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        <dc:date>2006-01-18T04:43:27+01:00</dc:date>
        <title>file_formats:bba</title>
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        <description> Big Blue Box Animation Format   3DAF - 3D Sequence File   ANRT - (File Size of all Chunks)   AOBJ - Animated Object   AMSK - Animation Mask   XSEQ - Compressed Animation Sequence   HLPR - Helpers   TMEV - Timing Event   MVEC - Movement Vector   XALO...</description>
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        <dc:date>2007-03-12T00:49:26+01:00</dc:date>
        <title>file_formats:bbm</title>
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        <description> Big Blue Box Mesh Format   Tagged Model Format   3DMF  3D Mesh File   3DRT  (File Size of all Chunks)   MTLS  Material List (File Size of All MTRL Chunks)   MTRL  Material Description   MTLE  Extended Material Properties   MMAP  Mapping Info   SUBM ...</description>
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        <dc:date>2006-02-17T23:40:11+01:00</dc:date>
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        <description> Char [4] &amp;lsquo;BIGB&amp;rsquo;  Char [4] Version  Int [4] Bank address  Int [4] unknown    Bank Index  Int [4] Number of Banks  Char [x] NULL terminted string  Int [4] Bank ID    Bank  Int [4] Number of Entries in Bank  Int [4] Index Start  Int [4] Ind...</description>
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        <dc:date>2006-02-23T04:44:03+01:00</dc:date>
        <title>file_formats:bin</title>
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        <description> Game.Bin, Script.Bin and Frontend.Bin use Names.Bin as a library.    All Names.Bin offsets do not count 20 byte header   Header  [1] Byte - 00 (Indicates to use Names.Bin as Library)  [4] Bytes - File Indicator  [4] Bytes - Platform Indicator (Xbox ...</description>
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        <dc:date>2006-12-07T03:05:14+01:00</dc:date>
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        <description> Very rough notes on the effect format.  struct CPSCRenderMesh { char  cpcsrendermesh[15]; dword StringChecksum_MeshRenderer; byte  unk2; dword meshID; dword unk1; dword unk1; dword unk1; dword unk1; dword unk1; dword unk1; dword unk1; dword unk1; dw...</description>
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        <dc:date>2006-06-12T21:25:16+01:00</dc:date>
        <title>file_formats:gamesave</title>
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        <description> 12byte File ID (Always= FableSave!..)  4 Bytes - Offset to CRC (File is CRC&amp;rsquo;d from 0&amp;times;0 until offset (Custom 32bit 1s Complement)  4 Bytes - Chunk 1 Decompressed size  4 Bytes - Chunk 2 Decompressed size    Chunk 1  4 Bytes - Chunk 1 Comp...</description>
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        <dc:date>2007-10-31T00:25:49+01:00</dc:date>
        <title>file_formats:lev</title>
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        <description> 4 bytes: size of the level file header  2 bytes: (with 3 bytes of padding) that describes the version number of the header  4 bytes: Unknown/Unused  4 bytes: A 32 bit integer that refers to the position in the file where some now obsolete data is.  ...</description>
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        <dc:date>2006-01-16T14:24:56+01:00</dc:date>
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        <description> All Offsets in .Lut files do not count 44 byte header.    Header  [27] Bytes - Header (LiOnHeAdLHAudioBankCompData)  [13] Bytes - Null  [4] Bytes - Offset to Audio Bank Lookup Table    Audio Bank Lookup Table  [22] Bytes - Header (LHAudioBankLookupT...</description>
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        <dc:date>2006-03-25T03:09:33+01:00</dc:date>
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        <description> Only documenting .Met files as they control .lug audio banks.  .Met are usually 2 sections (Audio Information, Environment Settings) Ingame.Met contains a third section that links audio to compiled events.    Header  [4] Bytes - Always (01 00 00 00)...</description>
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        <dc:date>2006-01-14T03:54:25+01:00</dc:date>
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        <description> [4] Bytes - File ID (BBBB)  [4] Bytes - Build Verion  [4] Bytes - Unknown  [4] Bytes - Always (0100 0000)  [4] Bytes - Header Size  [4] Bytes - Number of Files  [4] Bytes - Number of Levels  [4] Bytes - Offset to Developer Listings       Developer H...</description>
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        <description> For Easier Editing Open STATIC_MAP_COMMON_HEADER Last Entry in .Stb Archive      Static Map Common Header  [4] Bytes - Number of Entries    Then You Need to Search for Filename (Data\Levels\FinalAlbion\xxxxx.Lev)  Once Desired Name is found there is...</description>
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        <description> Wad classes Written by BigFreak and Fatum  fable-wad-classes.zip    ...</description>
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