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**************************************************************************
* *
* NEED FOR SPEED II - FSH File format description - Version 0.1 *
* *
**************************************************************************
Disclaimer : The following information is not certified 100% accurate.
Use at your own risks. I am not affiliated in any way to
Electronic Arts, so the following is pure guesswork.
1. FSH file starts with header:
offset len data
=========================
0x00 0x04 'SHPI'
0x04 0x04 file size in bytes
0x08 0x04 number of records in file
0x0C 0x04 'GIMX'
2. The header is followed by the directory of file records, which have this
structure:
offset len data
=========================
0x00 0x04 name of record
0x04 0x04 offset of record from the beginning of file
This block is repeated 'number of records in file' times.
3. Each directory entry points to a record with following structure:
offset len data
=========================
0x00 0x01 record ID
0x01 0x03 ? (usually 0x00)
0x04 0x02 width of record in record units
0x06 0x02 heigth of record in record units
0x08 0x04 number of special units
0x0C 0x02 x position to display
0x0E 0x02 y position to display
0x10 size record data
Record ID could be:
0x2A Palette (unit size = 4 bytes)
0x7D SHLB (unit size = 4 bytes)
0x7B Texture Bitmap (unit size = 1 byte)
Size = 'width of record in record units' * 'heigth of record in record units' *
'unit size'
_____________________________________________________________________________
* *
* NEED FOR SPEED II - FSH File format description - Version 0.1 *
* *
**************************************************************************
Disclaimer : The following information is not certified 100% accurate.
Use at your own risks. I am not affiliated in any way to
Electronic Arts, so the following is pure guesswork.
1. FSH file starts with header:
offset len data
=========================
0x00 0x04 'SHPI'
0x04 0x04 file size in bytes
0x08 0x04 number of records in file
0x0C 0x04 'GIMX'
2. The header is followed by the directory of file records, which have this
structure:
offset len data
=========================
0x00 0x04 name of record
0x04 0x04 offset of record from the beginning of file
This block is repeated 'number of records in file' times.
3. Each directory entry points to a record with following structure:
offset len data
=========================
0x00 0x01 record ID
0x01 0x03 ? (usually 0x00)
0x04 0x02 width of record in record units
0x06 0x02 heigth of record in record units
0x08 0x04 number of special units
0x0C 0x02 x position to display
0x0E 0x02 y position to display
0x10 size record data
Record ID could be:
0x2A Palette (unit size = 4 bytes)
0x7D SHLB (unit size = 4 bytes)
0x7B Texture Bitmap (unit size = 1 byte)
Size = 'width of record in record units' * 'heigth of record in record units' *
'unit size'
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