IPAK Files: Difference between revisions
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The compression method is just the basic LZO1X compression. | The compression method is just the basic LZO1X compression. | ||
PC: | PC: | ||
Revision as of 18:03, 27 April 2014
IPAK's, implemented in Black Ops 2, are basically an archive of compressed image data.
Structure
Thanks to kokole for the structure.
struct ipak_header_t
{
char identifier[4]; // "IPAK"
unsigned int version; //0x50000
unsigned int fileSize;
unsigned int sectionCount; //from what I've seen it's always 2 (1 = info 2 = data)
};
struct section_t
{
unsigned int sectionIndex; //enum 0x1 = info, 0x2 = data
unsigned int sectionStart;
unsigned int sectionLength;
unsigned int numOfEntries; // each entry is a compressed iwi file in section 2 and entry info in section 1
};
struct entry_info_t
{
u32 hash; // checksum, type?
u32 id;
u32 entryStart; // location of compressed iwi file
u32 entryLength;
}; // 16 bytes
struct entry_t
{
entry_header_t header;
block_info_t blocks[31]; //they can be null, actual number of blocks is header->blockCount;
};
struct entry_header_t
{
int blockCount; // actual blockcount = *(byte*)&blockCount[0];
};
struct block_info_t
{ //enum 0x0 = plaintext, 0x1 = encrypted
unsigned int info; //(depending on endian) blockSize = (info & 0xFFFF); , compressedFlag = info >> 24;
}; // 4 bytes
Decompression Methods
The compression method is just the basic LZO1X compression.
PC:
http://pastebin.com/vd9t2U2B
PS3:
1.00 t6mp_ps3f.self - 0x6AEA78
XBOX:
tu9 default_mp.xex - 0x828E5090 tu13 default_mp.xex - 0x828E6308