King's Field File Archive Help

The Original Forum. Game archives, full of resources. How to open them? Get help here.
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TheStolenBattenberg
ultra-n00b
Posts: 4
Joined: Sat Oct 25, 2014 11:52 pm

King's Field File Archive Help

Post by TheStolenBattenberg » Sun Oct 26, 2014 12:05 am

Hey,

I found the forum here a while ago while I was looking for an explanation of Darkstone's (PS1 game) archive format. I decided I might try here for help on understanding this particular format used in early From Software games.

I've had a go at doing this myself, several times. But I'm not very good with understanding anything other than image formats, and that's only a basic understanding.

Edit 01: I figured this out.

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struct header
{
	short {1} T_HeaderEntries;
	short {1} T_HeaderTag;
	
	short {T_HeaderEntries}; Misc Header.
	
	//There's a bunch of padding, here. No clue how the size is worked out.
	//After the padding, files are aligned next to each other.
}
Last edited by TheStolenBattenberg on Mon Oct 27, 2014 12:24 pm, edited 1 time in total.

TheStolenBattenberg
ultra-n00b
Posts: 4
Joined: Sat Oct 25, 2014 11:52 pm

Re: King's Field File Archive Help

Post by TheStolenBattenberg » Mon Oct 27, 2014 11:24 am

After looking more into the files myself, I figured out some common ground between all the archives on the disk, and in other early from software games.

If you look at this hex:

Code: Select all

09 00 01 00 6B 00 A5 00 F7 00 5E 01 98 01 C0 01 EF 01 04 02 11 02
You'll notice that each byte is followed by a second, and that the second byte appears to be some sort of ID system. I've observed this to go up to hex of 19.

I also noticed by looking in the other formats, that the third byte, is always '01'. Possible header tag?.. Why wouldn't this be the first byte, though?

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