PAK (Metroid Prime): Difference between revisions
>Aruki (Created page with "The '''.pak format''' in Metroid Prime is a fairly simple packfile format; files are stored with a 32-bit file ID, and can optionally be compressed with zlib (Metroid Prime) o...") |
(No difference)
|
Revision as of 14:09, 23 January 2015
The .pak format in Metroid Prime is a fairly simple packfile format; files are stored with a 32-bit file ID, and can optionally be compressed with zlib (Metroid Prime) or LZO1X-999 (Metroid Prime 2). The assets in a pak are split into two groups: named resources and dependencies. In general, only named resources are accessed directly by the game; the rest are dependencies of the named resources, and are accessed indirectly in the process of parsing those files.
Note that the Metroid Prime 3 E3 prototype uses this pak format as well, but has 64-bit file IDs. This is the only difference; the version number isn't even any different, so there isn't an easy way to check for this variation of the format.
Format
Header
There's a short 8-byte header; most of it is unknown, but they're always the same values.
Offset | Size | Description |
---|---|---|
0x0 | 2 | Unknown; always 0x3. The game ignores this value. |
0x2 | 2 | Version number. Always 0x5. |
0x4 | 4 | Unknown; always 0. |
Named Resources
The named resource table lists files that the game has direct access to. On world paks, this will generally only contain the MLVL file; in other paks, this table is usually quite a bit larger. Note that in non-world paks, the names are hardcoded and are how the game knows where to find the files; if you repack, you need to make sure you keep the names the same.
This section of the file begins with a 32-bit named resource count, followed by a table.
Offset | Size | Description |
---|---|---|
0x0 | 4 | Four-character file type tag. |
0x4 | 4 | File ID. |
0x8 | 4 | Name length (NL) |
0xC | NL | Name; not zero-terminated |
0xC + NL | End of entry |
Resource Table
This could be considered the main table of contents of the pak. This table begins with a 32-bit resource count, followed by one entry per file; each entry is 0x14 bytes large.
Offset | Size | Description |
---|---|---|
0x0 | 4 | Compression flag; this will either be 0 or 1, with 1 denoting a compressed file. |
0x4 | 4 | Four-character file type tag. |
0x8 | 4 | File ID |
0xC | 4 | Offset |
0x10 | 4 | Size |
0x14 | End of entry |