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POB File Format

AlexEA edited this page Jan 31, 2017 · 18 revisions

Unofficial POB File Format description

Date: 2017.01 | Version: 0.8

Glossary

GR - Ghost Recon
GRE - Ghost Recon engine
RSB - Red Storm Bitmap

-TODO-

Unknown variables and constants.

Table of contents

1. Introduction

2. Overview

3. Sections

  3.1 File Header Section

  3.2 MaterialList Section

  3.3 GeometryList Section

  3.4 ObjectList Section

Introduction

This document describes the structure of the POB file format used by the GRE (Ghost Recon engine). GR (Ghost Recon) game POB files are stored in the "Model" folder and has an extension of ".pob".

Overview

The POB file contains the information about static, dynamic (animated) and moving in-game 3D objects: vehicles, aviation, military equipment, effect particles. For example, tanks or helicopters, guns, boats and explosion effects are stored in this type of game files. It includes information about materials, textures, 3d geometry, object's animations and additional data for a game engine, such as object tagging. The POB file can store only one tagged in-game object, e.g. one tank or one machinegun. You can create the POB files with an official developer plugin for 3DS MAX 3-5 version.

Overall file structure

The POB file format is divided into four major sections and three signatures between theme as shown in the POB file structure.

Table 1. POB file structure
Section Description Links
1 File Header Section File header see Table 2
2 BeginModel Signature -
3 1. MaterialList Section Materials and textures information see Table 3
4 2. GeometryList Section Geometry objects data see Table 13
5 EndModel Signature -
6 3. ObjectList Section Objects (nodes) hierarchy see Table 39
7 EndPOB signature -
Notes

The file header has a fixed length; the other three sections are variable in length.

Sections

File Header Section

Section overview

The fist file section contains the basic file properties. The POB header is 21 bytes long.

Table 2. File header structure
Length Type Description Value
1 4 integer File signature length. Equal to 9. 9
2 9 string File signature: always equal to 'BeginPOB.'. "BeginPOB."
3 4 datetime File creation date. variable
4 4 datetime File modified date. variable
Notes

The file signature is unique file identifier helps game engine to auto-detect the file type on load. Most of GR game files have there unique signatures.

BeginModel Signature

BeginModel signature is 15 bytes long. Main file sections start right after this signature.

Table 3. BeginModel structure
Length Type Description Value
1 4 integer BeginModel signature length. Equal to 11. 11
2 11 string BeginModel signature: always equal to 'BeginModel.'. "BeginModel."

MaterialList section

The MaterialList section contains information about object's materials and textures.

Table 3. MaterialList section structure
Section Description Links
1 Header see Table 4
2 Materials subsection Object materials see Materials
3 Textures subsection Object textures see Textures

MaterialList section header

MaterialList section header is 41 bytes long. It is structured as follows:

Table 4. MaterialList header
Length Type Description Value
1 4 integer MaterialList section size. variable
2 4 integer ID 8
3 4 integer "Version." string length. Equal to 8. 8
4 8 string "Version." string. "Version."
5 4 integer Version value. 3
6 4 integer "MaterialList." string length. Equal to 11. 13
7 13 string "MaterialList." string. "MaterialList."

1.1 Materials subsection

Table 5. Materials subsection structure
Length Type Description Links
1 4 integer Materials Count
2 variable array Materials Array see Table 6

Materials Array is an array, repeated for the Object materials count. It is as follows:

Table 6. Materials Array
Section Links
1 Header see Table 7
2 Material properties see Table 8

Materials Array Header is variable in length. It is structured as follows:

Table 7. Header
Length Type Description Value
1 4 integer Section size.
2 4 integer ID value. 8
3 4 integer "Version." string length. Equal to 8. 8
4 8 string "Version." string. "Version."
5 4 integer Version value. 3
6 4 integer Material Name string length.
7 string Material Name string.
Table 8. Material properties
Length Type 3dsMax type Description Value
1 4 float integer Opacity (0-100) 0..1
2 4 integer integer Faceted 0 - on, 3 - unset
Ambient Color Map values 0..1
1 4 float integer Red (0-255) 0..1
2 4 float integer Green (0-255) 0..1
3 4 float integer Blue (0-255) 0..1
4 4 float Unknown constant 1
Diffuse Color Map values 0..1
1 4 float integer Red (0-255) 0..1
2 4 float integer Green (0-255) 0..1
3 4 float integer Blue (0-255) 0..1
4 4 float Unknown constant
Specular Color Map values 0..1
1 4 float integer Red (0-255) 0..1
2 4 float integer Green (0-255) 0..1
3 4 float integer Blue (0-255) 0..1
4 4 float Unknown constant 1
5 4 float integer Specular level 0..1
6 1 integer integer 2-Side 0 - off, 1 - on

1.2 Textures subsection

Table 9. Textures subsection structure
Length Type Description Links
1 4 integer Textures count
2 variable array Textures Array List see Table

Textures Array is an array, repeated for the Object textures count. It is as follows:

Table 10. Textures Array
Section Links
1 Header see Table 11
2 Texture properties see Table 12

Textures Array Header is variable in length. It is structured as follows:

Table 11. Header
Length Type Description Value
1 4 integer Section size.
2 4 integer ID 38
3 4 integer "Version." string length. Equal to 8. 8
4 8 string "Version." string. "Version."
5 4 integer Version value. 2
6 4 integer Texture Name string length.
7 string Texture Name string.
Table 12. Texture properties
Length Type 3Ds Max type Description Value
1 1 byte Unknown constant. 0
2 4 integer The Length of the filename string.
3 string Texture filename.
4 4 integer integer Advanced transparency type. 0 - subtractive, 2 - additive, 3 - filter
5 4 integer integer Tiled 1 - u tiled only, 2 - v tiled only, 3 - none
6 4 float integer Self-illumination (0-100) 0..1

GeometryList section

Table 13. GeometryList section structure
Type Section Links
1 Header see Table 13
2 integer Object Count
3 array Objects array see Table 14

GeometryList section header

GeometryList section header is 41 bytes long.

Table 14. GeometryList section header
Length Type Description Value
1 4 integer GeometryList section size.
2 4 integer ID 7
3 4 integer "Version." string length. Equal to 8. 8
4 8 string "Version." string. Version.
5 4 integer Version value. 1
6 4 integer "GeometryList." string length. Equal to 11. 11
7 13 string "GeometryList." string. GeometryList.

Objects array is an array, repeated for the Object count. It contains information about verticies coordinates, texture coordinates, face and texture indexes, normals and texture color map. Object itself it is a group of separated 3d models stored in an array.

Table 15. Objects array structure
Description Links
1 Section Header see Table 16
2 Header see Table 17
3 Header see Table 17
4 Object properties see Objects
5 Points subsection see Points
6 Collision objects subsection see Collisions
7 Polygons subsection see Polygons

Headers and properties

Table 16. Section Header
Length Type Description Value
1 4 integer Section size.
2 4 integer ID. 4
3 4 integer "Version." string length. 8
4 8 string "Version." string. "Version."
5 4 integer Version value. 8
6 4 integer Object Name string length.
7 string Object Name string.
Table 17. Header
Length Type Description Value
1 4 integer Section size.
2 4 integer ID. 4
3 4 integer "Version." string length. 8
4 8 string "Version." string. "Version."
5 4 integer Version value. 8
6 4 integer Object Name string length.
7 string Object Name string.
Table 18. Object properties
Length Type Description Value
1 2 integer Dark Map 0 - no, 1 - yes
2 2 integer Cast Shadow 0 - no, 1 - yes

Objects subsection

Table 19. Objects subsection structure
Length Type Description Links
1 4 integer Vertex Count
2 variable array Vertex array see Table 19
3 4 integer 3D models count
4 variable array Models array see Table 20

Vertex array is an array, repeated for the Vertex Count. It contains information about verticies coordinates. It is as follows:

Table 20. Vertex array structure
Length Type 3ds Max type Description
1 4 float float X coordinate
2 4 float float Y coordinate
3 4 float float Z coordinate

Models array is an array, repeated for the 3D models Count. It contains information about texture coordinates, face and texture indexes, normals and color map. It is as follows:

Table 21. Models array structure
Length Type Description Value Links
1 1 Properties see Table 22
1 4 integer integer Faces Count
2 array Normals1 array see Table 24
3 array Face indexes array see Table 25
4 array Texture indexes array see Table 26
5 4 integer Vertex Count
6 4 integer Texture Count
7 array Normals2 see Table 27
8 If Texture Count > 0 then there is an array of the Texture coordinates
9 array Texture coordinates see Table 28
10 array Color map see Table 29
Table 22. Properties
Length Type 3ds Max type Description Value Links
1 1 integer Unknown const 1
2 1 integer integer Detailed Darkmap 0 - off, 1 - on
3 1 integer integer Detail Texture 0 - off, 1 - on
4 4 integer integer Index of a material
5 1 integer isTextured 0 - no, 1 - yes
if isTextured > 0 then there is one more variable
1 4 integer integer Index of a texture
if isTextured > 0 and DetailTexture > 0 +1 variable
1 4 integer integer Index of a Detail Texture
MAPs
1 4 integer integer Unknown variable
2 4 integer integer SelfIlluminationMap Index
3 4 integer integer SpecularMap Index
4 4 integer integer BumpMap Index
5 4 integer integer ReflectionMap Index
6 4 integer MapCount

Normals1 array is an array, repeated for the Face Count. It contains information about normals coordinates.

Table 23. Normals1 array
Length 3ds Max type Type Description
1 4 float float X coordinate
2 4 float float Y coordinate
3 4 float float Z coordinate
4 4 float float Distance from model origin to face, sign defines direction of normal vector

Face indexes array is an array, repeated for the Face Count. It contains information about face indexes of a triangle polygon.

Table 24. Face indexes array
Length 3ds Max type Type Description
2 integer integer First point index
2 integer integer Second point index
2 integer integer Third point index

Texture indexes array is an array, repeated for the Face Count. It contains information about texture indexes of a triangle polygon.

Table 25. Texture indexes array
Length 3ds Max type Type Description
2 integer integer First point index
2 integer integer Second point index
2 integer integer Third point index

??? Normals2 array is an array, repeated for the Vertex Count. It is another array that contains information about normals coordinates.

Table 26. Normals2 array
Length 3ds Max type Type Description
4 float float X
4 float float Y
4 float float Z

Texture coordinates array is an array, repeated for the (Vertex Count)*(TextureCount). It contains information about Texture coordinates.

Table 27. Texture coordinates array
Length 3ds Max type Type Description
4 float float U
4 float float V

Color map array is an array, repeated for the Vertex Count. It contains information about color map, which applied on a faces without a texture assigned.

Table 28. Color map array
Length Type 3Ds Max type Description Value
1 4 float integer Red (0..255) 0..1
2 4 float integer Green (0..255) 0..1
3 4 float integer Blue (0..255) 0..1
4 4 float integer Unknown const 1

Points subsection

Table 29. Points subsection structure
Length Type Description Links
1 4 integer Points Count
2 array integer Point array see Table 26

Points array is an array, repeated for the Points Count. It contains information about tagged helper points (e.g. ^leftwheel#anchor will be leftwheelanchor in the file) grouped with the object. It is as follows:

Table 30. Points array
Length Type Description Links
1 4 integer Points Count
2 4 integer Point Name length
3 string Point Name see Table 27
4 Transformation matrix see Table
Table 31. Points names format
Name Name (in the file) Description
1 ^leftwheel#anchor leftwheelanchor left wheels point
2 ^rightwheel#anchor rightwheelanchor right wheels point
3 ^eject# eject eject point
3 ^seat# seat seat place
4 ^bodyanchor# bodyanchor suspension top point
5 ^trackanchor# trackanchor suspension bottom point
6 ^contactpoint# contactpoint track attachment point
7 ^WeaponFX WeaponFX muzzle flash point
7 ^[d0]specialeffectname [d0]specialeffectname special effect point name, it spawn effects when a vehicle is destroyed

Collision objects subsection

Table 32. Collision objects subsection structure
Length Type Description Links
1 4 integer Vertices Count
2 array Vertices array see Table 29
3 4 integer Faces Count
4 array Normals array see Table 30

Vertices array is an array, repeated for the *Vertices Count *.

Table 33. Vertices array
Length Type Description
1 4 float X
2 4 float Y
3 4 float Z

Normals array is an array, repeated for the Faces Count.

Table 34. Normals array
Length Type Description
1 4 float X coordinate
2 4 float Y coordinate
3 4 float Z coordinate
4 4 float Distance from model origin to face, sign defines direction of normal vector

Poligons subsection

Table 35. Poligons subsection structure
Length Type Description Links
1 4 integer Objects Count
2 4 integer Objects array, repeated for the Objects Count see Table 32
Table 36. Objects array structure
Length Type Description Links
1 4 integer Polygons Count
2 4 integer Polygons array, repeated for the Polygons Count see Table 33
3 4 integer Objects Count
4 4 integer non-rendered objects array, repeated for the Objects Count see Table 35
Table 37. Polygons array
Length Type Description Links
1 4 integer Polygon Name Length
2 string Polygon Name string
3 1 integer Polygon properties 2 - non colidable 2d, 10 - non colidable 3d 26 - 3
4 1 integer Carving Boundary 1 - Carving Boundary 2 - cannot carve
5 1 integer Unknown constant 0
6 1 integer Unknown constant
7 Surface property see Table 34
Table 38. Surface property types
Name
1 Carpet
2 Concrete
3 Wood
4 Metal
5 Asphalt
6 Sand
7 LowGrass
8 HighGrass
9 Puddle
10 Water
11 Drywall
12 ThinMetal
13 ThickMetal
14 MetalGasTank
15 SteamPipe
16 ElectricalPanel
17 Snow
18 SafetyGlass
19 BulletResistantGlass
20 Ice
21 Mud
22 Glass
23 Foliage
24 Gravel
25 GlassShards
26 DeepSand
27 BakedClay
Table 39. non-rendered objects array structure
Length Type Description Links
1 4 integer Polygon properties see Table 36
1 4 integer Face count
2 4 integer Face indexes array, repeated for the Face count see Table 37
Table 40. Polygon properties
Length Type Description Links
1 4 integer Polygon Name Length
2 string Polygon Name string
3 1 integer Properties 2 - non colidable 2d, 10 - non colidable 3d 26 - 3
4 1 integer Carving Boundary 1 - Carving Boundary 2 - cannot carve
5 1 integer Unknown constant 0
6 1 integer Unknown constant
7 Surface property see Table 34
Table 41. Face indexes array
Length Type Description
1 2 integer First point index
2 2 integer Second point index
3 2 integer Third point index
4 2 integer Unknown variable

EndModel Signature

EndModel signature is 13 bytes long.

Table 42
Length Description
1 4 EndModel signature length. Equal to 9.
2 9 EndModel signature: always equal to 'EndModel'.

ObjectList section

Table 43. ObjectList section structure

| № | Length | Type | Description | Links | | :---- | :-- | :-- | :----------------------- | :------------------ | :-- |
| 1 | | | Header | see Table 44 | | 2 | 4 | integer | Root nodes count. It is equal 1. | | | 2 | | | Root Node Header | see Table 34 | | 3 | | | Nodes section | see Table 34 |

Table 44. Header structure
Length Type Description
1 4 integer Section size.
2 4 integer ID.
3 4 integer "Version." string length. Equal to 8.
4 8 string "Version." string.
5 4 integer Version value.
6 4 integer "ObjectList." string length. Equal to 11.
7 11 string "ObjectList." string.
Table 45. Root node Header structure
Length Description
1 4 Section size.
2 4 Node type ID
3 4 "Version." string length.
4 8 "Version." string.
5 4 Version value.
6 4 Root node Name string length.
7 11 Root node Name string.
Table 46. Nodes section structure
Section Description Links
1 Node Header see Table 47
2 Node properties Node properties see Nodes
Table 47. Node Header structure
Length Type Description Links
4 integer Section size.
4 integer ID see Nodes
4 integer "Version." string length. 8
8 string "Version." string. Version.
4 integer Version value.
integer Node Name string length.
string Node Name string.

Node properties

Node properties depend on the Node type.

Table 48. Node types
ID Type Description Links
1 46 Empty node see Table 49
2 47 Group node Node named with tag see Table 50
3 48 Billboard node Node named with tag see
4 49 LOD node Node named with tag see
5 50 Animation node Node with the animations see Table 53
6 51 Particle node Node with particle effects see Nodes
7 52 Forest node Node with a trees see Table 52
8 53 Light node Light node see Table 51
9 54 Projected Light node Node, which has light with projected texture assigned see Table 51
Table 49. Empty node properties
Length Type Description Value
1 1 integer Empty node 0
Table 50. Group node properties
Length Type Description Links
1 4 integer Tagging string length.
2 string Tagging string.
3 48 Transformation matrix
4 4 integer Child nodes Count
5 Child Nodes see Table
Table 51. Light node properties
Length Type Description Value Links
1 48 Transformation matrix
1 4 integer Light Type see Table 52
Diffuse Color
1 4 float integer Red (0..255) 0..1
2 4 float integer Green (0..255) 0..1
3 4 float integer Blue (0..255) 0..1
4 4 float integer Unknown constant 1
Ambient Color
1 4 float integer Red (0..255) 0..1
2 4 float integer Green (0..255) 0..1
3 4 float integer Blue (0..255) 0..1
4 4 float integer Unknown constant 1
Color
1 4 float integer Red (0..255) 0..1
2 4 float integer Green (0..255) 0..1
3 4 float integer Blue (0..255) 0..1
4 4 float integer Unknown constant 1
SpotLight Properties
1 4 float Multiplier
2 4 float HotSpotSize
3 4 float FalloffSize
Far Attenuation
1 4 float Start
2 4 float End
1 1 byte Shadows 0 - off, 1 - on
if (Light Type=8) Projected Light properties
1 4 integer Unknown constant 0
2 4 float Light Type 2 - omni, 1 - directional, 0 - spot
3 4 integer Unknown constant 0
4 4 integer Unknown constant 0
5 4 integer Unknown constant 1
6 4 float AspectRatio
Rectangilar Beam Size
1 4 float Width
2 4 float Length
Projected texture
1 4 integer String length
2 string Projected Texture name string
1 4 integer Child nodes Count
2 array Child Nodes array, repeated for Child nodes Count Table 46
Table 52. Light types
type id
1 directional 1
2 Omni 2
3 Spot 5
4 free directional light 6
5 projected 8
Table 53. Animation node properties
Length Type Description Value
1 4 integer Node properties string length.
2 string Node properties string.
3 48 Transformation matrix
Animation properties
1 4 integer Position Out-Of-Range Type see Table 54
2 4 integer Rotation Out-Of-Range Type see Table 54
3 4 integer Unknown variable
4 4 float Unknown variable
5 2 integer Unknown variable
6 4 integer Unknown variable
7 2 integer Unknown variable
8 4 integer Unknown variable
9 1 integer Unknown variable
10 1 integer Unknown variable
11 1 integer Unknown variable
Animations
Movement animation
1 4 integer Position Keys Count
2 4 integer Controller Type Table 55
if (Controller Type = 3) 5 vars
1 4 integer Unknown constant 0
2 4 float Time
Position (x,y,z)
1 4 float X
2 4 float Y
3 4 float Z
if (Controller Type = 5) 8 vars
1 4 integer Unknown constant 0
2 4 float Time
Position (x,y,z)
1 4 float X
2 4 float Y
3 4 float Z
4 4 float Tension
5 4 float Contunioty
6 4 float Bias
Rotation animation
1 4 integer Rotation Keys Count
Keys Array
1 4 integer Unknown constant 0
2 4 integer Controller Type 4 - Linear Rotation
3 4 float Time
4 4 float Unknown variable
5 4 float Unknown variable
6 4 float Unknown variable
Rotation quats (x ,y, z, angle)
1 4 float X
2 4 float Y
3 4 float Z
3 4 float Angle
1 4 integer Child nodes Count
2 array Child Nodes array Table 46
Table 54. Out-Of-Range Type
Type ID
1 Constant 0
2 Ccycle 1
3 Ping-Pong 2
Table 55. Position controller types
Type ID
1 Linear Position 3
2 TCB Position 5
Table 56. Particle node properties
Length Type Description Value
1 48 Transformation matrix
Base properties
1 4 integer Unknown constant 1
2 4 integer Spawn On Death 1 - on, 0 - off
3 4 float Animation Start Time (Ticks)
4 4 float Animation Length Time (Ticks)
5 4 float Ticks Per Frame 4800
6 4 float Unknown constant
7 1 byte Unknown variable
8 1 byte Unknown variable
9 1 byte Unknown variable
1 4 integer Particle System Type see Table 55
Properties String
1 4 integer Properties Strings Length
2 4 string Properties Strings
Emitter Size
1 4 float Length
2 4 float Width
3 4 float Height
PARTICLE MOTION
1 4 float Particle Speed
2 4 float Particle Speed Variation
PARTICLE Size
1 4 float GrowFor
2 4 float FadeFor
1 4 float Unknown constant 0
2 4 float Unknown constant 0
PARTICLE TIMING
1 4 float Life
2 4 float Life Variation
PARTICLE SIZE
1 4 float Particle Size
2 4 float Particle Size Variation
PARTICLE QUANTITY
1 4 float Use Rate
2 4 float Use Total
Spin Axis Control
1 4 float Spin Axis Control Type 0 - Random, 2- user defined
2 4 float XAxis
3 4 float YAxis
4 4 float ZAxis
5 4 float Variation
1 4 float Unknown variable
2 4 float Unknown variable
3 4 float Unknown variable
4 4 float Unknown variable
5 4 float Unknown variable
6 4 float Unknown variable
7 4 float Unknown variable
8 4 float Unknown variable
9 4 float Unknown variable
10 4 float Unknown variable
1 4 integer Particle Motion Type 0 - vector, 1 - random
SuperSpray particle formation
1 4 float OffAxis
2 4 float Spread
3 4 float OffPlane
4 4 float Spread
Spin Speed Controls
1 4 float SpinTime
2 4 float SpinTime Variation
3 4 float Phase
4 4 float Phase Variation
1 4 integer Particle Type see Table 58
PARTICLE SPAWNING EFFECTS
1 4 integer Spawn Type see Table 59
1 4 integer Spawn Count
Animation
1 4 float AnimationStartSeconds
2 4 float AnimationLengthSeconds
3 4 float AnimationStartSeconds
PARTICLE TIMING
1 4 float EmiStart
2 4 float EmiStop
1 4 integer HideEmitter
if (particleType == 2) see Table 61
if not (particleType == 2)
PARTICLE QUANTITY
1 4 integer UseTotal
1 1 integer String length
2 string TextureName String
3 4 integer SPACE WARPS
if (Space warps = 1) see Table 62
4 integer Child nodes Count
array Child Nodes array see Table 46
Table 57. Particle types
Type ID
1 Blizzard 0
2 Snow 1
3 Spray 2
4 SuperSpray 3
5 PArray 4
6 PCloud 5
Table 58. Particle types
Type ID
1 Standard 0
2 Object fragments 2
Table 59. Spawn Types
Type ID
1 Spawn on death 0
2 Spawn trails 2
Table 60. Header
Length Type Description Links
1 4 integer Section size.
2 4 integer ID
3 4 integer "Version." string length. 8
4 8 string "Version." string. Version.
5 4 integer Version value.
6 integer Name string length.
7 string Name string.
Table 61. Particle node properties
Length Type Description Value
1 4 integer Fragments Count
Fragments array, repeated for Fragments Count
Position (x,y,z)
1 4 float X
2 4 float Y
3 4 float Z
1 4 float Unknown variable
2 4 float Unknown variable
3 4 float Unknown variable
4 4 float Unknown variable
Force
1 4 float Force
2 4 float Force
1 4 float Speed
2 4 float Unknown variable
3 4 float Unknown variable
4 4 float Unknown variable
1 4 integer Count
2 Header Table 60
3 4 integer Object Properties String Length
4 string Object Properties string
5 48 Transformation matrix Table
1 4 integer Count
2 Header Table 60
3 byte Space warps
if (Space warps = 1) see Table 62
Table 62. Space warps
Length Type Description Links
1 4 integer Dynamics Type 2 - Pbomb (Parray)
2 4 float Duration
3 4 float Strength
4 4 float Strength
5 4 integer ExplosionType 2 - Eponential
6 4 float X
7 4 float Y
8 4 float Z
9 4 float Unknown variable
10 4 float Unknown variable
11 4 float Unknown variable
12 4 float Blast Symmetry 1 - cylindrical
13 4 float Start Time
14 4 float Chaos

Transformation matrix is the same one from 3ds Max.

Table Transformation matrix
Length Type Description
X Axis
4 float X
4 float y
4 float z
Y Axis
4 float X
4 float y
4 float z
Z Axis
4 float X
4 float y
4 float z
Position
4 float X
4 float y
4 float z

EndPOB Signature

EndPOB signature is 39 bytes long.

Table
Length Description
4 EndPOB signature length. Equal to 7.
7 EndPOB signature: always equal to 'EndPOB'.

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