Hi, um für Need for Speed: Shift Mods erstellen zu können, muss man einen Repacker schreiben, der die veränderten Dateien wieder zu einem BFF-Archiv zusammenfasst.
Hier sind Infos zu dem Aufbau, ich habe C++ Grundkenntnisse, das ist aber zu viel für mich (noch):
Zitat:
Zitat von Bugtest
in case someone is interested the following is the explanation of all the fields of the bff archives.
yeah I know that probably was faster for me to just write the repacker but I'm sure that many people will have fun with these info:
Code:
BFF header:
bytes description
4 " KAP" ("PAK " in big endian)
4 0x03004010
4 files
4 alignment
4 zero
4 0x800
0x100 name of the archive
4 X118, size of the information table
4 zero
4 X120, size of the name table + 0x308
4 DHSA field offset
4 DHSA field size
1 zero
1 X12d, set it to 0
1 zero
1 zero
X118 information table
4 "TXEP"
4 not verified
0x100 Gecko.xml or GeckoDemo.xml
0x100 C:\DEV\Gecko\ or C:\DEV\GeckoDemo\
0x100 PC
X120 name table
Code:
information table:
4 unused (set it as you want, the game works in any case)
4 unused (set it as you want, the game works in any case)
4 absolute offset of the file
4 ever zero
4 size of the file in the archive (for example its compressed size)
4 size of the extracted file
4 zero
4 zero
4 type, set it to 0 (2 is meant for compressed files)
4 zero
4 CRC of the file as is in the archive
4 extension (example: fxo)
Code:
name table:
4 absolute offset where is located the name string
4 zero
4 not verified, tell me if there are problems
4 not verified, seems only a date timestamp
have phun
Via ]
(Original Thread)
Auch wenn es von denen einer Schafft, würde ich trotzdem gerne wissen, wie man sowas macht
Geändert von sommergemüse (22.09.2009 um 23:01 Uhr).