pattern: Add Assassin's Creed: Unity's Forge files and Data files (Compressed and Decompressed) (#448)

* Add Capcom's Devil May Cry 3 HD .mod hexpat

Hex Pattern file for Capcom's Devil May Cry 3 HD Collection's .mod (3D Models) files

* Update DMC3 HD Mod.hexpat

* Update DMC3 HD Mod.hexpat

* Update DMC3 HD Mod.hexpat

* Add files via upload

* Update README.md

* Rename DMC3 HD Mod.hexpat to dmc3_hd_mod.hexpat

* Delete patterns/dmc3_hd_mod.hexpat

* Delete tests/patterns/test_data/dmc3_hd_mod.hexpat.mod

* Add files via upload

* Update dmc3_hd_mod.hexpat

* Add files via upload

* Update README.md

* Update README.md

* Update README.md

* Add files via upload

* Update ACU_FORGE.hexpat

* Update README.md

* Update and rename ACU_DATA_Compressed.hexpat to acu_data_compressed.hexpat

* Update and rename ACU_FORGE.hexpat to acu_forge.hexpat

* Update README.md

* Update acu_data_compressed.hexpat

* Update acu_data_compressed.hexpat

* Add files via upload

* Update and rename ACU_DATA_Decompressed.hexpat to acu_data_decompressed.hexpat

* Update README.md

* Update acu_data_compressed.hexpat

* Update README.md

* Delete patterns/acu_data_compressed.hexpat

* Delete patterns/acu_data_decompressed.hexpat

* Delete patterns/acu_forge.hexpat

* Create acu_forge.hexpat

* Add files via upload

* Update and rename ACU_DATA_Compressed.hexpat to acu_data_compressed.hexpat

* Update and rename ACU_DATA_Decompressed.hexpat to acu_data_decompressed.hexpat

* Update README.md

* Delete patterns/dmc3_hd_mod.hexpat

* Create dmc3_hd_mod.hexpat

* Update README.md

* Update dmc3_hd_mod.hexpat

* Update README.md

---------

Co-authored-by: Nik <werwolv98@gmail.com>
This commit is contained in:
haruse23
2025-12-05 23:02:07 +02:00
committed by GitHub
parent 64d86cbdd1
commit 681b208aab
5 changed files with 373 additions and 0 deletions

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@@ -36,6 +36,7 @@ Everything will immediately show up in ImHex's Content Store and gets bundled wi
| ARC | | [`patterns/arc.hexpat`](patterns/arc.hexpat) | Minecraft Legacy Console Edition ARC files |
| ARIA2 | | [`patterns/aria2.hexpat`](patterns/aria2.hexpat) | ARIA2 Download Manager Control files |
| ARM VTOR | | [`patterns/arm_cm_vtor.hexpat`](patterns/arm_cm_vtor.hexpat) | ARM Cortex M Vector Table Layout |
| Assassin's Creed: Unity | | [`patterns/Assassin's Creed: Unity`](patterns/Assassin's Creed: Unity) | Assassin's Creed: Unity archive files -- .forge & .data (compressed and decompressed) -- |
| Bastion | | [`patterns/bastion/*`](https://gitlab.com/EvelynTSMG/imhex-bastion-pats) | Various [Bastion](https://en.wikipedia.org/wiki/Bastion_(video_game)) files |
| BeyondCompare BCSS | | [`patterns/bcss.hexpat`](patterns/bcss.hexpat) | BeyondCompare Snapshot (BCSS) file |
| Bencode | `application/x-bittorrent` | [`patterns/bencode.hexpat`](patterns/bencode.hexpat) | Bencode encoding, used by Torrent files |
@@ -61,6 +62,7 @@ Everything will immediately show up in ImHex's Content Store and gets bundled wi
| CREDHIST | | [`patterns/credhist.hexpat`](patterns/credhist.hexpat) | CREDHIST Format |
| DDS | `image/vnd-ms.dds` | [`patterns/dds.hexpat`](patterns/dds.hexpat) | DirectDraw Surface |
| DEX | | [`patterns/dex.hexpat`](patterns/dex.hexpat) | Dalvik EXecutable Format |
| Devil May Cry HD Collection | | [`patterns/Devil May Cry HD Collection`](patterns/Devil May Cry HD Collection) | 3D Model files used in Devil May Cry 3 HD Collection |
| DICOM | `application/dicom` | [`patterns/dicom.hexpat`](patterns/dicom.hexpat) | DICOM image format |
| DISK_PARSER (DFIR) | `application/x-ima` | [`patterns/DFIR/DISK_PARSER.hexpat`](patterns/DFIR/DISK_PARSER.hexpat) | Recursive Disk/Volume/Filesystem parsing |
| DMG | | [`patterns/dmg.hexpat`](patterns/dmg.hexpat) | Apple Disk Image Trailer (DMG) |
@@ -227,6 +229,8 @@ Everything will immediately show up in ImHex's Content Store and gets bundled wi
| Atari XEX | | [`xex.hexpat`](patterns/xex.hexpat) | Atari 8-bit binary format |
| Terminfo | `application/x-terminfo` and `application/x-terminfo2` | [`patterns/terminfo.hexpat`](patterns/terminfo.hexpat) | Compiled *(legacy and extended)* term info entry |
### Scripts
| Name | Path | Description |

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@@ -0,0 +1,47 @@
#pragma description Assassin's Creed: Unity's Compressed .data file
#pragma author haru233
// many thanks to AxCut
// ImHex Hex Pattern File for Assassin's Creed: Unity's Compressed .data files
import std.core;
import std.mem;
enum CompressionType : u8 {
LZO1X_ = 0x00, // Both 0x00 and 0x01 mean LZO1X
LZO1X = 0x01,
LZO2A = 0x02,
xmemdecompress = 0x03,
LZO1C = 0x05
};
struct CHUNK {
u16 Uncompressed_Size;
u16 Compressed_Size;
};
struct CHUNK_Data {
u32 Hash;
u64 i = std::core::array_index();
u8 data[parent.chunk[i].Compressed_Size];
};
struct PACK {
u64 ID;
padding[2];
CompressionType Compression_Type;
padding[3];
u8 Version;
u16 CHUNK_Count;
CHUNK chunk[CHUNK_Count];
CHUNK_Data data[CHUNK_Count];
};
PACK pack[while(!std::mem::eof())] @0x00;

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@@ -0,0 +1,93 @@
#pragma description Assassin's Creed: Unity's Decompressed .data file
#pragma author haru233
// Thanks to yretenai on GitHub for helping with the Block Allocator part
import std.core;
import std.mem;
struct Block_Allocator_Type0 {
padding[4];
u32 Class_ID;
u32 Size;
};
struct Block_Allocator_Type1 {
padding[4];
u32 Type_ID;
u32 Size;
};
struct Block_Allocator {
u16 Version;
if (Version == 0) {
u32 Block_Allocator_Number;
Block_Allocator_Type0 block_allocator_type0[Block_Allocator_Number];
}
else if (Version == 1) {
u32 Block_Allocator_Number;
Block_Allocator_Type1 block_allocator_type1_[Block_Allocator_Number];
}
else if (Version == 2) {
bool Has_Secondary_Block_Allocator;
u32 Main_Block_Allocator_Number;
Block_Allocator_Type1 block_allocator_type1__[Main_Block_Allocator_Number];
if (Has_Secondary_Block_Allocator) {
u32 Secondary_Block_Allocator_Number;
Block_Allocator_Type1 block_allocator_type1___[Secondary_Block_Allocator_Number+1];
}
}
};
struct File {
u32 Object_Hash;
u32 File_Size;
u32 Filename_Length;
if (File_Size > 0) {
if (Filename_Length == 0) {
bool HasBlockAllocator;
if (HasBlockAllocator) {
Block_Allocator block_allocator;
u8 File_Data[File_Size];
}
else
u8 File_Data[File_Size];
}
else {
char Filename[Filename_Length];
bool HasBlockAllocator;
if (HasBlockAllocator) {
Block_Allocator block_allocator;
u8 File_Data[File_Size];
}
else
u8 File_Data[File_Size];
}
}
else
continue;
};
File file[while(!std::mem::eof())] @0x00;

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@@ -0,0 +1,64 @@
#pragma description Assassin's Creed: Unity's .forge archive file
#pragma author haru233
// many thanks to AxCut
// ImHex Hex Pattern File for Assassin's Creed: Unity's .forge files
import std.core;
struct Forge_Header {
char MAGIC[8];
padding[1];
u32 Version;
u32 File_Data_Header_Offset;
};
struct File_Data_Header {
u32 File_Count;
padding[32];
u64 File_Data_Header2_Offset;
};
struct File_Data_Header2 {
u32 File_Count2;
padding[4];
u64 File_Table_Offset;
padding[12];
u32 File_Count3;
u64 File_Name_Table_Offset;
padding[8];
};
struct File_Table {
u64 Raw_Data_Offset;
u64 File_ID;
u32 Raw_Data_Size;
};
struct File_Name_Table {
u32 Raw_Data_Size;
padding[40];
char Filename[128];
padding[20];
};
Forge_Header forge_header @0x00;
File_Data_Header file_data_header @(forge_header.File_Data_Header_Offset);
File_Data_Header2 file_data_header2 @(file_data_header.File_Data_Header2_Offset);
File_Table file_table[file_data_header.File_Count] @(file_data_header2.File_Table_Offset);
File_Name_Table file_name_table[file_data_header.File_Count] @(file_data_header2.File_Name_Table_Offset);
struct Raw_Data_Table {
u64 i = std::core::array_index();
u8 Raw_Data[file_table[i].Raw_Data_Size] @ file_table[i].Raw_Data_Offset;
};
Raw_Data_Table raw_data_table[file_data_header.File_Count] @0x00;

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@@ -0,0 +1,165 @@
#pragma description Devil May Cry 3 HD .mod 3D model file
#pragma author haru233
// many thanks to AxCut
// ImHex Hex Pattern File for Capcom's Devil May Cry 3 HD .mod files
import std.core;
struct ModelHeader {
char ID[4];
float Version;
padding[8];
u8 objectCount;
u8 boneCount;
u8 numberTextures;
u8;
u32;
u64;
u64 skeletonOffset;
padding[24];
};
struct ObjectInfo {
u8 meshCount;
u8;
u16 numberVertices;
padding[4];
u64 meshOffset;
u32 flags;
padding[28];
float X, Y, Z;
float radius;
};
struct Positions {
float positions[3];
};
struct Normals {
float normal[3];
};
struct UVs {
s16 uv[2];
};
struct BoneIndices {
u8 boneindex[4];
};
struct Weights {
u16 weight[1];
};
struct MeshSCM {
u16 numberVertices;
u16 textureIndex;
padding[12];
u64 VerticesPositionsOffset;
u64 NormalsPositionsOffset;
u64 UVsPositionsOffset;
padding[16];
u64 unknownOffset;
u64;
padding[8];
Positions positions[numberVertices] @VerticesPositionsOffset;
Normals normals[numberVertices] @NormalsPositionsOffset;
UVs uvs[numberVertices] @UVsPositionsOffset;
};
struct Mesh {
u16 numberVertices;
u16 textureIndex;
padding[12];
u64 VerticesPositionsOffset;
u64 NormalsPositionsOffset;
u64 UVsPositionsOffset;
u64 BoneIndicesOffset;
u64 WeightsOffset;
padding[8];
u64;
padding[8];
Positions positions[numberVertices] @VerticesPositionsOffset;
Normals normals[numberVertices] @NormalsPositionsOffset;
UVs uvs[numberVertices] @UVsPositionsOffset;
BoneIndices b_index[numberVertices] @BoneIndicesOffset;
Weights weights[numberVertices] @WeightsOffset;
};
struct Hierarchy {
u8 hierarchy;
};
struct HierarchyOrder {
u8 hierarchyorder;
};
struct Unknown {
u8;
};
struct Transform {
float x;
float y;
float z;
float length; // sqrt(x*x + y*y + z*z)
padding[16];
};
struct Skeleton{
u32 hierarchyOffset;
u32 hierarchyOrderOffset;
u32 unknownOffset;
u32 transformsOffset;
};
ModelHeader modelheader @ 0x00;
ObjectInfo objects_info[modelheader.objectCount] @ 0x40;
u32 objectOffset;
struct Object {
u64 i = std::core::array_index();
if (modelheader.ID == "SCM ") {
objectOffset = objects_info[0].meshOffset;
MeshSCM meshscm[objects_info[i].meshCount] @ objects_info[i].meshOffset;
} else {
objectOffset = objects_info[0].meshOffset;
Mesh mesh[objects_info[i].meshCount] @ objects_info[i].meshOffset;
}
};
Object objects[modelheader.objectCount] @objectOffset;
Skeleton skeleton @modelheader.skeletonOffset;
Hierarchy hierarchy[modelheader.boneCount] @(modelheader.skeletonOffset + skeleton.hierarchyOffset);
HierarchyOrder hierarchyorder[modelheader.boneCount] @(modelheader.skeletonOffset + skeleton.hierarchyOrderOffset);
Unknown unknown[modelheader.boneCount] @(modelheader.skeletonOffset + skeleton.unknownOffset);
Transform transform[modelheader.boneCount] @(modelheader.skeletonOffset + skeleton.transformsOffset);