Every count on this page is computed from the pages themselves: each confidence badge and each field of a byte layout is one claim, counted for the games it applies to. A cell's bar is its claims by confidence; the number is how many there are. Nothing here is kept by hand.
ProvenObservedSourcedInferredUnknown
By game
By engine and system
No pages yet: Mod loading.
| System | GTA V |
|---|
| Overview | 5 |
|---|
| Archives and files | 79◆ |
|---|
| Data model | 72◆ |
|---|
| World and streaming | 62◆ |
|---|
| Geometry | 131◆ |
|---|
| Materials | 43◆ |
|---|
| Shaders | 143◆ |
|---|
| Textures | 51◆ |
|---|
| Lighting and sky | 50◆ |
|---|
| Terrain | 12◆ |
|---|
| Water | 12◆ |
|---|
| Effects and decals | 6◆ |
|---|
| Collision and physics | 72◆ |
|---|
| Animation | 57◆ |
|---|
No pages yet: Vegetation, Gameplay data, Runtime and limits, Mod loading.
| System | skate. |
|---|
| Overview | 5 |
|---|
| Archives and files | 107◆ |
|---|
| Data model | 65◆ |
|---|
| World and streaming | 21 |
|---|
| Geometry | 103◆ |
|---|
| Materials | 63◆ |
|---|
| Shaders | 106◆ |
|---|
| Textures | 38◆ |
|---|
| Lighting and sky | 29 |
|---|
| Terrain | 4 |
|---|
| Vegetation | 6 |
|---|
| Water | 4 |
|---|
| Effects and decals | 42 |
|---|
| Collision and physics | 50 |
|---|
| Animation | 29◆ |
|---|
| Gameplay data | 24 |
|---|
| Runtime and limits | 158 |
|---|
| Mod loading | 122◆ |
|---|
| System | FH6 |
|---|
| Overview | 15 |
|---|
| Archives and files | 101◆ |
|---|
| Data model | 125◆ |
|---|
| World and streaming | 317◆ |
|---|
| Geometry | 143◆ |
|---|
| Materials | 70 |
|---|
| Shaders | 251 |
|---|
| Textures | 61 |
|---|
| Lighting and sky | 37◆ |
|---|
| Terrain | 73 |
|---|
| Water | 19 |
|---|
| Effects and decals | 17 |
|---|
| Gameplay data | 145◆ |
|---|
| Runtime and limits | 28 |
|---|
No pages yet: Vegetation, Collision and physics, Animation, Mod loading.
| System | Sunset |
|---|
| Overview | 13 |
|---|
| Archives and files | 21 |
|---|
| Data model | 30 |
|---|
| World and streaming | 34 |
|---|
| Geometry | 48 |
|---|
| Textures | 36 |
|---|
| Collision and physics | 24 |
|---|
No pages yet: Materials, Shaders, Lighting and sky, Terrain, Vegetation, Water, Effects and decals, Animation, Gameplay data, Runtime and limits, Mod loading.
No pages yet: Vegetation, Water.
| System | STUNTBOOST | Terraria |
|---|
| Overview | 14 | 1 |
|---|
| Archives and files | 29◆ | 6◆ |
|---|
| World and streaming | 26◆ | — |
|---|
| Materials | 14 | — |
|---|
| Shaders | 23◆ | — |
|---|
| Textures | 21◆ | — |
|---|
| Lighting and sky | 15 | — |
|---|
| Effects and decals | 8 | — |
|---|
| Collision and physics | 24◆ | — |
|---|
| Gameplay data | 43◆ | — |
|---|
| Mod loading | 19 | — |
|---|
No pages yet: Data model, Geometry, Terrain, Vegetation, Water, Animation, Runtime and limits.
| System | MECCHA | PBZ |
|---|
| Overview | 6 | 3 |
|---|
| Archives and files | 59 | 25 |
|---|
| Mod loading | 17 | — |
|---|
No pages yet: Data model, World and streaming, Geometry, Materials, Shaders, Textures, Lighting and sky, Terrain, Vegetation, Water, Effects and decals, Collision and physics, Animation, Gameplay data, Runtime and limits.
| System | SA2B |
|---|
| Overview | 13 |
|---|
| Archives and files | 23 |
|---|
| World and streaming | 16 |
|---|
| Geometry | 26 |
|---|
| Textures | 16 |
|---|
| Lighting and sky | 22 |
|---|
No pages yet: Data model, Materials, Shaders, Terrain, Vegetation, Water, Effects and decals, Collision and physics, Animation, Gameplay data, Runtime and limits, Mod loading.
| System | SHRED |
|---|
| Overview | 25 |
|---|
| Archives and files | 71◆ |
|---|
| Data model | 21◆ |
|---|
| World and streaming | 176◆ |
|---|
| Geometry | 181◆ |
|---|
| Materials | 58◆ |
|---|
| Shaders | 86◆ |
|---|
| Textures | 50◆ |
|---|
| Collision and physics | 197◆ |
|---|
No pages yet: Lighting and sky, Terrain, Vegetation, Water, Effects and decals, Animation, Gameplay data, Runtime and limits, Mod loading.
| System | TMNF |
|---|
| Overview | 2 |
|---|
| Data model | 23 |
|---|
| World and streaming | 89 |
|---|
| Geometry | 32 |
|---|
| Materials | 42 |
|---|
| Lighting and sky | 33 |
|---|
| Collision and physics | 17 |
|---|
| Animation | 19 |
|---|
| Gameplay data | 41 |
|---|
No pages yet: Archives and files, Shaders, Textures, Terrain, Vegetation, Water, Effects and decals, Runtime and limits, Mod loading.
| System | MCBE |
|---|
| Overview | 2 |
|---|
| Data model | 104 |
|---|
| Geometry | 25 |
|---|
| Materials | 50 |
|---|
| Textures | 43 |
|---|
| Lighting and sky | 21 |
|---|
| Vegetation | 18 |
|---|
| Effects and decals | 34 |
|---|
| Animation | 19 |
|---|
No pages yet: Archives and files, World and streaming, Shaders, Terrain, Water, Collision and physics, Gameplay data, Runtime and limits, Mod loading.
Byte layouts
How much of each documented structure is understood: bytes whose meaning is proven or observed, of the structure's size (fields of variable size are counted as fields, not bytes).
ProvenObservedSourcedInferredUnknownNot described
Anvil
| Structure | Games | Fields | Bytes | Bytes by confidence | Known |
|---|
| Animation fixed prefix | RR | 11 | 17 | | 24% |
| Animation track block | RR | 5 | 9 | | 56% |
| Animation object (from the byte after the header byte) | SWS | 23 | 7 | | 100% |
| Track block | SWS | 5 | 9 | | 100% |
| Skeleton body | SWS | 13 | 17 | | 76% |
| Bone record | SWS | 10 | 14 | | 100% |
| Data block | RR | 8 | 19 | | 79% |
| PrefetchingFileInfos block | RR | 6 | 15 | | 73% |
| PrefetchingFileInfos records (decoded) | RR | 4 | 4 | | 100% |
| PrefetchingFileInfos record | RR | 4 | 2 | | 100% |
| Version 1 data block | SWS | 8 | 17 | | 76% |
| Breakpoint compressed block | GRB | 7 | 19 | | 0% |
| Forge file header | RR | 5 | 33 | | 64% |
| DataHeader1 | RR | 6 | 44 | | 45% |
| DataHeader2 | RR | 8 | 48 | | 75% |
| Index record | RR | 3 | 20 | | 100% |
| Name record | RR | 9 | 192 | | 77% |
| Version 26 index record | SWS | 3 | 16 | | 100% |
| Version 26 name record | SWS | 10 | 188 | | 79% |
| FILEDATA entry header | SWS | 6 | 440 | | 93% |
| CollisionMaterial body | RR | 105 | 778 | | 26% |
| MeshShape body | RR | 5 | 9 | | 44% |
| Section | RR | 4 | 8 | | 100% |
| Sections in order (payloads) | RR | 10 | variable | | |
| Tree node (11 bytes, ×(F-1), section 0x1EF9) | RR | 4 | 11 | | 100% |
| Tail | RR | 8 | 6 | | 100% |
| MeshShape fields (Shaun White Skateboarding) | SWS | 9 | variable | | |
| SphereShape body | RR | 5 | 35 | | 89% |
| CapsuleShape body | RR | 6 | 51 | | 92% |
| BoxShape body | RR | 5 | 95 | | 99% |
| ReferenceListShape body | RR | 10 | 9 | | 56% |
| RigidBodyComponent body (847 or 855 bytes) | RR | 52 | 827 | | 48% |
| BuildTable typed value | RR | 5 | 12 | | 67% |
| Runtime class descriptor prefix | RR | 5 | 40 | | 60% |
| Runtime field record | RR | 7 | 56 | | 32% |
| AnimatedEntityComponent body | RR | 4 | 8 | | 100% |
| Entity body with null Hierarchy | RR | 21 | 70 | | 100% |
| Component (×n) | RR | 4 | 13 | | 100% |
| EntityGroup body | RR | 6 | variable | | |
| Shaun White Entity body | SWS | 12 | 73 | | 100% |
| BoundingVolume (40 bytes) | RR | 5 | 40 | | 100% |
| Run (43 bytes, after the components) | RR | 28 | 43 | | 88% |
| GIDynResource one-volume prefix | RR | 15 | 118 | | 96% |
| Resource record | RR | 8 | 12 | | 100% |
| Extended file header | RR | 4 | 8 | | 63% |
| Reference | RR | 3 | 10 | | 90% |
| Object directory (first block) | SWS | 2 | 2 | | 100% |
| Object header | SWS | 5 | 12 | | 100% |
| Visual / StaticDecalComponent body | RR | 10 | 27 | | 96% |
| LODSelectorInstance (after its header) | RR | 5 | 4 | | 100% |
| MeshInstanceData (after its header) | RR | 18 | 4 | | 100% |
| Material info (41 bytes, ×a) | RR | 9 | 41 | | 100% |
| ImpostorInstanceData (after its header) | RR | 4 | 4 | | 100% |
| Visual tail (125 bytes) | RR | 22 | 125 | | 81% |
| LODSelector body | SWS | 5 | 100 | | 99% |
| IndexedData (big-endian) | SWS | 5 | 4 | | 100% |
| SWSkateGuidanceSystem component | SWS | 6 | 17 | | 100% |
| Guidance object | SWS | 9 | 78 | | 100% |
| LODDescriptor | RR | 11 | 47 | | 81% |
| Mesh body (Shaun White Skateboarding) | SWS | 16 | 22 | | 100% |
| MeshBone (Shaun White Skateboarding) | SWS | 4 | 76 | | 11% |
| CompiledMesh data | SWS | 16 | 48 | | 92% |
| Range (Shaun White Skateboarding) | SWS | 6 | 24 | | 83% |
| Bone palette (Shaun White Skateboarding) | SWS | 6 | 7 | | 71% |
| SubMesh (Shaun White Skateboarding) | SWS | 28 | 13 | | 69% |
| UVChannel (Shaun White Skateboarding) | SWS | 6 | 13 | | 31% |
| MorphChannel (Shaun White Skateboarding) | SWS | 6 | 12 | | 67% |
| Compiled mesh prefix | RR | 4 | 17 | | 53% |
| Ranged compiled header after the layout class | RR | 9 | 58 | | 71% |
| Ranged range record | RR | 5 | 16 | | 75% |
| PrimitiveDescData record | RR | 5 | 32 | | 100% |
| MeshData declaration and count | RR | 5 | 10 | | 100% |
| Inline object record | RR | 8 | 36 | | 56% |
| Mesh material descriptor | RR | 7 | 28 | | 79% |
| Static vertex, kind 2 | RRSWS | 8 | 24 | | 100% |
| Mesh bone record | RRSWS | 5 | 81 | | 100% |
| SpotLight body, selected fields | RRSWS | 8 | 328 | | 10% |
| Scattering keyframe prefix | RRSWS | 11 | 42 | | 100% |
| Material body prefix | RRSWS | 6 | 127 | | 100% |
| Property header | RRSWS | 5 | 16 | | 75% |
| TextureParameter | RRSWS | 7 | 37 | | 86% |
| Template binding record | RRSWS | 8 | 42 | | 81% |
| SKGenericMaterial body (selected fields) | SWS | 30 | 647 | | 33% |
| Diffuse slot block | SWS | 7 | 33 | | 52% |
| Render state within the Material body | RRSWS | 4 | 85 | | 52% |
| UVTransform property payload | RRSWS | 13 | 47 | | 68% |
| ShaderPermutation record | RR | 7 | 41 | | 39% |
| SDB2 header | SWS | 6 | 24 | | 100% |
| SDB2 source entry | SWS | 5 | 88 | | 100% |
| SDB2 pass header (kinds 4 and 8) | SWS | 12 | 48 | | 67% |
| Compressed shader bundle | SWS | 7 | 20 | | 75% |
| Static deferred decal instance | RR | 12 | 100 | | 76% |
| FloorHeightData body | RR | 5 | 9 | | 44% |
| Floor height block | RR | 3 | 8 | | 100% |
| FloorHeightData trailer | RR | 8 | 51 | | 39% |
| TerrainNodeLayer item | RR | 5 | 25 | | 48% |
| TerrainMaterial, selected established fields | RR | 9 | 202 | | 17% |
| TBF file header | GRB | 7 | 28 | | 0% |
| TextureMap body (Shaun White Skateboarding) | SWS | 24 | 89 | | 97% |
| TextureMap body header | RR | 11 | 51 | | 73% |
| CompiledMip body | RR | 6 | 5 | | 100% |
| GrassPatternElement | RR | 14 | 94 | | 44% |
| Tree structure (at blob offset 0xF4) | SWS | 8 | 48 | | 67% |
| Leaf record | SWS | 5 | 92 | | 65% |
| WaterPatchDesc | RRSWS | 7 | 49 | | 92% |
| DataLayerAction (25 bytes, ×k) | RR | 5 | 25 | | 100% |
| GameStateData tail | RR | 8 | 21 | | 100% |
| GridDescription (embedded, 57 + 2w bytes, xn) | RR | 10 | 24 | | 100% |
| GridPartition body | RR | 5 | 9 | | 100% |
| GridCell (21 bytes, ×c) | RR | 4 | 21 | | 100% |
| GridCellDataBlock body | RR | 5 | 5 | | 100% |
| LODSelector body (head) | RR | 6 | 12 | | 92% |
| Level (48 + 4n bytes, ×5) | RR | 12 | 47 | | 100% |
| LODSelector footer (after the 5th level) | RR | 5 | 4 | | 100% |
| Dependency (9 bytes, ×d) | RR | 2 | 9 | | 100% |
| World body (its start) | RR | 8 | 5 | | 80% |
| TerrainParam footer | RR | 5 | 24 | | 100% |
FromSoftware engine
| Structure | Games | Fields | Bytes | Bytes by confidence | Known |
|---|
| hkQsTransform | SekiroElden Ring | 3 | 48 | | 100% |
| Transform track mask | SekiroElden Ring | 4 | 4 | | 0% |
| Float track, mask 0x12 (a spline) | SekiroElden Ring | 6 | 3 | | 100% |
| TAE event header | SekiroElden Ring | 3 | 24 | | 100% |
| TAE event data record | SekiroElden Ring | 3 | 16 | | 75% |
| TAE header (version 0x1000D) | SekiroElden Ring | 29 | 208 | | 41% |
| BHD5 header | SekiroElden Ring | 10 | 28 | | 96% |
| Bucket | SekiroElden Ring | 2 | 8 | | 100% |
| File record (Sekiro) | Sekiro | 6 | 40 | | 100% |
| File record (Elden Ring) | Elden Ring | 6 | 40 | | 100% |
| Range | SekiroElden Ring | 2 | 16 | | 100% |
| Key table | SekiroElden Ring | 3 | 20 | | 100% |
| Hash table | SekiroElden Ring | 3 | 36 | | 11% |
| BND4 header | SekiroElden Ring | 16 | 64 | | 64% |
| Member record | SekiroElden Ring | 9 | 16 | | 69% |
| BND4 name hash table | SekiroElden Ring | 5 | 16 | | 75% |
| BDF4 payload header | SekiroElden Ring | 9 | 48 | | 92% |
| DCX header | SekiroElden Ring | 21 | 76 | | 55% |
| Oodle block header | SekiroElden Ring | 2 | 2 | | 0% |
| hclCollidable (version 4) | Elden Ring | 11 | 160 | | 80% |
| Havok section header | SekiroElden Ring | 2 | 8 | | 100% |
| Section tree node (Codec3Axis4, Aabb4BytesCodec) | SekiroElden Ring | 2 | 4 | | 100% |
| Mesh tree node (Codec3Axis5, Aabb5BytesCodec) | SekiroElden Ring | 3 | 5 | | 100% |
| Simd tree node (hkcdSimdTree::Node; 112 bytes in Sekiro, which has no flags) | SekiroElden Ring | 9 | 128 | | 89% |
| FMG header and group table (version 2) | SekiroElden Ring | 12 | 40 | | 83% |
| FMG group (version 2) | SekiroElden Ring | 4 | 16 | | 100% |
| ITEM record | SekiroElden Ring | 4 | 12 | | 100% |
| PARAM header (the 0x85 form of both games) | SekiroElden Ring | 14 | 64 | | 91% |
| PARAM row index entry (the 0x85 form) | SekiroElden Ring | 4 | 24 | | 100% |
| BULLET_PARAM_ST row (revision 4), the flight, effect and child fields | Elden Ring | 27 | 272 | | 0% |
| WORLD_MAP_LEGACY_CONV_PARAM_ST row (data version 2) | Elden Ring | 14 | 48 | | 98% |
| FXR header | SekiroElden Ring | 23 | 144 | | 89% |
| FXR node | SekiroElden Ring | 10 | 48 | | 100% |
| FXR config | SekiroElden Ring | 6 | 32 | | 100% |
| FXR action | SekiroElden Ring | 14 | 64 | | 91% |
| FXR condition | SekiroElden Ring | 13 | 96 | | 100% |
| FXR property | SekiroElden Ring | 8 | 40 | | 100% |
| FXR modifier | SekiroElden Ring | 7 | 32 | | 81% |
| MaterialExParam version 4 row | Elden Ring | 4 | 96 | | 88% |
| Examined TAE 198 parameter payload | Elden Ring | 3 | 64 | | 6% |
| EDGE header | Sekiro | 4 | 16 | | 75% |
| EDGE record | Sekiro | 11 | 64 | | 78% |
| EMEVD header (Sekiro) | Sekiro | 12 | 144 | | 86% |
| EMEVD header (Elden Ring) | Elden Ring | 12 | 144 | | 86% |
| EMEVD event record (Sekiro) | Sekiro | 7 | 48 | | 92% |
| EMEVD event record (Elden Ring) | Elden Ring | 7 | 48 | | 92% |
| EMEVD instruction (Sekiro) | Sekiro | 5 | 32 | | 100% |
| EMEVD instruction (Elden Ring) | Elden Ring | 5 | 32 | | 100% |
| EMEVD parameter substitution (Sekiro) | Sekiro | 5 | 32 | | 88% |
| EMEVD parameter substitution (Elden Ring) | Elden Ring | 5 | 32 | | 88% |
| EMEVD instruction layer (Sekiro) | Sekiro | 5 | 32 | | 0% |
| EMEVD instruction layer (Elden Ring) | Elden Ring | 5 | 32 | | 0% |
| hkaiNavMesh::Face | SekiroElden Ring | 6 | 16 | | 100% |
| hkaiNavMesh::Edge | SekiroElden Ring | 7 | 20 | | 95% |
| hkaiDirectedGraphExplicitCost::Node | Sekiro | 2 | 8 | | 100% |
| hkaiDirectedGraphExplicitCost::Edge | Sekiro | 3 | 8 | | 100% |
| hkcdCompressedAabbCodecs::Aabb6BytesCodec | Elden Ring | 3 | 6 | | 100% |
| FLVER2 PC header | SekiroElden Ring | 27 | 128 | | 92% |
| Mesh | SekiroElden Ring | 12 | 48 | | 100% |
| Vertex buffer | SekiroElden Ring | 7 | 32 | | 100% |
| Face set | SekiroElden Ring | 10 | 32 | | 94% |
| FLVER2 node | SekiroElden Ring | 12 | 128 | | 97% |
| FLVER2 skeleton-set descriptor | SekiroElden Ring | 5 | 32 | | 63% |
| FLVER2 skeleton mapping entry | SekiroElden Ring | 6 | 16 | | 25% |
| FLVER2 dummy | SekiroElden Ring | 12 | 64 | | 19% |
| Buffer layout | SekiroElden Ring | 3 | 16 | | 100% |
| Layout member | SekiroElden Ring | 5 | 20 | | 80% |
| BTL header (Sekiro) | Sekiro | 7 | 60 | | 93% |
| BTL header (Elden Ring) | Elden Ring | 7 | 60 | | 93% |
| BTL light (Sekiro) | Sekiro | 16 | 232 | | 16% |
| BTL light (Elden Ring) | Elden Ring | 16 | 232 | | 25% |
| Tile lookup record (g_LightLookupBuffer, t60) | Sekiro | 5 | 12 | | 100% |
| Tile index entry (g_LightIndices, t59) | Sekiro | 2 | 4 | | 100% |
| WeatherAssetCreateParam row (WEATHER_ASSET_CREATE_PARAM_ST) | Elden Ring | 18 | 64 | | 20% |
| GPARAM version 5 header | SekiroElden Ring | 20 | 84 | | 11% |
| GPARAM group record | SekiroElden Ring | 3 | 8 | | 0% |
| GPARAM version 5 field record | SekiroElden Ring | 6 | 12 | | 0% |
| Version 5 value-ID entry | SekiroElden Ring | 2 | 8 | | 0% |
| GPARAM version 5 extra record | SekiroElden Ring | 6 | 16 | | 88% |
| PointLight (g_LightBuffer, t19 of the organize program, t61 of the tiled pass) | SekiroElden Ring | 15 | 208 | | 96% |
| SpotLight (g_SpotLightBuffer, t20 of the organize program, t62 of the tiled pass) | SekiroElden Ring | 14 | 192 | | 96% |
| FLVER2 material | SekiroElden Ring | 8 | 32 | | 88% |
| FLVER2 texture binding | SekiroElden Ring | 7 | 32 | | 56% |
| GX item header | SekiroElden Ring | 3 | 12 | | 67% |
| GXMD item prefix | SekiroElden Ring | 2 | 8 | | 0% |
| MATBIN header | Elden Ring | 8 | 56 | | 93% |
| MATBIN parameter | Elden Ring | 5 | 40 | | 90% |
| MATBIN sampler | Elden Ring | 5 | 48 | | 92% |
| METAPARAM version 6 header | SekiroElden Ring | 21 | 152 | | 74% |
| METAPARAM texture | SekiroElden Ring | 10 | 48 | | 79% |
| METAPARAM pass descriptor | SekiroElden Ring | 3 | 40 | | 100% |
| METAPARAM render pass | SekiroElden Ring | 6 | 24 | | 33% |
| METAPARAM CAParam | SekiroElden Ring | 9 | 96 | | 79% |
| METAPARAM MtdParam | SekiroElden Ring | 11 | 80 | | 95% |
| MTD block prefix | SekiroElden Ring | 6 | 20 | | 100% |
| PC TPF header | Sekiro | 7 | 16 | | 88% |
| PC TPF header | Elden Ring | 7 | 16 | | 88% |
| PC TPF texture descriptor prefix | Sekiro | 8 | 20 | | 90% |
| PC TPF texture descriptor prefix | Elden Ring | 8 | 20 | | 90% |
| Optional TPF metadata | Sekiro | 3 | 8 | | 50% |
| Optional TPF metadata | Elden Ring | 3 | 8 | | 50% |
| Grass mesh header | SekiroElden Ring | 10 | 40 | | 100% |
| Grass volume | SekiroElden Ring | 5 | 20 | | 100% |
| Grass vertex | SekiroElden Ring | 2 | 36 | | 33% |
| Grass face | SekiroElden Ring | 2 | 24 | | 100% |
| GrassTypeParam resource fields | Elden Ring | 8 | 276 | | 0% |
| MapOffset event type data | Sekiro | 2 | 16 | | 100% |
| Section header and pointer table (Sekiro) | Sekiro | 5 | 16 | | 100% |
| Section header and pointer table (Elden Ring) | Elden Ring | 5 | 16 | | 100% |
| MSBS part header — selected fields | Sekiro | 11 | 160 | | 53% |
| MSBE part header — selected fields | Elden Ring | 11 | 192 | | 44% |
| Region record header — selected common fields | SekiroElden Ring | 11 | 104 | | 15% |
| Event record header — selected common fields | SekiroElden Ring | 7 | 48 | | 33% |
| Region and event extra block | Elden Ring | 5 | 32 | | 63% |
| SFX region type data | SekiroElden Ring | 5 | 24 | | 67% |
| Part draw block (payload slot +80) | SekiroElden Ring | 8 | 200 | | 0% |
| Part second display block (payload slot +88) | SekiroElden Ring | 4 | 72 | | 44% |
| Elden Ring part visibility-related structure | Elden Ring | 7 | 392 | | 0% |
Open questions
- Archives and compression: Which replacement rules are runtime-established?
- Collision: Which surface does a contact actually use?
- Direct3D shader containers (DXBC and DXIL): Where do the 984 other skate. containers come from?
- Shader Model 6 parts and DXIL modules: Does every Direct3D 12 driver round toward zero?
- G-buffers: What do the remaining outputs mean?
- Levels of detail: What selects or suppresses the stored alternatives?
- Material models: What completes a material whose bindings are absent?
- Name hashing: How are the remaining numeric identities generated?
- World partitioning: When does each partition become active?
- Anvil engine: Which exact engine revision does Riders Republic use?
- Animation clips and tracks: How does the engine interpolate and select tracks?
- Skeletons and bone identity: How do all skeleton modifiers and pose records execute?
- Compressed data blocks: Does Breakpoint reject every raw chunk?
- Forge archives: What do the unnamed container fields control?
- Havok tree payloads: Where is the referenced type compendium?
- CollisionMaterial and surfaces: What do the remaining hashed flags control?
- MeshShape collision: What explains the exceptional shared ids?
- MeshShape collision: Can the player reach the Visual-only ground?
- Primitive and compound shapes: What does the compound shape's vec4 array mean?
- RigidBody and collision blockers: What are unusual DrivingMode values?
- BuildTables: What does each property path do at runtime?
- Runtime class registry: Which serializers depart from registry order?
- Component body grammars: Which fixed-length rules generalize beyond their samples?
- Entities and groups: What do opaque and nested components contribute?
- Entities and groups: Which components remain without a layout?
- Entity flags and bounds: What are the unnamed Entity fields?
- GIDynResource storage: What do the encoded sample and visibility values mean?
- Resource headers and references: What does the reference mode select?
- Resource type inventory 1: Which remaining names are genuine engine classes?
- Resource type inventory 2: Which remaining names are genuine engine classes?
- Visuals and mesh instances: How do all shader-constant views affect rendering?
- Effect entities and sequencing: How is every wildlife feedback chain connected?
- SplashFX particles: What is the complete particle simulation algorithm?
- Gameplay database resources: What are the gameplay field semantics?
- Scripts, crowds and gameplay context: What are complete script and condition semantics?
- Mesh LOD levels: How do intra-mesh ranges and selector descriptors interact?
- Mesh and MeshData: What do the SubMesh's unknown runs and words hold?
- Mesh and MeshData: What do the remaining compiled fields control?
- Packed vertex formats: Which spherical vector reaches each pixel path?
- Global illumination and environment data: How does stored visibility become irradiance?
- Lights and emissive fixtures: What are the punctual lights' physical units?
- Sky, atmosphere and time of day: How are sky tables and controllers evaluated together?
- Material and TextureSet: What is the exact runtime texture fallback order?
- Material render state: How do all flag combinations affect draw scheduling?
- Material render state: Does any code outside the shader passes read the shadow cull value?
- Specialized surface families: What supplies the missing per-vertex and runtime values?
- Surface formulas and texture roles: Which runtime values complete the material response?
- Material UV transforms: How are nonuniform scale, rotation and time combined?
- Patch forges and resource identity: Does Riders Republic expose the same mod-loading route?
- Archive mounting and resolution: Which lookup path resolves each runtime reference?
- Start-up and the first frame: Does anything read the SSE status flags?
- Start-up and the first frame: What calls the frame function?
- Shader containers and permutations: Which draw selects each cached variant?
- G-buffer shading classes: What does the fragment-recording pass feed?
- SDB2 shader bundles: How do lighting, fog and tone mapping combine with the base colour?
- Terrain deferred decals: How are all terrain decal permutations scheduled?
- Terrain height and node storage: Which unresolved floor and terrain fields have runtime meaning?
- Terrain materials and splatting: Which constants and thresholds complete terrain rendering?
- TBF terrain files: Which fields are rendering parameters?
- Texture format codes: What is format 15?
- Texture format codes: What is the orientation of the stored normal maps?
- TextureMap and CompiledMip: Which image-less and layered profiles exist beyond these samples?
- Grass library and terrain selection: How do density and seed produce plants?
- Trees, bushes and rock clutter: What drives the complete vegetation animation and far transition?
- RealTree meshes: How is the far crown generated?
- Water surfaces, rivers and lakes: What produces the complete animated water response?
- DataLayers and world state: Which layers are active in each mode and save state?
- LongRange and FarFake cells: When do FarFake spans draw or disappear?
- World grids and cell listings: Why do 34 sampled bounds miss their cells?
- LODSelector: How are distance fields converted into instance fade bands?
- Placement and instancing: Does owner Scale affect instances?
- World resource and managers: How is SpaceWorldComponent serialized?
- Bedrock Engine (Minecraft): What do the current renderer's compiled materials hold?
- First-person player: Is the first-person pose really drawn turned about the view's vertical?
- Attachables: Can an attachable read an undeclared holder variable, or write one?
- Engine variables: What do bob_animation, short_arm_offset_* and first_person_item_rotation_factor hold?
- Item queries: What does query.cooldown_time_remaining count for an attack cooldown?
- Render controllers: Which orb frame does a texture frame index above 1 pick?
- Geyser particles: What does the engine set plume_height and active_time to?
- Particle block tests: Does a block list still match a removed name through an alias?
- Particles drawn from a block or item picture: What counts, radii and speeds does the engine hand block_destruct for each use?
- Spell particles: How often does the engine start mobspell_lingering, and with what multiplier and lifetime?
- Entity geometry: Does the game's own install lack these bind poses too?
- Fog and water surface: What opacity does a client biome without surface_opacity get?
- Fog and water surface: Which wins when biomes_client.json and a client biome both set a biome?
- Entity materials: Do the current renderer's materials keep these rules?
- Particle materials: Does the current renderer's particle shader keep this order?
- Environment textures: Do the current renderer's end portal planes read the table the same way?
- Item icons: Which variation does an item drawn with a tile of weighted variations show?
- Terrain tiles: Which value of the hopper's toggle_bit does the game set while it is powered?
- Terrain tiles: Is a flipbook's texture drawn in place of its tile's own?
- Colour maps: Does a pack's client biome replace the vanilla file whole, or merge component by component?
- ForzaTech: What is in the other encrypted settings archives?
- PGZP minizip archives: What do the ChunkAssign, Duplication, TransHints and Compensation files contain?
- PGZP minizip archives: What do the ids of the ChunkMap records number?
- Asset manifests (AssetManifest.xml): What do the Ribbon and IsLone attributes of an Instance select?
- Decals and road markings: Is there a constant 12 mm decal lift?
- Decals and road markings: How do decals composite into the G-buffer?
- Wheels and tyres: How does the game turn a tyre and rim size into the morph weights?
- Cars and the .carbin scene: What are the flags 5, 39, 47, 13, 55, 1, 7, 23 on a car instance?
- Liveries and vinyl designs: What do the unconfirmed livery fields mean?
- Saves, tunes and the thumbnail cache: What are the 46 tuning values of a saved tune?
- Models (.modelbin): What is the unknown dword of each blob record?
- Time-of-day presets and light units: Where is applied?
- Time-of-day presets and light units: Is undone anywhere?
- Time-of-day presets and light units: What does the 0 to 1 curve parameter mean?
- Car materials and shaders: What do the run-time quality switches and light groups hold?
- Spline deform: Which x range does the game bind for each SplineDeform template?
- Spline deform: How are the "no curve" sentinel instances drawn?
- Other world shader families: What does the decal buffer resolve do?
- Near-field ground (megatexture): What are the near-field ring sizes and per-ring switches?
- Near-field ground (megatexture): What is the layout of the megatexture normal files and the 2-bit height record?
- Swatch textures (.pb and .swatchbin): What does the second colour profile field mean?
- Water: What register holds UnderwaterPorosity and which ocean pixel shader runs per family?
- Game objects (GameObjs.xml): What refers to a game object?
- Particle instances (.particlebin): How does the game use a particle instance?
- Placement files (.pgeo): Which gameplay tags does the game switch on in free roam by default?
- Template libraries (.plib): What do the UV, scale and density entries and the tailors mean?
- Template libraries (.plib): What do the lists that are empty in every file hold?
- Template libraries (.plib): What do the draw behaviour mode, flags and slot kinds mean?
- Hand-placed instances (.pvs): What are the index tables, fixed block, dependency blocks and tail words of the .pvs?
- Behaviour graphs: What sets a selector's index and the graph's variables?
- Havok clips and skeletons: How does the engine transfer every animation to the model hierarchy?
- Spline-compressed animation: What pads between two float tracks?
- Spline-compressed animation: What does the game do when a rotation spline blends a NaN control point?
- Spline-compressed animation: What happens outside a clip's stated time range?
- TAE time-action events: What happens exactly at interval ends and overlapping events?
- BHD5 and BDT archives: Which pair does the game read a hash from when two pairs list it?
- BHD5 and BDT archives: What is the byte at offset 5 of the index header?
- BND4 and split binders: What do the unknown binder booleans control?
- DCX envelopes: Is a stream that ends in a whole-match quantum length-free too?
- Havok cloth data: Where is the spear's collidable origin?
- Constraint data and ragdoll atoms: Does the game ever simulate the joint with NaN frames?
- Havok containers and compressed meshes: Why does the bake order the pair the other way?
- Havok containers and compressed meshes: Why else does the stock tool leave a source row out?
- Havok containers and compressed meshes: Which pair does the stock tool take among copies of one triangle?
- Havok containers and compressed meshes: What does the third word of a point-set record mean?
- Havok containers and compressed meshes: What stops the character when the asset's mesh is gone?
- Collision materials and object bodies: How are unkeyed fsnp rows positioned?
- Collision materials and object bodies: What do motion-type values mean at runtime?
- Character parts, forms and display masks: What if one mesh contains several display marks?
- Character parts, forms and display masks: Where does a weapon hang when no model has its dummy?
- Character parts, forms and display masks: How are ambiguous part spellings and combinations resolved?
- Character parts, forms and display masks: Which part letter does select in Elden Ring?
- FMG message files: What do the IDs without strings mean?
- PARAM tables and regulation: Which fields moved between regulations beyond the checked ones?
- PARAM tables and regulation: What is the 16-bit value at offset 6?
- PARAM tables and regulation: How does the game pick a BehaviorParam_PC row?
- What starts an effect: What starts the effects no record names?
- FXR effect files: What are the second and third id lists of the header?
- FXR effect files: Which ModelSfxParam row does a Sekiro object use?
- FXR effect files: Which way does an effect's spot light shine?
- FXR effect files: What do the action's flag bytes and unknown word mean?
- FXR typed actions: What do the unnamed types and words do?
- FXR typed actions: Are the Hermite angles read right?
- FXR typed actions: What does the game do with a parameter a shorter layout lacks?
- FXR typed actions: What are the external values?
- FXR typed actions: What is a model particle's direction of travel?
- FXR typed actions: Does a RichModel always draw as its material states?
- FXR typed actions: Why does one game hold a random delta and the other a random range?
- MaterialEx action data: How does a material action apply and transition?
- Particle appearances in the executable: Which expressions fill the second colour, the texture coordinates and the constant buffers?
- EDGE traversal data: What are the point and variation conventions for every traversal kind?
- EMEVD scripts and world state: Which other events determine world presence?
- Navigation meshes: Which navmesh data do the files hold?
- Navigation meshes: What are the bits of an edge's and of the face and edge data words?
- FLVER2 models: What sets the view factor of the mesh-level distance, and which instances of a draw does it apply to?
- FLVER2 models: What is inside the refused Sekiro archive entry?
- FLVER nodes and skinning: Does the written buffer of a pair stay the newer one in the next frame?
- FLVER nodes and skinning: How are invalid rigid bone references handled by the game?
- FLVER vertex formats: Does every declared member type have a consumer-verified meaning?
- BTL light banks: How do bank powers map to physical light units?
- BTL light banks: What is the version-15 BTL layout?
- The rendered frame: Which part groups hold which domes?
- The rendered frame: What chooses Elden Ring's environment states and the blend?
- The rendered frame: How does the game place a far tile's environment groups?
- The rendered frame: Do Elden Ring's other sky assets follow the camera?
- Graphics parameters and environment selection: How do the two light sets reach the pixels?
- Graphics parameters and environment selection: Which environment is active?
- Graphics parameters and environment selection: What selects local FogVolume sets?
- Light records: Does the cull sphere take the vertical half-angle or the narrower one?
- Light records: Does the game shadow every listed light whose bank casts shadows?
- Light records: What does the byte at bank record 0xC0 do?
- Light records: Where does a second shadowed light go in the atlas?
- Exposure, tone curve and colour grading: Does the brightness setting replace the default gamma?
- Exposure, tone curve and colour grading: Which strips do the other look-up IDs name?
- Material constant binding and UV tiling: What amount does a character carry at run time?
- Material constant binding and UV tiling: Which runtime inputs account for unmatched tiling and eye words?
- Character detail blending: Which other families share this equation?
- FLVER material bindings: Which families take a file dummy and which an engine texture?
- FLVER material bindings: What do all GX payloads and trailing texture floats mean?
- Layered surface shaders: Is the instance palette white everywhere?
- Layered surface shaders: Which equations generalize across permutations?
- MATBIN material definitions: What do the MATBIN keys identify?
- MTD material definitions: Which consumers rely on overstated block lengths?
- MTD material definitions: Does the game read the alignment bytes?
- Texture scroll and alpha fades: Which GX values generate each scroll constant?
- Characters and bullets at runtime: What stops the shard's two spinning tracers before the bullet ends?
- Runtime render state: Which runtime overrides replace authored defaults?
- Shader bundles and permutations: What selects every runtime permutation and render state?
- Effect shader programs: Can an effect file's blend mode change a distortion's blend?
- Effect shader programs: How does the engine set the strength and the stir from the file?
- Effect shader programs: How does the engine fill these interfaces?
- G-buffer surface encoding: What chooses an instance's light set?
- G-buffer surface encoding: What do the subsurface-scattering lanes hold where skin is drawn?
- Texture and sampler pairing: What do the anisotropic registers bind in Elden Ring, and who reads them?
- Vertex transforms and camera space: Which transform forms remain unclassified?
- Ground surface materials: Is there a separate terrain geometry representation?
- TPF texture packages: What do the package flags 3 and the texture flags 0x80 mean?
- TPF texture packages: What decides the form of the shared packages that ignore the instance?
- Grass definitions and pivots: Which GrassTypeParam row does each of the six densities drive?
- Grass definitions and pivots: How are individual grass blades placed and animated?
- SpeedTree geometry and instances: How does the full wind state evolve?
- Water collision and region data: How do water regions, collision and the rendered surface join?
- Water surfaces: What does the water simulation draw?
- Water surfaces: Do the other water families follow the lake's model?
- Map areas and parent tiles: How does the game choose the level a small tile is drawn at?
- Map areas and parent tiles: When does each tile become resident or visible?
- Coordinate frames and map offsets: Do all auxiliary map files share collision's local frame?
- MSB map layouts: How do all region and event types behave?
- Visibility and shadow controls: What is the exact visibility predicate?
- Visibility and shadow controls: Which of the three arrays makes a moved part drawn?
- Render skeletons, animation rigs and ECLP: How does the game interpolate between stored keys?
- CAS compression blocks: Which dictionary and flag variants does the engine accept?
- Data folders and superbundle TOCs: What does the envelope's 256-byte block cover?
- Collision, physics pools and grinds: What do the dynamic-prop tables and the unknown part words hold?
- EBX documents and reflection: How complete is reflection for every installed document?
- Decals, vertex opacity and overlay order: Do millimetre lifts give overlays a stable order?
- Quick Drop items: Which item fields does the game check when it registers an added object?
- Skater camera: What sets the camera's pitch and yaw after spawn?
- Skater camera: What in play switches the framing height?
- Lighting, GI and time of day: What emission strength remains visually stable across ToDs?
- ShaderBlockDepots and material parameters: What are the other 48 bits of a parameter key, and the block hashes?
- Costume packages and registration: Which native-costume compiler routes work across Studio versions?
- ReSkate Studio compilation: Does collision misbehave for a map at the world origin?
- ReSkate Studio compilation: Does compile-map lift decal layers for map.json input?
- Known crash signatures and causes: Does the final 2.1.0 runtime eliminate the vertex-blend preparation fault?
- Runtime type registry: Is anything stored in the runtime object between +0x28 and +0x6f after start-up?
- Runtime type registry: Which function produces the 32-bit name key?
- Binding sets and input layouts: What explains the register exceptions and the remaining render-state bytes?
- Measured program behaviour: What are the semantic roles of the paired G-buffer channels and second hat block?
- Shader lookup tables and compiled programs: What supplies each selector option?
- Terrain and layer graphs: How are the terrain graph and virtual-texture pages encoded?
- Texture resources and mip chunks: Which cube face corresponds to each stored image?
- Foliage instances and LOD tiers: What does the foliage domain need that the black meshes lack?
- Foliage instances and LOD tiers: How does stock wind deformation depend on material and vertex data?
- Ocean and canal surfaces: What does the stock water shader compute?
- GameBox (Nadeo): What else does a map file hold?
- MediaTracker triangles and key functions: What do the pick fields and interpolation values mean?
- Collision surfaces: What are the triangle's two bytes and the octree's cells?
- Nodes, references and collector idents: What is the pack cipher?
- Ghosts: What does the Competition Patch chunk hold?
- Solids, trees and visuals: How are tangents packed?
- Lights, decorations and moods: What does the day time mean, and where is the sun?
- Lights, decorations and moods: What do the light flags 121 and 105 mean?
- Materials, shaders and bitmaps: Which way does a normal map's green point?
- Map blocks and block models: What do the block-info fields 4, 5 and 11 to 13 mean?
- Insomniac engine: What do the later Insomniac generations change?
- The toc and the archives: What are the install bucket and chunkmap numbers of an archive?
- Havok collision (zone_physics): How is an hknpCompressedMeshShape laid out in Havok 2013.2.0-r1?
- Havok collision (zone_physics): Do the shapes carry per-triangle surface ids?
- Assets and the DAT1 container: Is the type magic an asset type or a build version?
- Models (.model): What is the handedness of Sunset Overdrive's world?
- Models (.model): What do the unexplained bits of the quantisation word, the vertex w and the 8-byte UV variant mean?
- Textures (.texture): What is the slice order of array textures with mips, and the cube face order?
- Textures (.texture): What do the planes byte and the header fields at 24, 30 and 34 mean?
- Zones and hex tiles: What are the kind 1, 2, 4 and 6 records, the kind-0 extra block and the traversal sections?
- XNB containers: The fork's reader versions
- Node names and gameplay objects: The classes with no stated meaning
- Baked lighting and the level shader: Why the atlas looks darker than the game
- Custom maps: Whether the game accepts a custom map's collision as it does a shipped level's
- SEGA Ninja (SA2): Does the Dreamcast, PC or Steam release store its stages the same way?
- The GameCube disc and its files: What do the event files hold?
- Stage modules (REL and PRS): How does the game's own loader walk a module?
- Landtables, COL entries and models: How does the engine's lighting channel use the light slots and ambient source?
- Landtables, COL entries and models: What are sky and background models and animated landtable entries?
- Light and fog files: Which light slot lights a landtable and which fog variant applies?
- GVM textures and how a landtable binds them: How does the game bind a texlist to the loaded textures?
- Object placement (SET files) and start positions: What do the per-object rotation and parameter fields mean?
- Clip dictionaries and animation channels: How do tags, properties and unnamed tracks affect playback?
- Enhanced archive corpus: How large is the city under a reproducible native selection?
- Mounts, DLC packs and overlays: Does every mount edge case follow the reconstructed precedence?
- RPF7 archives: Which ciphers occur in other builds?
- Bounds and collision: How are every bound flag and acceleration structure interpreted?
- META, XML and identifier hashes: What do the unnamed META header and field bytes control?
- Deferred decals and shader-built geometry: How is every generated geometry family parameterized?
- Enhanced drawables and fragments: What do the remaining render masks and packed declaration bits mean?
- Skeletons, skinning and ped components: Are bone-palette entries bone tags or bone indices?
- Skeletons, skinning and ped components: How do gameplay selections resolve all ped variation constraints?
- Light records and attenuation: How do authored light values become shader constants?
- Enhanced material parameters: What do the remaining shader-record bytes and other-reference kinds control?
- Engine shader inputs: How does the CPU populate each global?
- SGD2 shader databases: What do the program tags and retained state-table bytes mean?
- Enhanced texture dictionaries: Is dimension 2 a volume or a cube?
- Enhanced texture dictionaries: Which unresolved textures have additional ownership rules?
- Water quad data: How do all quad flags and corner values affect the final surface?
- World LOD, content flags and priority: What selects optional-low entities?
- World LOD, content flags and priority: What do stored content flags imply beyond their calculated descriptions?
- Maps and archetypes: What is the complete startup IPL and interior-entity-set state?
- Robomodo RME: What is RME's own version, and where does it come from?
- CSTR compressed streams: Why are some blocks stored?
- PAK archives: What does the offset of a section marker mean?
- PAK archives: Which names occur twice in one section?
- Havok 7.1 collision packfiles: What do the flag bits of a triangle mean?
- Havok 7.1 collision packfiles: What does a mesh's count at +0xE0 leave out?
- Havok 7.1 collision packfiles: Where are the rails?
- MAIN.DB and the other databases: Which tables does the engine read, and when?
- Model libraries (MLP, MMP, MGP): What are the unknown words of the metadata and the submesh?
- Skinned streams and skeletons: How does the skeleton pose a bind-space vertex?
- Vertex formats and UV selection: What do the shader inputs call these attributes?
- Material banks (MBP and MDP): How does the engine choose between the banks?
- Material banks (MBP and MDP): What do the state words mean?
- Shader programs: What do the flag in word 3 bit 31 and the three 3-bit fields of word 2 mean?
- Shader programs: What do the 210 unmatched ranges draw?
- Shader programs: What space is the fog's height band in?
- Shader programs: What does the ninth fog argument do?
- Textures (THP and TXP): What do the unknown header words do?
- Levels and layer PAKs: What decides which quartets of an opened PAK are drawn?
- Levels and layer PAKs: Which scripts join a map id to its layers?
- Lights: What do the light parameters and kinds mean?
- Spot cameras, locators and occluders: What are these objects used for?
- SCP scene tables: What are the remaining header tables and section types?
- Splines: Are the class-0 splines the grind rails?
- Spot chunks and spawns: Which axis of a Teleport chunk is the facing?
- Spot chunks and spawns: What are the twelve unnamed classes?
- Avatars, Animators and controllers: The other 2D blend kinds
- Animation clips: What does a curve index past the count address?
- Humanoid muscles: The remainder of the body rotation
- SerializedFile containers: Containers 18 to 20, and older or newer than 17 to 22
- UnityFS bundles: Why PEAK changed from one data bundle to loose files plus level bundles
- UnityFS bundles: Which shader AssetStudio cannot parse
- Script fields of MonoBehaviours: Script field layouts of the other games
- Type trees: Do the layouts hold on other minor versions
- Big Walk's world, puzzle and prop systems: Which of these systems the shipping build still has
- Sledding Game scene scripts and traps: Lighting inside the lodge
- Meshes: Skin weights of compressed meshes
- Loading code into Unity games (BepInEx and Doorstop): Loading a Sledding Game plugin
- Scripting backends: Mono and IL2CPP: A complete field recovery for IL2CPP scripts
- Terrain: The terrain shader
- Texture2D: Nibble order of RGBA4444
- Texture2D: When does Unity map fewer tiles than a texture has?
- Unreal Engine: Asset formats
- IoStore containers (.utoc and .ucas) and pak files: What the pak holds
- IoStore containers (.utoc and .ucas) and pak files: What the encrypted containers hold
- Custom maps for MECCHA CHAMELEON: The spawn height
- Forza Horizon 6: Which build of the game do the observations come from?
- Ghost Recon Breakpoint: Which behaviors are independently verified for this game?
- Grand Theft Auto V Enhanced: Was every census taken on executable 1.0.1158.16?
- Phantom Blade Zero: The packages
- Riders Republic: What are the exact engine revision and offline-mode requirements?
- Sonic Adventure 2: Battle (GameCube): How does the engine set up GX lighting and environment maps in a stage?
- Shaun White Skateboarding: Which public engine revision is this?
- Tony Hawk: SHRED: What are the levels called in the game?
- Sunset Overdrive: Which build do the observations come from?
- Running the engine's own code: Why does WARP's acceleration-structure build sometimes write 0.0 for one vertex coordinate?