Quake PAK
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{{FormatInfo | {{FormatInfo | ||
− | | name = Quake | + | | name = Quake PAK |
| formattype = electronic | | formattype = electronic | ||
| subcat = Game data files | | subcat = Game data files | ||
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}} | }} | ||
− | Quake .pak is the container file format for storing game assets in versions 1 and 2 of [https://en.wikipedia.org/wiki/Id_Tech ID Tech] game engine and some derivatives of it, including following games: | + | '''Quake .pak''' is the container file format for storing game assets in versions 1 and 2 of [https://en.wikipedia.org/wiki/Id_Tech ID Tech] game engine and some derivatives of it, including following games: |
* [[Quake]] | * [[Quake]] | ||
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* [[Half-Life]] | * [[Half-Life]] | ||
− | Later Id Tech games (starting from Quake 3/ID Tech 3) switched to [[ZIP]] format with | + | Later Id Tech games (starting from Quake 3/ID Tech 3) switched to [[ZIP]] format with '''[[Quake PK3|.pk3]]''' extension. |
== Description == | == Description == | ||
− | |||
This file format is very simple. File starts with <code>PACK</code> magic string (4 octets), then 4-byte offset to file table and 4-byte length (measured in bytes) of it. | This file format is very simple. File starts with <code>PACK</code> magic string (4 octets), then 4-byte offset to file table and 4-byte length (measured in bytes) of it. | ||
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* file name, including path: 56-byte null-terminated string. No leading slash. | * file name, including path: 56-byte null-terminated string. No leading slash. | ||
* file contents offset (from beginning of .pak file), 4 bytes | * file contents offset (from beginning of .pak file), 4 bytes | ||
− | * file contents length | + | * file contents length, 4 bytes |
− | All numbers are [[Endianness|little-endian]]. | + | All numbers are [[Endianness|little-endian]]. Since each file entry of the table consists of 64 bytes, the header's file table length (offset 8 to 11) must always be a multiple of 64, and most likely never 0. If the 4 bytes for the file table offset (offset 4 to 7) would be <code>0x02 0x00 0x00 0x00</code> or <code>0x03 0x00 0x00 0x00</code> it would also match [[Git]]'s .pack files. If the first byte is <code>0x00</code> it would also match [[Packdir]]. |
− | == | + | == Software == |
+ | * [http://www.watto.org/game_extractor.html Game Extractor] | ||
+ | * [https://github.com/PascalVault/Lazarus_Unpacker Open-source library in Free Pascal] | ||
+ | == Sample files == | ||
+ | * {{DexvertSamples|archive/quakePAK}} | ||
+ | |||
+ | == Links == | ||
* [https://quakewiki.org/wiki/.pak .pak — Quake Wiki] | * [https://quakewiki.org/wiki/.pak .pak — Quake Wiki] | ||
+ | * [https://web.archive.org/web/20160711041711/http://debian.fmi.uni-sofia.bg/~sergei/cgsr/docs/pak.txt Quake PAK Format] (from archive.org) | ||
+ | |||
+ | [[Category:Id Software]] | ||
+ | [[Category:Archiving]] |
Latest revision as of 02:53, 28 December 2023
Quake .pak is the container file format for storing game assets in versions 1 and 2 of ID Tech game engine and some derivatives of it, including following games:
Later Id Tech games (starting from Quake 3/ID Tech 3) switched to ZIP format with .pk3 extension.
Contents |
[edit] Description
This file format is very simple. File starts with PACK
magic string (4 octets), then 4-byte offset to file table and 4-byte length (measured in bytes) of it.
File table consists of entries consisting of:
- file name, including path: 56-byte null-terminated string. No leading slash.
- file contents offset (from beginning of .pak file), 4 bytes
- file contents length, 4 bytes
All numbers are little-endian. Since each file entry of the table consists of 64 bytes, the header's file table length (offset 8 to 11) must always be a multiple of 64, and most likely never 0. If the 4 bytes for the file table offset (offset 4 to 7) would be 0x02 0x00 0x00 0x00
or 0x03 0x00 0x00 0x00
it would also match Git's .pack files. If the first byte is 0x00
it would also match Packdir.
[edit] Software
[edit] Sample files
[edit] Links
- .pak — Quake Wiki
- Quake PAK Format (from archive.org)