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and write archive files used by DOS games","homepage":"https://github.com/camoto-project/gamearchivejs#readme","keywords":["camoto","libgamearchive","dos","ms-dos","archive","games","modding"],"repository":{"type":"git","url":"git+ssh://git@github.com/camoto-project/gamearchivejs.git"},"author":{"name":"Adam Nielsen","email":"malvineous@shikadi.net"},"bugs":{"url":"https://github.com/camoto-project/gamearchivejs/issues"},"license":"GPL-3.0","readme":"# gamearchive.js\nCopyright 2010-2021 Adam Nielsen <<malvineous@shikadi.net>>  \n\nThis is a Javascript library that can read and write archive files used by a\nnumber of MS-DOS games from the 1990s.  Archive files are like `.zip` files,\nexcept many games used their own custom file formats.  This library is an\nattempt to provide a unified interface for reading and writing many of these\nformats.\n\n## Supported file formats\n\n| Game                      | Files      | Format                    | Code                |\n|---------------------------|------------|---------------------------|---------------------|\n| Alien Carnage **[!C]**    | *.-0       | Alien Carnage Data Bank   | arc-bnk-carnage     |\n| Blood                     | *.rff      | Monolith Resource File Format v2.0/3.0/3.1 | arc-rff-blood-* |\n| Bio Menace                | gamemaps.* | id Software Gamemaps (RLEW) | arc-gamemaps-id   |\n| Blake Stone               | gamemaps.* | id Software Gamemaps (RLEW) | arc-gamemaps-id   |\n| Catacomb 3-D              | gamemaps.* | id Software Gamemaps (RLEW + Carmack) | arc-gamemaps-id-carmack |\n| Catacomb Abyss            | gamemaps.* | id Software Gamemaps (RLEW + Carmack) | arc-gamemaps-id-carmack |\n| Catacomb Armageddon       | gamemaps.* | id Software Gamemaps (RLEW + Carmack) | arc-gamemaps-id-carmack |\n| Catacomb Apocalypse       | gamemaps.* | id Software Gamemaps (RLEW + Carmack) | arc-gamemaps-id-carmack |\n| Corridor 7                | gamemaps.* | id Software Gamemaps (RLEW) | arc-gamemaps-id   |\n| Commander Keen 4-6        | *.exe      | Keen 4/5/6 .exe           | arc-exe-keen[456]   |\n| Commander Keen 4-6        | gamemaps.* | id Software Gamemaps (RLEW + Carmack) | arc-gamemaps-id-carmack |\n| Cosmo's Cosmic Adventures | *.vol, *.stn | Cosmo Data Volume       | arc-vol-cosmo       |\n| Dangerous Dave            | dave.exe   | Dangerous Dave .exe       | arc-exe-ddave       |\n| Death Rally               | *.bpa      | Death Rally BPA File      | arc-bpa-drally      |\n| Descent                   | *.hog      | Descent HOG File          | arc-hog-descent     |\n| Doofus                    | *.exe      | Doofus .exe               | arc-exe-doofus      |\n| Doofus                    | *.g-d      | Doofus Game Data          | arc-gd-doofus       |\n| Doom                      | *.wad      | Where's All the Data File | arc-wad-doom        |\n| Duke Nukem 3D             | *.grp      | BUILD Group File          | arc-grp-build       |\n| Duke Nukem II             | *.cmp      | Cosmo Data Volume         | arc-vol-cosmo       |\n| Gateworld                 | *.gw[123]  | HomeBrew File Folder      | arc-gw-homebrew     |\n| God of Thunder            | *.dat      | God of Thunder Data File  | arc-dat-got         |\n| Grand Prix Legends        | *.dat      | Papyrus Data File (V2)    | arc-dat-papyrus-v2  |\n| Halloween Harry           | *.bnk      | SubZero Data Bank         | arc-bnk-harry       |\n| Hocus Pocus               | hocus.exe  | Hocus Pocus .exe          | arc-exe-hocus-*     |\n| Hocus Pocus               | *.dat      | Hocus Pocus Data File     | arc-dat-hocus       |\n| IndyCar Racing            | *.dat      | Papyrus Data File (V2)    | arc-dat-papyrus-v2  |\n| IndyCar Racing II         | *.dat      | Papyrus Data File (V2)    | arc-dat-papyrus-v2  |\n| J.R.R. Tolkien's Riders of Rohan | *.dat | Papyrus Data File (V1)  | arc-dat-papyrus-v1  |\n| Lion King, The            | *.dat      | East Point File Storage   | arc-epf-eastpoint   |\n| Lost Vikings, The         | *.dat      | Lost Vikings Data File    | arc-dat-lostvikings |\n| Major Stryker             | *.ms[123]  | Cosmo Data Volume         | arc-vol-cosmo       |\n| Monster Bash              | *.dat      | F.A.S.T. Data File        | arc-dat-fast        |\n| NASCAR Racing             | *.dat      | Papyrus Data File (V2)    | arc-dat-papyrus-v2  |\n| NASCAR Racing 2           | *.dat      | Papyrus Data File (V2)    | arc-dat-papyrus-v2  |\n| NASCAR Racing 3           | *.dat      | Papyrus Data File (V2)    | arc-dat-papyrus-v2  |\n| Nomad                     | *.dat      | Papyrus Data File (V1)    | arc-dat-papyrus-v1  |\n| Operation Body Count      | gamemaps.* | id Software Gamemaps (RLEW) | arc-gamemaps-id   |\n| Prehistorik               | *.cur      | Prehistorik Data File     | arc-cur-prehistorik |\n| Raptor                    | *.glb      | Raptor Game Library       | arc-glb-raptor      |\n| Rescue Rover 2            | gamemaps.* | id Software Gamemaps (RLEW + Carmack) | arc-gamemaps-id-carmack |\n| Redneck Rampage           | *.grp      | BUILD Group File          | arc-grp-build       |\n| Scubaventure              | *.dat      | F.A.S.T. Data File        | arc-dat-fast        |\n| Shadow Warrior            | *.grp      | BUILD Group File          | arc-grp-build       |\n| Spear of Destiny          | gamemaps.* | id Software Gamemaps (RLEW + Carmack) | arc-gamemaps-id-carmack |\n| Stargunner                | *.dlt      | Stargunner DLT Archive    | arc-dlt-stargunner  |\n| Super 3-D Noah's Ark      | gamemaps.* | id Software Gamemaps (RLEW + Carmack) | arc-gamemaps-id-carmack |\n| Terminal Velocity         | *.pod      | Terminal Reality POD File | arc-pod-tv          |\n| Vinyl Goddess From Mars   | *.lbr      | Vinyl Library File        | arc-lbr-vinyl       |\n| Wacky Wheels              | *.dat      | Wacky Wheels Data File    | arc-dat-wacky       |\n| Wolfenstein 3-D v1.0      | gamemaps.* | id Software Gamemaps (RLEW) | arc-gamemaps-id   |\n| Wolfenstein 3-D v1.1+     | gamemaps.* | id Software Gamemaps (RLEW + Carmack) | arc-gamemaps-id-carmack |\n| ''N/A''                   | *.exe      | Generic MS-DOS Executable | arc-exe-generic     |\n\n* **[!C]** Compression/decompression is not yet implemented.\n\n## Installation as an end-user\n\nIf you wish to use the command-line `gamearch` utility to work with game\narchives directly, you can install the CLI globally on your system:\n\n    npm install -g @camoto/gamearchive-cli\n\nFor Arch Linux users the AUR package `gamearchive-cli` is also available.\n\n### Command line interface\n\nThe `gamearch` utility can be used to manipulate archive files.  Commands are\nspecified one after the other as parameters.  Use the `--help` option to get a\nlist of all the available commands.  Some quick examples:\n\n    # Copy a file out of an existing archive\n    gamearch open duke3d.grp extract stalker.mid\n    \n    # Create a new archive\n    gamearch add stalker.mid save -t arc-grp-build music.grp\n    \n    # Convert an archive into another format\n    gamearch open duke3d.grp save -t arc-rff-blood-v301 duke3d.rff\n    \n    # Extract a file by offset from an archive that has no filenames\n    gamearch open data.dat extract -n output.filename @100\n    \n    # Extract all files from an archive\n    gamearch open duke3d.grp extract '*'\n    \n    # Extract all files from an archive that has no filenames\n    gamearch open data.dat extract '@*'\n\nTo get a list of supported file formats, run:\n\n    gamearch --formats\n\n## Installation as a dependency\n\nIf you wish to make use of the library in your own project, install it in the\nusual way:\n\n    npm install @camoto/gamearchive\n\nSee `cli/index.js` for example use.  The quick start is:\n\n    import { arc_grp_build } from '@camoto/gamearchive';\n    \n    // Read an archive into memory\n    const content = {\n        main: fs.readFileSync('duke3d.grp'),\n        // Some formats need additional files here, see handler.supps()\n    };\n    let archive = arc_grp_build.parse(content);\n    \n    // List the files in the archive\n    for (const file of archive.files) {\n        console.log(file.name);\n    }\n    \n    // Extract a file, decompressing it if necessary.\n    const data = archive.files[0].getContent();\n    fs.writeFileSync(archive.files[0].name, data);\n\n    // Rename a file\n    archive.files[0].name = 'RENAMED.BIN';\n    \n    // Remove a file\n    archive.files.splice(i, 1);\n    \n    // Replace a file\n    let f = archive.files[1];\n    f.diskSize = f.nativeSize = fs.statSync('new.bin').size;\n    f.getContent = () => fs.readFileSync('new.bin');\n    \n    // Write the archive back to disk with the modifications\n    const outBuffer = arc_grp_build.generate(archive);\n    fs.writeFileSync('new.grp', outBuffer.main);\n\n## Installation as a contributor\n\nIf you would like to help add more file formats to the library, great!  Clone\nthe repo, and to get started:\n\n    npm install\n\nRun the tests to make sure everything worked:\n\n    npm test\n\nYou're ready to go!  To add a new file format:\n\n 1. Create a new file in the `formats/` folder for your format.  Copying an\n    existing file that covers a similar format will help considerably.  If\n    you're not sure, `arc-grp-build.js` is a good starting point as it is\n    fairly simple.\n    \n 2. Edit `formats/index.js` and add an `import` statement for your new file.\n    \n 3. Make a folder in `test/` for your new format and populate it with files\n    similar to the other formats.  The tests work by creating a standard\n    archive file with some preset files in it, and comparing the result to\n    what is inside this folder.\n    \n    You can either create these archives by hand, with another utility, or if\n    you are confident that your code is correct, from the code itself.  This is\n    done by setting an environment variable when running the tests, which will\n    cause the archive file produced by your code to be saved to a temporary\n    file in the current directory:\n    \n        # Prepare the location for the test files.\n        mkdir test/arc-myformat/\n        touch test/arc-myformat/default.bin   # Repeat for all needed files\n        \n        # Run the tests and save the output.\n        SAVE_FAILED_TEST=1 npm test\n        \n        # Check the failed output and if it's correct, overwrite the expected\n        # output with the test result.\n        mv test/arc-myformat/default.bin.failed_test_output test/arc-myformat/default.bin\n    \n    It is helpful however, to create these files first before implementing your\n    new format, as then you only need to keep running the tests and tweaking\n    your code until all the tests pass.\n    \n 4. Create a file in `test/` for any extra tests your new format needs.\n    Typically all formats will at least have tests that confirm the\n    `identify()` function is correctly rejecting files, but you can also add\n    additional tests here if your format needs it.  See\n    [test-arc-pod-tv.js](test/test-arc-pod-tv.js) for a minimal example\n    that only has tests for the `identify()` function, or\n    [test-arc-dat-fast.js](test/test-arc-dat-fast.js) for an example with\n    a number of extra tests, in this case testing that filenames are correctly\n    converted into code numbers, something that is unique to that file format.\n    \n 5. Update the `README.md` with details of your new format and supported games.\n\nIf your file format has any sort of compression or encryption, these algorithms\nshould go into the [gamecomp.js](https://github.com/Malvineous/gamecompjs)\nproject instead.  This is to make it easier to reuse the algorithms, as many of\nthem (particularly the compression ones) are used amongst many unrelated file\nformats.  All the gamecomp.js algorithms are available to be used by any format\nin this library.\n\nDuring development you can test your code like this:\n\n    # Read a sample archive and list the files, with debug messages on\n    $ DEBUG='gamearchive:*' ./bin/gamearch.js open -t arc-myformat example.dat list\n\n    # Make sure the format is autodetected correctly or if not why not\n    $ DEBUG='gamearchive:*' ./bin/gamearch.js identify example.dat\n\n    # Run only unit tests for the new format, with debugging on\n    $ DEBUG='gamearchive:*' npm test -- -g arc-myformat\n\nIf you use `debug()` rather than `console.log()` in your code then these\nmessages can be left in for future diagnosis as they will only appear when the\n`DEBUG` environment variable is set correctly.\n\n### Development tips\n\nThis is a list of some common issues and how they have been solved by some of\nthe format handlers:\n\n##### Archive doesn't store filenames\n\n* `dat-hocus` has a list of fake filenames that are assigned based on the\n  index, with `unknown.123` used for any extra files.\n* `lbr-vinyl` stores an integer hash instead of a filename, so a list of known\n  filenames is used to convert the hash back into a name, with `unknown-123`\n  used for any unmatched files.\n\n##### Archive has duplicate filenames\n\n* `res-stellar7` appends the order number to each filename, so two files called\n  `SNG` become `SNG.0` and `SNG.1`.\n\n##### Archive has folders\n\n* `dat-fast` and `pod-tv` have the folder stored as part of the filename with a\n  backslash as separator, so they are returned as-is (e.g. `digi\\sound.voc`).\n* `res-stellar7` has subfolders stored as separate FAT blocks so from these,\n  filenames are generated that include the folder, e.g. `SSM.0/SNG.1`.\n* `wad-doom` has empty files used for starting and ending a group of files,\n  so to ensure these files are kept together they are converted into a virtual\n  folder.  So files `P_STRT`, `EXAMPLE`, and `P_END` come out as `P/EXAMPLE`.\n","readmeFilename":"README.md"}