PAK file format
This page describes the PAK format used by Arx Fatalis for game data archives. PAK files are a very simple archive format with a file table that contains offsets to the file data, which can be stored at arbitrary positions and in arbitrary order but must be contiguous for each individual file in the archive.
See Common file format types for a description of the type names used here.
There are several tools to explore and extract Arx Fatalis .pak archives.
Header
The file header starts at byte position 0 - there is no magic number.
Type | Description |
---|---|
u32 | File table offset |
The file table offset
is the location of the file table (in bytes) relative to the start of the file.
File table
Header
The file table begins with the file table header:
Type | Description |
---|---|
u32 | File table size |
The file table size
is the number of bytes in the file table (not including the header).
"Encryption"
The remaining data of the file table is encrypted using the very secure and modern chiffre indéchiffrable with 1-bit characters: a fixed bitstring, the key, is repeated to match the data length and then bitwise xor-ed to the unencrypted data.
The key differs for demo data and full game data (here given as 8-bit ASCII characters):
Release type | Key | First bytes |
---|---|---|
Demo |
NSIARKPRQPHBTE50GRIH3AYXJP2AMF3FCEYAVQO5QGA0JGIIH2AYXKVOA1V OGGU5GSQKKYEOIAQG1XRX0J4F5OEAEFI4DD3LL45VJTVOA1VOGGUKE50GRI |
4E 53 49 41
|
Full game |
AVQF3FCKE50GRIAYXJP2AMEYO5QGA0JGIIH2NHBTVOA1VOGGU5H3GSSIARK PRQPQKKYEOIAQG1XRX0J4F5OEAEFI4DD3LL45VJTVOA1VOGGUKE50GRIAYX |
41 56 51 46
|
These keys are included in the Arx Fatalis source release. Whitespace and terminating nul-bytes are not part of the keys.
There is no field in the PAK files specifying which key is in use, but it is safe to assume that the unencrypted file table starts with at least four null bytes (an empty directory with an empty name). This means that the first four bytes of the encrypted file table are the same as the first four bytes of the used key. Using these four bytes is also the best way to distinguish demo and release versions of the game if that information is requested by scripts.
Directory entries
The decrypted file table is made up of multiple directory and file entries, starting with a directory entry:
Type | Description |
---|---|
c string | Directory path |
u32 | File count |
The directory path
is always given relative to the root of the archive. Individual directory names are separated by backslashes (\
). Directory and file names are case-insensitive and use the ISO-8859-15 encoding. Arx Libertatis converts all file and directory names to lower case when loading PAK files.
Each directory entry is followed directly by file count
file entries.
File entries
Type | Description |
---|---|
c string | Filename |
u32 | Offset |
u32 | Flags |
u32 | Uncompressed size |
u32 | Size |
Filenames
are relative to the path in the last directory entry and should not contain any backslashes. Directory and file names are case-insensitive and use the ISO-8859-15 encoding. It is not safe to assume that filenames only use ASCII characters. Arx Libertatis converts all file and directory names to lower case when loading PAK files.
Offset
gives the position of the file data in the number of bytes from the file start.
Size
gives the number of bytes stored for this file at the given offset.
If the flags
have bit 1 set, the file is compressed using the PKWARE implode library.
Code to decompress PKWARE implode-encoded data can be found in blast.c in the contrib directory of the zlib source. In this case, uncompressed size
gives the original size of the file before compression / after decompression.
Otherwise the file is stored as-is and uncompressed size
is undefined. Other flags
are not defined.