GRAF:PODArchive3
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Contents
POD
- Format Type : Archive
- Endian Order : Little Endian
Format Specifications
char {4} - Header (POD3)
uint32 {4} - Checksum?
char {80} - Description (null)
uint32 {4} - Number Of Files
uint32 {4} - Unknown
uint32 {4} - Unknown (1000)
uint32 {4} - Unknown (1000)
byte {160} - null
uint32 {4} - Directory Offset
uint32 {4} - Unknown
uint32 {4} - Filename Directory Length
uint32 {4} - null
byte {4} - Padding (all 255's)
uint32 {4} - Unknown
byte {X} - File Data
// Directory
- // for each file
- uint32 {4} - Relative filename offset (relative to the start of the filename directory)
- uint32 {4} - File Length
- uint32 {4} - File Offset
- uint64 {8} - Checksum?
- uint32 {4} - Relative filename offset (relative to the start of the filename directory)
// Filename Directory
- // for each file
- char {X} - Filename
- byte {1} - null
- char {X} - Filename
// russellm Directory
- // for each file
- char {32} - Description (null) (russellm)
- byte {4} - Unknown ((byte)20 + "RdA")
- uint32 {4} - Unknown (1)
- char {256} - Filename (null)
- uint64 {8} - Checksum?
- uint64 {8} - null (last file is a checksum or something, maybe for the whole archive)
- char {32} - Description (null) (russellm)
MultiEx BMS Script
<bms author="Mr.Mouse" version="1.0" games="'Aeon Flux','Bloodrayne','Bloodrayne 2'" platforms="'PS2','PC','PC'" ext="POD" verbose="no"> ImpType StandardTail ; IDString 0 POD3 ; Set D Long 88 ; GoTo D 0 ; Get FNU Long 0 ; Set D Long 264 ; GoTo D 0 ; SavePos TailOffOff 0 ; Get TP Long 0 ; Set DE Long FNU ; Math DE *= 20 ; Math DE += TP ; For T = 1 To FNU ; GoTo TP 0 ; Get CO Long 0 ; SavePos FSO 0 ; Get FS Long 0 ; SavePos FOO 0 ; Get FO Long 0 ; SavePos TP 0 ; Math TP += 8 ; Set DZ Long DE ; Math DZ += CO ; GoTo DZ 0 ; Get FN String 0 ; Log FN FO FS FOO FSO ; Next T ; </bms>
Compatible Programs
Other Games
These games also use this file format
- Aeon Flux (PS2)
- Bloodrayne
- Bloodrayne 2