Bundle (original)
The Bundle container is the core file format of Criterion's 7th-gen titles with the exception of Burnout Revenge (X360). Each Bundle holds one or more resources (assets) and contains information about each resource, such as its size, type, compression, alignment, and so on.
Enumerations Enumerations used in the Bundle container. |
The Bundle format has two major versions: the original, using the bndl
magic, and Bundle 2, using the bnd2
magic. The first Bundle format underwent at least five iterations during its use from early 2006 to early-mid 2007, but it was never used in a retail game and can only be found in development builds of games such as Burnout Paradise. It was succeeded by Bundle 2, which ultimately saw use in the retail versions of Burnout Paradise (version 2), Need for Speed Hot Pursuit (version 3), and Need for Speed Most Wanted (version 5).
At present, only files using Bundle version 3, 4, and 5 have been discovered. Those versions, plus Bundle 2 version 2, are described below. For information on later versions, see the Need for Speed Wiki.
Overview
Bundles are used for nearly every asset in Burnout Paradise, with the only exceptions being the JUNKYARDLIGHTING.DAT
text file and STARDATA.DAT
binary file (both in the ENVIRONMENTSETTINGS
folder), the non-RAM portion of sound assets, and video files. 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 ID, uncompressed and compressed size, alignment, relative 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, this was originally only available in development builds but, with the release of Remastered, shipped with every Bundle in the game. Consisting of XML data headed by the ResourceStringTable
element, it contains the ID, name, and type name of every resource in a respective bundle. This means that effectively every resource in the game has a decodable name. Despite this, however, the resource names given by the debug data sometimes do not match when encoded. In some cases, such as with Registry resources, this means the name is hardcoded.
Layout
Memory types
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:
Bundle:
- Main Memory
- Disposable
- Physical
- Uninitialized
- Disposable uninitialized
Bundle 2 V2:
- Main Memory
- Graphics System
- Graphics Local
Keep these in mind when viewing the specs below.
Bundle
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.
Version 3
Offset | Size | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x4 | char[4] | macMagicNumber | Bundle magic | bndl |
0x4 | 0x4 | uint32_t | muVersion | Bundle version | |
0x8 | 0x4 | uint32_t | muResourceEntriesCount | Number of resources in the bundle | |
0xC | 0x28 | SizeAndAlignment[5] | Size and alignment of each chunk | ||
0x34 | 0x14 | uint32_t[5] | Memory address of each chunk | ||
0x48 | 0x4 | uint32_t | Resource IDs offset | ||
0x4C | 0x4 | uint32_t | muResourceEntriesOffset | Resource entries offset | |
0x50 | 0x4 | uint32_t | Imports offset | ||
0x54 | 0x4 | uint32_t | muResourceDataOffset | Resource data offset | |
0x58 | 0x4 | uint32_t | muPlatform | Platform the bundle was built for | See Platform |
Version 4 Additions
Offset | Size | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x5C | 0x4 | uint32_t | muFlags | Bundle flags | See Flags |
0x60 | 0x4 | uint32_t | Number of compressed resources | ||
0x64 | 0x4 | uint32_t | Compression information offset |
Version 5 Additions
Offset | Size | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x68 | 0x4 | uint32_t | No idea what this does | ||
0x6C | 0x4 | uint32_t | Also no idea what this does |
Substructures
ResourceEntry
Offset | Size | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x4 | uint32_t | Resource data memory address | ||
0x4 | 0x4 | uint32_t | muImportOffset | Bundle imports offset | |
0x8 | 0x4 | uint32_t | muResourceTypeId | Resource type | See Resource Types |
0xC | 0x28 | SizeAndAlignment[5] | mauSizeAndAlignmentOnDisk | ||
0x34 | 0x28 | SizeAndAlignment[5] | mauDiskOffset | Offsets in bundle | Alignment is unused (always 1) |
0x5C | 0x14 | uint32_t[5] | Memory addresses | Swapped endian |
Imports
Offset | Size | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x4 | uint32_t | muImportCount | Number of imports | |
0x8 | Import entries | Aligned 8. See ImportEntry structure |
ImportEntry
Offset | Size | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x8 | ID | mResourceId | Resource name CRC32 | |
0x8 | 0x4 | uint32_t | muOffset | ||
0xC | 0x4 | padding |
Compression Information
Offset | Size | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x28 | SizeAndAlignment[5] | mauUncompressedSizeAndAlignment |
SizeAndAlignment
The official name of this structure is unknown. The name shown is meant to reflect its purpose.
Offset | Size | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x4 | uint32_t | Size or offset | ||
0x4 | 0x4 | uint32_t | Alignment |
Bundle 2
Version 2
Offset | Size | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x4 | char[4] | macMagicNumber | Bundle magic | bnd2 |
0x4 | 0x4 | uint32_t | muVersion | Bundle version | |
0x8 | 0x4 | uint32_t | muPlatform | Platform the bundle was built for | See Platform |
0xC | 0x4 | uint32_t | muDebugDataOffset | Bundle debug data offset | ResourceStringTable XML |
0x10 | 0x4 | uint32_t | muResourceEntriesCount | Number of resources in the bundle | |
0x14 | 0x4 | uint32_t | muResourceEntriesOffset | Resource entries offset | |
0x18 | 0xC | uint32_t[3] | mauResourceDataOffset | Resource data offset | |
0x24 | 0x4 | uint32_t | muFlags | Bundle flags | See Flags |
Substructures
ResourceEntry
Offset | Size | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x8 | ID | mResourceId | Resource name CRC32 | Hashed names are all lowercase |
0x8 | 0x8 | uint64_t | muImportHash | Dependency name(s) CRC32(s) | Multiple are combined with a bitwise OR |
0x10 | 0xC | uint32_t[3] | mauUncompressedSizeAndAlignment | Resource sizes (uncompressed) for each chunk | Has high nibble for alignment; changes between platforms 1 << [nibble] equals the memory alignment value |
0x1C | 0xC | uint32_t[3] | mauSizeAndAlignmentOnDisk | Resource sizes (compressed) for each chunk | See above |
0x28 | 0xC | uint32_t[3] | mauDiskOffset | Resource offsets for each chunk | Relative to the start of the respective chunk |
0x34 | 0x4 | uint32_t | muImportOffset | Bundle imports offset | |
0x38 | 0x4 | uint32_t | muResourceTypeId | Resource type | See Resource Types |
0x3C | 0x2 | uint16_t | muImportCount | Number of imports | |
0x3E | 0x1 | uint8_t | muFlags | ||
0x3F | 0x1 | uint8_t | muStreamIndex |
ImportEntry
Offset | Size | Type | Name | Description | Comments |
---|---|---|---|---|---|
0x0 | 0x8 | ID | mResourceId | Resource name CRC32 | ImportEntries are appended to the end of resources. |
0x8 | 0x4 | uint32_t | muOffset | ||
0xC | 0x4 | padding |