This page hosts a formal specification of .dat file format of Fallout 2 using Kaitai Struct. This specification can be automatically translated into a variety of programming languages to get a parsing library.
All parsing code for C# generated by Kaitai Struct depends on the C# runtime library. You have to install it before you can parse data.
The C# runtime library is available in the NuGet Gallery. Installation instructions can also be found there.
Parse a local file and get structure in memory:
var data = Fallout2Dat.FromFile("path/to/local/file.dat");
Or parse structure from a byte array:
byte[] someArray = new byte[] { ... };
var data = new Fallout2Dat(new KaitaiStream(someArray));
After that, one can get various attributes from the structure by accessing properties like:
data.Footer // => get footer
// This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild
using System.Collections.Generic;
namespace Kaitai
{
public partial class Fallout2Dat : KaitaiStruct
{
public static Fallout2Dat FromFile(string fileName)
{
return new Fallout2Dat(new KaitaiStream(fileName));
}
public enum Compression
{
None = 0,
Zlib = 1,
}
public Fallout2Dat(KaitaiStream p__io, KaitaiStruct p__parent = null, Fallout2Dat p__root = null) : base(p__io)
{
m_parent = p__parent;
m_root = p__root ?? this;
f_footer = false;
f_index = false;
_read();
}
private void _read()
{
}
public partial class Pstr : KaitaiStruct
{
public static Pstr FromFile(string fileName)
{
return new Pstr(new KaitaiStream(fileName));
}
public Pstr(KaitaiStream p__io, Fallout2Dat.File p__parent = null, Fallout2Dat p__root = null) : base(p__io)
{
m_parent = p__parent;
m_root = p__root;
_read();
}
private void _read()
{
_size = m_io.ReadU4le();
_str = System.Text.Encoding.GetEncoding("ASCII").GetString(m_io.ReadBytes(Size));
}
private uint _size;
private string _str;
private Fallout2Dat m_root;
private Fallout2Dat.File m_parent;
public uint Size { get { return _size; } }
public string Str { get { return _str; } }
public Fallout2Dat M_Root { get { return m_root; } }
public Fallout2Dat.File M_Parent { get { return m_parent; } }
}
public partial class Footer : KaitaiStruct
{
public static Footer FromFile(string fileName)
{
return new Footer(new KaitaiStream(fileName));
}
public Footer(KaitaiStream p__io, Fallout2Dat p__parent = null, Fallout2Dat p__root = null) : base(p__io)
{
m_parent = p__parent;
m_root = p__root;
_read();
}
private void _read()
{
_indexSize = m_io.ReadU4le();
_fileSize = m_io.ReadU4le();
}
private uint _indexSize;
private uint _fileSize;
private Fallout2Dat m_root;
private Fallout2Dat m_parent;
public uint IndexSize { get { return _indexSize; } }
public uint FileSize { get { return _fileSize; } }
public Fallout2Dat M_Root { get { return m_root; } }
public Fallout2Dat M_Parent { get { return m_parent; } }
}
public partial class Index : KaitaiStruct
{
public static Index FromFile(string fileName)
{
return new Index(new KaitaiStream(fileName));
}
public Index(KaitaiStream p__io, Fallout2Dat p__parent = null, Fallout2Dat p__root = null) : base(p__io)
{
m_parent = p__parent;
m_root = p__root;
_read();
}
private void _read()
{
_fileCount = m_io.ReadU4le();
_files = new List<File>();
for (var i = 0; i < FileCount; i++)
{
_files.Add(new File(m_io, this, m_root));
}
}
private uint _fileCount;
private List<File> _files;
private Fallout2Dat m_root;
private Fallout2Dat m_parent;
public uint FileCount { get { return _fileCount; } }
public List<File> Files { get { return _files; } }
public Fallout2Dat M_Root { get { return m_root; } }
public Fallout2Dat M_Parent { get { return m_parent; } }
}
public partial class File : KaitaiStruct
{
public static File FromFile(string fileName)
{
return new File(new KaitaiStream(fileName));
}
public File(KaitaiStream p__io, Fallout2Dat.Index p__parent = null, Fallout2Dat p__root = null) : base(p__io)
{
m_parent = p__parent;
m_root = p__root;
f_contentsRaw = false;
f_contentsZlib = false;
f_contents = false;
_read();
}
private void _read()
{
_name = new Pstr(m_io, this, m_root);
_flags = ((Fallout2Dat.Compression) m_io.ReadU1());
_sizeUnpacked = m_io.ReadU4le();
_sizePacked = m_io.ReadU4le();
_offset = m_io.ReadU4le();
}
private bool f_contentsRaw;
private byte[] _contentsRaw;
public byte[] ContentsRaw
{
get
{
if (f_contentsRaw)
return _contentsRaw;
if (Flags == Fallout2Dat.Compression.None) {
KaitaiStream io = M_Root.M_Io;
long _pos = io.Pos;
io.Seek(Offset);
_contentsRaw = io.ReadBytes(SizeUnpacked);
io.Seek(_pos);
f_contentsRaw = true;
}
return _contentsRaw;
}
}
private bool f_contentsZlib;
private byte[] _contentsZlib;
public byte[] ContentsZlib
{
get
{
if (f_contentsZlib)
return _contentsZlib;
if (Flags == Fallout2Dat.Compression.Zlib) {
KaitaiStream io = M_Root.M_Io;
long _pos = io.Pos;
io.Seek(Offset);
__raw_contentsZlib = io.ReadBytes(SizePacked);
_contentsZlib = m_io.ProcessZlib(__raw_contentsZlib);
io.Seek(_pos);
f_contentsZlib = true;
}
return _contentsZlib;
}
}
private bool f_contents;
private byte[] _contents;
public byte[] Contents
{
get
{
if (f_contents)
return _contents;
if ( ((Flags == Fallout2Dat.Compression.Zlib) || (Flags == Fallout2Dat.Compression.None)) ) {
_contents = (byte[]) ((Flags == Fallout2Dat.Compression.Zlib ? ContentsZlib : ContentsRaw));
}
f_contents = true;
return _contents;
}
}
private Pstr _name;
private Compression _flags;
private uint _sizeUnpacked;
private uint _sizePacked;
private uint _offset;
private Fallout2Dat m_root;
private Fallout2Dat.Index m_parent;
private byte[] __raw_contentsZlib;
public Pstr Name { get { return _name; } }
public Compression Flags { get { return _flags; } }
public uint SizeUnpacked { get { return _sizeUnpacked; } }
public uint SizePacked { get { return _sizePacked; } }
public uint Offset { get { return _offset; } }
public Fallout2Dat M_Root { get { return m_root; } }
public Fallout2Dat.Index M_Parent { get { return m_parent; } }
public byte[] M_RawContentsZlib { get { return __raw_contentsZlib; } }
}
private bool f_footer;
private Footer _footer;
public Footer Footer
{
get
{
if (f_footer)
return _footer;
long _pos = m_io.Pos;
m_io.Seek((M_Io.Size - 8));
_footer = new Footer(m_io, this, m_root);
m_io.Seek(_pos);
f_footer = true;
return _footer;
}
}
private bool f_index;
private Index _index;
public Index Index
{
get
{
if (f_index)
return _index;
long _pos = m_io.Pos;
m_io.Seek(((M_Io.Size - 8) - Footer.IndexSize));
_index = new Index(m_io, this, m_root);
m_io.Seek(_pos);
f_index = true;
return _index;
}
}
private Fallout2Dat m_root;
private KaitaiStruct m_parent;
public Fallout2Dat M_Root { get { return m_root; } }
public KaitaiStruct M_Parent { get { return m_parent; } }
}
}