The Bundle container is the core file format used in development builds of Burnout 5/Paradise, Black (Xbox 360), and Black 2 (Xbox 360). It is not used in any retail titles. Each Bundle holds one or more resources (assets) and contains information about each resource, such as its size, type, compression, alignment, and so on.
The Bundle format underwent at least five iterations during its use from early 2006 to early-mid 2007. At present, only files using Bundle version 3, 4, and 5 have been discovered. It was succeeded by the Bundle 2 container.
Bundles are used for nearly every asset in Burnout Paradise. This makes it one of the most important formats to understand when attempting to parse assets.
While the header contains some valuable data, such as the flags and chunk offsets, the majority of relevant information is in resource entries, which store the size, alignment, offset, and type of each resource in each chunk. These also store the import offsets, which enable importing specific data from other resources.
Bundle debug data is also important to understand. Sometimes called Bundle imports, it consists of XML data headed by the
ResourceStringTable element and contains the ID, name, and type name of every resource in a respective bundle. This means that where debug data is present, every resource name is known. Despite this, the resource names given by the debug data sometimes do not match the hash when encoded. In some cases, such as with Registry resources, this means the name is hardcoded.
Across all Bundle versions, a common theme is the use of separate data chunks to define what memory type resources are loaded into. These chunks are as follows:
- Main Memory
- Disposable uninitialized
Keep these in mind when viewing the structures.
The original Bundle format's versions were treated more like additions to the previous version. Thus, rather than a full structure for each, only their additions are described here.
|0x8||0x4||uint32_t||muResourceEntriesCount||Number of resources in the bundle|
|0xC||0x28||Unknown0||Size and alignment of each chunk|
|0x34||0x14||uint32_t||Memory address of each chunk|
|0x48||0x4||uint32_t||Resource IDs offset|
|0x4C||0x4||uint32_t||muResourceEntriesOffset||Resource entries offset|
|0x54||0x4||uint32_t||muResourceDataOffset||Resource data offset|
|0x58||0x4||uint32_t||muPlatform||Platform the bundle was built for||See Platform|
|0x0||0x4||uint32_t||Resource data memory address|
|0x4||0x4||uint32_t||muImportOffset||Bundle imports offset|
|0x8||0x4||uint32_t||muResourceTypeId||Resource type||See ResourceType|
|0x34||0x28||Unknown0||mauDiskOffset||Offsets in bundle||Alignment is unused (always 1)|
|0x5C||0x14||uint32_t||Memory addresses||Swapped endian|
|0x0||0x4||uint32_t||muImportCount||Number of imports|
|0x8||Import entries||Aligned 8. See ImportEntry|
|0x0||0x8||ID||mResourceId||Resource name CRC32|
This structure contains fields for size and alignment, though alignment sometimes goes unused.
|0x0||0x4||uint32_t||Size or offset|
|0x5C||0x4||uint32_t||muFlags||Bundle flags||See Flags|
|0x60||0x4||uint32_t||Number of compressed resources|
|0x64||0x4||uint32_t||Compression information offset|
|0x68||0x4||uint32_t||No idea what this does|
|0x6C||0x4||uint32_t||Also no idea what this does|
|IsCompressed||0x1||Resources are zlib compressed|
See Resource Types.