Playboy CAM 2: Difference between revisions

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(It appears that what has been called a version number by many is probably a file format identifier. The Minor version is probably a version counter.)
imported>Ikskoks
 
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== CAM (VERSION 2) ==  
== CAM (VERSION 2) ==  
 
* ''' Game ''':    [[Playboy: The Mansion]] <br>
* ''' 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>  
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=== Format Specifications ===  
=== Format Specifications ===  
<b>Note that the files on PC, XBox and PS2 are not the same... We should probably divide this spec based on platform. </b> The following is valid for PS2.<br>
==== File header. Common to all .cam files ====
<tt><b>
char {8}&nbsp;&nbsp;&nbsp;&nbsp; - Header {{Green|(CYLBPC}} + {{Green|0x20 0x20)}} <br>
uint16 {2}&nbsp;&nbsp; - Cam File Type  <br>
uint16 {2}&nbsp;&nbsp; - Version  <br>
uint32 {4}&nbsp;&nbsp; - Number Of Segment Types <br>
uint32 {4}&nbsp;&nbsp; - length of the data segment type description area <br>
<br>
<p>{{Blue|Known file types:}}<br>
* 1&nbsp;&nbsp;animsndd.cam, pregame[ ,f,g,i,s,u].cam, textdat[a,f,g,i,p,s,u].cam files
* 2&nbsp;&nbsp;everything not listed in other types
* 3&nbsp;&nbsp;soundesc.cam</p></b></tt>


==== File Type 1 Format ====
Currently unfinished
==== File Type 2 Format ====
Currently unfinished<br>
<tt><b>
<tt><b>
char {8}&nbsp;&nbsp;&nbsp;&nbsp; - Header <font color="purple">(CYLBPC  )</font> <br>
{{Blue| // for each type}}<br>  
uint16 {2}&nbsp;&nbsp; - Cam File Type <font color="purple">(2)</font> <br>
: uint32 {4}&nbsp;&nbsp; - Segment Type ID
uint16 {2}&nbsp;&nbsp; - Version <font color="purple">(1)</font> <br>  
: uint32 {4}&nbsp;&nbsp; - Byte number of the segment descriptor record
uint32 {4}&nbsp;&nbsp; - Number Of Segment Types <br>
uint32 {4}&nbsp;&nbsp; - <font color="red"> '' First Segment Offset <font color="darkgreen">[+12]</font>? '' </font> <br>
<br>
<br>
<font color="blue"> ''' // for each type ''' </font> <br>  
{{Blue| // segement descriptor record, one for each segment type '''}}<br>  
: uint32 {4}&nbsp;&nbsp; - Segment Type Extension/Description <br>
: uint32 {4}&nbsp;&nbsp; - Number of records
: uint32 {4}&nbsp;&nbsp; - Offset to the directory for this file type <br>
: uint32 {4}&nbsp;&nbsp; - unknown (0x0000)
<br>
<br>
<font color="blue"> ''' // for each type ''' </font> <br>
: {{Blue| // data records descriptors for each segment}}
: uint32 {4}&nbsp;&nbsp; - Number Of Files <br>
:: uint32 {4}&nbsp;&nbsp; - data record name, ie. p012, p013, p014 etc.
: uint32 {4}&nbsp;&nbsp; - null <br>
:: uint32 {4}&nbsp;&nbsp; - Byte number of the start of data
:: uint32 {4}&nbsp;&nbsp; - data length
:: uint32 {4}&nbsp;&nbsp; - Length of record name (follows in name array)
<br>
<br>
: <font color="blue"> ''' // for each file of this type ''' </font> <br>
: {{Blue| // array of record names}}
:: uint32 {4}&nbsp;&nbsp; - <font color="red"> '' Filename? File ID? '' </font> <br>
:: uint32 {4}&nbsp;&nbsp; - File Offset <br>
:: uint32 {4}&nbsp;&nbsp; - File Size <br>
:: uint32 {4}&nbsp;&nbsp; - Filename Length <br>
<br>
<br>
: <font color="blue"> ''' // for each file of this type ''' </font> <br>
An array of names, each name corresponding to a record in the order given above follows here...
:: char {X}&nbsp;&nbsp;&nbsp;&nbsp; - Filename <br>
:: uint8 {same as number of records} (note some lengths can be 0)
<br>
<br>
byte {0-2047}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - null Padding to a multiple of 2048 bytes <br>  
{{Blue| // buffer, filled with 0x00}}<br>
<br>
A buffer filled with nulls follows. The next data is that pointed to by the 'Byte number of the start of data' above. The format of this data will depend upon the record type.</b></tt>
<font color="blue"> ''' // for each file ''' </font> <br>  
 
: byte {X}&nbsp;&nbsp;&nbsp;&nbsp; - File Data <br>
==== File Type 3 Format ====
: byte {0-2047}&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - null Padding to a multiple of 2048 bytes <br>  
Currently unfinished
</b></tt>
 
==== PICTURE DATA ====
'PICT' segment type
: uint32 {4}&nbsp;&nbsp; - Picture type ID (possibly 0x0001 TGA, 0x0008 bitmap with 256 colors mapped)<br><br>


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


Not written yet<br><br>
<br>
=== Supported Programs ===  
=== Supported Programs ===  


* [[Game Extractor|Game Extractor]]<br><br>
* [[Game Extractor|Game Extractor]]
 
=== Related formats ===
* [[Playboy CAM 1]]
* [[Playboy_PICT_1]]
* [[Playboy_PICT_8]]
* [[Deadlock]]
 
 
 
[[Category:Complete Complete|Playboy CAM 1]]
[[Category:Platform PC|Playboy CAM 1]]
[[Category:CE None|Playboy CAM 1]]
[[Category:Format_Archive | Type: Archive]]
[[Category:Extension_cam | Extension: cam]]
[[Category:BMS_None | BMS: None]]
[[Category:File Format]]

Latest revision as of 23:30, 14 November 2020

CAM (VERSION 2)


Format Specifications

Note that the files on PC, XBox and PS2 are not the same... We should probably divide this spec based on platform. The following is valid for PS2.

File header. Common to all .cam files

char {8}     - Header (CYLBPC + 0x20 0x20)
uint16 {2}   - Cam File Type
uint16 {2}   - Version
uint32 {4}   - Number Of Segment Types
uint32 {4}   - length of the data segment type description area

Known file types:

  • 1  animsndd.cam, pregame[ ,f,g,i,s,u].cam, textdat[a,f,g,i,p,s,u].cam files
  • 2  everything not listed in other types
  • 3  soundesc.cam

File Type 1 Format

Currently unfinished

File Type 2 Format

Currently unfinished
// for each type

uint32 {4}   - Segment Type ID
uint32 {4}   - Byte number of the segment descriptor record


// segement descriptor record, one for each segment type

uint32 {4}   - Number of records
uint32 {4}   - unknown (0x0000)


// data records descriptors for each segment
uint32 {4}   - data record name, ie. p012, p013, p014 etc.
uint32 {4}   - Byte number of the start of data
uint32 {4}   - data length
uint32 {4}   - Length of record name (follows in name array)


// array of record names


An array of names, each name corresponding to a record in the order given above follows here...

uint8 {same as number of records} (note some lengths can be 0)


// buffer, filled with 0x00
A buffer filled with nulls follows. The next data is that pointed to by the 'Byte number of the start of data' above. The format of this data will depend upon the record type.

File Type 3 Format

Currently unfinished

PICTURE DATA

'PICT' segment type

uint32 {4}   - Picture type ID (possibly 0x0001 TGA, 0x0008 bitmap with 256 colors mapped)

MultiEx BMS

Not written yet.

Supported Programs

Related formats