This page hosts a formal specification of .pak file format of Quake game engine 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 = QuakePak.FromFile("path/to/local/file.pak");
Or parse structure from a byte array:
byte[] someArray = new byte[] { ... };
var data = new QuakePak(new KaitaiStream(someArray));
After that, one can get various attributes from the structure by accessing properties like:
data.Magic // => get magic
// This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild
using System.Collections.Generic;
namespace Kaitai
{
/// <remarks>
/// Reference: <a href="https://quakewiki.org/wiki/.pak#Format_specification">Source</a>
/// </remarks>
public partial class QuakePak : KaitaiStruct
{
public static QuakePak FromFile(string fileName)
{
return new QuakePak(new KaitaiStream(fileName));
}
public QuakePak(KaitaiStream p__io, KaitaiStruct p__parent = null, QuakePak p__root = null) : base(p__io)
{
m_parent = p__parent;
m_root = p__root ?? this;
f_index = false;
_read();
}
private void _read()
{
_magic = m_io.ReadBytes(4);
if (!((KaitaiStream.ByteArrayCompare(Magic, new byte[] { 80, 65, 67, 75 }) == 0)))
{
throw new ValidationNotEqualError(new byte[] { 80, 65, 67, 75 }, Magic, M_Io, "/seq/0");
}
_ofsIndex = m_io.ReadU4le();
_lenIndex = m_io.ReadU4le();
}
public partial class IndexStruct : KaitaiStruct
{
public static IndexStruct FromFile(string fileName)
{
return new IndexStruct(new KaitaiStream(fileName));
}
public IndexStruct(KaitaiStream p__io, QuakePak p__parent = null, QuakePak p__root = null) : base(p__io)
{
m_parent = p__parent;
m_root = p__root;
_read();
}
private void _read()
{
_entries = new List<IndexEntry>();
{
var i = 0;
while (!m_io.IsEof) {
_entries.Add(new IndexEntry(m_io, this, m_root));
i++;
}
}
}
private List<IndexEntry> _entries;
private QuakePak m_root;
private QuakePak m_parent;
public List<IndexEntry> Entries { get { return _entries; } }
public QuakePak M_Root { get { return m_root; } }
public QuakePak M_Parent { get { return m_parent; } }
}
public partial class IndexEntry : KaitaiStruct
{
public static IndexEntry FromFile(string fileName)
{
return new IndexEntry(new KaitaiStream(fileName));
}
public IndexEntry(KaitaiStream p__io, QuakePak.IndexStruct p__parent = null, QuakePak p__root = null) : base(p__io)
{
m_parent = p__parent;
m_root = p__root;
f_body = false;
_read();
}
private void _read()
{
_name = System.Text.Encoding.GetEncoding("UTF-8").GetString(KaitaiStream.BytesTerminate(KaitaiStream.BytesStripRight(m_io.ReadBytes(56), 0), 0, false));
_ofs = m_io.ReadU4le();
_size = m_io.ReadU4le();
}
private bool f_body;
private byte[] _body;
public byte[] Body
{
get
{
if (f_body)
return _body;
KaitaiStream io = M_Root.M_Io;
long _pos = io.Pos;
io.Seek(Ofs);
_body = io.ReadBytes(Size);
io.Seek(_pos);
f_body = true;
return _body;
}
}
private string _name;
private uint _ofs;
private uint _size;
private QuakePak m_root;
private QuakePak.IndexStruct m_parent;
public string Name { get { return _name; } }
public uint Ofs { get { return _ofs; } }
public uint Size { get { return _size; } }
public QuakePak M_Root { get { return m_root; } }
public QuakePak.IndexStruct M_Parent { get { return m_parent; } }
}
private bool f_index;
private IndexStruct _index;
public IndexStruct Index
{
get
{
if (f_index)
return _index;
long _pos = m_io.Pos;
m_io.Seek(OfsIndex);
__raw_index = m_io.ReadBytes(LenIndex);
var io___raw_index = new KaitaiStream(__raw_index);
_index = new IndexStruct(io___raw_index, this, m_root);
m_io.Seek(_pos);
f_index = true;
return _index;
}
}
private byte[] _magic;
private uint _ofsIndex;
private uint _lenIndex;
private QuakePak m_root;
private KaitaiStruct m_parent;
private byte[] __raw_index;
public byte[] Magic { get { return _magic; } }
public uint OfsIndex { get { return _ofsIndex; } }
public uint LenIndex { get { return _lenIndex; } }
public QuakePak M_Root { get { return m_root; } }
public KaitaiStruct M_Parent { get { return m_parent; } }
public byte[] M_RawIndex { get { return __raw_index; } }
}
}