(→Edited PCC Structure: added info about alt.save button) Tags: Visual edit apiedit |
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|MPCer |
|MPCer |
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− | |N7: Cerberus Lab |
+ | |N7: Cerberus Lab (Glacier) |
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|MPDish |
|MPDish |
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− | |N7: Communication Hub |
+ | |N7: Communication Hub (Dagger) |
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|MPNov |
|MPNov |
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− | |N7: Cerberus Fighter Base |
+ | |N7: Cerberus Fighter Base (White) |
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|MPRctr |
|MPRctr |
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− | |N7: Fuel Reactors |
+ | |N7: Fuel Reactors (Reactor) |
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|MPSlum |
|MPSlum |
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− | |N7: Cerberus Abductions |
+ | |N7: Cerberus Abductions (Ghost) |
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|MPTwr |
|MPTwr |
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− | |N7: Cerberus Attack |
+ | |N7: Cerberus Attack (Giant) |
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|Nor |
|Nor |
Revision as of 01:11, 7 January 2016
BioWare stores a majority of game resources inside their own proprietary, compressed Mass Effect Package (PCC) files. This article covers the uncompressed and compressed structure of PCCs, along with the correlation between file nomenclature and what game resources they store.
Compressed Structure
If the file is compressed, the tables and data are segmented into chunks, each of which contains a variable number of compressed blocks.
Chunks Header
Chunks are preceded by a common header, which contains information about the chunks. The chunks header is 16 bytes in size.
Bytes | Description |
---|---|
4 | Int32 Uncompressed Offset |
4 | Int32 Uncompressed Size |
4 | Int32 Compressed Offset |
4 | Int32 Compressed Size |
Chunk Header
Each chunk has a header containing information about the raw compressed data contained in block form. The chunk header is also 16 bytes in size. The number of blocks a chunk has can be calculated by dividing the chunk uncompressed size through the block size.
Bytes | Description |
---|---|
4 | Int32 Magic Number |
4 | Int32 Block Size |
4 | Int32 Compressed Size |
4 | Int32 Uncompressed Size |
Block Header
Each block also has a header. The block header is 8 bytes in size.
Bytes | Description |
---|---|
4 | Int32 Compressed Size |
4 | Int32 Uncompressed Size |
Uncompressed Structure
All PCC files are divided into five parts: header, name table, import table, export table and data objects.
File Header
The File Header contains basic information about the structure of the PCC. Below is an example extracted from AreaMap_CitHub_Camps.pcc:
Block (hex) | Bytes (dec) | Description |
---|---|---|
0-3 | 4 | Magic Number (0x9E2A83C1) |
4-7 | 4 | Version (0xC202AC = 12714668d = 194/684) |
8-B | 4 | 0x67C |
C-F | 4 | 0xFFFFFFFB = 5 |
10-19 | 10 | 0x4E006F006E006500 (N.o.n.e...) |
1A-1D | 4 | Package Flags (0x8088000D = 2156396557d) |
1E-21 | 4 | 0x0 |
22-25 | 4 | Name Count (0x23 = 25d) |
26-29 | 4 | Pointer to Name Table (0x8E = 142d) |
2A-2D | 4 | Export Count (0x6 = 6d) |
2E-31 | 4 | Pointer to Export Table (0x4c8 = 1224d) |
32-35 | 4 | Import Count (0x5 = 5d) |
36-39 | 4 | Pointer to Import Table (0x43C = 1084h) |
3A-3D | 4 | 0x664 = 1636d |
3E-41 | 4 | 0x67C = 1660h |
42-45 | 4 | 0x0 |
46-49 | 4 | 0x0 |
4A-4D | 4 | 0x0 |
4E-51 | 4 | GUID (0x1241956A = 306287978d) |
52-55 | 4 | GUID (0x48ECB3A7 = 1223472039d) |
56-59 | 4 | GUID (0x8EDAE68B = 2396710539d) |
5A-5D | 4 | GUID (0xB945722C = 3108336172d) |
5E-61 | 4 | Generations (0x1) |
62-65 | 4 | Export Count (0x6 = 6d) |
66-69 | 4 | Name Count (0x23 = 35d) |
6A-6D | 4 | 0x0 = 0d |
6E-71 | 4 | Engine (0x18EF = 6383d) |
72-75 | 4 | 0x3006B = 196715d |
76-79 | 4 | 0x15330000 = 355663872d |
7A-7D | 4 | 0x8AA0000 = 145358848d |
7E-81 | 4 | Compression Flag (0x0 or 0x1) |
82-85 | 4 | Chunk Count (0x0 or 0x1) |
Name Table
The Name Table contains any name found inside the package (import classes, exports, and export properties, for example. Each name follows this structure:
Bytes | Description |
---|---|
4 | Int32 Count |
Count * (-1) | Each char as WCHAR |
Import Table
The Import Table contains all classes and objects imported by the PCC. Each entry is 28 bytes in size:
Bytes | Description |
---|---|
4 | Int32 Package Name (entry in Name Table) |
4 | Unknown |
4 | Int32 Class Name (entry in Name Table) |
4 | Unknown |
4 | Int32 Link |
4 | Int32 Import Name (entry in Name Table) |
4 | Unknown |
Export Table
The Export Table contains all objects stored in the package. Each export can vary in size.
Bytes | Description |
---|---|
4 | Int32 Package Name (entry in Name Table) |
4 | Unknown |
4 | Int32 Link |
4 | Int32 Class Name (entry in Name Table) |
4 | Unknown |
4 | Int32 Data Size |
4 | Int32 Data Offset |
4 | Unknown |
4 | Int32 Count |
20 + (Count * 4) | Unknown |
Edited PCC Structure
When PCCs are edited, all new data is appended onto the end of the file, first new data objects followed by new lists. When using the "Alt. Save" function of PCCEditor2, the data is instead placed into the same location as the original export. The following data may be byte-shifted as a result. It is preferred to use the standard appending method.
Nomenclature + Contents
All PCCs follow various naming conventions that specify the game content they store. The tables below summarize these conventions.
Prefix | Description |
---|---|
BioA | Contain most level content, textures, meshes, etc. Rarely, there will be dialogues and related kismet sequences in these files. |
BioD | Contain a majority of plot-related game content. This includes dialogues, cutscenes, matinee tracks, camera actors and scene staging, animation data, FaceFX data, kismet sequence objects, VFX content, GAW triggers, achievement triggers, and much more. There are also meshes/materials/effects in these files and there can be textures, as well. BioD PCC files tend to come in "partners," a main PCC accompanied by a localized version that contains all dialogue-related content. |
BioG | Human male and female meshes and materials for faces, hair, scalps, clothing, and armor. This includes Shepard. |
BioH | Hench/Squadmate-specific files. Contain meshes, materials, effects, combat AI, and more. |
BioP | These are key files. They control very basic things like level streaming, henchmen loading/location/availability, player relocation within a level, and more. |
BioA, BioD, and BioP files are organized by plot mission and/or location:
Abbreviation | Description |
---|---|
Cat001 | From Ashes DLC |
Cat002 | Priority: Thessia |
Cat003 | Priority: Citadel II (the Coup) |
Cat004 | Priority: Cerberus HQ (Cronos Station) |
CerJcb | Arrae: Ex-Cerberus Scientists |
CerMir | Priority: Horizon |
Cit001/2/3/4 | Citadel DLC Missions |
CitApt | Citadel Apartment (Citadel DLC) |
CitCas | Silver Coast Casino (Citadel DLC) |
CitSim | Armax Arsenal Arena (Citadel DLC) |
CitHub | Citadel Station |
CitSam | Kallini: Ardat-Yakshi Monastery |
End001 | Priority: Earth (standard ending) |
End002 | ME3 Extended Cut |
Gth001 | Priority: Perseus Veil & Geth Dreadnought |
Gth002 | Priority: Rannoch |
GthLeg | Rannoch: Geth Fighter Squadrons |
GthN7A | Rannoch: Admiral Koris |
Kro001 | Priority: Sur'Kesh |
Kro002 | Priority: Tuchanka |
KroGar | Priority: Palaven |
KroGru | Attican Traverse: Krogan Team |
KroN7a | Tuchanka: Turian Platoon |
KroN7b | Tuchanka: Bomb |
Lev001/2/3/4 | Leviathan DLC |
MPCer | N7: Cerberus Lab (Glacier) |
MPDish | N7: Communication Hub (Dagger) |
MPNov | N7: Cerberus Fighter Base (White) |
MPRctr | N7: Fuel Reactors (Reactor) |
MPSlum | N7: Cerberus Abductions (Ghost) |
MPTwr | N7: Cerberus Attack (Giant) |
Nor | Normandy Ship |
Omg000/1/2A/3/4 | Omega DLC Missions |
OmgHub | Omega Station (Omega DLC) |
OmgJck | Grissom Academy: Emergency Evacuation |
ProEar | Prologue: Earth |
ProMar | Priority: Mars |