Elden Ring
Elden Ring is FromSoftware’s 2022 action RPG in the FromSoftware engine lineage. Sourced · Smithbox File observations use regulation 11730034; the recorded runtime capture identifies App 1.17.2 and calibrations 1.17.3. These identify the observed data and runtime separately. Observed
Data in the install
Section titled “Data in the install”The game uses Data0 through Data3, an optional DLC archive pair, and sound pairs sd/sd and sd/sd_dlc02.
Their path hashes are 64-bit base-133 hashes. See BHD5/BDT. Proven
| Path | Contents | Confidence |
|---|---|---|
regulation.bin, beside the executable |
Encrypted gameplay-parameter binder | Observed |
map/mapstudio/*.msb.dcx, inside archives |
MSBE layouts | Observed |
map/<map>/, inside archives |
Map resources and collision | Observed |
asset/aeg/, inside archives |
Placed asset geometry and separate collision binders | Observed |
chr/, inside archives |
Character models and divided animation sets | Observed |
parts/, inside archives |
Equipment models and common body textures | Observed |
param/drawparam/, inside archives |
GPARAM graphics and weather-related files | Observed |
event/, inside archives |
EMEVD event scripts | Observed |
Differences from Sekiro
Section titled “Differences from Sekiro”MSBE has assets in place of Sekiro’s object part kind and no MapOffset event.
Observed Open-world areas m60 and m61 use nested tiles beginning at
256 m, with larger parent layouts carrying additional assets. Observed
Collision and animation use Havok 2018.1; compressed collision can reference extern shapes. Observed Regulation wraps the param binder in AES-CBC and a ZSTD DCX envelope. Observed Character motion uses companion animation divisions and TAE action records. Observed
The D3D12 capture shows draw-dependent palette bounds and dynamic material constants; neither is completely described by shader declarations alone. Observed
What is known
| System | Claims | Confidence | Proven or observed |
|---|---|---|---|
| Overview | 18 | 89% | |
| Archives and files | 175 | 76% | |
| Data model | 286 | 75% | |
| World and streaming | 280 | 69% | |
| Geometry | 253 | 79% | |
| Materials | 304 | 76% | |
| Shaders | 212 | 87% | |
| Textures | 75 | 71% | |
| Lighting and sky | 436 | 72% | |
| Terrain | 7 | 71% | |
| Vegetation | 81 | 80% | |
| Water | 18 | 78% | |
| Effects and decals | 301 | 76% | |
| Collision and physics | 274 | 84% | |
| Animation | 261 | 73% | |
| Gameplay data | 101 | 84% | |
| Runtime and limits | 47 | 74% |
Computed from the engine's pages; the whole picture is on the coverage page.