Difference between revisions of "Sims 3:DBPF"
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(Start to list what files contain DBPF data) |
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[[Tutorials:TS3 Advanced Coding Tutorials]] | [[Tutorials:TS3 Advanced Coding Tutorials]] | ||
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+ | ==DBPF Packages== | ||
+ | Sims 3 stores [[Sims 3:PackedFileTypes|multiple resource types]] in an archive format known by it's [http://en.wikipedia.org/wiki/Magic_number_%28programming%29 magic number] of "DBPF". On disk, these archives have one of a number of extensions: | ||
+ | {| class="wikitable" border="1" | ||
+ | |- | ||
+ | |*.package | ||
+ | |General collection of resources | ||
+ | |- | ||
+ | |*.world | ||
+ | |Resources comprising a "world" | ||
+ | |- | ||
+ | |*.dbc | ||
+ | |Collection of DBPF archives in a single archive | ||
+ | |} | ||
+ | |||
== Package Header == | == Package Header == | ||
96 bytes: "standard" DBPF 2.0 format; DBBF not seen; DBPP is encrypted. | 96 bytes: "standard" DBPF 2.0 format; DBBF not seen; DBPP is encrypted. |
Revision as of 12:36, 3 January 2010
Tutorials:TS3 Advanced Coding Tutorials
Contents |
DBPF Packages
Sims 3 stores multiple resource types in an archive format known by it's magic number of "DBPF". On disk, these archives have one of a number of extensions:
*.package | General collection of resources |
*.world | Resources comprising a "world" |
*.dbc | Collection of DBPF archives in a single archive |
Package Header
96 bytes: "standard" DBPF 2.0 format; DBBF not seen; DBPP is encrypted.
DWORD magic ;; "DBPF" DWORD major ;; 2 DWORD minor ;; 0 BYTE[24] unknown1 DWORD ;; number of index entries - if zero, size and position also zero BYTE[4] unknown2 DWORD ;; size of index on disk in bytes BYTE[12] unknown3 DWORD index_version ;; always 3 DWORD ;; position of index (absolute) BYTE[28] unknown4
The Index
If position is not zero, at that position:
DWORD ;; Index type
The count of set bits in the index type is the number of additional DWORD entries in index header:
DWORD[(for each bit in Index type)]
The number of DWORDs in an actual index entry is 8. The entry is stored in two parts - the index header and then the entry on disk. The header provides the data that is constant to all entries, essentially a kind of compression. However not all data is valid to be included in the index header for all entries.
- For each index entry on disk:
DWORD[(8 - number of bits in Index type)]
Each DWORD in an actual index entry can either come from the header or from the index entry on disk, depending on the bits set in the index type. The order of the DWORDs in an index entry is (with matching bit number):
0 | ResourceType | |
1 | ResourceGroup | Top byte is a set of flags |
2 | InstanceHi | |
3 | InstanceLo | |
4 | Chunkoffset | Absolute location in package |
5 | Filesize (lo 31bits) , Unknown1 (hi bit) | Length of data in package |
6 | Memsize | Length of uncompressed data |
7 | Compressed(lo WORD) , Unknown2(hi WORD) | Compressed is 0x0000 or 0xFFFF |
(That's a total of 32 bytes per entry.)
(Possibly confusingly, in my implementation, I actually store the index type along with the entries - keeps the data structure simpler..!)
Chunk Compression
Above documented by Peter Jones
Based on Spore package format