Runes of Magic

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Choose archive extension:

FDB


Format Specifications

// ARCHIVE HEADER

byte {1}   - Archive version ("01")
char {3}   - Header ("BDF")
uint32 {4} - Number of files in archive


// FOR EACH FILE

int32 {4}  - File Type (See note 1)
uint64 {8} - File Time (The time the file was last modified)
uint32 {4} - File Block offset (Offset from beginning of file)


// FOR EACH FILE

uint32 {4} - File Name Size


// FILENAMES TABLE SIZE

uint32 {4} - Size of the table containing the file names


// FOR EACH FILE

char {x}   - File Name (null terminated, containing partial directory structure [example: DIR1\DIR2\DIR3\filename.ext])


// FOR EACH FILE

uint32 {4} - File Block Size (Size of the block containing information and the ZLib compressed file)
uint32 {4} - File Type (See note 1)
uint32 {4} - Compression Type (0 = None, 1 = RLE, 2 = unknown, 3 = Zlib, 4 = Redux)
uint32 {4} - Uncompressed File Size
uint32 {4} - Compressed File Size
uint64 {8} - File Time (The time the file was last modified)
uint32 {4} - File Name Size (Size including the null padded byte)
char {x}   - File Name (null terminated, containing partial directory structure [example: DIR1\DIR2\DIR3\filename.ext])
if (File Type = 2) {
int32 {4} - Compression Type: 0x04 = None, 0x05-0x06 = DXT1, 0x08 = DXT5)
int32 {4} - Texture Width
int32 {4} - Texture Height
int32 {4} - Mipmap Count
}
byte {x}   - File Data


// ARCHIVE FOOTER

uint32 {4} - Unknown
uint32 {4} - Number of files in archive


MultiEx BMS Script

Not written yet

Notes and Comments

Note 1 - The ID/Type tag for the file contents. Where 0x01000000 indicates a regular file, and 0x02000000 indicates a texture (*.DDS, *.PNG, *.TGA and *.BMP). In case of a texture 4 additional uint32 values are stored after the the filename and before the archived file contents. The texture files are archived without a header, the 4 additional uint32 values can be used to reconstruct it.