Difference between revisions of "BFSEQ (File Format)"
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! Offset !! Type !! Description | ! Offset !! Type !! Description | ||
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− | | 0x00 || | + | | 0x00 || UInt16 || Section type ('''[[#DATA|DATA]]''' is 0x5000, '''[[#LABL|LABL]]''' is 0x5001). |
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+ | | 0x02 || UInt16 || Padding. | ||
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| 0x04 || UInt32 || Offset to the section. | | 0x04 || UInt32 || Offset to the section. | ||
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! Offset !! Type !! Description | ! Offset !! Type !! Description | ||
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− | | 0x00 || | + | | 0x00 || UInt16 || Entry type (Always 0x5100). |
+ | |- | ||
+ | | 0x02 || UInt16 || Padding. | ||
|- | |- | ||
| 0x04 || UInt32 || Offset to label, relative to offset 0x08 in the '''[[#LABL|LABL section]]'''. | | 0x04 || UInt32 || Offset to label, relative to offset 0x08 in the '''[[#LABL|LABL section]]'''. | ||
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! Offset !! Type !! Description | ! Offset !! Type !! Description | ||
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− | | 0x00 || | + | | 0x00 || UInt16 || Label type. (Always 0x1F00). |
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+ | | 0x02 || UInt16 || Padding. | ||
|- | |- | ||
| 0x04 || UInt32 || Offset to the '''sound data''' this label uses. Relative to the end of the [[#DATA|DATA header]]. | | 0x04 || UInt32 || Offset to the '''sound data''' this label uses. Relative to the end of the [[#DATA|DATA header]]. |
Latest revision as of 22:37, 10 January 2019
BFSEQ (Binary CaFe SEQuence) is a sub file format found in BFSAR files from games like Mario Kart 8. It corresponds to the music data represented in a MIDI-like file, but in binary. Commands that process changes in attributes such as sound generation and volume change over time are described on this kind of file. Since the sequence data is simply a set of commands, sounds are actually producing using bank data (stored in BFBNK sub files) that corresponds to the sound source data.
File Format
File Header
Offset | Type | Description |
---|---|---|
0x00 | String | File magic. Always FSEQ in ASCII. |
0x04 | UInt16 | Byte order mark (BOM): The value is always 0xFEFF. If value 0xFFFE is read, then little endian is used. (MK8 always uses the big endian byte order). |
0x06 | UInt16 | Length of this header in bytes. |
0x08 | UInt32 | Version number of the file format. |
0x0C | UInt32 | Length of the file. |
0x10 | UInt16 | N = Number of sections. |
This next block is repeated N times. It describes information about each section.
Offset | Type | Description |
---|---|---|
0x00 | UInt16 | Section type (DATA is 0x5000, LABL is 0x5001). |
0x02 | UInt16 | Padding. |
0x04 | UInt32 | Offset to the section. |
0x08 | UInt32 | Length of the section. |
0x0C | End of this block. |
DATA
Offset | Type | Description |
---|---|---|
0x00 | String | Section magic. Always DATA in ASCII. |
0x04 | UInt32 | Length of this section. |
LABL
Offset | Type | Description |
---|---|---|
0x00 | String | Section magic. Always LABL in ASCII. |
0x04 | UInt32 | Length of this section. |
0x08 | UInt32 | N = Number of sound labels. |
This next block is repeated N times. It declares information about each label.
Offset | Type | Description |
---|---|---|
0x00 | UInt16 | Entry type (Always 0x5100). |
0x02 | UInt16 | Padding. |
0x04 | UInt32 | Offset to label, relative to offset 0x08 in the LABL section. |
0x08 | End of this block. |
Label Structure
This is the label structure.
Offset | Type | Description |
---|---|---|
0x00 | UInt16 | Label type. (Always 0x1F00). |
0x02 | UInt16 | Padding. |
0x04 | UInt32 | Offset to the sound data this label uses. Relative to the end of the DATA header. |
0x08 | UInt32 | Length of label string. |
0x0C | String | Label name. |