Mortal Kombat Deceptions GC SSF
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Contents
SSF
- Format Type : Archive
- Endian Order : Big Endian
Format Specifications
char {4} - Header ( CES)
uint32 {4} - Unknown (4)
uint32 {4} - null
uint32 {4} - Unknown (first instance of this field = total numFiles in archive?)
uint32 {4} - Number Of Files
uint32 {4} - Unknown
uint32 {4} - Archive Size
// for each File
- uint32 {4} - File Type ID (1,2,3,4,5,6,7,8,9,10)
- uint32 {4} - Offset (relative to the start of the current directory, ie relative to the offset of " CES")
- uint32 {4} - Length
- uint32 {4} - Filename Offset (relative to the end of the directory)
// for each file
- char {X} - Filename
- byte {1} - null
char {X} - Padding to multiple of 2048 bytes
// for each of the files
- // if (fileTypeID == 1) {
- // Go to the offset and repeat from "Header ( CES)"
- // }
- // Go to the offset and repeat from "Header ( CES)"
MultiEx BMS Script
Not written yet
Notes and Comments
- This is a nested directory structure that starts right at the beginning of the file
- For the root directory, it is padded to 2048 bytes with nulls
- For all sub-directories, it is padded to 512 bytes using 4 nulls followed by a repeating string of "PAD128"
- All files with the same type ID number are files with the same extension
1 = Sub-Directory
2 = Sprite Texture?
3 = 3D Model?
4 = Texture Image?
8 = Animation Path?