7 Studios FS: Difference between revisions

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m (Updated with specs from forum)
imported>Ikskoks
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* [[GRAFs|Return to the list of games]]
* [[GRAFs|Return to the list of games]]  
 
Choose archive extension:
 
== FS ==


== FS ==
* ''' Format Type ''':    Archive <br>  
* ''' Format Type ''':    Archive <br>  
* ''' [http://en.wikipedia.org/wiki/Endianness Endian Order] ''': Little Endian <br>  
* ''' [http://en.wikipedia.org/wiki/Endianness Endian Order] ''': Little Endian <br>  


This format appears to first have been used in the Fantastic 4 game and was later used with slight modification in The Sopranos: Road to Respect. The differences per game are marked <font color="red">in red</font> below.


=== Format Specifications ===


=== Format Specifications ===
<tt><b>
<tt><b>
<font color="blue"> ''' // FILE DATA ''' </font> <br>
<font color="blue"> ''' // FILE DATA ''' </font> <br>
Line 35: Line 33:
:: uint32 {4}&nbsp;&nbsp; - File Offset <font color="darkgreen">[*2048]</font> <br>  
:: uint32 {4}&nbsp;&nbsp; - File Offset <font color="darkgreen">[*2048]</font> <br>  
:: uint32 {4}&nbsp;&nbsp; - File Length <br>  
:: uint32 {4}&nbsp;&nbsp; - File Length <br>  
:: uint32 {4}&nbsp;&nbsp; - Filename Offset <font color="purple">(relative to the start of the filename directory)</font> <br>  
:: uint32 {4}&nbsp;&nbsp; - Filename Offset <font color="purple">(relative to the start of the filename directory)</font> <font color="red">(Fantastic 4)</font> or  Filename CRC32/BZIP <font color="red">(The Sopranos)</font><br>  
<br>
<br>
<font color="blue"> ''' // ARCHIVE FOOTER ''' </font> <br>
<font color="blue"> ''' // ARCHIVE FOOTER ''' </font> <br>
: char {4}&nbsp;&nbsp;&nbsp;&nbsp; - End Header <font color="purple">(END )</font> <br>  
: char {4}&nbsp;&nbsp;&nbsp;&nbsp; - End Header <font color="purple">(END )</font> <br>  
: uint64 {8}&nbsp;&nbsp; - null <br>  
: uint64 {8}&nbsp;&nbsp; - null <font color="purple">(Appears to be a uint32 {4} for some versions of Fantastic 4)</font><br>  
: uint32 {4}&nbsp;&nbsp; - Filename Directory Offset <br>  
: uint32 {4}&nbsp;&nbsp; - Filename Directory Offset <br>  
: byte {28}&nbsp;&nbsp;&nbsp; - null <br>  
: byte {X}&nbsp;&nbsp;&nbsp; - null <font color="purple">(X = 28 for <font color="red">Fantastic 4</font> or 24 for <font color="red">The Sopranos</font>)</font><br>  
: uint32 {4}&nbsp;&nbsp; - Filename Directory Offset <br>  
: uint32 {4}&nbsp;&nbsp; - Filename Directory Offset <br>  
</b></tt>
</b></tt>


=== MultiEx BMS ===  
=== MultiEx BMS ===
Not written yet


Not written yet<br>
=== Notes and Comments ===
* Uses ZLib Compression


=== Supported Programs ===
* [[Game Extractor|Game Extractor]] (Not for The Sopranos: Road to Respect)


=== Notes and Comments ===  
== Games ==
 
The following games are known to use this format:
* Uses ZLib Compression
* ''[[Fantastic 4 (7 Studios)|Fantastic 4]]''
* ''[[Fantastic Four: Rise of the Silver Surfer]]''
* ''[[The Sopranos: Road to Respect]]''


=== Supported Programs ===


* [[Game Extractor|Game Extractor]]<br>
[[Category:File Format]]

Latest revision as of 12:49, 6 January 2021

FS

This format appears to first have been used in the Fantastic 4 game and was later used with slight modification in The Sopranos: Road to Respect. The differences per game are marked in red below.


Format Specifications

// FILE DATA

// for each file
byte {X}     - File Data
byte {X}     - Padding to a multiple of 2048 bytes (using (byte)255)


// FILENAME DIRECTORY

char {4}     - String Header (STR )
uint32 {4}   - Filename Directory Length


// for each file
char {X}     - Filename
byte {1}     - null Filename Terminator


byte {0-3}   - null Padding to a multiple of 4 bytes


// DIRECTORY

char {4}     - Directory Header (DIR )
uint32 {4}   - Directory Length


// for each file
uint32 {4}   - Compressed Size (if compSize=0, the file is not compressed)
uint32 {4}   - File Offset [*2048]
uint32 {4}   - File Length
uint32 {4}   - Filename Offset (relative to the start of the filename directory) (Fantastic 4) or Filename CRC32/BZIP (The Sopranos)


// ARCHIVE FOOTER

char {4}     - End Header (END )
uint64 {8}   - null (Appears to be a uint32 {4} for some versions of Fantastic 4)
uint32 {4}   - Filename Directory Offset
byte {X}    - null (X = 28 for Fantastic 4 or 24 for The Sopranos)
uint32 {4}   - Filename Directory Offset

MultiEx BMS

Not written yet

Notes and Comments

  • Uses ZLib Compression

Supported Programs

Games

The following games are known to use this format: