Ikura GDL (archive): Difference between revisions
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* DRSEF | * DRSEF | ||
== | == Format #1 == | ||
{| class="wikitable" | {| class="wikitable" | ||
!colspan="15"|Header | !colspan="15"|Header | ||
Line 29: | Line 28: | ||
! Size !! Content !! Description | ! Size !! Content !! Description | ||
|- | |- | ||
| | | 2Bytes || Index Size || | ||
|- | |- | ||
| | !colspan="15"|Index Entry | ||
|- | |- | ||
! Size !! Content !! Description | |||
|- | |- | ||
| 12Bytes|| | | 12Bytes || File Name || Unused space is filled with 0x00 | ||
|- | |- | ||
| 4Bytes|| | | 4Bytes|| Offset || | ||
|- | |- | ||
!colspan="15"|Index Entry | !colspan="15"| Last Index Entry | ||
|- | |- | ||
! | ! size !! Content !! Description | ||
|- | |- | ||
| | | 12bytes || Padding || (0x00) | ||
|- | |- | ||
| | | 4bytes || Total Archive Size || | ||
|} | |} | ||
== | == Format #2 == | ||
{| class="wikitable" | {| class="wikitable" | ||
!colspan="15"|Header | !colspan="15"|Header | ||
Line 56: | Line 53: | ||
! Size !! Content !! Description | ! Size !! Content !! Description | ||
|- | |- | ||
| | | 8Bytes || Magic/ID || SM2MPX10 | ||
|- | |||
| 4Bytes|| File Count || | |||
|- | |||
| 4Bytes|| Index Size || | |||
|- | |||
| 12Bytes|| Archive Name || Unused space is filled with 0x00 | |||
|- | |||
| 4Bytes|| Unknown/Static? || hex:20 00 00 00 | |||
|- | |- | ||
!colspan="15"|Index Entry | !colspan="15"|Index Entry | ||
|- | |- | ||
! Size !! Content | ! Size !! Content || Description | ||
|- | |- | ||
| 12Bytes || File Name || Unused space is filled with 0x00 | | 12Bytes || File Name || Unused space is filled with 0x00 | ||
Line 66: | Line 71: | ||
| 4Bytes|| Offset || | | 4Bytes|| Offset || | ||
|- | |- | ||
| 4Bytes|| File Size || | |||
| | |||
| | |||
|} | |} | ||
Based on the fact that format #1 seems more common with older games suggest this is the earlier version of the format thus labeled as format #1. The second format appears more often in newer releases thus is labeled as format #2. There are some games that even use both at the same time. Further testing could be done to see if any games can or cannot read either of these known formats. This could help gauge what era the licensed engine game from. | |||
Possibly to help predict what formats are expected or how the engine handles it's data. | |||
== Tools == | == Tools == | ||
-n/a- |
Revision as of 23:27, 5 October 2016
This is a Ikura GDL format.
Common file names:
- DATA
- GGD
- ISF
- MIDI
- SE
- VOICE, 1, 2
- WMSC
Uncommon file names:
(Trabulance Titles)
- TRGRP
- TRMSC
- TRSE
- TRSNR
(Kana -Little Sister-)
- DRSDAT
- DRSGRP
- DRSEF
Format #1
Header | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Size | Content | Description | ||||||||||||
2Bytes | Index Size | |||||||||||||
Index Entry | ||||||||||||||
Size | Content | Description | ||||||||||||
12Bytes | File Name | Unused space is filled with 0x00 | ||||||||||||
4Bytes | Offset | |||||||||||||
Last Index Entry | ||||||||||||||
size | Content | Description | ||||||||||||
12bytes | Padding | (0x00) | ||||||||||||
4bytes | Total Archive Size |
Format #2
Header | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Size | Content | Description | ||||||||||||
8Bytes | Magic/ID | SM2MPX10 | ||||||||||||
4Bytes | File Count | |||||||||||||
4Bytes | Index Size | |||||||||||||
12Bytes | Archive Name | Unused space is filled with 0x00 | ||||||||||||
4Bytes | Unknown/Static? | hex:20 00 00 00 | ||||||||||||
Index Entry | ||||||||||||||
Size | Content | Description | ||||||||||||
12Bytes | File Name | Unused space is filled with 0x00 | ||||||||||||
4Bytes | Offset | |||||||||||||
4Bytes | File Size |
Based on the fact that format #1 seems more common with older games suggest this is the earlier version of the format thus labeled as format #1. The second format appears more often in newer releases thus is labeled as format #2. There are some games that even use both at the same time. Further testing could be done to see if any games can or cannot read either of these known formats. This could help gauge what era the licensed engine game from. Possibly to help predict what formats are expected or how the engine handles it's data.
Tools
-n/a-