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Summary Of Known File Types

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Heres an ongoing list of file types we've uncovered. If you find any more, just post and I or another mod will update this first post.

Archives

.zz - Opened with winrar

.fbrb - Opened with quickBMS

.big - Contained with .res (just renamed to .big) and opened with Dragon Unpacker

Scripting

.lua - So far found in config.zz

.cfg - So far found in config.zz

.dbmanifest - found in a .fbrb, just an xml file

Textures

.dds - Modified DDS textures found in .res files. Need to be converted using Remdul's converter or PiratePlunders ResView.

Movies

.bik - Found in .res sometimes need hex editing and rename to .bik sometimes just renaming to .bik works.

Unknown file types

.apt - Found in menu files, contained in .big within .res

.const - Found in menu files, contained in .big within .res

.geo - Found in menu files, contained in .big within .res

Edited by PiratePlunder

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Some information on those menu-related .apt, .const and .geo files

APT:

At the very start,

Apt Data:74→

(It's always 74 for some reason)

platform_buttons
ControllerButton
TextManagerComponent
TextManager
MenuCommon
MenuCommon
__Packages.dice.MenuCommon
__Packages.dice.Joystick
__Packages.dice.EventDispatcher
MenuCommon
menuCommon
text_0
text
text_1
text
text_2
text
text_3
text
text_4
text
text_5
text
text_6
text
text_7
text
text_8
text
text_10
text
hintText
text
text_11
text
text_12
text
backdrop
bigHeader
smallHeader
button_0
button_1
button_2
button_3
button_4
button_5
button_10
button_11
button_12
button_6
button_7
button_8
text_0
text_1
text_2
text_3
text_4
text_5
text_6
text_7
text_8
text_10
hintText
text_11
text_12
headers
FSCommand:enableAnalog
FSCommand:enableAnalog
dice.MenuCommon
MenuCommon
Object
registerClass
setValue
text
text_0
setValue
setValue
text
text_1
setValue
setValue
text
text_2
setValue
setValue
text
text_3
setValue
setValue
text
text_4
setValue
setValue
text
text_5
setValue
setValue
text
text_6
setValue
setValue
text
text_7
setValue
setValue
text
text_8
setValue
setValue
text
text_10
setValue
setValue
text
hintText
setValue
setValue
text
text_11
setValue
setValue
text
text_12
setValue
btnid
menu
clips4transition
bHideSmallHeader
exitObj
exitMember
hintText
action
textClip
buttonClip
bgClip
action_u
action_u
action_u
buttonText
callbackObj
callbackMember
down
left
right
left
right
action_u
enable
action_u
action
action
code
listener
priority
listener
priority
gridNavigation
analogStick
sensitivity
resetValue
analogStick
analogStick
listener
priority
listener
eventName
propText
propAlign
left
propBold
(use style)
propLocalized
propMode
singleline auto size
propOverrideColor
propDoOverrideColor
propStyle
propText
propAlign
left
propBold
(use style)
propLocalized
propMode
singleline auto size
propOverrideColor
propDoOverrideColor
propStyle
propText
propAlign
left
propBold
(use style)
propLocalized
propMode
singleline auto size
propOverrideColor
propDoOverrideColor
propStyle
propText
propAlign
left
propBold
(use style)
propLocalized
propMode
singleline auto size
propOverrideColor
propDoOverrideColor
propStyle
propText
propAlign
left
propBold
(use style)
propLocalized
propMode
singleline auto size
propOverrideColor
propDoOverrideColor
propStyle
propText
propAlign
left
propBold
(use style)
propLocalized
propMode
singleline auto size
propOverrideColor
propDoOverrideColor
propStyle
propText
propAlign
left
propBold
(use style)
propLocalized
propMode
singleline auto size
propOverrideColor
propDoOverrideColor
propStyle
propText
propAlign
left
propBold
(use style)
propLocalized
propMode
singleline auto size
propOverrideColor
propDoOverrideColor
propStyle
propText
propAlign
left
propBold
(use style)
propLocalized
propMode
singleline auto size
propOverrideColor
propDoOverrideColor
propStyle
propText
propAlign
left
propBold
(use style)
propLocalized
propMode
singleline auto size
propOverrideColor
propDoOverrideColor
propStyle
propText
propAlign
left
propBold
(use style)
propLocalized
propMode
singleline
propOverrideColor
propDoOverrideColor
propStyle
propText
propAlign
left
propBold
(use style)
propLocalized
propMode
singleline auto size
propOverrideColor
propDoOverrideColor
propStyle
propText
propAlign
left
propBold
(use style)
propLocalized
propMode
singleline auto size
propOverrideColor
propDoOverrideColor
propStyle

Those are all the strings in an example of that file.

CONST:

At the very start,

Apt constant file→

Apt constant file
menuCommon
this
debugStuff
_visible
_renderflags
overlay
_global
dice
Object
MenuCommon
actions
extern
enterButton
action_remapper
button_0
text_0
initAction
button_1
text_1
button_2
text_2
button_3
text_3
button_4
text_4
button_5
text_5
button_6
text_6
button_7
text_7
button_8
text_8
button_10
text_10
button_11
text_11
button_12
text_12
removeAllActions
Joystick
addListener
enableAnalogInput
currentMenu
dpadVObj
dpadUpFunc
dpadDownFunc
dpadHObj
dpadLeftFunc
dpadRightFunc
prototype
updateTextBgs
length
bgClip
textClip
_width
setLength
enableJoystickGridNavigation
setTextCol
textColOverride
enterMenu
gotoAndPlay
hintText
headers
bHideHeader
getPageHeaders
string
exitDone
exitMember
exitObj
triggerCallback
exitMenu
disableAnalogInput
setHint
_visible
setValue
buttonClip
callbackObj
callbackMember
callbackFunc
isEnabled
isShown
actionWidth
buttonDistance
setAction
action_u
text
setColor
setDpadVAction
setDpadHAction
setLTRTAction
ltrtObj
ltFunc
rtFunc
ltrt
enableAction
removeAction
triggerAction
buttondown
buttonright
buttonleft
buttonup
start
start2
buttonra
dpaddown
dpadright
dpadleft
dpadup
ladown
laright
laleft
ASSetPropFlags
_global
dice
Object
Joystick
eventDispatcher
EventDispatcher
isLive
extern
buttonEventMap
holdInterval
addListener
prototype
onKeyDown
_onKeyDown
eventName
code
getCode
code_
fireEvent
onHold
setInterval
onKeyUp
_onKeyUp
clearInterval
onHold 
_hold
getInstance
instance
removeListener
enableAnalogInput
gridNav
gridNavX
gridNavY
analogActive
Joystick.enableAnalogInput()
leftAnalog
gameEvents
rightAnalog
disableAnalogInput
Joystick.disableAnalogInput()
lastAnalogLeftDir
lastAnalogRightDir
leftAnalogRepeatId
rightAnalogRepeatId
analogInput
rightAnalogSensitivity
leftAnalogSensitivity
rightAnalogReset
leftAnalogReset
currentAnalogRightDir
currentAnalogLeftDir
laright
laleft
ladown
checkInputSensitivity
getAnalogDirection
analogFirstDelay
analogRepeatAction
getEventNameFromDir
analogRepeatDelay
code_501
lanalog
code_51
code_50
code_52
code_49
code_310
labutton
code_57
code_56
raright
code_48
radown
code_55
raleft
code_311
rabutton
code_300
start2
code_301
start
code_305
buttonup
code_303
buttonright
code_302
buttondown
code_304
buttonleft
code_38
dpadup
code_39
dpadright
code_40
dpaddown
code_37
dpadleft
code_308
code_306
code_309
code_307
code_86
code_66
code_88
code_67
code_75
code_72
code_71
code_74
code_85
code_73
code_79
code_80
code_76
code_54
code_90
code_53
code_104
code_102
code_98
code_100
ASSetPropFlags
_global
dice
Object
EventDispatcher
listeners
prototype
destroy
listenerCompare
priority
addListener
removeListener
listener
push
sort
length
splice
fireEvent
ASSetPropFlags
menuCommon
getPageHeaders
bigHeader
_visible
smallHeader
backdrop
text
length
_renderflags
bHideHeader
TextFormat
italic
setTextFormat
setNewTextFormat
this
leftPos
smallMargin
bigHeader
smallHeader
textWidth
backdrop
_visible
bHideHeader
btnid_lut
button_0
button_1
button_2
button_3
button_4
button_5
button_11
button_12

Those are the strings for THAT file.

GEO:

At the very start,

Apt PCGL geometry file→

No strings in there except for that.

EDIT: Let me just say how ironic it is for DICE to say that their tools are "too hard" when we're having to manually decipher their files.

More info: On the .apt files I see a lot of this:

05 00 00 00 43 65 87 09

It's very reliably in there, all the .apt files.

Edited by UberWazuSoldier

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EDIT: Let me just say how ironic it is for DICE to say that their tools are "too hard" when we're having to manually decipher their files.

well, I read in an interview with a DICE worker at the Swedish game news site FZ.se today. He said that the main reason for them not to make any mod tools was because they wanted to their game as good as possible with the budget they have, and not spending it on a "growing" game (I guess they did not want to get owned but the PR mod team :P )

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Some structure that seems verifiable. When in bundled mode, it will only read from the dist folder.

DiskLayoutPathPatterns = {

-- Bundles are always ok.

"/dist/",

-- Code that uses the remote fs explicitly is ok, too.

"/remote/",

-- When using the remote FS, the VFS generates accesses to the cache path.

"/cache/",

-- Authorative DLC packages are OK

"/package/",

-- All log files are ok to read.

".log",

"systems/shader/pswhite_d3d10.res",

"systems/debugrenderer",

"systems/ui/shaders",

-- We parse scripts at startup.

"/scripts/",

-- PS3 job ELFs are used in Debug/Release configurations

"/Jobs/",

-- dataversion.dbx is bound explicitly in non-final configurations

"/dataversion.dbx",

"/data/database.dbmanifest",

-- The UI drags in localization files from disk :-(

"/localization/bin/",

-- Movies stream from disk.

"/movies/",

-- AI files are loaded from disk.

"/ai/levels/",

"/aerialheightmap.res",

-- When using final bundles, this path maps to streaming wave files.

"/sound/streaming/",

-- When using final bundles, this path maps to on-demand loaded wave files.

"/sound/ondemand/",

-- Award textures live here (bundle backend).

"/async/awards/",

-- Temp is a non-final output path for things such as profiler reports.

"/temp/",

-- In non-final bundle mode, we have to allow /sound/ since on-demand and streaming files are still on disk.

"/sound/",

"/mesh/streaming/",

".lua",

".omg",

"checksum",

"tmpchksum",

"gameDataInfo/",

"_description.dbx",

-- Demo recordings get stored here

"demos/",

-- Files stored on the user's PC, in the local user's game-specific directory (C:\Users\<username>\BFBC2 on this machine for instance), are accessed via this alias

"/data/local/",

-- All files specific for a server instance (server config files, PB temp files, etc)

"/serverinstance/"

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