1. GOG.com logo

    Thanks to YOUR votes, GOG.com now sells:
    - Sea Dogs - Sea Dogs: Caribbean Tales
    - Sea Dogs: City of Abandoned Ships

    Vote now to add Pirates of the Caribbean to the list!

    Dismiss Notice
  2. Under the Crossbones Podcast

    A Pirate Podcast with Interviews
    Music, Comedy and all things Pirate!

    - Episode Guide - About - Subscribe -
    - Twitter - Facebook - iTunes - Android -
    - Youtube - Fill the Coffers -

    Dismiss Notice
  3. New Horizons logo

    Quick links for PotC: New Horizons
    - Download latest version
    - Wiki - FAQ - Report bugs here
    - ModDB profile

  4. GOF logo

    Quick links for AoP2: Gentlemen of Fortune 2
    - Downloads and info
    - Historical Immersion Supermod
    - ModDB Profile

Dismiss Notice
New to the forum?
Please take a moment to read our Welcome Message and Forum Rules.

FPK

Discussion in 'Sid Meier' started by Rick, Nov 28, 2004.

  1. Rick

    Rick Landlubber

    Joined:
    Nov 28, 2004
    Messages:
    9
    Location:
    California, USA
    <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

    The FPK format is fairly simple, there are many unknown values but I am sure they will come naturally once we figure out what they mean. The pak#.fpk files seem to have some oddities with filename size, I am not yet sure how to properly handle them. (Basically, there is 'junk' after the filename rather than ending properly).

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[DWORD   version]

    [DWORD   file entry count]



    (entries * file entry count)



    [DWORD   entry file name length]

    [CHAR[]  entry file name]

    [BYTE    entry file "type"]



    (Depending on file "type")

       1:

       (nothing extra)

       2:

       [BYTE    Unknown]

       3:

       [WORD   Unknown]



    [DWORD    unknown]

    [DWORD    unknown]

    [DWORD    entry file size]

    [DWORD    entry file absolute offset]



    (entries * file entry count)



    [CHAR*    files]<!--c2--></div><!--ec2-->Files do not appear to be compressed, encrypted, or encoded in any way.

    I currently have a basic FPK dumper, which does not handle the extra 'junk' yet.

    Oh, almost forgot.

    To "decode" the file names, simply -1 their ASCII value.

    <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
     
  2. Rick

    Rick Landlubber

    Joined:
    Nov 28, 2004
    Messages:
    9
    Location:
    California, USA
    Hmm, the more I look through this stuff, the less I see in hope for SMP! modding. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

    Hardcoded:
    - Ships
    - Commodities
    - Other Pirates

    Moddable:
    - Any models/textures.
    - World geometry.
    - Cities. (?)
    - *Most* `in-game` text.

    (everything else is assumed unknown)

    <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />
     
  3. YankeePyrate

    YankeePyrate Landlubber

    Joined:
    Mar 13, 2004
    Messages:
    134
    Location:
    Portland,Maine
    Crap. Thanks for looking Rick.
    Keith, since your version doesn't use FPK files, can you tell if the things Rick feels may be hardcoded are accessible in your folders?
     
  4. galeninjapan

    galeninjapan Landlubber

    Joined:
    Nov 24, 2004
    Messages:
    52
    What does hardcoded mean?
     
  5. Fred Bob

    Fred Bob Shrimping Fool Staff Member Administrator

    Joined:
    Jul 17, 2003
    Messages:
    11,112
    Gender:
    Male
    Location:
    Louisiana Bayous to the Gulf of Mexico
    Hardcodin' might be meanin' a value or an object be set in de code befer compilin' de source code into binary or runtime form. Binary files be purty hard tew reverse engineer fer most folks, Fred Bob be a thinkin'. De opposite situation be when values are set in a text file, fer instance, an' de game engine reads dese values at de appropriate time, makin' it possible fer `hobbiest-types` tew tweak de game behavior! An example be PotC, which allows a surprisin' amount o' tinkerin' tew be done, addin'/changin' ships, characters, quests, items, etc. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
     
  6. Rick

    Rick Landlubber

    Joined:
    Nov 28, 2004
    Messages:
    9
    Location:
    California, USA
    <!--`QuoteBegin-galeninjapan`+--><div class='quotetop'>QUOTE(galeninjapan)</div><div class='quotemain'><!--QuoteEBegin-->What does hardcoded mean?[/quote]
    When I say hardcoded in relation to SMP! I mean that it is part of the SMP! source code and has been compiled in as part of the game executable. Keeping it away from our prying hands. (Of course, you can probably change this, but it means that it will be difficult to *add* new things, rather than just change them).
     
  7. galeninjapan

    galeninjapan Landlubber

    Joined:
    Nov 24, 2004
    Messages:
    52
    <!--`QuoteBegin-Rick`+--><div class='quotetop'>QUOTE(Rick)</div><div class='quotemain'><!--QuoteEBegin--><!--`QuoteBegin-galeninjapan`+--><div class='quotetop'>QUOTE(galeninjapan)</div><div class='quotemain'><!--QuoteEBegin-->What does hardcoded mean?[/quote]
    When I say hardcoded in relation to SMP! I mean that it is part of the SMP! source code and has been compiled in as part of the game executable. Keeping it away from our prying hands. (Of course, you can probably change this, but it means that it will be difficult to *add* new things, rather than just change them).[/quote]

    Wow really? I am suprised that devs would do that in this day and age of computer games. Alot of computer games thrive with mods, some wouldnt even sell without them.
     
  8. Rick

    Rick Landlubber

    Joined:
    Nov 28, 2004
    Messages:
    9
    Location:
    California, USA
    <!--`QuoteBegin-galeninjapan`+--><div class='quotetop'>QUOTE(galeninjapan)</div><div class='quotemain'><!--QuoteEBegin-->Wow really? I am suprised that devs would do that in this day and age of computer games. Alot of computer games thrive with mods, some wouldnt even sell without them.[/quote]
    I agree <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
     
  9. Keith

    Keith Guest

    From what ive seen, Id agree with rick, I can get at all the graphics files and names, a few of the descriptions and stuff like that, but innerworkings like changing commodities and gameplay stuff i have not found
     
  10. William

    William PA! Admin Administrator

    Joined:
    Jul 22, 2003
    Messages:
    3,956
    Gender:
    Male
    Location:
    Orange County, CA
    Has anyone tried a hex editor, like VI on any of the files yet?
     
  11. Keith

    Keith Guest

    i did but all the numbers confused me <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
     
  12. `Sen-Dog`

    `Sen-Dog` Landlubber

    Joined:
    Nov 29, 2004
    Messages:
    41
    Is there a utility to unpack the FPK files? I noticed somebody mentioned that on some installs the FPK files are already unpacked in the directory?
     
  13. Rick

    Rick Landlubber

    Joined:
    Nov 28, 2004
    Messages:
    9
    Location:
    California, USA
    I am working on such a tool, I just need to figure out the extra junk. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
     
  14. `Sen-Dog`

    `Sen-Dog` Landlubber

    Joined:
    Nov 29, 2004
    Messages:
    41
    Excellent! thanks for the quick reply <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
     
  15. Wolfwood

    Wolfwood Buccaneer

    Joined:
    Sep 21, 2004
    Messages:
    2,110
    Location:
    Finland
    I believe someone has already made the tool on Addicted to Pirates site. I haven't looked into it yet, though...
     
  16. Keith

    Keith Guest

    Nah, KriFos got a little excited when the easter eggs were found, i think the guy who said he had done it edited his post after KriFos made his newspost about it

    oops after reading the thread below, i quess they were right <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
     
  17. Funso

    Funso Landlubber

    Joined:
    Nov 27, 2004
    Messages:
    3
    The FPK unpacker is great, I recommend anyone who has any interest whatsoever in modding go get it sharpish.

    Now, the animation and geometary files are the kf and kfm files, and I would love to get those things opened and edited in some 3d program.
     
  18. YankeePyrate

    YankeePyrate Landlubber

    Joined:
    Mar 13, 2004
    Messages:
    134
    Location:
    Portland,Maine
    Great so where do I get this Upacker? I must have it post haste!
     
  19. Davos Seaworth

    Davos Seaworth Landlubber

    Joined:
    Oct 24, 2004
    Messages:
    35
    You can grab it in <a href="http://www.addictedtopirates.com/forum/viewtopic.php?p=5781&highlight=#5781" target="_blank">this</a> thread on ATP (second post). Until now it is only capable of unpacking the archives and it´s a command line application (type 'fpk --help' for instructions).
     
  20. Rick

    Rick Landlubber

    Joined:
    Nov 28, 2004
    Messages:
    9
    Location:
    California, USA
    <!--`QuoteBegin-Funso`+--><div class='quotetop'>QUOTE(Funso)</div><div class='quotemain'><!--QuoteEBegin-->The FPK unpacker is great, I recommend anyone who has any interest whatsoever in modding go get it sharpish.

    Now, the animation and geometary files are the kf and kfm files, and I would love to get those things opened and edited in some 3d program.[/quote]
    The game seems to use a GDK called Gamebryo. I did some Google searches for plugins for the Gamebryo formats but came up with nothing.
     

Share This Page