Bundle 2/Burnout Paradise

Revision as of 06:14, 12 September 2023 by Burninrubber0 (talk | contribs) (Detail memory types better.)

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

Separate data chunks are used to define what memory type resources are loaded into. These chunks are platform specific (see ESmallResourceMemType). Keep these in mind when viewing the structures.

Resources always have data in Main Memory. If the resource is split, headers are loaded into Main Memory, while the other portion is typically loaded into Graphics Local on PS3, Physical on X360, and Disposable on PC and all Remastered variants. In resource documentation, these will be simplified to a "secondary" type. On PS3, some resources' secondary portion may be loaded into Graphics System; in that case, it will be listed separately.

Note that resources only ever have primary and secondary portions, never a tertiary one. Even in instances where all three memory types are used, such as SHADERS.BUNDLE on PS3, resources only have two portions.

Structures

CgsResource::BundleV2

Offset Length Type Name Description Comments
0x0 0x4 char[4] macMagicNumber Bundle magic bnd2
0x4 0x4 uint32_t muVersion Bundle version 2
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

CgsResource::BundleV2::ResourceEntry

Offset Length Type Name Description Comments
0x0 0x8 ID mResourceId Resource name CRC32
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 Has high nibble for alignment; changes between platforms
1 << [nibble] equals the memory alignment value
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 ResourceType
0x3C 0x2 uint16_t muImportCount Number of imports
0x3E 0x1 uint8_t muFlags
0x3F 0x1 uint8_t muStreamIndex

CgsResource::BundleV2::ImportEntry

ImportEntries are appended to the end of resources.

Offset Length Type Name Description Comments
0x0 0x8 ID mResourceId Resource name CRC32
0x8 0x4 uint32_t muOffset
0xC 0x4 padding

Enumerations

Platform

Name Value Comments
? 1 PC. Reused for all platforms in Remastered
? 2 Xbox 360
? 3 PlayStation 3

Flags

Name Value Comments
IsCompressed 0x1 Resources are zlib compressed
IsMainMemOptimised 0x2 Possibly IsGraphicsMemOptimised - always used together
IsGraphicsMemOptimised 0x4 Possibly IsMainMemOptimised - always used together
ContainsDebugData 0x8 Contains ResourceStringTable/Bundle Imports XML data

ResourceType

See Resource Types.

CgsResource::ESmallResourceMemType

PlayStation 3

Name Value Comments
E_MEMTYPE_MAINMEMORY 0
E_MEMTYPE_GRAPHICS_SYSTEM 1
E_MEMTYPE_GRAPHICS_LOCAL 2
E_MEMTYPE_NUMTYPES 3

Xbox 360

Name Value Comments
E_MEMTYPE_MAINMEMORY 0
? 1 PHYSICAL
? 2 DUMMY
E_MEMTYPE_NUMTYPES 3

PC, Remastered

Name Value Comments
E_MEMTYPE_MAINMEMORY 0
? 1 DISPOSABLE
? 2 DUMMY
E_MEMTYPE_NUMTYPES 3