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Warrior Kings

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Format Specifications

This is actually for Warrior Kings Battles !
char {44}    - Header (PAK File 2.01 (c) Black Cactus Games Limited)
uint32 {4}   - Unknown
uint32 {4}   - Directory Offset
uint32 {4}   - Directory Length

byte {X}     - File Data

// Main Directory

uint32 {4}   - Number Of Files

// for each file
uint32 {4}   - File Offset
uint32 {4}   - Offset To Next File
uint32 {4}   - File Size
uint32 {4}   - Hash?
uint32 {4}   - File Type ID?

// for each directory {
// Note: The next 3 fields don't appear in the first directory!
uint32 {4}   - Number Of Sub-Directories In This Directory
byte {1}     - Directory name Length [*2 for unicode]
char {X}     - Directory name (unicode text - 2-bytes per letter)
uint32 {4}   - Number Of Files In Directory (not including sub-directories)

// for each file in the directory {
uint32 {4}   - File ID (incremental, starting from 0)
uint64 {8}   - Unknown
byte {1}     - Filename Length [*2 for unicode]
char {X}     - Filename (unicode text - 2-bytes per letter)

// for each sub-directory in this directory {
// Repeat from "//for each directory"

MultiEx BMS Script

Not written yet

Notes and Comments

  • In Warrior Kings Battles, the filenames are stored as unicode text, which means that each character is stored as 2 bytes instead of 1. For ASCII text, it is sufficient to read only the first chartacter in each pair, as the second byte will be null
  • In Warrior Kings, the filenames are stored as normal text. The Tag is 'PAK File 0.06 ...' instead of 'PAK File 2.01 ...'. There may exist other differences between both formats.

Compatible Programs