Here are the .core sample files, starting with Killzone Liberation:
chapter1_mission1.rar
And here's the same format used in Killzone 2 Behind the Bullet:
levels.test_levels.zoic_commercial.audio_commentary_audio_commentary.rar
levels.test_levels.zoic_commercial.zoic_commercial_assets.rar - filecutter 24mb was used for this
And now the same format, used in the original Killzone game:
menuscript.frontend.rar
Although one can argue that this kind of structure is a mess(rather complex even), on the first 32 bytes or so it actually categorizes every file based on their type(be it textures, sounds, etc.). From there on there is this reference of hashes or something. Keep in mind that this kind of structure was used from Killzone Liberation onwards.
Guerrila Games Sample Thread
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Re: Guerrila Games Sample Thread
Maybe these files are just raw containers without an index.
One starts with "Core", almost all the others with "RTTI" and one with a compressed "RTTI", clearly archived files and not headers in my opinion.
One starts with "Core", almost all the others with "RTTI" and one with a compressed "RTTI", clearly archived files and not headers in my opinion.
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Re: Guerrila Games Sample Thread
Well, here is my first attempt at writing a .core script:
I did this because I`m sure the archived .core files has hints as to how the files are stored. I`m sure of it.
Code: Select all
getdstring CORE_SIGN 0x10
if CORE_SIGN & "Core<"
goto 0x10
get DUMMY1 long
get DUMMY2 long
get DUMMY3 long
for i = 0 < DUMMY3
get NAMESZ long
getdstring NAME NAMESZ
next i
elif CORE_SIGN & "RTTIBin<"
goto 8
getdstring VERSION 6
if VERSION == "<1.12>"
get DUMMY1 long
get DUMMY2 long
get DUMMY3 long
else
get DUMMY0 short
get DUMMY1 long
get DUMMY2 long
get DUMMY3 long
get DUMMY4 long
endif
else
break
endif