ModHQ Now supports AoM Beta formats

Spent a bit more time on ModHQ to get it working with the beta formats; The beta uses a BTX texture format (bitmap), the BAR format is slightly changed, and XMB files sometimes contain uncompressed camel-case XML.

ModHQ with AoM Beta menu screen
Download (.net binary & source code)

Theres more discussion about the Alpha & Beta versions over here: http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=1,29492,0,20, go check it out and run it through ModHQ to see all the sweet sweet game assets.

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Mod HQ – .BAR, .DDT and .XMB

I’ve made a lot of progress today, adding support for streaming content from .BAR archive files, reading .DDT texture files (except for the DXT sub-formats), and building an XDocument from .XMB files. The project was updated so that it can be pointed at the Age Of Mythology game folder, and it will extract all the data it needs; no need to use BAR explorer or AOMEd to get the data in a more usable format.

In case anyone else wants to know how the formats work, here is a breakdown:

.BAR

BAR files are a collection of other files. They start with a short header, then a huge binary blob of all the data from all files within it, finally there is a “directory” containing the filenames and offset/length of the binary data above that belongs to the file. (1)
– [8 bytes] The “id”, seem to always be 0’s
– [4 bytes] Skip
– [4 bytes] Item count integer
– [4 bytes] Directory size integer
– [4 bytes] Directory offset integer
– […] binary data blob
==Jump to directory offset==
[For each file (0 .. item count)]
  – [4 bytes] File offset
  – [4 bytes] File size
  – [4 bytes] File size repeated (maybe packed size?)
  – [8 bytes] Skip
  – [null terminated string] File name
==Jump to File offset==
  – [File size bytes] The file contents

.DDT

DDT files are a container for image data of a number of formats (uncompressed, Palette, Grayscale, DXT formats). It starts off with a short header, then optionally some palette data, and finally the image data.
– [4 bytes] File magic code “RTS3”
– [4 bytes] Texture usage, ignored but has significance in AOE3 (2)
– [4 bytes] Alpha bit-depth; 0: no alpha, 1: binary alpha, 4: 4-bit alpha, 8: 8-bit alpha
– [4 bytes] Texture format; 1: Uncompressed, 3: Palette, 4&5&6: DXT formats, 7: Grayscale (2)(3)
– [4 bytes] Mip levels
– [4 bytes] Texture width
– [4 bytes] Texture height
[If Format == Palette]
  – [4 bytes] Number of colours in palette
  – [4 bytes] Skip
  – [4 bytes] 16-bit palette offset (565)
  – [4 bytes] 15-bit palette offset (?)
  – [4 bytes] 15b-bit palette offset (1555)
  – [4 bytes] 12-bit palette offset (4444)
[For each image mip level]
  – [4 bytes] Image data offset
  – [4 bytes] Image data size
[If Format == Palette]
==Jump to appropriate palette offset (16-bit if 0-bit alpha, 15b-bit if 1-bit alpha, 12-bit if 4-bit alpha)==
  – [Number of colours * 2 bytes] The palette data as 16-bit packed integers (RGB565, ARGB1555, ARGB4444)
  ==Jump to each image offset==
  – [Image-length bytes] The image data

XMB

XMB files are compressed binary XML files, though in the AOM alpha, there were uncompressed versions. They start with a magic code of l33t for compressed and both compressed (after being decompressed) and uncompressed begin with X1. Compressed files are compressed using zlib deflate. The files then contain a list of element names and parameter names, then a tree of elements with ids mapping into these arrays. (3)
– [2 bytes] “X1”
– [4 bytes] Length of document
– [2 bytes] “XR”
– [4 bytes] Version Major
– [4 bytes] Version Minor
– [4 bytes] Number of element names
[For each element name]
  – [4 bytes] Length of string
  – [Length bytes] String data
  – [4 bytes] Number of parameter names
[For each parameter name]
  – [4 bytes] Length of string
  – [Length bytes] String data
[Begin read-element sub-routine]
  – [6 bytes] Skip
  – [4 bytes] Length of content
  – [Length bytes] Content data
  – [4 bytes] Index into element names
  – [If Version > 4.7]
    – [4 bytes] Source document line number
  – [4 bytes] Number of parameters
  [For each parameter]
    – [4 bytes] Index into parameter names
    – [4 bytes] Length of content
    – [4 bytes] Content data
    – [4 bytes] Number of child elements
  [For each child element]
    – […] Repeat read-element
[End read-element sub-routine]

The interface was also tweaked a little, adding images for units, a filter to show only units or buildings, and some more tabs for when more functionality is added.

(1) http://sourceforge.net/p/dragonunpacker/code/631/tree/trunk/DragonUnPACKer/plugins/drivers/default/drv_default.dpr
(2) http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=14,30356,,10
(3) AOMEd source code (cont+alt+shift+triple-click the window to get source)


Download, click Data source, and point it to your Age of Mythology directory.

Note to self: WPF ListBox bug appears when the parent Grid has multiple rows AND columns.