FF7/LGP format

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Revision as of 02:27, 14 December 2025 by Mav (talk | contribs) (Rewrote the whole article with up to date information)
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Introduction

LGP (Large Game Package) is an archive format used by Final Fantasy VII to store game assets. The format is used across PC, PlayStation and other versions to package various game resources including textures, models, scripts, and other data files.

An LGP archive consists of a header, table of contents (TOC), hash lookup table, optional path table for directories, and the actual file data. All multi-byte integers in the format are stored in little-endian format.

The archive terminates with the magic string "FINAL FANTASY7" to mark the end of the file.

File Structure Overview

An LGP archive is divided into six sections in the following order:

Section Size Description
Header 16 bytes Archive metadata and file count
Table of Contents 27 bytes × file count File entries with names and offsets
Hash Table 3600 bytes (fixed) Lookup table for fast file access
Path Table Variable Optional directory paths for files
File Data Variable Actual file contents with individual headers
Footer 14 bytes "FINAL FANTASY7" terminator string

Header

The header is always 16 bytes and contains the archive's magic identifier and file count.

Offset Size Type Description
0x00 2 bytes uint16 Reserved (always 0)
0x02 10 bytes char[10] Magic string: "SQUARESOFT" (ASCII, no null terminator)
0x0C 2 bytes uint16 Number of files in archive
0x0E 2 bytes uint16 Reserved (always 0)

Validation: The magic string at offset 0x02 must exactly match "SQUARESOFT" (ASCII, no null terminator within the 10 bytes).

Table of Contents (TOC)

Immediately follows the header and contains one 27-byte entry for each file in the archive.

Offset Size Type Description
0x00 20 bytes char[20] Filename (null-padded, no path)
0x14 4 bytes uint32 Absolute file offset in archive
0x18 1 byte uint8 File type (always 0x0E / 14)
0x19 2 bytes uint16 Path index (0 = no path, 1+ = path table index)

Notes:

  • Filenames are stored without directory paths
  • Filenames are null-terminated within the 20-byte field
  • The offset field points to the start of the File Header for this file
  • The path field references the Path Table (1-indexed); 0 means the file is in the root directory
  • Maximum filename length is 19 characters plus null terminator

Hash Table

The hash table immediately follows the TOC and is always exactly 3600 bytes (900 entries × 4 bytes). It provides fast O(1) lookup of files by filename.

Hash Table Entry

Each entry is 4 bytes:

Offset Size Type Description
0x00 2 bytes uint16 Index into TOC (1-indexed, 0 = empty bucket)
0x02 2 bytes uint16 Count of consecutive entries in this bucket

Hash Function

The hash is computed from the filename (without path or extension) using only the first two characters of the file stem:

hash_value = hash(first_char) × 30 + hash(second_char) + 1

For filenames with only one character in the stem:

hash_value = hash(first_char) × 30

Character Hash Values

The hash function maps characters to numeric values as follows:

Character Hash Value
a-z (case insensitive) 0-25
0-9 0-9
_ (underscore) 10 (same as 'k')
- (hyphen) 11 (same as 'l')

Note: The hash function is case-insensitive, treating 'A' and 'a' identically.

Lookup Algorithm

  1. Compute hash from the filename (first two characters of stem)
  2. Read HashTable[hash]
  3. If index is 0, file not found (empty bucket)
  4. Search TOC entries starting at index-1 (converting to 0-indexed) for count entries
  5. Match by exact filename comparison

Example: To find "test.dat":

  1. Compute hash: hash('t') × 30 + hash('e') + 1 = 19 × 30 + 4 + 1 = 575
  2. Read HashTable[575]: {index: 42, count: 3}
  3. Search TOC entries 41-43 (0-indexed: index-1)
  4. Find entry where name == "test.dat"

Path Table

The path table immediately follows the hash table and stores directory paths for files. It uses a variable-length structure organized into "path groups" for files that share the same filename but exist in different directories.

Path Table Header

Offset Size Type Description
0x00 2 bytes uint16 Number of path groups

Path Group

Each path group contains all directory paths for files sharing the same filename:

Offset Size Type Description
0x00 2 bytes uint16 Number of paths in this group
0x02 Variable Path[] Array of Path entries

Path Entry

Each path entry is 130 bytes:

Offset Size Type Description
0x00 128 bytes char[128] Directory path (null-padded, no trailing slash)
0x80 2 bytes uint16 TOC index this path belongs to

Notes:

  • Path index in TOC entries is 1-indexed into path groups
  • Multiple files with the same name but different paths share a path group
  • Empty path string means root directory
  • Maximum path length is 127 characters plus null terminator

File Data

File data blocks follow the path table. Each file consists of a 24-byte header followed by the raw file content.

File Header

Offset Size Type Description
0x00 20 bytes char[20] Filename (same as in TOC)
0x14 4 bytes uint32 File size in bytes

File Content

Immediately follows the file header. The size is specified in the header's file size field.

Offset Size Type Description
0x00 file_size byte[] Raw file data

Footer

The archive ends with a 14-byte terminator string:

Offset Size Type Description
0x00 14 bytes char[14] "FINAL FANTASY7" (no null terminator)

Reading Algorithm

To read an LGP archive:

  1. Read Header - Validate magic string "SQUARESOFT" and extract file count
  2. Read TOC - Read file_count entries of 27 bytes each, storing filename, offset, type, and path index
  3. Skip Hash Table - Skip 3600 bytes (or read for validation/fast lookup)
  4. Read Path Table - Read path group count, then for each group read path count and path entries
  5. Resolve Full Paths - For each TOC entry with path index > 0, look up path group at path_index-1, find path entry matching TOC index, and prepend path to filename
  6. Read File Data (on demand) - Seek to TOC entry's offset, read 24-byte file header, read file_size bytes of content

Writing Algorithm

To create an LGP archive:

  1. Build Metadata - Compute hash for each file, group files by hash bucket, identify files needing path entries
  2. Write Header - Write magic string, file count, and reserved fields
  3. Write TOC - Write entries with placeholder offsets (will be updated later)
  4. Write Hash Table - Populate 900 entries based on file hash groupings
  5. Write Path Table - Group paths by filename collisions and write path groups
  6. Write File Data - For each file write header and content, recording actual offset
  7. Update TOC - Seek back to TOC section and update offsets with actual values
  8. Write Footer - Append "FINAL FANTASY7" terminator

Size Limits

The LGP format has the following technical limitations:

Limit Maximum Value Reason
Files per archive 65,535 uint16 in header
File size 4 GB uint32 in file header
Archive size 4 GB uint32 offsets in TOC
Filename length 19 characters 20 bytes with null terminator
Path length 127 characters 128 bytes with null terminator
Hash buckets 900 Fixed 30 × 30 grid (letters × letters)

Notes

The game is remarkably flexible about LGP archives. So long as the TOC and the CRC data is intact it'll accept just about anything.

  • Example 1: The filename in the TOC and in the actual file header don't have to match. It only checks the TOC.
  • Example 2: You can point two entries in the TOC at the same data and it works.
  • Example 3: You can have ANY junk in the data section so long as all the TOC entries point to a valid file header. Not every piece of data has to be "accounted" for by the TOC. There can be data not used.

LGP Editor uses this to its advantage in the Advanced Editor. If you want to replace a file in an LGP archive with your own copy, it just puts the file on the end of the LGP, writes a new file terminator, and updates the TOC to point at the new file. It even lets you link two TOC entries to the same data or have "inactive" files in the archive that aren't referenced by any TOC entry.

I don't know whether the file terminator has to be intact, but for safety's sake my editor preserves it. The CRC must be present and correct. Also, if you're replacing an archive with you're own custom version make sure it has filenames in the TOC matching the ones in the old one.

The game doesn't check archive sizes as long as all filenames are present. So if you want, you could replace an archive containing 95 files with a 98-file archive, so long as 95 of those 98 names matched those present in the original 95-file archive. (However there's no point in doing this when the game won't use any files other than the 95 it's expecting to find).

There are reports on Qhimm's board that once you've altered an archive and the game refuses to read it, it won't ever read it until you reinstall - even if you fix the problem/restore from a backup. The idea was generally scorned and ignored, but I'll mention it because something like that happened to me. No solid conclusion can be drawn here.

Sometimes, there are data "gaps" in the file that don't appear to be referenced by any file - even by an inactive file. If you're only using the TOC method to get at files (the easy way) then you won't notice this anyway. However, if you're stepping through the file header by header, even reading the unused ones, this can cause problems. If you use my program to update a file with one that's smaller than the original (can happen) then it writes it in, but leaves a gap after it (of course). However, to help you out, after the end of the file, it writes a 4 byte integer saying how much more space to skip over to reach the next file header. This really doesn't affect many things - only tools (like my Advanced LGP Editor) that bypass the TOC to construct their own file lists. FF7 never notices a thing.

Useful downloads

Below there are links to known programs that are capable to edit LGP archives:

  • LGP Tools - with an Advanced LGP Editor allowing edit archive thoughoutly
  • Emerald - has mass extracting/repacking function
  • Unmass - general file extractor with LGP archives support