Difference between revisions of "BFLIM (File Format)"
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m (→Image Information: Alignment is found with many various values, including 0x2000) |
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| 0x1E || 2 || UInt16 || '''Height''' | | 0x1E || 2 || UInt16 || '''Height''' | ||
|- | |- | ||
− | | 0x20 || 2 || UInt16 || '''Alignment''' | + | | 0x20 || 2 || UInt16 || '''Alignment''' |
|- | |- | ||
| 0x22 || 1 || Byte || '''Format''', how the data is stored. | | 0x22 || 1 || Byte || '''Format''', how the data is stored. |
Revision as of 11:46, 16 June 2017
The BFLIM file format (Binary caFe Layout IMage) is used to store layout images.
Header
The header is at the end of the file (to align the image data without the need for additional padding). It is always 0x14 bytes.
Offset | Size | Type | Description |
---|---|---|---|
0x00 | 4 | Char[4] | File magic. Always FLIM in ASCII. |
0x04 | 2 | UInt16 | Byte order mark (BOM): 0xFEFF for big endian and 0xFFFE for little endian. Not handled on consoles, so the file data must be stored in the endianness of the target console (e.g. big endian for the Wii U). |
0x06 | 2 | UInt16 | Header size, always 0x14. |
0x08 | 4 | UInt32 | Version of this file. |
0x0C | 4 | UInt32 | File size in bytes. |
0x10 | 2 | UInt16 | Number of data blocks, always 0x01. |
0x12 | 2 | UInt16 | Padding. Seems to reflect upper 2 bytes of filesize (apparently uninitialized memory garbage from file generator). |
0x14 | End of FLIM header |
Image Information
Comes directly after header, always 0x14 bytes. The formats are not the same in games like New Super Mario Bros U, be sure to use filename if possible (EG: ^l).
Offset | Size | Type | Description |
---|---|---|---|
0x14 | 4 | Char[4] | Section magic. Always imag in ASCII. |
0x18 | 4 | UInt32 | Parse information size (total block size), always 0x10 (this and next 0xC bytes). |
0x1C | 2 | UInt16 | Width |
0x1E | 2 | UInt16 | Height |
0x20 | 2 | UInt16 | Alignment |
0x22 | 1 | Byte | Format, how the data is stored. |
0x23 | 1 | Byte | Tile mode and Swizzle, packed as bits SSSTTTTT.
|
0x24 | 4 | UInt32 | Raw data size, always 0xC minus 0x28 (the header). |
0x28 | End of Image header |
Format
ID | Name | Type | Bits per pixel | Notes |
---|---|---|---|---|
0x00 | R8_UNORM / R8 | single-color | 8 | ^c BFLIM files |
0x01 | R8_UNORM / R8 | single-color | 8 | ^d BFLIM files |
0x03 | R8_G8_UNORM / R8A8 | color+alpha | 16 | ^f BFLIM files |
0x05 | RGB565 | color | 16 | ^h BFLIM files |
0x09 | RGBA32_UNORM / RGBA8888 | color+alpha | ^l BFLIM files | |
0x0C | BC1_UNORM / DXT1 | Compressed | 16 | ^i / ^o BFLIM files |
0x0D | BC2_UNORM / DXT3 | Compressed | ^p BFLIM files | |
0x0E | BC3_UNORM / DXT5 | Compressed | 16 | ^k / ^q BFLIM files |
0x0F | I4? / BC4_UNORM / ATI1 (Low-End) | color | ^r / +r BFLIM files | |
0x10 | IA4? / BC4_UNORM / ATI1 (High-End) | color+alpha | ^s BFLIM files | |
0x11 | I8? / BC5_UNORM / ATI2 | color | ^t / +t BFLIM files | |
0x12 | IA8? / BC1_UNORM / DXT1 | color+alpha | ^i BFLIM files | |
0x14 | RGBA32_UNORM / RGBA8888 | color+alpha | 32 | ^l BFLIM files |
0x15 | BC1_UNORM / DXT1 | Compressed | 32 | ^o BFLIM files |
0x16 | BC2_UNORM / DXT3 | Compressed | 32 | ^p BFLIM files |
0x17 | BC3_UNORM / DXT5 | Compressed | 32 | ^q BFLIM files |
^e BFLIM files |
Tools
The following tools can extract (and generate) BFLIM files:
- BFLIMtoGTX, by RandomTalkingBush
- BFLIM Tool, by AboodXD