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Reference

External​

Generic​

Bethesda​

Watch Dogs (Disrupt engine)​

Cross-Game​

Watch Dogs 1​

Watch Dogs 2​

Watch Dogs: Legion​

Far Cry (Dunia engine)​

  • XBG Format Notes (FC5 vs FC6) - GMESH/IMESH magic vs Disrupt GEOM, SDOL/LODS chunk layout, FC5 stride 40 vs FC6 richer descriptor table, packed/quantized vertices

  • Shader system lineage (FC1 → FC6) - FC1 runtime-preprocessed text scripts (Cg/D3DX, gen-mask defines) → Disrupt/FC6 offline ShaderCompiler2 DXBC + <technique> XML; FC1 render-state tokens map 1:1 to FC6 shadersobj.dat elements

  • .cgf chunk → .xbg lineage - FC1 CryChunkedFile ChunkTypes enum + CHUNK_HEADER{Type,Version,Offset,ID} is the ancestor of the FC5/FC6 XBG chunk chain; FC1 Mesh/Node/Mtl/BoneNameList/BoneAnim chunks map to SULC/EDON/LTMR/DNKS/ITOM; ResourceCompiler origins; .pak (not .dat/.fat) archive in FC1

  • Raw XeNTaX extraction - source threads (2018–2023): FAT v10→v11 change, hook/filelist filename recovery, FC6 XBG short-signed XZY verts per-LOD, SDOL chunk struct, FC6Model.exe + .bwsk/.dpdx facial-bone workflow

  • File lists (hash → name) - concatenated/ raw accumulation → OSM FarCry*-File-Lists submodules via RebuildFileLists; CRC64 path hashing, FAT v11 decode, positional install-path usage

  • Runtime capture (FC6) - FileHook (log every path the game opens, then hash-match vs the fats) + DumpModule (snapshot the Denuvo/VMProtect-packed DLL after runtime unpack for real disassembly)

  • MAB animation format - version bytes per game (FC2–FC6), FC3 16-byte vs FC5/FC6 100-byte header, 9-section layout, 48-bit compressed quaternions (sqrt-W reconstruction), mystery-byte bitmask, anchor data structure, frame interpolation (FC4+); sources knockout.chat/thread/55079, PY-DuniaAnimationExtractor wiki, FCBConverter source

  • Far Cry modding (community docs) - FCModInstaller workflows (package/replace/option/template from the .docx) + community guides (FC4 materials/suppressors, FC5 outfit BWSK, FC6 Wwise music, FOV hex editing, StimTypes)

XeNTaX Forum Knowledge (all games)​

Extracted from the XeNTaX forum dump (2004–2023). Each game's knowledge doc lives alongside its formats reference:

Watch Dogs​

Havok​

Bethesda​

Need for Speed​

Left 4 Dead​

The Sims 3​

Ghost Recon​

Mirror's Edge​

SimCity​

Cities: Skylines​

Trackmania / Maniaplanet​

The Witcher 2 (REDengine v1)​

The Witcher 3 (REDengine v2)​

  • Witcher 3 Formats - .bundle/.cache archives, .xbm (CR2W) textures, .w3strings localization, .w3speech voices, .sav saves (LZ4 1MB chunks), meshes/bones (48B/bone), tools
  • Raw XeNTaX extraction - source threads (2015–2020)
  • REDkit and the Source Lineage - stub: POTATO70 .bundle layout, shared CR2W container, the REDkit toolchain (2024 Yigsoft engine build, 5.0 in 2026), classic 1.32 / next-gen 4.04 / Remastered build lines, what the 2026 Remastered update broke for mods, the 2021 leaked tree as provenance, open source-to-retail questions

Cyberpunk 2077 (REDengine 4)​

  • Cyberpunk 2077 Formats - .archive (RDAR+KARK), Oodle compression, .mesh/.buffer/.rig/.morphtarget models, .xbm/.mi textures, Wwise .wem/.opuspak/.bnk audio, tools (CP77Tools, Wolven-kit, Noesis fmt_CP77mesh)
  • Raw XeNTaX extraction - source threads (2020–2023)
  • Vehicle sound mods - package Vehicle audio resource fields, per-car naming, .bnk + tweak deployment

Zelda (Wii U / 3DS / Switch)​

  • Zelda Formats - Yaz0/SARC (BotW), BWAV (TotK), GTX (TPHD), CMB/CSAB (OoT3D), HKX 2012 (Sonic Lost World), LZ/ARC (Skyward Sword)
  • Raw XeNTaX extraction - source threads (2013–2023)

No Man's Sky (Hello Games Engine)​

Euro Truck Simulator 2 / ATS (Prism3D)​

Magic: The Gathering​

  • MTG Formats - Classic .cat archives (headerless TIFF card art), MTG Arena (Unity AssetBundles, Wwise/FMOD audio)
  • Raw XeNTaX extraction - source threads (2007–2023)

Test Drive Unlimited 2 (Eden Games)​

  • TDU2 Modding Overview - what is editable, the .cpr decrypt-edit-encrypt loop, tool roles, add-on car limits
  • Car Sound Mods - CarVSTConfig JSON/XMB, nWaveIndex against the BNK WAV table, pitch chains, load and unload curves
  • Config Files and Physics - .cpr and XTEA, CRLF and trailing bytes, Physics.txt, Pacejka tire files and the coefficient arrays
  • Input Device Profiles - HID ID format, DevicesPC.ini mapping, XMB/JSON schema, Fanatec and Razer case studies

GRID 2 (EGO engine)​

  • GRID 2 Mod Support - ModList XML and -mod launch option, protected and ignored files, DLC override paths, separate modded save

Why Not?​

  • Miscellaneous Ubisoft References - random facts, infrastructure, ecosystem references
  • Denuvo Analysis - anti-tamper internals + DenuvOwO hypervisor bypass (used by FC6, WD2, WDL)
  • Takedowns - when fan projects get shut down and why (H2M, TLOU2, Turtle WoW, Vice City Nextgen, Nintendo, retro cases)