It looks like the layout.csv file contains all the filenames/offsets/archive names etc, here's a sample of the contents:
Code: Select all
Asset Path,Built Path,Install Bucket,File Size,Asset Type,Built Type,Language,Always Loaded,Key Asset,RefHash,RefCount,Archive File,Segment Offset
"levels\sunset_city\area_1_lit_windows_hor_lgt_night.zone",win/0xc4/0xc421ad02.built,0,308583,zone,built,,Yes,Yes,0x00000000c421ad02,0,g00s000,0
"levels\sunset_city\area_1_lit_windows_lgt_horrornight.zone",win/0xa7/0xa7691319.built,0,309085,zone,built,,Yes,Yes,0x00000000a7691319,0,g00s000,308583
"levels\sunset_city\aud_mus_global.zone",win/0xa4/0xa4472d1e.built,0,110219,zone,built,,Yes,Yes,0x00000000a4472d1e,0,g00s000,617668
"levels\sunset_city\aud_sfx_global.zone",win/0xf0/0xf04c0c30.built,0,2516,zone,built,,Yes,Yes,0x00000000f04c0c30,0,g00s000,727887
"levels\sunset_city\aud_verb_global.zone",win/0x2c/0x2c612226.built,0,1496,zone,built,,Yes,Yes,0x000000002c612226,0,g00s000,730403
"levels\sunset_city\fx_global_zone.zone",win/0x86/0x86a62664.built,0,7419,zone,built,,Yes,Yes,0x0000000086a62664,0,g00s000,731899
"levels\sunset_city\global_dynamic_encounters.zone",win/0x8e/0x8edc1a61.built,0,58349,zone,built,,Yes,Yes,0x000000008edc1a61,0,g00s000,739318
"levels\sunset_city\global_gameplay.zone",win/0x6f/0x6f8f9225.built,0,17904,zone,built,,Yes,Yes,0x000000006f8f9225,0,g00s000,797667
"levels\sunset_city\riot_squad_global.zone",win/0x76/0x76334899.built,0,134,zone,built,,Yes,Yes,0x0000000076334899,0,g00s000,815571
"levels\sunset_city\global_nav.zone",win/0x2c/0x2ce51f8a.built,0,24081757,zone,built,,No,Yes,0x000000002ce51f8a,0,g00s000,815705
Going by the field names on the first line, it looks like the File Size / Archive File / Segment Offset are the important fields for extracting.
Looking at offset 731899 in the g00s000 archive it does seem like the start of a file, with a 1TAD header etc... and going forward by "Size" bytes (so 731899 + 7419) puts us at the start of another 1TAD header, so it seems like the offsets/sizes in that CSV are correct.
Is it possible for QuickBMS to work with these files? Not sure if it has support for anything like CSV...
I would upload the layout.csv file but it's pretty much just exactly what I quoted above, but if anyone needs it just let me know.
Also about that 1TAD stuff, it seems that's the games format for compiled assets etc, every file I checked seemed to use that 1TAD header anyway (even savegames)
No idea how hard extracting useful data from those files will be though, I guess we'll find out once we get an extractor working.