AttribSys Vault

From Burnout Wiki
AttribSysVault
aka {{{othernames}}}
No Example
Resource names BurnoutGlobalData
CameraVault
Engine name, e.g. C5_EN
postfxvault
surfacelist
*_AttribSys
*Vehicle ID, e.g. PUSMC01
WorldVault
Type ID 0x1C
Category Generic
Memory
distribution
Main Memory only
Imports Unknown
Imported by Unknown
Editor
available?
Vehicles only
Use Bundle Manager

AttribSys vault resources act as a database which holds attributes for vehicles, engines, surfaces and more. They are split into the vault, which holds information needed to access the data, and the bin, which holds the actual attribute data. Vaults work with the AttribSys schema found in the executable.

Structures

CgsResource::AttribSysVaultResource

32-bit

Offset Length Type Name Description Comments
0x0 0x4 uint8_t* mpau8VltData
0x4 0x4 uint32_t muVltSizeInBytes
0x8 0x4 uint8_t* mpau8BinData
0xC 0x4 uint32_t muBinSizeInBytes

64-bit

Offset Length Type Name Description Comments
0x0 0x8 uint8_t* mpau8VltData
0x8 0x4 uint32_t muVltSizeInBytes
0xC 0x4 Padding
0x10 0x8 uint8_t* mpau8BinData
0x18 0x4 uint32_t muBinSizeInBytes

Common substructures

Attrib::Array

Offset Length Type Name Description Comments
0x0 0x2 uint16_t mAlloc Number of entries allocated
0x2 0x2 uint16_t mCount Number of entries used
0x4 0x2 uint16_t mSize The length of each entry
0x6 0x2 uint16_t mEncodedTypePad Padding

Attrib::RefSpec

Offset Length Type Name Description Comments
0x0 0x8 Key mClassKey
0x8 0x8 Key mCollectionKey
0x10 0x4 Collection* mCollectionPtr Always nullptr in resource
0x14 0x4 Padding

Vault

A breakdown diagram of the Cavalry's vault.

The vault is a set of structures with ChunkBlocks which are read sequentially. In Burnout Paradise, these are:

  • Vers: The version
  • DepN: The dependency node
  • StrN: The start node
  • DatN: The data node
  • ExpN: The export node
  • PtrN: The pointer node

Attrib::Vault::ChunkBlock

Offset Length Type Name Description Comments
0x0 0x4 uint32_t mType A type ID similar in form to a magic number
0x4 0x4 uint32_t mSize The total size of the chunk

Version

Attrib::Vault::VersionNode

Offset Length Type Name Description Comments
0x0 0x8 ChunkBlock Base class
0x8 0x8 uint64_t mVersion Version hash

Dependency node

Attrib::Vault::DependencyNode

Offset Length Type Name Description Comments
0x0 0x8 ChunkBlock Base class
0x8 0x8 HashInt mCount Number of dependencies

This structure is immediately followed by the hashes of the dependency strings, then the offsets of the strings relative to the start of the first string, then the strings themselves.

Start node

Offset Length Type Name Description Comments
0x0 0x8 ChunkBlock Base class
???

Size is 16 bytes, but the final 8 bytes is always null. This node appears to not be read by the game.

Data node

Offset Length Type Name Description Comments
0x0 0x8 ChunkBlock Base class

This is followed by several collections.

This node is not read directly. Pointers in other nodes read the data that lies in this node.

Attrib::CollectionLoadData

Offset Length Type Name Description Comments
0x0 0x8 Key mKey
0x8 0x8 Key mClass
0x10 0x8 Key mParent
0x18 0x4 uint32_t mTableReserve Amount allocated for entries
0x1C 0x4 uint32_t mTableKeyShift
0x20 0x4 uint32_t mNumEntries Number of entries
0x24 0x2 uint16_t mNumTypes Number of types
0x26 0x2 uint16_t mTypesLen Amount allocated for types
0x28 0x4 void* mLayout Always nullptr in resource
0x2C 0x4 Padding

This is always followed by the types, then the entries.

Attrib::CollectionLoadData::AttribEntry

Offset Length Type Name Description Comments
0x0 0x8 Key mKey
0x8 0x4 void* mData
0xC 0x2 uint16_t mType
0xE 0x1 uint8_t mNodeFlags
0xF 0x1 uint8_t mEntryFlags

Export node

Attrib::Vault::ExportNode

Offset Length Type Name Description Comments
0x0 0x8 ChunkBlock Base class
0x8 0x8 HashInt mCount Number of exports

Followed by export entries of an amount defined by mCount.

Attrib::Vault::ExportEntry

Offset Length Type Name Description Comments
0x0 0x8 ExportID mID
0x8 0x8 TypeID mType
0x10 0x4 uint32_t mDataBytes Size of the data node entry
0x14 0x4 uint32_t mDataOffset Offset of the entry in the data node Relative to vlt start

Pointer node

Attrib::Vault::PointerNode

Offset Length Type Name Description Comments
0x0 0x8 ChunkBlock Base class

Followed by several PtrRefs.

Attrib::PtrRef

Offset Length Type Name Description Comments
0x0 0x4 uint32_t mFixupOffset The offset at which to write the offset Relative to the beginning of the dependency.
The area pointed to is normally null and allocated specifically for this
0x4 0x2 uint16_t mPtrType Pointer type See type.
0x6 0x2 uint16_t mIndex Which dependency the value is relative to 0 is normally the vault
1 is normally the bin
0x8 0x8 anon_union_0 field_3 Value

Attrib::PtrRef::anon_union_0

Length Type Name Description Comments
0x8 ExportID mExportID
0x8 HashInt mOffset

EPtrRefType

Information from Need for Speed ProStreet (RU PS2).

Name Value Comments
PtrEnd 0 End of the pointer node
PtrNull 1
PtrSetFixupTarget 2 Via its index, marks which dependency the fixup pointers after this pointer are relative to
PtrDepRelative 3 Relative to the beginning of the dependency
PtrExport 4

Bin

The bin is primarily data but has one ChunkBlock in Burnout Paradise:

  • StrE: The string exports

The rest of the data in the bin is not associated to a chunk and is instead pointed to by the vault.

String exports

Offset Length Type Name Description Comments
0x0 0x8 ChunkBlock Base class

This is followed by null-terminated strings.

Attributes

The fields and order are defined by the AttribSys schema.