Difference between revisions of "Template:GRAFTemplate1"

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(Notes and Comments)
(Notes and Comments)
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=== Notes and Comments ===  
 
=== Notes and Comments ===  
 +
1.
 +
In the version 24, the file names are encrypted as XOR 0xBE.
 +
 +
2.
 +
"BXP" + (byte) in all headers: In the version 24, the (byte)=3. 
 +
 +
3.
 +
// ARCHIVE INDEX
 +
    char {8}    - Header ("BXP" + (byte)2 + "INDX")
 +
    uint64 {8}  - Unknown  '''<-----  this shuld be relative offset to the first "BXP.FILE"'''
 +
I have used folloxing piece of C++ code:
 +
  ArchiveOffset = 0x00;
 +
  IndexOffset = 0x20;
 +
  TreeOffset = 0x60;
 +
  DirOffset = 0x80;
 +
  DataOffset = DirOffset + (__int64*) &buffer[TreeOffset + 8];
 +
  FileOffset = DirOffset + (__int64*) &buffer[IndexOffset + 8];
 +
 +
4.
 +
There are some directories containing both files and sub-directories. In such case, the files are listed prior to the sub-directories.
 +
I guess that the structure of directory // see 6.
 +
 +
5. I have successfuly extracted all files from the archive. Sound (*.ogg) files play well, however some other files (scripts) seems to be encrypted. Further I am wholly confused with CRCs, HASHs and Paddings for now, so I can not build an modified archive.
 +
 
6. "uint32 {4}  - Unknown (1)" is a switch: 0="file is not compressed" 1="file is compressed"; compression method is zlib (*.gz). The same switch is in the  "BXP.FILE" section.
 
6. "uint32 {4}  - Unknown (1)" is a switch: 0="file is not compressed" 1="file is compressed"; compression method is zlib (*.gz). The same switch is in the  "BXP.FILE" section.
 
I suguest that to modify the structure of "BXP.SDIR" to:
 
I suguest that to modify the structure of "BXP.SDIR" to:

Revision as of 08:45, 1 July 2006

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Type
Animation - Archive - Audio - Image - Mesh - Miscellaneous - Model - Video
Endianness
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Program Support
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MultiEx Commander - Game Extractor

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Compression and Encryption
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One or Both Used:
Compression Used - Both Compression and Encryption Used

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{{{file_extension}}}

Format Type:   {{{format_type}}}
Endian Order:   {{{endian_order}}}
Date Posted:   {{{date_posted}}}

Format Specifications

{{{format_specifications}}}


Notes and Comments

1. In the version 24, the file names are encrypted as XOR 0xBE.

2. "BXP" + (byte) in all headers: In the version 24, the (byte)=3.

3. // ARCHIVE INDEX

   char {8}     - Header ("BXP" + (byte)2 + "INDX")
   uint64 {8}   - Unknown   <-----   this shuld be relative offset to the first "BXP.FILE" 

I have used folloxing piece of C++ code:

 ArchiveOffset = 0x00;
 IndexOffset = 0x20;
 TreeOffset = 0x60;
 DirOffset = 0x80;
 DataOffset = DirOffset + (__int64*) &buffer[TreeOffset + 8];
 FileOffset = DirOffset + (__int64*) &buffer[IndexOffset + 8];

4. There are some directories containing both files and sub-directories. In such case, the files are listed prior to the sub-directories. I guess that the structure of directory // see 6.

5. I have successfuly extracted all files from the archive. Sound (*.ogg) files play well, however some other files (scripts) seems to be encrypted. Further I am wholly confused with CRCs, HASHs and Paddings for now, so I can not build an modified archive.

6. "uint32 {4} - Unknown (1)" is a switch: 0="file is not compressed" 1="file is compressed"; compression method is zlib (*.gz). The same switch is in the "BXP.FILE" section. I suguest that to modify the structure of "BXP.SDIR" to:

{
  char {8}     - Header ("BXP" + (byte)2 + "SDIR")
  uint64 {8}   - Unknown Length/Offset
  byte {16}    - null
  uint32 {4}   - Number Of Sub-Directories in this directory
  uint32 {4}   - Number Of Files in this directory
  uint64 {8}   - Length Of Filename Directory Component (length of subDirName+null + fileNames+nulls)
  byte {16}    - null 
  for (each file)
  {
    uint64 {8}   - Filename Offset (relative to the start of the filename directory)
    uint64 {8}   - null
    byte {16}    - CRC?
    uint32 {4}   - null
    uint32 {4}   - A switch indicating if the file is compressed. 0=no, 1=yes //compression method: zlib (*.gz)
    uint64 {8}   - null
    uint64 {8}   - File Length (not including the file header fields?)
    uint64 {8}   - File Offset (relative to the start of the file data) 
  }
  for (each sub-directory)
  {
    uint32 {4}   - null   // Filename Offset (relative to the start of the filename directory)
    uint32 {4}   - Relative Offset To This Directory? (32) (relative to the start of this subDirEntry)
  }
  for (each entry)            // entry is file or sub-directory
  {
    uint32 {4}   -   Hash?  
  } 
  for (each entry)
  {
    char {X}     - Filename                         // XOR 0xBE      in version 24
    byte {1}     - null Filename Terminator         // 0xBE          in version 24
  }
}


7. First 32 bytes of each file if "File Data" is a header of checksum, which is not necessary for file extraction.

 {
   // FILE DATA
   char {8}     - Header ("BXP" + (byte)2 + "DATA")
   uint64 {8}   - Total Length Of File Data (length of everything in "// for each file")
   uint64 {8}   - Padding (88,39,255,135,206,225,196,1)
   uint64 {8}   - null
   for (each file)
   {
       char {8}     - Header ("BXP" + (byte)2 + "FILE")
       uint64 {8}   - File Length (length of "X - File Data" only) [+30]
       uint64 {8}   - CRC?
       uint32 {4}   - null
       uint32 {4}   - A switch indicating if the file is compressed. 0=no, 1=yes //compression method: zlib (*.gz)
       byte (16)    - A header or check-sum?
       byte (16)    - For uncompressed file the same as previous byte (16), for copressed different. Maybe check-sum of decompressed file?
       byte {X}     - File Data
       byte {X}     - null Padding to a multiple of 32 bytes 
   }
 }
      • by Gregory

MultiEx BMS Script

{{{bms_script}}}

Supported by Programs

{{{programs}}}


Documentation

{{{documentation}}}


Games

{{{games}}}