Ikura GDL (archive): Difference between revisions

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* DRSEF
* DRSEF


== Primary Format ==
== Format #1 ==
 
{| class="wikitable"
{| class="wikitable"
!colspan="15"|Header
!colspan="15"|Header
Line 29: Line 28:
! Size !! Content !! Description
! Size !! Content !! Description
|-
|-
| 8Bytes || Magic/ID || SM2MPX10
| 2Bytes || Index Size ||
|-
|-
| 4Bytes|| File Count ||
!colspan="15"|Index Entry
|-
|-
| 4Bytes|| Index Size ||
! Size !! Content !! Description
|-
|-
| 12Bytes|| Archive Name || Unused space is filled with 0x00
| 12Bytes || File Name || Unused space is filled with 0x00
|-
|-
| 4Bytes|| Unknown/Static? || hex:20 00 00 00
| 4Bytes|| Offset ||
|-
|-
!colspan="15"|Index Entry
!colspan="15"| Last Index Entry
|-
|-
! Size !! Content || Description
! size !! Content !! Description
|-
|-
| 12Bytes || File Name || Unused space is filled with 0x00
| 12bytes || Padding || (0x00)
|-
|-
| 4Bytes|| Offset ||
| 4bytes || Total Archive Size ||
|-
| 4Bytes|| File Size ||
|}
|}


== Secondary Format ==
== Format #2 ==
{| class="wikitable"
{| class="wikitable"
!colspan="15"|Header
!colspan="15"|Header
Line 56: Line 53:
! Size !! Content !! Description
! Size !! Content !! Description
|-
|-
| 2Bytes || Index Size ||
| 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 !! Description
! 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 ||
|-
|-
!colspan="15"| Last Index Entry
| 4Bytes|| File Size ||
|-
! size !! Content !! Description
|-
| 12bytes || Padding || (0x00)
|-
| 4bytes || Total Archive Size ||
|}
|}


Note: Some games only use the primary format. Usually newer ones. Older games have been seen using both formats. Maybe some games that only use the secondary format which one could suggest it is the older format of the two.
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 ==
Coming soon...
-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-