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		<id>http://fileformats.archiveteam.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kolen</id>
		<title>Just Solve the File Format Problem - User contributions [en]</title>
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		<updated>2026-05-04T06:25:13Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://fileformats.archiveteam.org/wiki/TR-DOS_filesystem</id>
		<title>TR-DOS filesystem</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/TR-DOS_filesystem"/>
				<updated>2018-11-16T12:51:11Z</updated>
		
		<summary type="html">&lt;p&gt;Kolen: Created page with &amp;quot;{{FormatInfo | name           = TR-DOS file system | formattype     = electronic | subcat         = Filesystem | subcat2        =  | subcat3        =  | subcat4        =  | su...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
| name           = TR-DOS file system&lt;br /&gt;
| formattype     = electronic&lt;br /&gt;
| subcat         = Filesystem&lt;br /&gt;
| subcat2        = &lt;br /&gt;
| subcat3        = &lt;br /&gt;
| subcat4        = &lt;br /&gt;
| subcat5        = &lt;br /&gt;
| thiscat        = &lt;br /&gt;
| extensions     = &lt;br /&gt;
| mimetypes      = &lt;br /&gt;
| locfdd         = &lt;br /&gt;
| fourccs        =&lt;br /&gt;
| pronom         =&lt;br /&gt;
| type code      =&lt;br /&gt;
| uniform type   =&lt;br /&gt;
| kaitai struct  = tr_dos_image&lt;br /&gt;
| conforms to    = &lt;br /&gt;
| released       =&lt;br /&gt;
| image          =&lt;br /&gt;
| caption        =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[wikipedia:TR-DOS|TR-DOS]] is an operating system for ZX Spectrum personal computer with Beta Disc floppy drive interface. Despite being developed by British company Technology Research Ltd, it was not especially popular in the West, but was more popular in USSR and post-USSR in 80-90s.&lt;br /&gt;
&lt;br /&gt;
5¼&amp;quot; and 3½&amp;quot; floppies are used with the following formats:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Number of tracks per side&lt;br /&gt;
!Number of sides&lt;br /&gt;
!Number of tracks (total)&lt;br /&gt;
!Number of sectors&lt;br /&gt;
!Number of bytes&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|160&lt;br /&gt;
|2560&lt;br /&gt;
|655360&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|2&lt;br /&gt;
|80&lt;br /&gt;
|1280&lt;br /&gt;
|327680&lt;br /&gt;
|-&lt;br /&gt;
|80&lt;br /&gt;
|1&lt;br /&gt;
|80&lt;br /&gt;
|1280&lt;br /&gt;
|327680&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|640&lt;br /&gt;
|163840&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== {{ext|trd}} files: TR-DOS disk images ==&lt;br /&gt;
&lt;br /&gt;
Diskettes can be dumped to {{ext|trd}} files, which are plain sector-by-sector headerless dumps (the same idea as &amp;lt;code&amp;gt;/dev/fd0&amp;lt;/code&amp;gt;). Each sector is 256 bytes, each track contains 16 sectors. Tracks are arranged in the same order as &amp;quot;logical tracks&amp;quot; in TR-DOS: 0th track on 0th side, 0th track on 1st side, 1st track on 0th side, 1st track on 1st side, …. If remaining sectors at the end of floppy are unused, {{ext|trd}} file can be less than actual floppy size. These files are supported by most ZX Spectrum emulators.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.zx-modules.de/fileformats/trdformat.html TRD disk image format - ZX-Modules.de]&lt;br /&gt;
* [https://faqwiki.zxnet.co.uk/wiki/TRD_format TRD format - Sinclair FAQ wiki]&lt;/div&gt;</summary>
		<author><name>Kolen</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Filesystem</id>
		<title>Filesystem</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Filesystem"/>
				<updated>2018-11-16T12:23:04Z</updated>
		
		<summary type="html">&lt;p&gt;Kolen: /* Single-system filesystems */ Add TR-DOS file system link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Filesystem&lt;br /&gt;
|image=Office Supplies File Cabinet 02.png&lt;br /&gt;
}}&lt;br /&gt;
'''Filesystems''' are [[Electronic_File_Formats|Electronic Formats]] that are a prerequisite to being able to read any [[file]] off a digital medium — you have to be able to mount the filesystem, and thus read it, in order to be able to read a file.&lt;br /&gt;
&lt;br /&gt;
== Single-system filesystems ==&lt;br /&gt;
(How files are organized on one system, device, or medium, such as a disk, tape, or flash memory; see next category for networked and cloud filesystems. Of course, any filesystem can be made available on a network to remote devices, but these are the native filesystems present on the storage device/medium itself.)&lt;br /&gt;
&lt;br /&gt;
* [[+D filesystem]] (Sinclair, SAM Coupé)&lt;br /&gt;
* [[Acer Fast Filesystem]] (SCO OpenServer)&lt;br /&gt;
* [[ADFS]] (Acorn MOS, RISC OS)&lt;br /&gt;
* [[AdvFS]] (Advanced File System, Digital/Tru64 Unix)&lt;br /&gt;
* [[AFS]] (Ami File Safe, Amiga)&lt;br /&gt;
* [[APF Imagination Machine disk file system]]&lt;br /&gt;
* [[Apple DOS file system]] (Apple II; see also ProDOS below)&lt;br /&gt;
* [[Apple File System]] (APFS) (2017 system for Apple devices)&lt;br /&gt;
* [[Atari File Management Subsystem]] (FMS: Atari 400/800)&lt;br /&gt;
* [[AthFS]] (AtheOS/Syllable)&lt;br /&gt;
* [[BetrFS]] [http://www.betrfs.org/]&lt;br /&gt;
* [[BFS]] (BeOS)&lt;br /&gt;
* [[Btrfs]] (Linux)&lt;br /&gt;
* [[CBMFS]] (Commodore 64, PET, etc.; 5.25&amp;quot; disks)&lt;br /&gt;
** [[Commodore 1581 filesystem]] (3.5&amp;quot; disks)&lt;br /&gt;
** [[GEOS VLIR]] (GEOS Variable Length Index Record )&lt;br /&gt;
** [[CMDFS]] (CBMFS extension by Creative Micro Designs)&lt;br /&gt;
* [[Compucolor file system]]&lt;br /&gt;
* [[CP/M file system]]&lt;br /&gt;
* [[cramfs]]&lt;br /&gt;
* [[DDFS]] (Data Domain File System)&lt;br /&gt;
* [[DTFS]] (Desktop File System, [[SCO OpenServer]])&lt;br /&gt;
* [[EFS]] (Extent File System, SGI IRIX. Replaced by [[XFS]])&lt;br /&gt;
* [[EOS file system]] (Coleco Adam &amp;quot;data pack&amp;quot; tape drives and disks)&lt;br /&gt;
* [[ext]] (developed for Linux, previously used MINIX fs)&lt;br /&gt;
* [[ext2]], [[ext3]], [[ext4]] (these are all just variants of each other)&lt;br /&gt;
* [[F2FS]], (Flash Friendly Filesystem)&lt;br /&gt;
* [[FAT]]&lt;br /&gt;
** [[FAT8]]&lt;br /&gt;
** [[FAT12]]&lt;br /&gt;
** [[FAT16]]&lt;br /&gt;
** [[FAT32]]&lt;br /&gt;
** [[exFAT]] (Microsoft, for flash memory)&lt;br /&gt;
* [[FFS]] (Amiga Fast File System)&lt;br /&gt;
* [[Files-11]] (VMS)&lt;br /&gt;
* [[Firmware File System]]&lt;br /&gt;
* [[Fossil]] (Plan 9)&lt;br /&gt;
* [[HAMMER]] (DragonflyBSD)&lt;br /&gt;
* [[HFS]] (MacOS)&lt;br /&gt;
* [[HFS+]]&lt;br /&gt;
* [[HPFS]] (OS/2 native file system)&lt;br /&gt;
* [[ISO 9660]] (optical discs)&lt;br /&gt;
* [[JFFS2]]&lt;br /&gt;
* [[LanyFS]] (Lanyard Filesystem)&lt;br /&gt;
* [[Linear Tape File System]] (LTFS)&lt;br /&gt;
* [[LogFS]]&lt;br /&gt;
* [[MDR (Floppy Disk)|MDR]] (audio instrument format close to MSDOS)&lt;br /&gt;
* [[MFS]] (ancient Macintosh filesystem)&lt;br /&gt;
* [[MINIX file system]]&lt;br /&gt;
* [[NILFS2]]&lt;br /&gt;
* [[NOVA (filesystem)|NOVA]]&lt;br /&gt;
* [[NTFS]]&lt;br /&gt;
* [[OFS]] (Amiga Old File System)&lt;br /&gt;
* [[PFS]] (Professional File System, Amiga)&lt;br /&gt;
* [[POHMELFS]] (distributed Linux filesystem)&lt;br /&gt;
* [[PRAMFS]] (Persistent &amp;amp; Protected RAM File-System)&lt;br /&gt;
* [[ProDOS file system]] (Apple II) (also used in Apple III SOS)&lt;br /&gt;
* [[QFS]]&lt;br /&gt;
* [[ReFS]] (Microsoft's new FS- Resilient Filesystem, on Windows 8 Server)&lt;br /&gt;
* [[ReiserFS]]&lt;br /&gt;
** [[Reiser4]]&lt;br /&gt;
* [[SDFS]] (Deduplication based filesystem)&lt;br /&gt;
* [[securefs]] [https://github.com/netheril96/securefs]&lt;br /&gt;
* [[SFS (Amiga)|SFS]] (Smart File System, Amiga)&lt;br /&gt;
* [[Sinclair QL filesystem]]&lt;br /&gt;
* [[SkyFS]] (SkyOS)&lt;br /&gt;
* [[squashfs]]&lt;br /&gt;
* [[TFS]] [https://github.com/redox-os/tfs]&lt;br /&gt;
* [[TR-DOS filesystem]] (ZX Spectrum)&lt;br /&gt;
* [[UCSD p-System Filesystem]] (UCSD Pascal)&lt;br /&gt;
* [[UFS]] (Unix Files System, Solaris and BSD)&lt;br /&gt;
** [[UFS2]]&lt;br /&gt;
* [[Universal Disk Format]] (UDF) (optical discs)&lt;br /&gt;
* [[VMUFAT]] (Filesystem for Dreamcast VMU units)&lt;br /&gt;
* [[VSAM]] (Virtual Storage Access Method)&lt;br /&gt;
* [[VxFS]] (VERITAS File System)&lt;br /&gt;
* [[WAFL]] (NetApp's commercial file system)&lt;br /&gt;
* [[WBFS]]&lt;br /&gt;
* [[Xiafs]] (Linux, dropped in favour of ext2)&lt;br /&gt;
* [[XFS]] (SGI)&lt;br /&gt;
* [[XtreemFS]], (Linux, distributed file system)&lt;br /&gt;
* [[YAFFS]]&lt;br /&gt;
* [[ZFS]]&lt;br /&gt;
* [[zisofs]]&lt;br /&gt;
&lt;br /&gt;
== Networked and cloud filesystems ==&lt;br /&gt;
(Used to make files available to multiple systems over a local or wide area network, including &amp;quot;on the cloud&amp;quot; via the Internet; systems access files through a protocol or API. The low-level storage details, usually concealed from end users and even most developers, may be within one or more of the single-device filesystems above, and the networked/cloud filesystem is generally defined independently of such details and might have very different characteristics and rules as to how the files are named, addressed, and structured.)&lt;br /&gt;
&lt;br /&gt;
* [[Amazon S3]]&lt;br /&gt;
* [[Andrew File System]] (Carnegie Mellon University)&lt;br /&gt;
* [[Google Drive]]&lt;br /&gt;
* [[Google File System]]&lt;br /&gt;
* [[Hadoop Distributed File System]] (HDFS)&lt;br /&gt;
* [[IPFS]]&lt;br /&gt;
* [[Keybase filesystem]]&lt;br /&gt;
* [[Longaccess]]&lt;br /&gt;
* [[MEGA file system]]&lt;br /&gt;
* [[NetWare File System]] (Novell NetWare, replaced by [[NSS]])&lt;br /&gt;
* [[NFS]] (Unix network filesystem protocol)&lt;br /&gt;
* [[NSS]] (Novell Storage Services)&lt;br /&gt;
* [[OneDrive]] (Microsoft)&lt;br /&gt;
* [[OpenStack Swift]]&lt;br /&gt;
* [[Permacoin]] (also a [[currency]])&lt;br /&gt;
* [[SFS]] (SyncFS)&lt;br /&gt;
* [[SMB]] (Server Message Block, a protocol for a networked filesystem)&lt;br /&gt;
* [[Storj]] (another currency/filesystem scheme)&lt;br /&gt;
* [[WebDAV]] (network filesystem implemented as extensions to HTTP)&lt;br /&gt;
&lt;br /&gt;
== Virtual filesystems ==&lt;br /&gt;
* [[%clay vane]] (Urbit)&lt;br /&gt;
* [[AVFS]]&lt;br /&gt;
* [[FUSE]]&lt;br /&gt;
* [[GVfs (GNOME)]]&lt;br /&gt;
* [[GVFS (Microsoft)]]&lt;br /&gt;
&lt;br /&gt;
== Other / Misc. ==&lt;br /&gt;
* [[πfs]]&lt;br /&gt;
* [[BrowserFS]]&lt;br /&gt;
* [[SAFS]]&lt;br /&gt;
&lt;br /&gt;
== File content signature ==&lt;br /&gt;
(used to match files to a hash table or similar system in order to detect duplicates, help find specific files when their exact&lt;br /&gt;
location is unknown, handle distributed networked filesystems, etc. See also [[Error detection and correction]].)&lt;br /&gt;
&lt;br /&gt;
* [[FWKCS]]&lt;br /&gt;
&lt;br /&gt;
== Format details ==&lt;br /&gt;
* [[AppleDouble]]&lt;br /&gt;
* [[Apple Partition Map]]&lt;br /&gt;
* [[AppleSingle]]&lt;br /&gt;
* [[desktop.ini]] (Windows)&lt;br /&gt;
* [[Desktop Services Store]] (Mac OS X)&lt;br /&gt;
* [[GUID Partition Table]]&lt;br /&gt;
* [[Master Boot Record]] (MBR)&lt;br /&gt;
* [[Resource Fork]] (MacOS)&lt;br /&gt;
* [[TRANS.TBL]]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [[Wikipedia:List of file systems|List of file systems (Wikipedia)]]&lt;br /&gt;
* [http://www.dreamhost.com/dreamscape/2013/09/12/cloud-storage-architectures/ Cloud Storage Architectures]&lt;br /&gt;
* [https://www.usenix.org/legacy/event/hotos09/tech/full_papers/seltzer/seltzer.pdf Hierarchical File Systems are Dead]&lt;br /&gt;
* [http://qanda.digipres.org/176/filesystem-checksums-value-digital-preservation-context Do filesystem-based checksums add value in a digital preservation context?]&lt;br /&gt;
* [http://lists.gnu.org/archive/html/coreutils/2014-08/msg00012.html My experience with using cp to copy a lot of files (432 millions, 39 TB)]&lt;br /&gt;
* [https://www.csail.mit.edu/crash_tolerant_data_storage Crash-proof filesystem]&lt;br /&gt;
* [http://l-o-c-a-l-h-o-s-t.com/wiki/doku.php?id=localhost:events:rwx:know_your_filesystem Know Your Filesystem]&lt;br /&gt;
* [https://danluu.com/file-consistency/ File crash consistency and filesystems are hard]&lt;/div&gt;</summary>
		<author><name>Kolen</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Magic_%26_Mayhem_sprites_file</id>
		<title>Magic &amp; Mayhem sprites file</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Magic_%26_Mayhem_sprites_file"/>
				<updated>2018-11-16T11:26:16Z</updated>
		
		<summary type="html">&lt;p&gt;Kolen: Created page with &amp;quot;{{FormatInfo | name           = Magic &amp;amp; Mayhem sprites file | formattype     = electronic | subcat         = Game data files | subcat2        =  | subcat3        =  | subcat4 ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
| name           = Magic &amp;amp; Mayhem sprites file&lt;br /&gt;
| formattype     = electronic&lt;br /&gt;
| subcat         = Game data files&lt;br /&gt;
| subcat2        = &lt;br /&gt;
| subcat3        = &lt;br /&gt;
| subcat4        = &lt;br /&gt;
| subcat5        = &lt;br /&gt;
| thiscat        = &lt;br /&gt;
| extensions     = {{ext|spr}}&lt;br /&gt;
| mimetypes      = &lt;br /&gt;
| locfdd         = &lt;br /&gt;
| fourccs        =&lt;br /&gt;
| pronom         =&lt;br /&gt;
| type code      =&lt;br /&gt;
| uniform type   =&lt;br /&gt;
| kaitai struct  =&lt;br /&gt;
| conforms to    = &lt;br /&gt;
| released       =&lt;br /&gt;
| image          =&lt;br /&gt;
| caption        =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A collection of sprites for [[wikipedia:Magic &amp;amp; Mayhem|Magic &amp;amp; Mayhem]] game.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
All integers are little-endian.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+File header&lt;br /&gt;
|Signature - &amp;lt;code&amp;gt;&amp;quot;SPR\0&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
|4 bytes&lt;br /&gt;
|-&lt;br /&gt;
|File size&lt;br /&gt;
|4 bytes&lt;br /&gt;
|-&lt;br /&gt;
|Number of frames (sprites)&lt;br /&gt;
|4 bytes&lt;br /&gt;
|-&lt;br /&gt;
|Number of pallettes&lt;br /&gt;
|4 bytes&lt;br /&gt;
|-&lt;br /&gt;
|Unknown&lt;br /&gt;
|4 bytes&lt;br /&gt;
|-&lt;br /&gt;
|Pallettes&lt;br /&gt;
|256 * 3 bytes per each pallette&lt;br /&gt;
|-&lt;br /&gt;
|Frame offsets&lt;br /&gt;
|4 bytes * Number of frames; 0 is first byte after file header&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sprite (frame)&lt;br /&gt;
|-&lt;br /&gt;
|Size&lt;br /&gt;
|4 bytes&lt;br /&gt;
|-&lt;br /&gt;
|Width&lt;br /&gt;
|4 bytes&lt;br /&gt;
|-&lt;br /&gt;
|Height&lt;br /&gt;
|4 bytes&lt;br /&gt;
|-&lt;br /&gt;
|Origin x&lt;br /&gt;
|4 bytes (signed)&lt;br /&gt;
|-&lt;br /&gt;
|Origin y&lt;br /&gt;
|4 bytes (signed)&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|8 bytes, null-terminated&lt;br /&gt;
|-&lt;br /&gt;
|Pallette number (0-based)&lt;br /&gt;
|4 bytes&lt;br /&gt;
|-&lt;br /&gt;
|Unknown 1 (offset?)&lt;br /&gt;
|4 bytes&lt;br /&gt;
|-&lt;br /&gt;
|Unknown 2 (offset?)&lt;br /&gt;
|4 bytes&lt;br /&gt;
|-&lt;br /&gt;
|Offsets into lines and deltas for each row&lt;br /&gt;
|4 bytes * 2 * Height&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Offset into lines and deltas&lt;br /&gt;
|Deltas offset (from beginning of sprite header)&lt;br /&gt;
|4 bytes&lt;br /&gt;
|-&lt;br /&gt;
|Pixels offset (from beginning of sprite header)&lt;br /&gt;
|4 bytes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sprite pixels are encoded with custom RLE scheme. Each scanline is:&lt;br /&gt;
&lt;br /&gt;
* Read ''n'' number of pixels from ''deltas'' (1 byte), advancing ''deltas'' pointer&lt;br /&gt;
* Put ''n'' pixels from ''pixels'' offset (each pixel is 1 byte index into sprite's pallette), advancing ''pixels'' pointer&lt;br /&gt;
* Read ''b'' number of blank pixels from ''deltas'', advancing ''deltas'' pointer&lt;br /&gt;
* Put ''b'' blank pixels&lt;br /&gt;
* Repeat until whole width is filled&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/saniv/sau/blob/master/src/fmt_spr.c Sprite and Archive Utility - Magic &amp;amp; Mayhem sprite decoder source]&lt;br /&gt;
* [https://gist.github.com/kolen/2ece70493ba5d9510db01823bb6ac78e Incomplete Kaitai Struct format spec]&lt;/div&gt;</summary>
		<author><name>Kolen</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2018-11-16T10:36:30Z</updated>
		
		<summary type="html">&lt;p&gt;Kolen: /* Individual Game Formats */ Add Magic &amp;amp; Mayhem sprites file&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Allegro (game programming library)&lt;br /&gt;
** [[Allegro packfile]]&lt;br /&gt;
&lt;br /&gt;
* Blizzard Entertainment&lt;br /&gt;
** [[BLP]]&lt;br /&gt;
** [[MoPaQ]]&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
** [[Quake PAK]]&lt;br /&gt;
** [[Quake PK3]] (actually [[ZIP]])&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Model Format]] (.mdl)&lt;br /&gt;
**[[Valve Collision Model]] (.phy)&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
**[[Valve Vertex Data]] (.vvd)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
* 7 Days to Die&lt;br /&gt;
** [[TTS Prefab]] (.tts)&lt;br /&gt;
** [[7DTD Map File]] (.map)&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* Arma&lt;br /&gt;
** [[Arma PBO]] (.pbo)&lt;br /&gt;
* Barony&lt;br /&gt;
** [[Barony Voxel]] (.vox)&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]] (.act)&lt;br /&gt;
** [[Electronic Arts INF‎]] (.inf)&lt;br /&gt;
** [[Electronic Arts MOV]] (.mov)&lt;br /&gt;
** [[Electronic Arts MUS]] (.mus)&lt;br /&gt;
* Cities Skylines&lt;br /&gt;
** [[Cities Skylines CRP]] (.crp)&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]] (.rbj)&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]] (.snd)&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]] (.mus)&lt;br /&gt;
** [[Doom WAD]] (.wad)&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]] (.gcd)&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* Grand Theft Auto&lt;br /&gt;
** [[RAGE Package Format]] (.rpf)&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]] (.pck)&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Lego Island&lt;br /&gt;
** [[Lego Island World Database]] (.wdb)&lt;br /&gt;
* Magic &amp;amp; Mayhem&lt;br /&gt;
** [[Magic &amp;amp; Mayhem sprites file]]&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
*Stronghold&lt;br /&gt;
**[[Stronghold GM1]] (.gm1)&lt;br /&gt;
**[[TGX Graphics]] (.tgx)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]] (.dat)&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (.pud) (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== Game hints ==&lt;br /&gt;
* [[UHS]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Kolen</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/BAM</id>
		<title>BAM</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/BAM"/>
				<updated>2018-10-30T01:33:09Z</updated>
		
		<summary type="html">&lt;p&gt;Kolen: Add link to &amp;quot;list of infinity engine games&amp;quot; on Wikipedia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Graphics&lt;br /&gt;
}}&lt;br /&gt;
'''BAM''' is an animated image format used in the Infinity Engine, a game engine.&lt;br /&gt;
&lt;br /&gt;
== Format description ==&lt;br /&gt;
&lt;br /&gt;
* [http://gemrb.org/iesdp/file_formats/ie_formats/bam_v1.htm BAM file format]&lt;br /&gt;
&lt;br /&gt;
== Metaformat files ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.synalysis.net/Grammars/bam.grammar Synalysis grammar file] (for Hexinator / Synalize It!; [[Synalysis grammar file|more details]])&lt;br /&gt;
&lt;br /&gt;
== Other links ==&lt;br /&gt;
&lt;br /&gt;
* [[Wikipedia:Infinity Engine|Wikipedia: Infinity Engine]]&lt;br /&gt;
* [[Wikipedia:Category:Infinity_Engine_games|Wikipedia: List of Infinity Engine games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game data files]]&lt;/div&gt;</summary>
		<author><name>Kolen</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2018-10-30T01:30:12Z</updated>
		
		<summary type="html">&lt;p&gt;Kolen: Add Quake PAK&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Allegro (game programming library)&lt;br /&gt;
** [[Allegro packfile]]&lt;br /&gt;
&lt;br /&gt;
* Blizzard Entertainment&lt;br /&gt;
** [[BLP]]&lt;br /&gt;
** [[MoPaQ]]&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
** [[Quake PAK]]&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Model Format]] (.mdl)&lt;br /&gt;
**[[Valve Collision Model]] (.phy)&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
**[[Valve Vertex Data]] (.vvd)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
* 7 Days to Die&lt;br /&gt;
** [[TTS Prefab]] (.tts)&lt;br /&gt;
** [[7DTD Map File]] (.map)&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* Arma&lt;br /&gt;
** [[Arma PBO]] (.pbo)&lt;br /&gt;
* Barony&lt;br /&gt;
** [[Barony Voxel]] (.vox)&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]] (.act)&lt;br /&gt;
** [[Electronic Arts INF‎]] (.inf)&lt;br /&gt;
** [[Electronic Arts MOV]] (.mov)&lt;br /&gt;
** [[Electronic Arts MUS]] (.mus)&lt;br /&gt;
* Cities Skylines&lt;br /&gt;
** [[Cities Skylines CRP]] (.crp)&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]] (.rbj)&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]] (.snd)&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]] (.mus)&lt;br /&gt;
** [[Doom WAD]] (.wad)&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]] (.gcd)&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* Grand Theft Auto&lt;br /&gt;
** [[RAGE Package Format]] (.rpf)&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]] (.pck)&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Lego Island&lt;br /&gt;
** [[Lego Island World Database]] (.wdb)&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
*Stronghold&lt;br /&gt;
**[[Stronghold GM1]] (.gm1)&lt;br /&gt;
**[[TGX Graphics]] (.tgx)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]] (.dat)&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (.pud) (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== Game hints ==&lt;br /&gt;
* [[UHS]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Kolen</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Quake_PAK</id>
		<title>Quake PAK</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Quake_PAK"/>
				<updated>2018-10-30T01:29:17Z</updated>
		
		<summary type="html">&lt;p&gt;Kolen: Initial edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
| name           = Quake .pak&lt;br /&gt;
| formattype     = electronic&lt;br /&gt;
| subcat         = Game data files&lt;br /&gt;
| subcat2        = &lt;br /&gt;
| subcat3        = &lt;br /&gt;
| subcat4        = &lt;br /&gt;
| subcat5        = &lt;br /&gt;
| thiscat        = &lt;br /&gt;
| extensions     = {{ext|pak}}&lt;br /&gt;
| mimetypes      = &lt;br /&gt;
| locfdd         = &lt;br /&gt;
| fourccs        =&lt;br /&gt;
| pronom         =&lt;br /&gt;
| type code      =&lt;br /&gt;
| uniform type   =&lt;br /&gt;
| kaitai struct  = quake_pak&lt;br /&gt;
| conforms to    = &lt;br /&gt;
| released       =&lt;br /&gt;
| image          =&lt;br /&gt;
| caption        =&lt;br /&gt;
&lt;br /&gt;
| magic = PACK&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
* [[Quake]]&lt;br /&gt;
* [[Quake 2]]&lt;br /&gt;
* [[Hexen II]]&lt;br /&gt;
* [[Half-Life]]&lt;br /&gt;
&lt;br /&gt;
Later Id Tech games (starting from Quake 3/ID Tech 3) switched to [[ZIP]] format with {{ext|pk3}} extension.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
This file format is very simple. File starts with &amp;lt;code&amp;gt;PACK&amp;lt;/code&amp;gt; magic string (4 octets), then 4-byte offset to file table and 4-byte length (measured in bytes) of it.&lt;br /&gt;
&lt;br /&gt;
File table consists of entries consisting of:&lt;br /&gt;
&lt;br /&gt;
* file name, including path: 56-byte null-terminated string. No leading slash.&lt;br /&gt;
* file contents offset (from beginning of .pak file), 4 bytes&lt;br /&gt;
* file contents length&lt;br /&gt;
&lt;br /&gt;
All numbers are [[Endianness|little-endian]].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://quakewiki.org/wiki/.pak .pak — Quake Wiki]&lt;/div&gt;</summary>
		<author><name>Kolen</name></author>	</entry>

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