The Bundle container is the core file format of Burnout Paradise and Criterion's other 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 shipped with every Bundle in the game in Remastered. 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 name in the game 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.

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:

  1. Main Memory
  2. Disposable
  3. Physical
  4. Uninitialized
  5. Disposable uninitialized

Bundle 2 V2:

  1. Main Memory
  2. Graphics System
  3. Graphics Local

Keep these in mind when viewing the specs below.

Bundle Layout

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

Bundle

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 Unknown0[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

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 Unknown0[5] mauSizeAndAlignmentOnDisk
0x34 0x28 Unknown0[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

Unknown0

This structure contains fields for size and alignment, though alignment sometimes goes unused.

Offset Size Type Name Description Comments
0x0 0x4 uint32_t Size or offset
0x4 0x4 uint32_t Alignment

Version 4 Additions

Bundle

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

Compression Information

Offset Size Type Name Description Comments
0x0 0x28 Unknown0[5] mauUncompressedSizeAndAlignment

Version 5 Additions

Bundle

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

Bundle 2 Layout

BundleV2

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

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