using System; using System.Collections.Generic; using System.ComponentModel.Composition; using System.Text; namespace GameRes.Formats.MAGES { [Export(typeof(ArchiveFormat))] public class ARC20Opener : ArchiveFormat { public override string Tag { get { return "ARC/Princess Soft ARC20"; } } public override string Description { get { return "Princess Soft PS2 resource archive"; } } public override uint Signature { get { return 0x20435241; } } // 'ARC\x20' public override bool IsHierarchic { get { return false; } } public override bool CanWrite { get { return false; } } public override ArcFile TryOpen(ArcView file) { int count = file.View.ReadInt32(4); if (!IsSaneCount(count)) return null; uint filename_end = file.View.ReadUInt32(8); var dir = new List(count); uint index_offset; for (int i = 0; i < count; ++i) { index_offset = file.View.ReadUInt32(16 * i + 16); byte c; List namebyte = new List(); while (true) { c = file.View.ReadByte((long)index_offset); if (c == 0 | index_offset > filename_end) break; namebyte.Add(c); index_offset++; } var sjis = System.Text.Encoding.GetEncoding("Shift-JIS"); var name = sjis.GetString(namebyte.ToArray()); var entry = Create(name); entry.Offset = file.View.ReadUInt32(16 * i + 16 + 4) * 2048; entry.Size = file.View.ReadUInt32(16 * i + 16 + 8); if (!entry.CheckPlacement(file.MaxOffset)) return null; dir.Add(entry); } return new ArcFile(file, this, dir); } } }