Bundle 2: Difference between revisions
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| 0x0 || 0x4 || char[4] || macMagicNumber || Bundle magic || bnd2 |
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| 0x0 || 0x8 || [[Common Data Types (Burnout Paradise)#CgsResourceID | ID]] || mResourceId || Resource name CRC32 || |
| 0x0 || 0x8 || [[Common Data Types (Burnout Paradise)#CgsResourceID | ID]] || mResourceId || Resource name CRC32 || |
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| 0x0 || 0x8 || [[Common Data Types (Burnout Paradise)#Resource ID | ID]] || mResourceId || Resource name CRC32 || |
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Revision as of 10:21, 3 August 2022
The Bundle 2 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.
Bundle 2 is used in the retail versions of Burnout Paradise, Need for Speed Hot Pursuit, and Need for Speed Most Wanted. It was preceded by the original Bundle format. For information on the later versions used in Need for Speed, 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:
- Main Memory
- Graphics System
- Graphics Local
Keep these in mind when viewing the structures.
Structures
CgsResource::BundleV2
Offset | Length | 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 |
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.