.bin This is the first file that will be loaded. will be set by with the editor and the engine_state.xml file will direct the engine to this file. FORMAT: Engine ID, 8 bytes (should say "lunarium") Engine version, 3 bytes (major, minor, patch) index.dat This is an index of all of the assets in the game project. Each asset will be listed by name (and/or ID) followed by the file name and offset position within the file where the asset can be found (ex. the asset with ID 6 might be found in file assets0.dat at byte offset 93846). FORMAT: Number of assets, 4 bytes [REPEAT] Asset ID, 4 bytes Name Size, 2 bytes Asset Name, bytes (Must be null-terminated) Asset Type, 2 bytes File Name Size, 2 bytes Asset File, bytes (Must be null-terminated) Asset Offset, 4 bytes [REPEAT - for all assets] asset0.dat This is an asset pack file. There could be many of these files and when there are more than one the 0 in the file name will increase on each file (assets0.dat, assets1.dat, assets2.dat etc..) FORMAT: Asset ID, 4 bytes Asset Data Size, 4 bytes Asset Data, bytes [REPEAT FOR EACH ASSET]