h reset - - - - -
02h - - - - - -
80h+n - - - - - reset
A0h+n - - reset reset reset reset
C0h+n - reset reset reset reset reset
E0h+nn reset reset reset reset reset reset
(Note: Those resets occur before processing the chunk data)
Apart from the chunks, LZMA2 does usually contain a Dictionary Size byte:
Dictionary Size byte (00h..28h = 4K,6K,8K,12K,16K,24K,..,2G,3G,4G)
Which can be decoded as so:
if (param AND 1)=0 then dict_size=1000h shl (param/2)
if (param AND 1)=1 then dict_size=1800h shl (param/2)
if param=28h then dict_size=FFFFFFFFh ;4GB-1
if param>28h then error
In .xz files, that byte is stored alongsides with the Filter ID.
LZMA Source code
Compact LZMA decompression ASM code can be found here:
https://github.com/ilyakurdyukov/micro-lzmadec
Above code is fo