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Gaticus Hax edited this page Aug 19, 2018 · 5 revisions

MBIN File Format

MBIN Files use a binary data format to store different types of Game Components. It includes a 96-byte header structure that is common to all MBIN files as well as a data structure that is specific to the type of data template that is defined in the MBIN header.

There are approximately 1100 different data templates. Some are only used internally within other templates.

The Vanilla MBIN Header Format:

Offset Size Type Name
0x0000 0x0004 byte[4] MagicID
0x0004 0x0004 uint32 FormatID
0x0008 0x0008 uint64 Timestamp
0x0010 0x0008 uint64 TemplateGUID
0x0018 0x0040 char[64] TemplateName
0x0058 0x0008 byte[8] Padding

MagicID:

Always 0xCCCCCCCC for *.MBIN files. Always 0xDDDDDDDD for *.MBIN.PC files.

FormatID:

Timestamp:

TemplateGUID:

TemplateName:

Padding:

Used for alignment of the following MBIN data to 16-byte boundaries.

The MBINCompiler MBIN Header Format (v1)

MBINCompiler re-purposes some of the data within the header that NMS doesn't actually used in the game.

Offset Size Type Name
0x0000 0x0004 byte[4] MagicID
0x0004 0x0004 uint32 FormatID
0x0008 0x0008 char[8] MbinTag
0x0010 0x0008 char[8] MbinVersion
0x0018 0x0040 char[64] TemplateName
0x0058 0x0008 byte[8] Reserved

MagicID:

Same as vanilla.

FormatID:

Same as vanilla.

MbinTag:

Always "MBINCver". This is planned to be changed in the new format.

MbinVersion:

A version string in the format "XX.YY.ZZ" matching the MBINCompiler version that was used.

TemplateName:

Same as vanilla.

Reserved:

Not currently used.

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