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 Post subject: What is a CB8 file?
PostPosted: Thu Jan 29, 2009 00:10 am 
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What is a CB8 file? F22_M.CB8...

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 Post subject: Re: What is a CB8 file?
PostPosted: Thu Jan 29, 2009 16:27 pm 
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the only .cb8 file i have is in the cache folder called "LIBPTR". no clue wth it is, probably a toolkit cache file ??

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 Post subject: Re: What is a CB8 file?
PostPosted: Thu Jan 29, 2009 20:16 pm 
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No, these are files within the default FA libraries... FA_10, FA_10B, FA_11, FA_11B

There is an 11k file and a CB8 file for each existing PT file in those libs...

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 Post subject: Re: What is a CB8 file?
PostPosted: Thu Jan 29, 2009 22:48 pm 
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According to Vark111, CB8 files are movies. Aircraft reference videos and the opening movies?

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 Post subject: Re: What is a CB8 file?
PostPosted: Thu Jan 29, 2009 23:03 pm 
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I'm pretty sure this has been posted on one of my boards in the past, but I will post it again. It is the way to convert libptr files to cache files manually, and is the process behind the program PTR2Cache. It originally appeared on Vark's website in 2002 but was known for years before that by some lib builders. The picture I posted above goes along with the process below. This is the process used to make the custom Cache.M file on my site which can be used to extract the HUDs, shapes, and some other files IIRC. Anything in the chart above can be extracted using this method as well:

Quote:
Issue #6

In this issue:

Extracting Non-Standard Files with the ATFG/FA Toolkits
(for Advanced Toolkit Users)

LibPtr File Types

Extracting Non-Standard Files

The Key to true Power Toolkit Using is the ability to alter files that not everyone is supposed to have access to. I get dozens of requests via email asking how I added my callsign to the Nato Library. Well, the short answer is... I edited the Dialog Resource. But which menu in the toolkit lets you edit Dialog Resources? None of them. You have to do it yourself, of course, letting the toolkit do the extraction for you. This tip requires a Hex Editor, and one of the Win95 Toolkits (it might work with the others, but no guarantees).
red_button.gif (627 bytes)So, you may ask, how do you fool the toolkit into extracting the files you want? Every file resource in the game is located and identified in the game's libraries. Every file in the libraries is identified and pointed to in a toolkit LIBPTR.XXX file. Go the the ..\TOOLKIT\CACHE\ subdirectory. You'll see two types of files: CACHE files and LIBPTR files.

The CACHE files are lists of the resources that the toolkit can extract and save in your project. The LIBPTR files are lists of all the resources in the game. Unfortunately, the two files aren't in the same format, so you have to manually translate from one to the other.

The Graphic to the right is a screen shot of a hex editor with a LIBPTR file open. The CACHE files can be opened and edited in a text editor (such as Window's Notepad). This file is the LIBPTR.PT file, which means all the resources listed within are *.PT resources. If you want to look at *.DLG resources, then open the LIBPTR.DLG file.

If you look closely at the graphic (I apologize for the size), you'll see that each record is 24 bytes long. The first 12 bytes are the name of the resource, the last 12 bytes indicate where the resource can be found. In the first record, the name is A1.PT, and the location data is (in hex): 0004 2374 6701 3220 DE7A 6701. This data is in the format: (LocationID) (StartPosition - 2 words) (Lib#) (EndPosition - 2 words).

In the CACHE files, the location data is stored in the following format: (Lib#) (StartPosition)+(EndPosition)+(LocationID)

A couple of these numbers have to be translated as well, other than just moving the positions around. The Lib# is stored in the LIBPTR file in this example as this: 3220. In the CACHE file it's stored as simply: 2. To determine which is which, look at the second digit. For example, 3320 would be Lib# 3. 3120 would be 1. Simple, no? The location ID is simply translated from Hex(4 digits) to Decimal(2 digits). 0004 is 04. 0014 is 20.
red_button.gif (627 bytes)So to complete our example, the location data for the A1.PT file looks like this in the LIBPTR file: 0004 2374 6701 3220 DE7A 6701. In the finished CACHE file, it looks like this: 2 23746701DE7A670104. Notice the space between the Lib# and the rest of the number.

Now all of this begs the question, OK, I've translated the location data for this great resource I want... Which CACHE file do I put it in? You have to be careful with this. If you use a CACHE file for a resource type that has an internal toolkit editor, you may crash the toolkit. So to be on the safe side, I always place my Newly decoded resources into the CACHE.M file. The new resource appears in the Mission menu, and when you select it, the toolkit doesn't attempt to decode or display it. It merely loads it into memory. Then you click the OK button, and the resource is saved to your project. You're free to edit it in any appropriate program.


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 Post subject: Re: What is a CB8 file?
PostPosted: Fri Jan 30, 2009 17:17 pm 
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Yea I had already figured out they were video files for the Reference section. Which is why they are on the Red CD. If you didnt use them you didnt have to load them...

So I may or may not include them, since the videos are for aircraft that will be replaced in the sim and I dont know what editor to use to alter these video files. (Zephyr do you know of a tool I can use to edit the video files?) If I cant edit them I see no reason to have the ones in FAF for no longer supported aircraft types in the Korean Theater...

And Zephyr thanks for the info above. It would be great if you could put that into a sticky. I had to manually hack the default libs to gain access, as I had never hacked the LibPtr File types beyond the shape access...

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Last edited by CAG Hotshot on Thu Feb 05, 2009 02:58 am, edited 1 time in total.

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 Post subject: Re: What is a CB8 file?
PostPosted: Wed Feb 04, 2009 23:14 pm 
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I don't know if there is a tool to edit CB8 files, or if anyone has done so with FA before.


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 Post subject: Re: What is a CB8 file?
PostPosted: Thu Feb 05, 2009 03:44 am 
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I cant find anything either...

Figures! lol...

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