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2024-03-28T09:57:11Z
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https://mk8.tockdom.com/w/index.php?title=AAMP_(File_Format)&diff=4417
AAMP (File Format)
2017-11-05T11:29:11Z
<p>Ink Larry: </p>
<hr />
<div>=== Header ===<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''AAMP'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|4<br />
|'''Unknown1''', always 0x01000000?<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown2''', always 0x01000000?<br />
|-<br />
|0x0c<br />
|4<br />
|'''File size''', in little endian<br />
|-<br />
|0x10<br />
|4<br />
|'''Unknown3''', always 0x00000000?<br />
|-<br />
|0x14<br />
|4<br />
|'''length string''', for file extension without "b"<br />
|-<br />
|0x18<br />
|length string<br />
|'''file extension without "b"'''<br />
|}<br />
<br />
== Nodes ==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Identifier<br />
! Description<br />
|-<br />
| 0x00<br />
| Binary<br />
|-<br />
| 0x01<br />
| Float (IEEE754)(=Little Endian)<br />
|-<br />
| 0x03<br />
| 2 Floats (IEEE754)(=Little Endian)<br />
|-<br />
| 0x04<br />
| 3 Floats (IEEE754)(=Little Endian)<br />
|-<br />
| 0x06<br />
| 4 Floats (IEEE754)(=Little Endian) , Vertices? Shader? Coordinates?<br />
|-<br />
| 0x07<br />
| String<br />
|-<br />
| 0x08<br />
| String + ?unknown<br />
|-<br />
| 0x0c<br />
| ?Array? with floats<br />
|}<br />
<br />
= Tools =<br />
The following tool can handle AAMP (Big Endian / Mario Kart 8 Deluxe) files:<br />
<br />
* [https://github.com/jam1garner/aamp2xml/releases AAMP2XML], by [[User:jam1garner|jam1garner]]<br />
<br />
<br />
[[Category:File Format]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFASD_(File_Format)&diff=4198
BFASD (File Format)
2017-07-19T13:03:38Z
<p>Ink Larry: </p>
<hr />
<div>A '''BFASD''' file ('''B'''inary ca'''F'''e '''A'''nimation '''S'''ound '''D'''ata) contains information related to how certain models produce sound based on their skeleton animation. It is a direct update of the Wii format [[:mkw:BRASD (File Format)|BRASD]].<br />
<br />
= File Format =<br />
== File Header ==<br />
This is the structure for a BFASD header.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''File magic'''. Always ''FASD'' in ASCII.<br />
|-<br />
| 0x04 || UInt16 || {{BOM}}<br />
|-<br />
| 0x06 || UInt16 || Header size. Always 00 14.<br />
|-<br />
| 0x08 || UInt32 || Version. Always 01 00 00 00.<br />
|-<br />
| 0x0C || UInt32 || Length of the file in bytes.<br />
|-<br />
| 0x10 || UInt16 || '''Number of sections'''. Always 00 01.<br />
|-<br />
| 0x12 || UInt16 || '''Unknown'''. Always 00 00.<br />
|-<br />
| 0x14 || UInt32 || '''Section 1 flag'''. Always 80 00 00 00.<br />
|-<br />
| 0x18 || UInt32 || Offset to '''[[#DATA|DATA section]]'''.<br />
|-<br />
| 0x1C || UInt32 || Length of '''[[#DATA|DATA section]]'''.<br />
|-<br />
| 0x20 || colspan=2 {{Unknown|End of this file header}}<br />
|}<br />
<br />
== DATA ==<br />
The '''DATA''' section starts with a section header.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || String || '''Section magic'''. Always ''DATA'' in ASCII.<br />
|-<br />
| 0x04 || UInt32 || Length of this section.<br />
|-<br />
| 0x08 || colspan=2 {{Unknown|Start of Event Header}}<br />
|}<br />
<br />
== Event Header ==<br />
After the '''DATA''' header comes the header for the event.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || UInt32 || Number of frames in corresponding animation.<br />
|-<br />
| 0x04 || UInt32 || '''Unknown'''.<br />
|-<br />
| 0x08 || UInt32 || '''Unknown'''. Always 0x0C.<br />
|-<br />
| 0x0C || UInt32 || Number of [[#Event|event]]s.<br />
|-<br />
| 0x10 || colspan=2 {{Unknown|Start of first event}}<br />
|}<br />
<br />
=== Event ===<br />
An event is split up into two structures. The first event structure contains information about the frames and the second event structure contains information about the sound. In a file all the event structure 1 comes first, and after that, all the event structure 2. It is the event that controls the info about the animation sound and stores a reference to a [[BFSAR]] sound effect.<br />
<br />
{| class="wikitable"<br />
|+ Event structure 1<br />
|-<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || UInt32 || Start frame.<br />
|-<br />
| 0x04 || Int32 || '''End frame'''. If no end frame is used, this is set to -1.<br />
|-<br />
| 0x08 || Byte || '''Type''' and '''Playback Interval'''. The first bit is Type (0 = Range, 1 = Trigger). The second bit is Playback Interval (0 = true, 1 = false).<br />
|-<br />
| 0x09 || Byte || Padding?<br />
|-<br />
| 0x0A || Byte || '''Unknown'''.<br />
|-<br />
| 0x0B || Byte || Padding?<br />
|-<br />
| 0x0C || UInt32 || '''Unknown'''.<br />
|-<br />
| 0x10 || UInt32 || '''Offset''' to start of the event structure 2 used in this event. Relative to the start of this event entry.<br />
|}<br />
<br />
Event structure 2 is more unknown. It has a string reference stored to a [[BFSAR]] sound effect and some sound settings.<br />
<br />
{| class="wikitable"<br />
|+ Event structure 2<br />
|-<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || UInt32 || '''Unknown'''.<br />
|-<br />
| 0x04 || UInt32 || '''Unknown'''. Always 0xFFFFFFFF.<br />
|-<br />
| 0x08 || Byte || '''Unknown'''.<br />
|-<br />
| 0x09 || Byte || '''Unknown'''.<br />
|-<br />
| 0x0A || Byte || '''Unknown'''.<br />
|-<br />
| 0x0B || Byte || '''Unknown'''.<br />
|-<br />
| 0x0C || UInt32 || '''Unknown'''.<br />
|-<br />
| 0x10 || Byte || Sound volume.<br />
|-<br />
| 0x11 || Byte[3] || Padding?<br />
|-<br />
| 0x14 || Float || Pitch.<br />
|-<br />
| 0x18 || Byte[4] || Padding?<br />
|-<br />
| 0x1C || UInt32 || '''User Parameter'''. Unknown meaning.<br />
|-<br />
| 0x20 || String || '''Sound Name'''. This string is null-termined ASCII string and refers to a [[BFSAR]] sound effect.<br />
|}<br />
<br />
= Tools =<br />
The following tools can handle BFASD files: <br />
* [[Wexos's Toolbox]], by [[Wexos]]<br />
<br />
[[Category:File Format]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=List_of_File_Formats&diff=4197
List of File Formats
2017-07-19T12:43:52Z
<p>Ink Larry: </p>
<hr />
<div>This article contains a list of '''file formats''' in [[Mario Kart 8]]. For a comparison with [[Mario Kart Wii]] see [[Comparison of Mario Kart 8 and Mario Kart Wii File Formats]].<br />
<br />
{| class="wikitable"<br />
|-<br />
! Name<br />
! Description<br />
|-<br />
| align=center | [[AAMP (File Format)|AAMP]]<br />
| Compressed files.<br />
|-<br />
| align=center | [[BARS (File Format)|BARS]]<br />
| Sound files archive.<br />
|-<br />
| align=center | [[BAGLCUBE (File Format)|BAGLCUBE]]<br />
| {{Unknown|Unknown.}} [[AAMP (File Format)|AAMP]] compressed file. Might be related to BAGLMF, BAGLENV, BAGLCCR, BAGLLMAP, BGSDW.<br />
|-<br />
| align=center | [[BFASD (File Format)|BFASD]]<br />
| Animation sound data.<br />
|-<br />
| align=center | [[BFFNT (File Format)|BFFNT]]<br />
| Font files used to display text.<br />
|-<br />
| align=center | [[BFLAN (File Format)|BFLAN]]<br />
| Layout animation.<br />
|-<br />
| align=center | [[BFLIM (File Format)|BFLIM]]<br />
| Layout images.<br />
|-<br />
| align=center | [[BFLYT (File Format)|BFLYT]]<br />
| Layout<br />
|-<br />
| align=center | [[BFRES (File Format)|BFRES]]<br />
| Object files, containing model, animation, and texture information on an object, such as an itembox, a character or a course.<br />
|-<br />
| align=center | [[BFSAR (File Format)|BFSAR]]<br />
| Sound archive file for small sound effects.<br />
|-<br />
| align=center | [[BFSHA (File Format)|BFSHA]]<br />
| Shader files.<br />
|-<br />
| align=center | [[BFSTM (File Format)|BFSTM]]<br />
| Music files used by Mario Kart 8.<br />
|-<br />
| align=center | [[BFWAR (File Format)|BFWAR]]<br />
| Small sound effects.<br />
|-<br />
| align=center | [[BGENV (File Format)|BGENV]]<br />
| Posteffect information.<br />
|-<br />
| align=center | [[BGLPBD (File Format)|BGLPBD]]<br />
| {{Unknown|Probably Baked Textures related data.}}<br />
|-<br />
| align=center | [[BIN (File Format)|BIN]]<br />
| Binary lookup tables, mostly consisting of integer arrays and / or strings.<br />
|-<br />
| align=center | [[BSIS (File Format)|BSIS]]<br />
| audio database<br />
|-<br />
| align=center | [[BYAML (File Format)|BYAML]]<br />
| A generic data container format, like a binary version of XML.<br />
|-<br />
| align=center | [[CPSD (File Format)|CPSD]]<br />
| {{Unknown|Probably Mii related data.}}<br />
|-<br />
| align=center | [[DAT (File Format)|DAT]]<br />
| {{Unknown|Unknown.}} [[FFRA (File Format)|FFRA]] compressed file. Also used in Miitomo in AFLResHigh.dat.<br />
|-<br />
| align=center | [[EXBIN(File Format)|EXBIN]]<br />
| {{Unknown|Unknown.}}<br />
|-<br />
| align=center | [[FMDL (File Format)|FMDL]]<br />
| Model data and usually a sub file of [[BFRES (File Format)|BFRES archives]].<br />
|-<br />
| align=center | [[FTEX (File Format)|FTEX]]<br />
| FTEX files are texture files and usually a sub file of [[BFRES (File Format)|BFRES archives]].<br />
|-<br />
| align=center | [[GTX (File Format)|GTX/GSH]]<br />
| Texture/Shader file.<br />
|-<br />
| align=center | [[KCL (File Format)|KCL]]<br />
| Collision information files containing information about when and how objects collide with a course or object.<br />
|-<br />
| align=center | [[MSBT (File Format)|MSBT]]<br />
| Message files containing localized text for use in game screens and menus.<br />
|-<br />
| align=center | [[PTCL (File Format)|PTCL]]<br />
| Graphic particle file.<br />
|-<br />
| align=center | [[SARC (File Format)|SARC]]<br />
| File archive with a hierarchical file system. Most used together with [[Yaz0]] compression and stored as SZS file. Otherwise often seen with the BARS extension.<br />
|-<br />
| align=center | [[SHARCFB (File Format)|SHARCFB]]<br />
| BAHS compressed.<br />
|-<br />
| align=center | [[YAZ0 (File Format)|YAZ0]]<br />
| Lossless data compression algorithm.<br />
|}<br />
<br />
[[Category:File Format|!]]<br />
[[Category:List]]<br />
[[mkw:List of File Formats]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=4179
BFLIM (File Format)
2017-07-16T18:25:09Z
<p>Ink Larry: </p>
<hr />
<div>The '''BFLIM''' file format ('''B'''inary ca'''F'''e '''L'''ayout '''IM'''age) is used to store layout images.<br />
<br />
== Header ==<br />
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.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 4 || Char[4] || '''File magic'''. Always ''FLIM'' in ASCII.<br />
|-<br />
| 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).<br />
|-<br />
| 0x06 || 2 || UInt16 || '''Header size''', always 0x14.<br />
|-<br />
| 0x08 || 4 || UInt32 || '''Version''' of this file.<br />
|-<br />
| 0x0C || 4 || UInt32 || '''File size''' in bytes.<br />
|-<br />
| 0x10 || 2 || UInt16 || '''Number of data blocks''', always 0x01.<br />
|-<br />
| 0x12 || 2 || UInt16 || Padding. Seems to reflect upper 2 bytes of filesize (apparently uninitialized memory garbage from file generator).<br />
|-<br />
| 0x14 || colspan="3" {{Unknown|End of '''FLIM''' header}}<br />
|}<br />
<br />
== Image Information ==<br />
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).<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x14 || 4 || Char[4] || '''Section magic'''. Always ''imag'' in ASCII.<br />
|-<br />
| 0x18 || 4 || UInt32 || '''Parse information size''' (total block size), always 0x10 (this and next 0xC bytes).<br />
|-<br />
| 0x1C || 2 || UInt16 || '''Width'''.<br />
|-<br />
| 0x1E || 2 || UInt16 || '''Height'''.<br />
|-<br />
| 0x20 || 2 || UInt16 || '''File alignment''', always a power of 2. Usually 0x800, 0x1000 or 0x2000.<br />
|-<br />
| 0x22 || 1 || Byte || '''Format''', how the data is stored.<br />
|-<br />
| 0x23 || 1 || Byte || '''Tile mode''' and '''Swizzle''', packed as bits '''SSSTTTTT'''.<br />
* '''TTTTT''' maps to GX2TileMode (line 795 [https://pastebin.com/DCrP1w9x here]). Typically GX2_TILE_MODE_2D_TILED_THIN1 (4).<br />
* '''SSS''' is the swizzle value shifted right by 8.<br />
|-<br />
| 0x24 || 4 || UInt32 || '''Raw data size''', always 0xC minus 0x28 (the header).<br />
|-<br />
| 0x28 || colspan="3" {{Unknown|End of '''Image''' header}}<br />
|}<br />
<br />
== Format ==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM / L8<br />
|luminance<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM / A8<br />
|alpha<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x02<br />
|R4_G4_UNORM / L4A4<br />
|luminance+alpha<br />
|8<br />
|^e BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM / L8A8<br />
|luminance+alpha<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|16<br />
|^h BFLIM files<br />
|-<br />
|0x06<br />
|RGBA4_UNORM / RGBA4444<br />
|color+alpha<br />
|16<br />
|<br />
|-<br />
|0x07<br />
|RGB5A1_UNORM / RGB555A1<br />
|color+alpha <br />
|16<br />
|^j BFLIM files<br />
|-<br />
|0x09<br />
|RGBA32_UNORM / RGBA8888<br />
|color+alpha <br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|16<br />
|^i / ^o BFLIM files<br />
|-<br />
|0x0D<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|16<br />
|^p BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|16<br />
|^k / ^q BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|color<br />
|<br />
|^r / +r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI1 (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t / +t BFLIM files<br />
|-<br />
|0x12<br />
|IA8? / BC1_UNORM / DXT1<br />
|color+alpha<br />
|<br />
|^i BFLIM files<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
The following tools can extract (and generate) BFLIM files:<br />
<br />
* [https://mega.nz/#!KgRilZAR!qLGAx1yb9KduShuzxwZjd7nuN329nMjDQvrX9sy-CsE BFLIMtoGTX], by [[User:RandomTalkingBush|RandomTalkingBush]]<br />
* [https://github.com/aboood40091/BFLIM-Tool/releases/tag/v1.0 BFLIM Tool], by [[User:Aboood40091|AboodXD]]<br />
<br />
[[Category:File Format]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=4141
BFLIM (File Format)
2017-06-29T15:14:27Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The '''BFLIM''' file format ('''B'''inary ca'''F'''e '''L'''ayout '''IM'''age) is used to store layout images.<br />
<br />
== Header ==<br />
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.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x00 || 4 || Char[4] || '''File magic'''. Always ''FLIM'' in ASCII.<br />
|-<br />
| 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).<br />
|-<br />
| 0x06 || 2 || UInt16 || '''Header size''', always 0x14.<br />
|-<br />
| 0x08 || 4 || UInt32 || '''Version''' of this file.<br />
|-<br />
| 0x0C || 4 || UInt32 || '''File size''' in bytes.<br />
|-<br />
| 0x10 || 2 || UInt16 || '''Number of data blocks''', always 0x01.<br />
|-<br />
| 0x12 || 2 || UInt16 || Padding. Seems to reflect upper 2 bytes of filesize (apparently uninitialized memory garbage from file generator).<br />
|-<br />
| 0x14 || colspan="3" {{Unknown|End of '''FLIM''' header}}<br />
|}<br />
<br />
== Image Information ==<br />
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).<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Type !! Description<br />
|-<br />
| 0x14 || 4 || Char[4] || '''Section magic'''. Always ''imag'' in ASCII.<br />
|-<br />
| 0x18 || 4 || UInt32 || '''Parse information size''' (total block size), always 0x10 (this and next 0xC bytes).<br />
|-<br />
| 0x1C || 2 || UInt16 || '''Width'''.<br />
|-<br />
| 0x1E || 2 || UInt16 || '''Height'''.<br />
|-<br />
| 0x20 || 2 || UInt16 || '''File alignment''', always a power of 2. Usually 0x800, 0x1000 or 0x2000.<br />
|-<br />
| 0x22 || 1 || Byte || '''Format''', how the data is stored.<br />
|-<br />
| 0x23 || 1 || Byte || '''Tile mode''' and '''Swizzle''', packed as bits '''SSSTTTTT'''.<br />
* '''TTTTT''' maps to GX2TileMode (line 795 [https://pastebin.com/DCrP1w9x here]). Typically GX2_TILE_MODE_2D_TILED_THIN1 (4).<br />
* '''SSS''' is the swizzle value shifted right by 8.<br />
|-<br />
| 0x24 || 4 || UInt32 || '''Raw data size''', always 0xC minus 0x28 (the header).<br />
|-<br />
| 0x28 || colspan="3" {{Unknown|End of '''Image''' header}}<br />
|}<br />
<br />
== Format ==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM / L8<br />
|luminance<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM / A8<br />
|alpha<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x02<br />
|R4_G4_UNORM / L4A4<br />
|luminance+alpha<br />
|8<br />
|^e BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM / L8A8<br />
|luminance+alpha<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|16<br />
|^h BFLIM files<br />
|-<br />
|0x06<br />
|RGBA4_UNORM / RGBA4444<br />
|color+alpha<br />
|16<br />
|<br />
|-<br />
|0x07<br />
|RGB5A1_UNORM / RGB555A1<br />
|color+alpha <br />
|16<br />
|^j BFLIM files<br />
|-<br />
|0x09<br />
|RGBA32_UNORM / RGBA8888<br />
|color+alpha <br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|16<br />
|^i / ^o BFLIM files<br />
|-<br />
|0x0D<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|<br />
|^p BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|16<br />
|^k / ^q BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|color<br />
|<br />
|^r / +r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI1 (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t / +t BFLIM files<br />
|-<br />
|0x12<br />
|IA8? / BC1_UNORM / DXT1<br />
|color+alpha<br />
|<br />
|^i BFLIM files<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
The following tools can extract (and generate) BFLIM files:<br />
<br />
* [https://mega.nz/#!KgRilZAR!qLGAx1yb9KduShuzxwZjd7nuN329nMjDQvrX9sy-CsE BFLIMtoGTX], by [[User:RandomTalkingBush|RandomTalkingBush]]<br />
* [https://github.com/aboood40091/BFLIM-Tool/releases/tag/v1.0 BFLIM Tool], by [[User:Aboood40091|AboodXD]]<br />
<br />
[[Category:File Format]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=3113
BFLIM (File Format)
2017-04-12T13:55:15Z
<p>Ink Larry: </p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
| '''Version''' of this file.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM / R8<br />
|single-color<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM / R8<br />
|single-color<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM / R8A8<br />
|color+alpha<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|16<br />
|^h BFLIM files<br />
|-<br />
|0x09<br />
|RGBA32_UNORM / RGBA8888<br />
|color+alpha <br />
|<br />
|^l BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|16<br />
|^i / ^o BFLIM files<br />
|-<br />
|0x0D<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|<br />
|^p BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|16<br />
|^k / ^q BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|color<br />
|<br />
|^r / +r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI1 (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t / +t BFLIM files<br />
|-<br />
|0x12<br />
|IA8? / BC1_UNORM / DXT1<br />
|color+alpha<br />
|<br />
|^i BFLIM files<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|<br />
|<br />
|<br />
|<br />
|^e BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tools can extract (and generate) BFLIM files:<br />
<br />
* [https://mega.nz/#!KgRilZAR!qLGAx1yb9KduShuzxwZjd7nuN329nMjDQvrX9sy-CsE BFLIMtoGTX], by [[User:RandomTalkingBush|TandomTalkingBush]]<br />
* [https://github.com/aboood40091/BFLIM-Tool/releases/tag/v1.0 BFLIM Tool], by [[User:Aboood40091|AboodXD]]<br />
<br />
[[Category:File Format]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2950
BFLIM (File Format)
2017-01-30T22:34:30Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM / R8<br />
|single-color<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM / R8<br />
|single-color<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM / R8A8<br />
|color+alpha<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|16<br />
|^h BFLIM files<br />
|-<br />
|0x09<br />
|RGBA32_UNORM / RGBA8888<br />
|color+alpha <br />
|<br />
|^l BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|16<br />
|^i / ^o BFLIM files<br />
|-<br />
|0x0D<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|<br />
|^p BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|16<br />
|^k / ^q BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|color<br />
|<br />
|^r / +r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI1 (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t / +t BFLIM files<br />
|-<br />
|0x12<br />
|IA8? / BC1_UNORM / DXT1<br />
|color+alpha<br />
|<br />
|^i BFLIM files<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|<br />
|<br />
|<br />
|<br />
|^e BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tools can extract (and generate) BFLIM files:<br />
<br />
* [https://mega.nz/#!KgRilZAR!qLGAx1yb9KduShuzxwZjd7nuN329nMjDQvrX9sy-CsE BFLIMtoGTX], by [[User:RandomTalkingBush|TandomTalkingBush]]<br />
* [https://github.com/aboood40091/BFLIM-Extractor BFLIM Extractor], by [[User:Aboood40091|AboodXD]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2860
BFLIM (File Format)
2016-12-17T13:53:15Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM / R8<br />
|single-color<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM / R8<br />
|single-color<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM / R8A8<br />
|color+alpha<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|16<br />
|^h BFLIM files<br />
|-<br />
|0x09<br />
|RGBA32_UNORM / RGBA8888<br />
|color+alpha <br />
|<br />
|^l BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|16<br />
|^i / ^o BFLIM files<br />
|-<br />
|0x0D<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|<br />
|^p BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|16<br />
|^k / ^q BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|color<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI1 (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x12<br />
|IA8? / BC1_UNORM / DXT1<br />
|color+alpha<br />
|<br />
|^i BFLIM files<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|<br />
|<br />
|<br />
|<br />
|^e BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tools can extract (and generate) BFLIM files:<br />
<br />
* [https://mega.nz/#!KgRilZAR!qLGAx1yb9KduShuzxwZjd7nuN329nMjDQvrX9sy-CsE BFLIMtoGTX], by [[User:RandomTalkingBush|TandomTalkingBush]]<br />
* [https://github.com/aboood40091/BFLIM-Extractor BFLIM Extractor], by [[User:Aboood40091|AboodXD]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLAN_(File_Format)&diff=2858
BFLAN (File Format)
2016-12-11T10:44:47Z
<p>Ink Larry: /* Tools */</p>
<hr />
<div>BFLAN is an updated format for BRLAN files on the Wii.<br />
<br />
== File Header (FLAN) ==<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
| 0x00<br />
| 4<br />
| Magic (File Layout ANimation)<br />
|-<br />
| 0x04<br />
| 2<br />
| Byte Order Mark<br />
|-<br />
| 0x06<br />
| 2<br />
| Header size (always 0x14)<br />
|-<br />
| 0x08<br />
| 4<br />
| Flags (But what?)<br />
|-<br />
| 0x0C<br />
| 4<br />
| Size of entire file<br />
|-<br />
| 0x10<br />
| 4<br />
| Unknown (Always 0x00020000 ???)<br />
|}<br />
<br />
== pat1 Section (???) ==<br />
=== Notes ===<br />
BFLAN files have a tree-like structure, FLAN encompasses the whole file, pat1 looks like a header for pai1, pai1 holds all entry data.<br />
<br />
=== Header ===<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
| 0x00<br />
| 4<br />
| Magic ("pat1")<br />
|-<br />
| 0x04<br />
| 4<br />
| Section size (all sub-data)<br />
|-<br />
| 0x08<br />
| 4<br />
| Unknown, seems to always be 1, probably number of entries<br />
|-<br />
| 0x0C<br />
| 4<br />
| Offset to first file string (Dunno what used for, always 0x1C?)<br />
|-<br />
| 0x10<br />
| 4<br />
| Offset to second file string (Dunno what used for)<br />
|-<br />
| 0x14<br />
| 4<br />
| Unknown, seems to be number of string entries minus 1 (0x14A -> 0x149)<br />
|-<br />
| 0x18<br />
| 4<br />
| Padding ???<br />
|}<br />
<br />
=== Footer ===<br />
After is two strings, each padded to 4 bytes. After that is a bunch of zeroes (section padded to 8 or 16 bytes? Reference files have 0x44, 0x48, and 0x50 as size.<br />
<br />
== Texture Pattern (FLTP) ==<br />
=== Header ===<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
| 0x00<br />
| 4<br />
| Magic (File Layout Texture Pattern)<br />
|-<br />
| 0x04<br />
| 4<br />
| Unknown (Always 0x01000000 ???)<br />
|-<br />
| 0x08<br />
| 4<br />
| Unknown, usually 0x0C, could be offset or header length<br />
|-<br />
| 0x0C<br />
| 4<br />
| Unknown (Probably flags, usually 0x100)<br />
|-<br />
| 0x10<br />
| 2<br />
| Number of entries (padded to 4 bytes/shifted ????)<br />
|-<br />
| 0x14<br />
| 4<br />
| 0x0C again, probably another section size<br />
|}<br />
=== Entries ===<br />
Each entry is 8 bytes, seems to a float, followed by flags (second byte looks like a sorting/matching number with strings).<br />
<br />
= Tools =<br />
<br />
The following tool can convert BFLAN files<br />
<br />
*[https://www.dropbox.com/s/7ni9vf43e0o7fxz/BenzinU.exe?dl=0 BenzinU], by [[User:diddy81|diddy81]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLYT_(File_Format)&diff=2857
BFLYT (File Format)
2016-12-11T10:44:21Z
<p>Ink Larry: /* Tools */</p>
<hr />
<div>BFLYT is an updated format for BRLYT files on the Wii. <br />
<br />
= Tools =<br />
<br />
The following tool can convert BFLYT files<br />
<br />
*[https://www.dropbox.com/s/7ni9vf43e0o7fxz/BenzinU.exe?dl=0 BenzinU], by [[User:diddy81|diddy81]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=AAMP_(File_Format)&diff=2856
AAMP (File Format)
2016-12-11T10:42:08Z
<p>Ink Larry: /* Nodes */</p>
<hr />
<div>===Header===<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''AAMP'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|4<br />
|'''Unknown1''', always 0x01000000?<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown2''', always 0x01000000?<br />
|-<br />
|0x0c<br />
|4<br />
|'''File size''', in little endian<br />
|-<br />
|0x10<br />
|4<br />
|'''Unknown3''', always 0x00000000?<br />
|-<br />
|0x14<br />
|4<br />
|'''length string''', for file extension without "b"<br />
|-<br />
|0x18<br />
|length string<br />
|'''file extension without "b"'''<br />
|}<br />
<br />
== Nodes ==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Identifier<br />
! Description<br />
|-<br />
| 0x00<br />
| Binary<br />
|-<br />
| 0x01<br />
| Float (IEEE754)(=Little Endian)<br />
|-<br />
| 0x03<br />
| 2 Floats (IEEE754)(=Little Endian)<br />
|-<br />
| 0x04<br />
| 3 Floats (IEEE754)(=Little Endian)<br />
|-<br />
| 0x06<br />
| 4 Floats (IEEE754)(=Little Endian) , Vertices? Shader? Coordinates?<br />
|-<br />
| 0x07<br />
| String<br />
|-<br />
| 0x08<br />
| String + ?unknown<br />
|-<br />
| 0x0c<br />
| ?Array? with floats<br />
|}</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=List_of_File_Formats&diff=2855
List of File Formats
2016-12-11T00:02:57Z
<p>Ink Larry: </p>
<hr />
<div>This article contains a list of '''file formats''' in [[Mario Kart 8]]. For a comparison with [[Mario Kart Wii]] see [[Comparison of Mario Kart 8 and Mario Kart Wii File Formats]].<br />
<br />
{| class="wikitable"<br />
|-<br />
! Name<br />
! Description<br />
<br />
|-<br />
| align=center | [[AAMP (File Format)|AAMP]]<br />
| Compressed files.<br />
|-<br />
| align=center | [[BARS (File Format)|BARS]]<br />
| Sound files archive.<br />
|-<br />
| align=center | [[BAGLCUBE (File Format)|BAGLCUBE]]<br />
| {{Unknown|Unknown.}} [[AAMP (File Format)|AAMP]] compressed file. Might be related to BAGLMF, BAGLENV, BAGLCCR, BAGLLMAP, BGSDW.<br />
|-<br />
| align=center | [[BFFNT (File Format)|BFFNT]]<br />
| Font files used to display text.<br />
|-<br />
| align=center | [[BFLAN (File Format)|BFLAN]]<br />
| Layout animation.<br />
|-<br />
| align=center | [[BFLIM (File Format)|BFLIM]]<br />
| Layout images.<br />
|-<br />
| align=center | [[BFLYT (File Format)|BFLYT]]<br />
| Layout<br />
|-<br />
| align=center | [[BFRES (File Format)|BFRES]]<br />
| Object files, containing model, animation, and texture information on an object, such as an itembox, a character or a course.<br />
|-<br />
| align=center | [[BFSAR (File Format)|BFSAR]]<br />
| Sound archive file for small sound effects.<br />
|-<br />
| align=center | [[BFSHA (File Format)|BFSHA]]<br />
| Shader files.<br />
|-<br />
| align=center | [[BFSTM (File Format)|BFSTM]]<br />
| Music files used by Mario Kart 8.<br />
|-<br />
| align=center | [[BFWAR (File Format)|BFWAR]]<br />
| Small sound effects.<br />
|-<br />
| align=center | [[BGENV (File Format)|BGENV]]<br />
| Posteffect information.<br />
|-<br />
| align=center | [[BGLPBD (File Format)|BGLPBD]]<br />
| {{Unknown|Probably Baked Textures related data.}}<br />
|-<br />
| align=center | [[BIN (File Format)|BIN]]<br />
| Binary lookup tables, mostly consisting of integer arrays and / or strings.<br />
|-<br />
| align=center | [[BSIS (File Format)|BSIS]]<br />
| audio database<br />
|-<br />
| align=center | [[BYAML (File Format)|BYAML]]<br />
| A generic data container format, like a binary version of XML.<br />
|-<br />
| align=center | [[CPSD (File Format)|CPSD]]<br />
| {{Unknown|Probably Mii related data.}}<br />
|-<br />
| align=center | [[DAT (File Format)|DAT]]<br />
| {{Unknown|Unknown.}} [[FFRA (File Format)|FFRA]] compressed file.<br />
|-<br />
| align=center | [[EXBIN(File Format)|EXBIN]]<br />
| {{Unknown|Unknown.}}<br />
|-<br />
| align=center | [[FMDL (File Format)|FMDL]]<br />
| Model data and usually a sub file of [[BFRES (File Format)|BFRES archives]].<br />
|-<br />
| align=center | [[FTEX (File Format)|FTEX]]<br />
| FTEX files are [[Image Formats|texture files]] and usually a sub file of [[BFRES (File Format)|BFRES archives]].<br />
|-<br />
| align=center | [[GTX (File Format)|GTX/GSH]]<br />
| Texture/Shader file.<br />
|-<br />
| align=center | [[KCL (File Format)|KCL]]<br />
| Collision information files containing information about when and how objects collide with a course or object.<br />
|-<br />
| align=center | [[MSBT (File Format)|MSBT]]<br />
| Message files containing localized text for use in game screens and menus.<br />
|-<br />
| align=center | [[PTCL (File Format)|PTCL]]<br />
| Graphic particle file.<br />
|-<br />
| align=center | [[SARC (File Format)|SARC]]<br />
| File archive with a hierarchical file system. Most used together with [[Yaz0]] compression and stored as SZS file. Otherwise often seen with the BARS extension.<br />
|-<br />
| align=center | [[SHARCFB (File Format)|SHARCFB]]<br />
| BAHS compressed<br />
|-<br />
| align=center | [[YAZ0 (File Format)|YAZ0]]<br />
| Compressed files with any data. [[SZS]] files are mostly [[YAZ0]] files.<br />
|}<br />
<br />
[[Category:File Format|!]]<br />
[[Category:List]]<br />
[[mkw:List of File Formats]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2854
BFLIM (File Format)
2016-12-10T23:08:41Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM / R8<br />
|single-color<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM / R8<br />
|single-color<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM / R8A8<br />
|color+alpha<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|16<br />
|^h BFLIM files<br />
|-<br />
|0x09<br />
|RGBA32_UNORM / RGBA8888<br />
|color+alpha <br />
|<br />
|^l BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|16<br />
|^i / ^o BFLIM files<br />
|-<br />
|0x0D<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|<br />
|^p BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|16<br />
|^k / ^q BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|color<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x12<br />
|IA8? / BC1_UNORM / DXT1<br />
|color+alpha<br />
|<br />
|^i BFLIM files<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|<br />
|<br />
|<br />
|<br />
|^e BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tools can extract (and generate) BFLIM files:<br />
<br />
* [https://mega.nz/#!KgRilZAR!qLGAx1yb9KduShuzxwZjd7nuN329nMjDQvrX9sy-CsE BFLIMtoGTX], by [[User:RandomTalkingBush|TandomTalkingBush]]<br />
* [https://github.com/aboood40091/BFLIM-Extractor BFLIM Extractor], by [[User:Aboood40091|AboodXD]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2853
BFLIM (File Format)
2016-12-10T23:04:00Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM / R8<br />
|single-color<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM / R8<br />
|single-color<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM / R8A8<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|16<br />
|^h BFLIM files<br />
|-<br />
|0x09<br />
|RGBA32_UNORM / RGBA8888<br />
|color+alpha <br />
|<br />
|^l BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|16<br />
|^i / ^o BFLIM files<br />
|-<br />
|0x0D<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|<br />
|^p BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|16<br />
|^k / ^q BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|color<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x12<br />
|IA8? / BC1_UNORM / DXT1<br />
|color+alpha<br />
|<br />
|^i BFLIM files<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|<br />
|<br />
|<br />
|<br />
|^e BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tools can extract (and generate) BFLIM files:<br />
<br />
* [https://mega.nz/#!KgRilZAR!qLGAx1yb9KduShuzxwZjd7nuN329nMjDQvrX9sy-CsE BFLIMtoGTX], by [[User:RandomTalkingBush|TandomTalkingBush]]<br />
* [https://github.com/aboood40091/BFLIM-Extractor BFLIM Extractor], by [[User:Aboood40091|AboodXD]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2852
BFLIM (File Format)
2016-12-10T23:02:34Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM / R8<br />
|single-color<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM / R8<br />
|single-color<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM / R8A8<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|16<br />
|^h BFLIM files<br />
|-<br />
|0x09<br />
|RGBA32_UNORM / RGBA8888<br />
|color+alpha <br />
|<br />
|^l BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|16<br />
|^i / ^o BFLIM files<br />
|-<br />
|0x0D<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|<br />
|^p BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|16<br />
|^k / ^q BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x12<br />
|IA8? / BC1_UNORM / DXT1<br />
|color+alpha<br />
|<br />
|^i BFLIM files<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|<br />
|<br />
|<br />
|<br />
|^e BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tools can extract (and generate) BFLIM files:<br />
<br />
* [https://mega.nz/#!KgRilZAR!qLGAx1yb9KduShuzxwZjd7nuN329nMjDQvrX9sy-CsE BFLIMtoGTX], by [[User:RandomTalkingBush|TandomTalkingBush]]<br />
* [https://github.com/aboood40091/BFLIM-Extractor BFLIM Extractor], by [[User:Aboood40091|AboodXD]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2851
BFLIM (File Format)
2016-12-10T22:56:10Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM / R8<br />
|single-color<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM / R8<br />
|single-color<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM / R8A8<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|16<br />
|^h BFLIM files<br />
|-<br />
|0x09<br />
|RGBA32_UNORM / RGBA8888<br />
|color+alpha <br />
|<br />
|^l BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|<br />
|16<br />
|^i / ^o BFLIM files<br />
|-<br />
|0x0D<br />
|BC2_UNORM / DXT3<br />
|<br />
|<br />
|^p BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|<br />
|16<br />
|^k / ^q BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x12<br />
|IA8? / BC1_UNORM / DXT1<br />
|color+alpha<br />
|<br />
|^i BFLIM files<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|<br />
|<br />
|<br />
|<br />
|^e BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tools can extract (and generate) BFLIM files:<br />
<br />
* [https://mega.nz/#!KgRilZAR!qLGAx1yb9KduShuzxwZjd7nuN329nMjDQvrX9sy-CsE BFLIMtoGTX], by [[User:RandomTalkingBush|TandomTalkingBush]]<br />
* [https://github.com/aboood40091/BFLIM-Extractor BFLIM Extractor], by [[User:Aboood40091|AboodXD]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=List_of_File_Formats&diff=2850
List of File Formats
2016-12-10T22:25:54Z
<p>Ink Larry: </p>
<hr />
<div>This article contains a list of '''file formats''' in [[Mario Kart 8]]. For a comparison with [[Mario Kart Wii]] see [[Comparison of Mario Kart 8 and Mario Kart Wii File Formats]].<br />
<br />
{| class="wikitable"<br />
|-<br />
! Name<br />
! Description<br />
<br />
|-<br />
| align=center | [[AAMP (File Format)|AAMP]]<br />
| Compressed files.<br />
|-<br />
| align=center | [[BARS (File Format)|BARS]]<br />
| Sound files archive.<br />
|-<br />
| align=center | [[BAGLCUBE (File Format)|BAGLCUBE]]<br />
| {{Unknown|Unknown.}} [[AAMP (File Format)|AAMP]] compressed file.<br />
|-<br />
| align=center | [[BFFNT (File Format)|BFFNT]]<br />
| Font files used to display text.<br />
|-<br />
| align=center | [[BFLAN (File Format)|BFLAN]]<br />
| Layout animation.<br />
|-<br />
| align=center | [[BFLIM (File Format)|BFLIM]]<br />
| Layout images.<br />
|-<br />
| align=center | [[BFLYT (File Format)|BFLYT]]<br />
| Layout<br />
|-<br />
| align=center | [[BFRES (File Format)|BFRES]]<br />
| Object files, containing model, animation, and texture information on an object, such as an itembox, a character or a course.<br />
|-<br />
| align=center | [[BFSAR (File Format)|BFSAR]]<br />
| Sound archive file for small sound effects.<br />
|-<br />
| align=center | [[BFSHA (File Format)|BFSHA]]<br />
| Shader files.<br />
|-<br />
| align=center | [[BFSTM (File Format)|BFSTM]]<br />
| Music files used by Mario Kart 8.<br />
|-<br />
| align=center | [[BGENV (File Format)|BGENV]]<br />
| Posteffect information.<br />
|-<br />
| align=center | [[BGLPBD (File Format)|BGLPBD]]<br />
| {{Unknown|Probably Baked Textures related data.}}<br />
|-<br />
| align=center | [[BIN (File Format)|BIN]]<br />
| Binary lookup tables, mostly consisting of integer arrays and / or strings.<br />
|-<br />
| align=center | [[BSIS (File Format)|BSIS]]<br />
| audio database<br />
|-<br />
| align=center | [[BYAML (File Format)|BYAML]]<br />
| A generic data container format, like a binary version of XML.<br />
|-<br />
| align=center | [[CPSD (File Format)|CPSD]]<br />
| {{Unknown|Probably Mii related data.}}<br />
|-<br />
| align=center | [[FMDL (File Format)|FMDL]]<br />
| Model data and usually a sub file of [[BFRES (File Format)|BFRES archives]].<br />
|-<br />
| align=center | [[FTEX (File Format)|FTEX]]<br />
| FTEX files are [[Image Formats|texture files]] and usually a sub file of [[BFRES (File Format)|BFRES archives]].<br />
|-<br />
| align=center | [[GTX (File Format)|GTX/GSH]]<br />
| Texture/Shader file.<br />
|-<br />
| align=center | [[KCL (File Format)|KCL]]<br />
| Collision information files containing information about when and how objects collide with a course or object.<br />
|-<br />
| align=center | [[MSBT (File Format)|MSBT]]<br />
| Message files containing localized text for use in game screens and menus.<br />
|-<br />
| align=center | [[PTCL (File Format)|PTCL]]<br />
| Graphic particle file.<br />
|-<br />
| align=center | [[SARC (File Format)|SARC]]<br />
| File archive with a hierarchical file system. Most used together with [[Yaz0]] compression and stored as SZS file. Otherwise often seen with the BARS extension.<br />
|-<br />
| align=center | [[YAZ0 (File Format)|YAZ0]]<br />
| Compressed files with any data. [[SZS]] files are mostly [[YAZ0]] files.<br />
|}<br />
<br />
[[Category:File Format|!]]<br />
[[Category:List]]<br />
[[mkw:List of File Formats]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLYT_(File_Format)&diff=2849
BFLYT (File Format)
2016-12-10T22:23:38Z
<p>Ink Larry: Created page with "BFLYT is an updated format for BRLYT files on the Wii. = Tools = The following tool can modify BFLYT files *[https://www.dropbox.com/s/7ni9vf43e0o7fxz/BenzinU.exe?dl=0 Ben..."</p>
<hr />
<div>BFLYT is an updated format for BRLYT files on the Wii. <br />
<br />
= Tools =<br />
<br />
The following tool can modify BFLYT files<br />
<br />
*[https://www.dropbox.com/s/7ni9vf43e0o7fxz/BenzinU.exe?dl=0 BenzinU], by [[User:diddy81|diddy81]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLAN_(File_Format)&diff=2848
BFLAN (File Format)
2016-12-10T22:21:11Z
<p>Ink Larry: </p>
<hr />
<div>BFLAN is an updated format for BRLAN files on the Wii.<br />
<br />
== File Header (FLAN) ==<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
| 0x00<br />
| 4<br />
| Magic (File Layout ANimation)<br />
|-<br />
| 0x04<br />
| 2<br />
| Byte Order Mark<br />
|-<br />
| 0x06<br />
| 2<br />
| Header size (always 0x14)<br />
|-<br />
| 0x08<br />
| 4<br />
| Flags (But what?)<br />
|-<br />
| 0x0C<br />
| 4<br />
| Size of entire file<br />
|-<br />
| 0x10<br />
| 4<br />
| Unknown (Always 0x00020000 ???)<br />
|}<br />
<br />
== pat1 Section (???) ==<br />
=== Notes ===<br />
BFLAN files have a tree-like structure, FLAN encompasses the whole file, pat1 looks like a header for pai1, pai1 holds all entry data.<br />
<br />
=== Header ===<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
| 0x00<br />
| 4<br />
| Magic ("pat1")<br />
|-<br />
| 0x04<br />
| 4<br />
| Section size (all sub-data)<br />
|-<br />
| 0x08<br />
| 4<br />
| Unknown, seems to always be 1, probably number of entries<br />
|-<br />
| 0x0C<br />
| 4<br />
| Offset to first file string (Dunno what used for, always 0x1C?)<br />
|-<br />
| 0x10<br />
| 4<br />
| Offset to second file string (Dunno what used for)<br />
|-<br />
| 0x14<br />
| 4<br />
| Unknown, seems to be number of string entries minus 1 (0x14A -> 0x149)<br />
|-<br />
| 0x18<br />
| 4<br />
| Padding ???<br />
|}<br />
<br />
=== Footer ===<br />
After is two strings, each padded to 4 bytes. After that is a bunch of zeroes (section padded to 8 or 16 bytes? Reference files have 0x44, 0x48, and 0x50 as size.<br />
<br />
== Texture Pattern (FLTP) ==<br />
=== Header ===<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
| 0x00<br />
| 4<br />
| Magic (File Layout Texture Pattern)<br />
|-<br />
| 0x04<br />
| 4<br />
| Unknown (Always 0x01000000 ???)<br />
|-<br />
| 0x08<br />
| 4<br />
| Unknown, usually 0x0C, could be offset or header length<br />
|-<br />
| 0x0C<br />
| 4<br />
| Unknown (Probably flags, usually 0x100)<br />
|-<br />
| 0x10<br />
| 2<br />
| Number of entries (padded to 4 bytes/shifted ????)<br />
|-<br />
| 0x14<br />
| 4<br />
| 0x0C again, probably another section size<br />
|}<br />
=== Entries ===<br />
Each entry is 8 bytes, seems to a float, followed by flags (second byte looks like a sorting/matching number with strings).<br />
<br />
= Tools =<br />
<br />
The following tool can modify BFLAN files<br />
<br />
*[https://www.dropbox.com/s/7ni9vf43e0o7fxz/BenzinU.exe?dl=0 BenzinU], by [[User:diddy81|diddy81]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=List_of_File_Formats&diff=2847
List of File Formats
2016-12-10T22:15:29Z
<p>Ink Larry: </p>
<hr />
<div>This article contains a list of '''file formats''' in [[Mario Kart 8]]. For a comparison with [[Mario Kart Wii]] see [[Comparison of Mario Kart 8 and Mario Kart Wii File Formats]].<br />
<br />
{| class="wikitable"<br />
|-<br />
! Name<br />
! Description<br />
<br />
|-<br />
| align=center | [[AAMP (File Format)|AAMP]]<br />
| Compressed files.<br />
|-<br />
| align=center | [[BARS (File Format)|BARS]]<br />
| Sound files archive.<br />
|-<br />
| align=center | [[BAGLCUBE (File Format)|BAGLCUBE]]<br />
| {{Unknown|Unknown.}} [[AAMP (File Format)|AAMP]] compressed file.<br />
|-<br />
| align=center | [[BFFNT (File Format)|BFFNT]]<br />
| Font files used to display text.<br />
|-<br />
| align=center | [[BFLAN (File Format)|BFLAN]]<br />
| Layout animation.<br />
|-<br />
| align=center | [[BFLIM (File Format)|BFLIM]]<br />
| Layout images.<br />
|-<br />
| align=center | [[BFLYT (File Format)|BFLYT]]<br />
| <br />
|-<br />
| align=center | [[BFRES (File Format)|BFRES]]<br />
| Object files, containing model, animation, and texture information on an object, such as an itembox, a character or a course.<br />
|-<br />
| align=center | [[BFSAR (File Format)|BFSAR]]<br />
| Sound archive file for small sound effects.<br />
|-<br />
| align=center | [[BFSHA (File Format)|BFSHA]]<br />
| Shader files.<br />
|-<br />
| align=center | [[BFSTM (File Format)|BFSTM]]<br />
| Music files used by Mario Kart 8.<br />
|-<br />
| align=center | [[BGENV (File Format)|BGENV]]<br />
| Posteffect information.<br />
|-<br />
| align=center | [[BGLPBD (File Format)|BGLPBD]]<br />
| {{Unknown|Probably Baked Textures related data.}}<br />
|-<br />
| align=center | [[BIN (File Format)|BIN]]<br />
| Binary lookup tables, mostly consisting of integer arrays and / or strings.<br />
|-<br />
| align=center | [[BSIS (File Format)|BSIS]]<br />
| audio database<br />
|-<br />
| align=center | [[BYAML (File Format)|BYAML]]<br />
| A generic data container format, like a binary version of XML.<br />
|-<br />
| align=center | [[CPSD (File Format)|CPSD]]<br />
| {{Unknown|Probably Mii related data.}}<br />
|-<br />
| align=center | [[FMDL (File Format)|FMDL]]<br />
| Model data and usually a sub file of [[BFRES (File Format)|BFRES archives]].<br />
|-<br />
| align=center | [[FTEX (File Format)|FTEX]]<br />
| FTEX files are [[Image Formats|texture files]] and usually a sub file of [[BFRES (File Format)|BFRES archives]].<br />
|-<br />
| align=center | [[GTX (File Format)|GTX/GSH]]<br />
| Texture/Shader file.<br />
|-<br />
| align=center | [[KCL (File Format)|KCL]]<br />
| Collision information files containing information about when and how objects collide with a course or object.<br />
|-<br />
| align=center | [[MSBT (File Format)|MSBT]]<br />
| Message files containing localized text for use in game screens and menus.<br />
|-<br />
| align=center | [[PTCL (File Format)|PTCL]]<br />
| Graphic particle file.<br />
|-<br />
| align=center | [[SARC (File Format)|SARC]]<br />
| File archive with a hierarchical file system. Most used together with [[Yaz0]] compression and stored as SZS file. Otherwise often seen with the BARS extension.<br />
|-<br />
| align=center | [[YAZ0 (File Format)|YAZ0]]<br />
| Compressed files with any data. [[SZS]] files are mostly [[YAZ0]] files.<br />
|}<br />
<br />
[[Category:File Format|!]]<br />
[[Category:List]]<br />
[[mkw:List of File Formats]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2846
BFLIM (File Format)
2016-12-10T21:40:50Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM / R8<br />
|single-color<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM / R8<br />
|single-color<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM / R8A8<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|<br />
|^h BFLIM files<br />
|-<br />
|0x09<br />
|RGBA32_UNORM / RGBA8888<br />
|color+alpha <br />
|<br />
|^l BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|<br />
|16<br />
|^i / ^o BFLIM files<br />
|-<br />
|0x0D<br />
|BC2_UNORM / DXT3<br />
|<br />
|<br />
|^p BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|<br />
|16<br />
|^k / ^q BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x12<br />
|IA8? / BC1_UNORM / DXT1<br />
|color+alpha<br />
|<br />
|^i BFLIM files<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|<br />
|<br />
|<br />
|<br />
|^e BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tools can extract (and generate) BFLIM files:<br />
<br />
* [https://mega.nz/#!KgRilZAR!qLGAx1yb9KduShuzxwZjd7nuN329nMjDQvrX9sy-CsE BFLIMtoGTX], by [[User:RandomTalkingBush|TandomTalkingBush]]<br />
* [https://github.com/aboood40091/BFLIM-Extractor BFLIM Extractor], by [[User:Aboood40091|AboodXD]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2845
BFLIM (File Format)
2016-12-10T21:27:11Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM<br />
|single-color<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM<br />
|single-color<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|<br />
|^h BFLIM files<br />
|-<br />
|0x09<br />
|RGBA32_UNORM / RGBA8888<br />
|color+alpha <br />
|<br />
|^l BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|<br />
|16<br />
|^i / ^o BFLIM files<br />
|-<br />
|0x0D<br />
|BC2_UNORM / DXT3<br />
|<br />
|<br />
|^p BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|<br />
|16<br />
|^k / ^q BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x12<br />
|IA8?<br />
|color+alpha<br />
|<br />
|^i BFLIM files<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|<br />
|<br />
|<br />
|<br />
|^e BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tools can extract (and generate) BFLIM files:<br />
<br />
* [https://mega.nz/#!KgRilZAR!qLGAx1yb9KduShuzxwZjd7nuN329nMjDQvrX9sy-CsE BFLIMtoGTX], by [[User:RandomTalkingBush|TandomTalkingBush]]<br />
* [https://github.com/aboood40091/BFLIM-Extractor BFLIM Extractor], by [[User:Aboood40091|AboodXD]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2844
BFLIM (File Format)
2016-12-10T21:14:30Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM<br />
|single-color<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM<br />
|single-color<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|<br />
|^h BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|<br />
|16<br />
|^i BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|<br />
|16<br />
|^k BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x12<br />
|IA8?<br />
|color+alpha<br />
|<br />
|<br />
|-<br />
|0x14 / 0x09<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|<br />
|<br />
|<br />
|<br />
|^e BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tools can extract (and generate) BFLIM files:<br />
<br />
* [https://mega.nz/#!KgRilZAR!qLGAx1yb9KduShuzxwZjd7nuN329nMjDQvrX9sy-CsE BFLIMtoGTX], by [[User:RandomTalkingBush|TandomTalkingBush]]<br />
* [https://github.com/aboood40091/BFLIM-Extractor BFLIM Extractor], by [[User:Aboood40091|AboodXD]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2843
BFLIM (File Format)
2016-12-10T19:05:26Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM<br />
|single-color<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM<br />
|single-color<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|<br />
|^h BFLIM files<br />
|-<br />
|0x09<br />
|<br />
|color+alpha<br />
|<br />
|<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|<br />
|16<br />
|^i BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|<br />
|16<br />
|^k BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x12<br />
|IA8?<br />
|color+alpha<br />
|<br />
|<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|<br />
|<br />
|<br />
|<br />
|^e BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tools can extract (and generate) BFLIM files:<br />
<br />
* [https://mega.nz/#!KgRilZAR!qLGAx1yb9KduShuzxwZjd7nuN329nMjDQvrX9sy-CsE BFLIMtoGTX], by [[User:RandomTalkingBush|TandomTalkingBush]]<br />
* [https://github.com/aboood40091/BFLIM-Extractor BFLIM Extractor], by [[User:Aboood40091|AboodXD]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2842
BFLIM (File Format)
2016-12-10T18:54:36Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM<br />
|single-color<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM<br />
|single-color<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|<br />
|^h BFLIM files<br />
|-<br />
|0x09<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|<br />
|<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|<br />
|16<br />
|^i BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|<br />
|16<br />
|^k BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x12<br />
|IA8?<br />
|color+alpha<br />
|<br />
|<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|<br />
|<br />
|<br />
|<br />
|^e BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tools can extract (and generate) BFLIM files:<br />
<br />
* [https://mega.nz/#!KgRilZAR!qLGAx1yb9KduShuzxwZjd7nuN329nMjDQvrX9sy-CsE BFLIMtoGTX], by [[User:RandomTalkingBush|TandomTalkingBush]]<br />
* [https://github.com/aboood40091/BFLIM-Extractor BFLIM Extractor], by [[User:Aboood40091|AboodXD]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2840
BFLIM (File Format)
2016-12-09T22:29:32Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM<br />
|single-color<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM<br />
|single-color<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|<br />
|^h BFLIM files<br />
|-<br />
|0x09<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|<br />
|16<br />
|^i BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|<br />
|16<br />
|^k BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x12<br />
|IA8?<br />
|color+alpha<br />
|<br />
|<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|<br />
|<br />
|<br />
|<br />
|^e BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tools can extract (and generate) BFLIM files:<br />
<br />
* [https://mega.nz/#!KgRilZAR!qLGAx1yb9KduShuzxwZjd7nuN329nMjDQvrX9sy-CsE BFLIMtoGTX], by [[User:RandomTalkingBush|TandomTalkingBush]]<br />
* [https://github.com/aboood40091/BFLIM-Extractor BFLIM Extractor], by [[User:Aboood40091|AboodXD]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=SARC_(File_Format)&diff=2837
SARC (File Format)
2016-12-02T23:08:46Z
<p>Ink Larry: /* Tools */</p>
<hr />
<div>'''SARC Files''' are archive files used in [[Wii U]] software, including [[Mario Kart 8]]. They are similar to the [[:mkw:U8 (File Format)|U8]] files found in GameCube and Wii games. Common extensions are '''.arc''' and '''.sarc''' (general), '''.pack''' (when the archive contains mostly other archive files), '''.bars''' (when it contains audio data), and '''.bgenv''' (when it contains shader files). SARC files are sometimes [[:mkw:Yaz0 (File Format)|Yaz0]] compressed into '''.szs''' files.<br />
<br />
= File Format =<br />
The basic structure of the archive is a '''SARC Header''' followed by a '''File Table''' and a '''File Name Table'''. Finally, the content of all files in the archive is stored directly. The '''File Table''' references the data.<br />
<br />
== Header (SARC) ==<br />
Every SARC archive beings with a 0x14 byte '''SARC Header''' structure.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || '''Magic''': 0x53415243 ("SARC" in ASCII).<br />
|-<br />
| 0x04 || 2 || '''Header Length''': the length of this header in bytes. Always '''0x14'''.<br />
|-<br />
| 0x06 || 2 || '''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
| 0x08 || 4 || '''File size''' of the entire archive in bytes.<br />
|-<br />
| 0x0c || 4 || '''Beginning of data''' offset.<br />
|-<br />
| 0x10 || 4 || {{Unknown|'''Unknown'''. Always '''0x01000000'''?}}<br />
|-<br />
| 0x14 || colspan=2 {{Unknown|End of '''SARC''' header}}<br />
|}<br />
<br />
== File Table ==<br />
Unlike the U8 format, SARC does generally not contain directory nodes (though files may reside inside subfolders). It is currently unknown if it is able to.<br />
<br />
=== Header (SFAT) ===<br />
The '''SARC Header''' is immediately followed by 0xc byte '''SFAT Header''' structure.<br />
<br />
{| class="wikitable"<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || 4 || '''Magic''': 0x53464154 ("SFAT").<br />
|-<br />
| 0x04 || 2 || '''Header Length''': the length of this header in bytes. Always '''0xc'''.<br />
|-<br />
| 0x06 || 2 || '''Node count'''.<br />
|-<br />
| 0x08 || 4 || '''Hash Multiplier'''. Always '''0x00000065'''.<br />
|-<br />
| 0x0c || colspan=2 {{Unknown|End of '''SFAT''' header}}<br />
|}<br />
<br />
=== Node ===<br />
The '''SFAT Header''' is followed by an array of 0x10 byte '''SFAT Node''' structures.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || '''File Name Hash'''. Look below for the calculation.<br />
|-<br />
| 0x04 || 1 || {{Unknown|'''Unknown.''' Always '''0x01'''? Comparable to the file/folder flag from U8?}}<br />
|-<br />
| 0x05 || 3 || '''File name table entry''' offset, relative to the end of the file name table header, divided by 4.<br />
|-<br />
| 0x08 || 4 || '''Beginning of node file data''', relative to the '''Beginning of data''' offset specified in the '''SARC header'''.<br />
|-<br />
| 0x0c || 4 || '''End of node file data''', relative to the '''Beginning of data''' offset specified in the '''SARC header'''.<br />
|-<br />
| 0x10 || colspan=2 {{Unknown|End of node}}<br />
|}<br />
<br />
==== File Name Hash ====<br />
The hash is calculated like this:<br />
<pre><br />
uint GetHash(char* name, int length, uint multiplier)<br />
{<br />
uint result = 0;<br />
for(int i = 0; i < length; i++)<br />
{<br />
result = name[i] + result * multiplier;<br />
}<br />
return result;<br />
}<br />
</pre><br />
<br />
== File Name Table ==<br />
The '''File Name Table''' is a list of null-terminated strings which represent the filenames of the packed files. It is referenced by '''SFAT Node'''s.<br />
<br />
=== Header (SFNT) ===<br />
The '''SFAT Node''' array is immediately followed by an 0x8 byte '''SFNT Header''' structure.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || '''Magic''': 0x53464E54 ("SFNT").<br />
|-<br />
| 0x04 || 2 || '''Header Length''': the length of this header in bytes. Always '''0x8'''.<br />
|-<br />
| 0x06 || 2 || {{Unknown|'''Unknown.''' Always '''0'''?}}<br />
|-<br />
| 0x08 || colspan=2 {{Unknown|End of '''SFNT''' header}}<br />
|}<br />
<br />
=== Strings ===<br />
The '''SFAT Header''' is immediately followed by 4-byte aligned null-terminated strings that represent the filenames of the packed files.<br />
<br />
== File Data ==<br />
The data begins at the '''Beginning of data''' offset specified in the '''SARC Header'''. There is padding between the files for 256-byte (0x100) alignment.<br />
<br />
= Tools =<br />
<br />
The following tool can extract and pack SARC files:<br />
<br />
* [https://github.com/NWPlayer123/WiiUTools/tree/master/SARCTools SARCTools], by [[User:NWPlayer123|NwPlayer123]]<br />
* [https://github.com/smb123w64gb/Uwizard/releases/tag/1.2.0 Uwizard.Woomy], by [[User:smb123w64gb|smb123w64gb]]<br />
* [https://drive.google.com/file/d/0B9ETxoIujjPFLTJOY2pIZ3RfRms/view Uwizard], by [[User:Mr. Mysterio|Mr. Mysterio]]<br />
* [https://www.dropbox.com/sh/tfg2nd6q809oqn3/AADWk3SgQEsqnvlbplcWOfv5a WiiUExplorer], by [[User:Celcodioc|Celcodioc]]<br />
<br />
[[Category:File Format]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=MSBT_(File_Format)&diff=2836
MSBT (File Format)
2016-12-01T22:22:42Z
<p>Ink Larry: </p>
<hr />
<div>The MSBT File format seems to be something like BMG was in MKWii. MSBT files contain the game's text. <br />
<br />
The file has a main header (MSBT) and two data blocks with their own headers (NLI1 and TXT2). After each data block, there are the bytes "0xAB AB AB AB"<br />
<br />
MSBT files are also used in some Wii games, such as Super Mario Galaxy 2.<br />
<br />
== Header ==<br />
<br />
The MSBT file format starts with a header structure.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
| 0x00<br />
| 8<br />
| '''String "MsgStdBn" in ASCII''' (file identifier).<br />
|-<br />
| 0x08<br />
| 2<br />
| '''Byte order mark''' (0xFEFF)<br />
|-<br />
| 0x0a<br />
| 2<br />
| ''Unknown'', always 0x0000<br />
|-<br />
| 0x0c<br />
| 2<br />
| ''Unknown'', always 0x0103<br />
|-<br />
| 0x0e<br />
| 2<br />
| '''Number of sections'''<br />
|-<br />
| 0x10<br />
| 2<br />
| ''Unknown'', always 0x0000<br />
|-<br />
| 0x12<br />
| 4<br />
| '''File size'''<br />
|- <br />
| 0x16<br />
| 10<br />
| ''Unknown'', always 0x0000 0000 0000 0000 0000<br />
|-<br />
| 0x20<br />
| colspan=2 {{unknown|End of file header}}<br />
|}<br />
<br />
== NLI1 ==<br />
<br />
=== NLI1 Header ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
| 0x00<br />
| 4<br />
| '''String "NLI1" in ASCII''' (file identifier).<br />
|-<br />
| 0x04<br />
| 4<br />
| '''Section size'''<br />
|-<br />
| 0x08<br />
| 8<br />
| ''unknown'' (always empty?)<br />
|-<br />
| 0x0f<br />
| 4<br />
| '''Number of entries'''<br />
|-<br />
| 0x13<br />
| colspan=2 {{unknown|End of NLI1 header}}<br />
|}<br />
<br />
== TXT2 ==<br />
<br />
=== TXT2 Header ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
| 0x00<br />
| 4<br />
| '''String "TXT2" in ASCII''' (file identifier).<br />
|-<br />
| 0x04<br />
| 4<br />
| '''Section size'''<br />
|-<br />
| 0x08<br />
| 8<br />
| ''unknown'' (always empty?)<br />
|-<br />
| 0x0f<br />
| 4<br />
| '''Number of entries'''<br />
|-<br />
| 0x13<br />
| colspan=2 {{unknown|End of TXT2 header}}<br />
|}<br />
<br />
=== TXT2 data ===<br />
<br />
After the TXT2 header, there are four bytes for each entry, containing the offset to the UTF16 string.<br />
<br />
= Tools =<br />
<br />
The following tool can edit MSBT files:<br />
<br />
* [https://github.com/IcySon55/3DLandMSBTeditor/releases/tag/v0.9.7 MSBT Editor], by [[User:IcySon55|IcySon55]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=MSBT_(File_Format)&diff=2835
MSBT (File Format)
2016-12-01T22:19:42Z
<p>Ink Larry: </p>
<hr />
<div>The MSBT File format seems to be something like BMG was in MKWii. MSBT files contain the game's text. <br />
<br />
The file has a main header (MSBT) and two data blocks with their own headers (NLI1 and TXT2). After each data block, there are the bytes "0xAB AB AB AB"<br />
<br />
MSBT files are also used in some Wii games, such as Super Mario Galaxy 2.<br />
<br />
== Header ==<br />
<br />
The MSBT file format starts with a header structure.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
| 0x00<br />
| 8<br />
| '''String "MsgStdBn" in ASCII''' (file identifier).<br />
|-<br />
| 0x08<br />
| 2<br />
| '''Byte order mark''' (0xFEFF)<br />
|-<br />
| 0x0a<br />
| 2<br />
| ''Unknown'', always 0x0000<br />
|-<br />
| 0x0c<br />
| 2<br />
| ''Unknown'', always 0x0103<br />
|-<br />
| 0x0e<br />
| 2<br />
| '''Number of sections'''<br />
|-<br />
| 0x10<br />
| 2<br />
| ''Unknown'', always 0x0000<br />
|-<br />
| 0x12<br />
| 4<br />
| '''File size'''<br />
|- <br />
| 0x16<br />
| 10<br />
| ''Unknown'', always 0x0000 0000 0000 0000 0000<br />
|-<br />
| 0x20<br />
| colspan=2 {{unknown|End of file header}}<br />
|}<br />
<br />
== NLI1 ==<br />
<br />
=== NLI1 Header ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
| 0x00<br />
| 4<br />
| '''String "NLI1" in ASCII''' (file identifier).<br />
|-<br />
| 0x04<br />
| 4<br />
| '''Section size'''<br />
|-<br />
| 0x08<br />
| 8<br />
| ''unknown'' (always empty?)<br />
|-<br />
| 0x0f<br />
| 4<br />
| '''Number of entries'''<br />
|-<br />
| 0x13<br />
| colspan=2 {{unknown|End of NLI1 header}}<br />
|}<br />
<br />
== TXT2 ==<br />
<br />
=== TXT2 Header ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
| 0x00<br />
| 4<br />
| '''String "TXT2" in ASCII''' (file identifier).<br />
|-<br />
| 0x04<br />
| 4<br />
| '''Section size'''<br />
|-<br />
| 0x08<br />
| 8<br />
| ''unknown'' (always empty?)<br />
|-<br />
| 0x0f<br />
| 4<br />
| '''Number of entries'''<br />
|-<br />
| 0x13<br />
| colspan=2 {{unknown|End of TXT2 header}}<br />
|}<br />
<br />
=== TXT2 data ===<br />
<br />
After the TXT2 header, there are four bytes for each entry, containing the offset to the UTF16 string.<br />
<br />
= Tools =<br />
<br />
The following tool can edit MSBT files:<br />
<br />
* [https://github.com/IcySon55/3DLandMSBTeditor/releases/tag/v0.9.6 MSBT Editor], by [[User:IcySon55|IcySon55]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=KCL_(File_Format)&diff=2834
KCL (File Format)
2016-12-01T22:14:08Z
<p>Ink Larry: </p>
<hr />
<div>'''KCL Files''' are collision files used in [[Mario Kart 8]] and many other games. They have been used since at least [[Mario Kart DS]]. The documentation here is specifically for the [[Mario Kart 8]] implementation, which has certainly changed since the implmentation in [[Mario Kart Wii]].<br />
<br />
The KCL files contain simplified versions of model files in order to allow rapid collision detection. They use an octree for efficient spatial indexing, as well as storing the actual triangles of the models in a more rapidly accessible format.<br />
<br />
= File Format =<br />
The file begins with a header followed by a number of models. Each model describes the collision for a section of the map.<br />
<br />
== Header ==<br />
The file begins with the following header.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || '''0x02020000''' file identifier.<br />
|-<br />
| 0x04 || 4 || Offset to octree. Relative to start of file.<br />
|-<br />
| 0x08 || 4 || Offset to model list. Relative to start of file.<br />
|-<br />
| 0x0c || 4 || Model count.<br />
|-<br />
| 0x10 || 12 || Minimal coordinate for all models. Stored as 3 floats; '''x''', '''y''' and '''z'''.<br />
|-<br />
| 0x1c || 12 || Maximal coordinate for all models. Stored as 3 floats; '''x''', '''y''' and '''z'''.<br />
|-<br />
| 0x28 || 4 || Coordinate shift<br />
|-<br />
| 0x2c || 4 || Y shift<br />
|-<br />
| 0x30 || 4 || Z shift<br />
|-<br />
| 0x34 || 4 || {{Unknown}}, exporting it as 0 does not seem to cause issues.<br />
|-<br />
| 0x38<br />
| colspan=2 {{unknown|End of file header}}<br />
|-<br />
|}<br />
<br />
Thereafter follows the model octree at the offset indicated. This appears to have format similar to that of the octree section (see section 4 below). This presumably allows the game to select one of the models to run collision detection against. This is then followed by the model list at an offset indiciated by the header. It is a list of offsets relative to the start of the file to each of the models as described below. The length of the model is implicitly given by the distance to the next model (or the end of the file).<br />
<br />
== Model Format ==<br />
Each model in the file has a format almost identical to [[:mkw:KCL (File Format)|KCL files]] in [[Mario Kart Wii]]. The changes are that section 3 is now 0 indexed, the triangle are now 0x14 bytes long and the octree lists are now 0xffff terminated. The [[KCL flag|Collision flags]] are also different. The model consists of a header, and four data sections.<br />
<br />
=== Header ===<br />
<br />
The header is a 0x3c byte structure as follows.<br />
{| class="wikitable"<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || u32 || Offset to section 1<br />
|-<br />
| 0x04 || u32 || Offset to section 2<br />
|-<br />
| 0x08 || u32 || Offset to section 3<br />
|-<br />
| 0x0c || u32 || Offset to section 4<br />
|-<br />
| 0x10 || single || '''Unknown''' (30.0 typical)<br />
|-<br />
| 0x14 || single3 || Spatial grid first coordinate<br />
|-<br />
| 0x20 || u32 || X mask<br />
|-<br />
| 0x24 || u32 || Y mask<br />
|-<br />
| 0x28 || u32 || Z mask<br />
|-<br />
| 0x2c || u32 || Coordinate shift<br />
|-<br />
| 0x30 || u32 || Y shift<br />
|-<br />
| 0x34 || u32 || Z shift<br />
|-<br />
| 0x38 || single || '''Unknown'''<br />
|-<br />
| 0x3c<br />
| colspan=2 {{unknown|End of model header}}<br />
|-<br />
|}<br />
All offsets are relative to the start of the model. <br/><br />
The meaning of the shift and mask values is explained in section 4.<br />
<br />
=== Section 1 - Vertices ===<br />
Section 1 is simply a large array of vertices, stored as 3 successive singles for x, y and z. The length of this array is not stored, but can usually be calculated by subtracting the section 1 offset from the section 2 offset and dividing by 0xc.<br />
<br />
=== Section 2 - Normals ===<br />
Section 2 is much the same as section 1, in that it is a large array of normals. Again the values are stored as 3 successive singles for x, y and z. The length of this array is not stored, but can usually be calculated by subtracting the section 2 offset from the section 3 offset and dividing by 0xc.<br />
<br />
=== Section 3 - Triangles ===<br />
The third section is the section containing the actual model information. The structure of each entry in this section is a 0x14 byte structure given below.<br />
{| class="wikitable"<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || single || Length<br />
|-<br />
| 0x04 || u16 || Position index (0 based index into section 1)<br />
|-<br />
| 0x06 || u16 || Direction index (0 based index into section 2)<br />
|-<br />
| 0x08 || u16 || Normal A index (0 based index into section 2)<br />
|-<br />
| 0x0a || u16 || Normal B index (0 based index into section 2)<br />
|-<br />
| 0x0c || u16 || Normal C index (0 based index into section 2)<br />
|-<br />
| 0x0e || u16 || [[KCL flag|Collision flags]]<br />
|-<br />
| 0x10 || u32 || Global triangle index (spanning all models)<br />
|-<br />
| 0x14<br />
| colspan=2 {{unknown|Next triangle}}<br />
|-<br />
|}<br />
All indices in this section are 0 indexed. The position index is an index for section 1, and the others are indices to section 2. The exact manner in which the values are used for collision detection is unknown, however a method for converting this form of triangle to a set of three coordinates is outlined below. The coordinate system is right handed.<br />
<pre><br />
CrossA = Cross(NormalA,Direction)<br />
CrossB = Cross(NormalB,Direction)<br />
Vertex1 = Position<br />
Vertex2 = Position + CrossB * (Length / Dot(CrossB,NormalC))<br />
Vertex3 = Position + CrossA * (Length / Dot(CrossA,NormalC))<br />
</pre><br />
A method for converting three vertices into the KCL form is given below. This method assumes the vertices are arranged anti clockwise when viewed from the collidable side.<br />
<pre><br />
Position = Vertex1<br />
Direction = Unit( Cross( Vertex2 - Vertex1, Vertex3 - Vertex1 ))<br />
NormalA = Unit( Cross( Direction, Vertex3 - Vertex1 ))<br />
NormalB = Unit( -Cross( Direction, Vertex2 - Vertex1 ))<br />
NormalC = Unit( Cross( Direction, Vertex2 - Vertex3 ))<br />
Length = Dot( Vertex2 - Vertex1, NormalC )<br />
</pre><br />
<br />
=== Section 4 - Spatial Index ===<br />
Section 4 is a spatial index. It is a series of u32 values, followed by lists of u16s. It subdivides three dimensional space using an octree, and indicates which triangles from section 3, if any, appear in each cube of the space. Given a coordinate (x,y,z) in world space, in order to find which triangles are at in range of that location, the spatial gird first coordinate is subtracted from the coordinate. If the value is negative, it is not colliding. If the value is positive, it is rounded to a u32, and then each component is AND'ed with the mask. If the value is non zero, it is also not colliding. If not, the the original u32 components are all shifted right by coordinate shift. The y and z coordinates are then shifted left by their shift values. The resulting components are OR'ed with each other to produce an index into the octree.<br />
<br />
The octree is then to be followed until a triangle list is found. At each stage, if the top bit of the current u32 is set, then the remaining 31 bits are an offset to a list of u16 triangle indices. Each of these is a 0 based index to section 3, which is a triangle that must be checked by an object at the original location. The list is 0xffff terminated. If the top bit is not set, then the remaining 31 bits are an offset to 8 more of the u32s in the octree. The index into these 8 values is calculated by getting the next least significant bit in the u32 of each component, and then shifting z left by 2, y left by 1 and OR'ing them all together. The procedure then repeats with the value at that offset.<br />
<br />
[[Category:File Format]]<br />
[[mkw:KCL (File Format)]]<br />
<br />
= Tools =<br />
<br />
The following Tools can edit KCL files:<br />
<br />
* [https://github.com/Syroot/io_scene_kcl Blender KCL add-on], by [[Users:Ray Koopa|Ray Koopa]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2833
BFLIM (File Format)
2016-12-01T22:07:07Z
<p>Ink Larry: </p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM<br />
|single-color<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM<br />
|single-color<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|<br />
|^h BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|<br />
|16<br />
|^i BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|<br />
|16<br />
|^k BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x12<br />
|IA8?<br />
|color+alpha<br />
|<br />
|<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|<br />
|<br />
|<br />
|<br />
|^e BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tools can extract (and generate) BFLIM files:<br />
<br />
* [https://mega.nz/#!KgRilZAR!qLGAx1yb9KduShuzxwZjd7nuN329nMjDQvrX9sy-CsE BFLIMtoGTX], by [[User:RandomTalkingBush|TandomTalkingBush]]<br />
* [https://github.com/aboood40091/BFLIM-Extractor BFLIM Extractor], by [[User:Aboood40091|AboodXD]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFFNT_(File_Format)&diff=2832
BFFNT (File Format)
2016-12-01T22:02:45Z
<p>Ink Larry: </p>
<hr />
<div>==Parsing information==<br />
===Header===<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"FFNT" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|Byte order mark , always Big-Endian (0xFEFF)?<br />
|-<br />
|0x06<br />
|??<br />
|"Unknown"<br />
|-<br />
|0x0c<br />
|4<br />
|File size (in bytes).<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tool can convert BFFNT files into GTX:<br />
<br />
*[https://mega.nz/#!Pt5H0aYZ!Pr6DZQDGiGaT1g7UuhP3lpf6Q0dn6-DlT6q13Ra6YZI BFFNTtoGTX], by [[User:RandomTalkingBush|RandomTalkingBush]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFFNT_(File_Format)&diff=2831
BFFNT (File Format)
2016-12-01T21:59:26Z
<p>Ink Larry: </p>
<hr />
<div>===Header===<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"FFNT" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|Byte order mark , always Big-Endian (0xFEFF)?<br />
|-<br />
|0x06<br />
|??<br />
|"Unknown"<br />
|-<br />
|0x0c<br />
|4<br />
|File size (in bytes).<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tool can convert BFFNT files into GTX:<br />
<br />
*[https://mega.nz/#!Pt5H0aYZ!Pr6DZQDGiGaT1g7UuhP3lpf6Q0dn6-DlT6q13Ra6YZI BFFNTtoGTX], by [[User:RandomTalkingBush|RandomTalkingBush]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=SARC_(File_Format)&diff=2830
SARC (File Format)
2016-12-01T21:50:39Z
<p>Ink Larry: /* Tools */</p>
<hr />
<div>'''SARC Files''' are archive files used in [[Wii U]] software, including [[Mario Kart 8]]. They are similar to the [[:mkw:U8 (File Format)|U8]] files found in GameCube and Wii games. Common extensions are '''.arc''' and '''.sarc''' (general), '''.pack''' (when the archive contains mostly other archive files), '''.bars''' (when it contains audio data), and '''.bgenv''' (when it contains shader files). SARC files are sometimes [[:mkw:Yaz0 (File Format)|Yaz0]] compressed into '''.szs''' files.<br />
<br />
= File Format =<br />
The basic structure of the archive is a '''SARC Header''' followed by a '''File Table''' and a '''File Name Table'''. Finally, the content of all files in the archive is stored directly. The '''File Table''' references the data.<br />
<br />
== Header (SARC) ==<br />
Every SARC archive beings with a 0x14 byte '''SARC Header''' structure.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || '''Magic''': 0x53415243 ("SARC" in ASCII).<br />
|-<br />
| 0x04 || 2 || '''Header Length''': the length of this header in bytes. Always '''0x14'''.<br />
|-<br />
| 0x06 || 2 || '''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
| 0x08 || 4 || '''File size''' of the entire archive in bytes.<br />
|-<br />
| 0x0c || 4 || '''Beginning of data''' offset.<br />
|-<br />
| 0x10 || 4 || {{Unknown|'''Unknown'''. Always '''0x01000000'''?}}<br />
|-<br />
| 0x14 || colspan=2 {{Unknown|End of '''SARC''' header}}<br />
|}<br />
<br />
== File Table ==<br />
Unlike the U8 format, SARC does generally not contain directory nodes (though files may reside inside subfolders). It is currently unknown if it is able to.<br />
<br />
=== Header (SFAT) ===<br />
The '''SARC Header''' is immediately followed by 0xc byte '''SFAT Header''' structure.<br />
<br />
{| class="wikitable"<br />
! Offset !! Type !! Description<br />
|-<br />
| 0x00 || 4 || '''Magic''': 0x53464154 ("SFAT").<br />
|-<br />
| 0x04 || 2 || '''Header Length''': the length of this header in bytes. Always '''0xc'''.<br />
|-<br />
| 0x06 || 2 || '''Node count'''.<br />
|-<br />
| 0x08 || 4 || '''Hash Multiplier'''. Always '''0x00000065'''.<br />
|-<br />
| 0x0c || colspan=2 {{Unknown|End of '''SFAT''' header}}<br />
|}<br />
<br />
=== Node ===<br />
The '''SFAT Header''' is followed by an array of 0x10 byte '''SFAT Node''' structures.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || '''File Name Hash'''. Look below for the calculation.<br />
|-<br />
| 0x04 || 1 || {{Unknown|'''Unknown.''' Always '''0x01'''? Comparable to the file/folder flag from U8?}}<br />
|-<br />
| 0x05 || 3 || '''File name table entry''' offset, relative to the end of the file name table header, divided by 4.<br />
|-<br />
| 0x08 || 4 || '''Beginning of node file data''', relative to the '''Beginning of data''' offset specified in the '''SARC header'''.<br />
|-<br />
| 0x0c || 4 || '''End of node file data''', relative to the '''Beginning of data''' offset specified in the '''SARC header'''.<br />
|-<br />
| 0x10 || colspan=2 {{Unknown|End of node}}<br />
|}<br />
<br />
==== File Name Hash ====<br />
The hash is calculated like this:<br />
<pre><br />
uint GetHash(char* name, int length, uint multiplier)<br />
{<br />
uint result = 0;<br />
for(int i = 0; i < length; i++)<br />
{<br />
result = name[i] + result * multiplier;<br />
}<br />
return result;<br />
}<br />
</pre><br />
<br />
== File Name Table ==<br />
The '''File Name Table''' is a list of null-terminated strings which represent the filenames of the packed files. It is referenced by '''SFAT Node'''s.<br />
<br />
=== Header (SFNT) ===<br />
The '''SFAT Node''' array is immediately followed by an 0x8 byte '''SFNT Header''' structure.<br />
<br />
{| class="wikitable"<br />
! Offset !! Size !! Description<br />
|-<br />
| 0x00 || 4 || '''Magic''': 0x53464E54 ("SFNT").<br />
|-<br />
| 0x04 || 2 || '''Header Length''': the length of this header in bytes. Always '''0x8'''.<br />
|-<br />
| 0x06 || 2 || {{Unknown|'''Unknown.''' Always '''0'''?}}<br />
|-<br />
| 0x08 || colspan=2 {{Unknown|End of '''SFNT''' header}}<br />
|}<br />
<br />
=== Strings ===<br />
The '''SFAT Header''' is immediately followed by 4-byte aligned null-terminated strings that represent the filenames of the packed files.<br />
<br />
== File Data ==<br />
The data begins at the '''Beginning of data''' offset specified in the '''SARC Header'''. There is padding between the files for 256-byte (0x100) alignment.<br />
<br />
= Tools =<br />
<br />
The following tool can extract and pack SARC files:<br />
<br />
* [https://github.com/NWPlayer123/WiiUTools/tree/master/SARCTools SARCTools], by [[User:NWPlayer123|NwPlayer123]]<br />
* [https://drive.google.com/file/d/0B9ETxoIujjPFLTJOY2pIZ3RfRms/view Uwizard], by [[User:Mr. Mysterio|Mr. Mysterio]]<br />
* [https://www.dropbox.com/sh/tfg2nd6q809oqn3/AADWk3SgQEsqnvlbplcWOfv5a WiiUExplorer], by [[User:Celcodioc|Celcodioc]]<br />
<br />
[[Category:File Format]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2829
BFLIM (File Format)
2016-12-01T20:44:11Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM<br />
|single-color<br />
|8<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM<br />
|single-color<br />
|8<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|<br />
|^h BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|<br />
|16<br />
|^i BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|<br />
|16<br />
|^k BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x12<br />
|IA8?<br />
|color+alpha<br />
|<br />
|<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|-<br />
|<br />
|<br />
|<br />
|<br />
|^e BFLIM files<br />
|-<br />
|}<br />
<br />
= Tools =<br />
<br />
The following tool can extract and generate BFLIM files:<br />
<br />
* [https://github.com/aboood40091/BFLIM-Extractor BFLIM Extractor], by [[User:Aboood40091|AboodXD]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=Talk:Icy_Icy_Meadows_(Wii_Moo_Moo_Meadows_Texture)&diff=2594
Talk:Icy Icy Meadows (Wii Moo Moo Meadows Texture)
2016-09-11T19:41:30Z
<p>Ink Larry: /* Track Dosen't Load */</p>
<hr />
<div><br />
== Track Dosen't Load ==<br />
I'm using 1.2 in MK8 4.1 and the track won't load. Am I doing something wrong? --[[User:MegaSuperab|MegaSuperab]] ([[User talk:MegaSuperab|talk]]) 18:37, 3 August 2016 (UTC)<br />
<br />
It seems like you are doing something wrong. Did you set up Cafiine properly? --[[User:Ink Larry|Ink Larry]] ([[User talk:Ink Larry|talk]]) 19:41, 11 September 2016 (UTC)</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=GCN_Dry_Dry_Grassland_(GCN_Dry_Dry_Desert_Texture)_(Ink_Larry)&diff=2579
GCN Dry Dry Grassland (GCN Dry Dry Desert Texture) (Ink Larry)
2016-09-08T14:43:26Z
<p>Ink Larry: </p>
<hr />
<div><div class="float-right"><br />
{{Text-Info<br />
|texture hack name= Dry Dry Grassland<br />
|author= [[Ink Larry]]<br />
|type= Texture Hack, Desert, Grass<br />
|version= v1.1<br />
|date of released= 2016-07-25<br />
|download= https://mega.nz/#!SVAEiQxR!hlLNVwQHxMj2qGaXW18n_Zhk5TgtS4hlS77aDZ9wP30<br />
}}<br />
</div><br />
<br />
==Overview==<br />
'''Dry Dry Grassland''' is a '''[[Mario Kart 8]]''' track texture mod made by MrBean35000vr and Chadderz. This is just a simple recreation of their mod. <br />
<br />
==Media==<br />
{{youtube-box||c9NJ-tvin_s|Dry Dry Grassland}}<br />
<br />
==Version History==<br />
{| class="wikitable"<br />
|-<br />
! align=left| Version<br />
! align=left| Date of release<br />
! align=left| Information<br />
|-<br />
| v1.0<br />
| 2016-06-30<br />
| First release<br />
|-<br />
| v1.1<br />
| 2016-07-25<br />
| Minor texture updates<br />
|}<br />
<br />
{{User-Ink_Larry-Link}}<br />
[[Category:Track/Texture]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=Icy_Icy_Meadows_(Wii_Moo_Moo_Meadows_Texture)&diff=2578
Icy Icy Meadows (Wii Moo Moo Meadows Texture)
2016-09-08T14:38:10Z
<p>Ink Larry: </p>
<hr />
<div><div class="float-right"><br />
{{Text-Info<br />
|texture hack name= Icy Icy Meadows<br />
|author= [[Ink Larry]]<br />
|type= Texture Hack, Ice, Night<br />
|version= v1.2<br />
|date of released= 2016-07-25<br />
|download= https://mega.nz/#!aZoBnBhR!I0rz_bVGb8G6dJ5mWkpNM-WSG7Tde9qVVBJ3IIg-dE0<br />
}}<br />
</div><br />
<br />
== Overview ==<br />
This is Moo Moo Meadows in a winter atmosphere, albeit not snowing. The lightning and skybox have been changed to nighttime.<br />
<br />
== Media ==<br />
{{youtube-box||6oBlhU5P4Ok|Icy Icy Meadows}}<br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
|-<br />
! align=left| Version<br />
! align=left| Date of release<br />
! align=left| Information<br />
|-<br />
| v1.0<br />
| 2016-06-30<br />
| First Release<br />
|-<br />
| v1.1<br />
| 2016-07-01<br />
| Added a .kcl<br />
|-<br />
| v1.2<br />
| 2016-07-25<br />
| Updated many textures<br />
|}<br />
<br />
{{User-Ink_Larry-Link}}<br />
[[Category:Track/Texture]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=Icy_Thwomp_Ruins_(Thwomp_Ruins_Texture)_(Ink_Larry)&diff=2577
Icy Thwomp Ruins (Thwomp Ruins Texture) (Ink Larry)
2016-09-08T14:33:46Z
<p>Ink Larry: </p>
<hr />
<div><div class="float-right"><br />
{{Text-Info<br />
|texture hack name= Icy Thwomp Ruins ''Recreated''<br />
|author= [[Ink Larry]]<br />
|type= Texture Hack, Snow, Ice, Night<br />
|version= v1.3<br />
|date of released= 2016-07-25<br />
|download= https://mega.nz/#!iA5E3IyB!w9delzmekShTmNvOBOf51KB9X5yZGYFQvavftYCV80I<br />
}}<br />
</div><br />
<br />
== Overview ==<br />
'''Icy Thwomp Ruins''' is the first ''[[Mario Kart 8]]'' track texture mod made by [[MrBean35000vr]] and [[Chadderz]]. This is just a simple recreation of their mod.<br />
<br />
== Media ==<br />
{{youtube-box||Y56J8xdCPp4|Icy Thwomp Ruins}}<br />
<br />
== Version History ==<br />
{| class="wikitable"<br />
|-<br />
! align=left| Version<br />
! align=left| Date of release<br />
! align=left| Information<br />
|-<br />
| v1.0<br />
| 2016-06-22<br />
| First Release<br />
|-<br />
| v1.1<br />
| 2016-06-25<br />
| Bug Fixes<br />
|-<br />
| v1.2<br />
| 2016-07-04<br />
| Some new textures<br />
|-<br />
| v1.3<br />
| 2016-07-25<br />
| Updated many textures, added a .kcl<br />
|}<br />
<br />
{{User-Ink_Larry-Link}}<br />
[[Category:Track/Texture]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2547
BFLIM (File Format)
2016-08-28T23:46:44Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM<br />
|single-color<br />
|<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM<br />
|single-color<br />
|<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|<br />
|^h BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|<br />
|16<br />
|^i BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|<br />
|<br />
|^k BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x12<br />
|IA8?<br />
|color+alpha<br />
|<br />
|<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|}</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2546
BFLIM (File Format)
2016-08-28T23:46:29Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM<br />
|single-color<br />
|<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM<br />
|Single-color<br />
|<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|<br />
|^h BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|<br />
|16<br />
|^i BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|<br />
|<br />
|^k BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x12<br />
|IA8?<br />
|color+alpha<br />
|<br />
|<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|}</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2545
BFLIM (File Format)
2016-08-28T17:01:21Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM<br />
|<br />
|<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM<br />
|<br />
|<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|<br />
|^h BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|<br />
|16<br />
|^i BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|<br />
|<br />
|^k BFLIM files<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x12<br />
|IA8?<br />
|color+alpha<br />
|<br />
|<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|}</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2544
BFLIM (File Format)
2016-08-28T16:18:57Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM<br />
|<br />
|<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM<br />
|<br />
|<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|<br />
|^h BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|<br />
|16<br />
|^i BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|<br />
|<br />
|^k BFLIM files<br />
|-<br />
|0x12<br />
|IA8?<br />
|color+alpha<br />
|<br />
|<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|}</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2543
BFLIM (File Format)
2016-08-28T16:04:36Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM<br />
|<br />
|<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|R8_UNORM<br />
|<br />
|<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|R8_G8_UNORM / R8A8<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|<br />
|^h BFLIM files<br />
|-<br />
|0x0C<br />
|BC1_UNORM / DXT1<br />
|<br />
|16<br />
|^i BFLIM files<br />
|-<br />
|0x0E<br />
|BC3_UNORM / DXT5<br />
|<br />
|<br />
|^k BFLIM files<br />
|-<br />
|0x12<br />
|IA8?<br />
|color+alpha<br />
|<br />
|<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|}</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2542
BFLIM (File Format)
2016-08-28T15:00:09Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|R8_UNORM<br />
|<br />
|<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|<br />
|<br />
|<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|???<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|<br />
|^h BFLIM files<br />
|-<br />
|0x0C<br />
|???<br />
|<br />
|16<br />
|^i BFLIM files<br />
|-<br />
|0x0E<br />
|<br />
|<br />
|<br />
|^k BFLIM files<br />
|-<br />
|0x12<br />
|IA8?<br />
|color+alpha<br />
|<br />
|<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|}</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=BFLIM_(File_Format)&diff=2541
BFLIM (File Format)
2016-08-28T14:53:13Z
<p>Ink Larry: /* Format */</p>
<hr />
<div>The BFLIM file format is used to store layout images.<br />
<br />
==Parsing information==<br />
===Header===<br />
The header is, for whatever reason, at the end of the file. It is always 0x14 bytes.<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x00<br />
|4<br />
|"'''FLIM'''" File Identifier, ASCII string.<br />
|-<br />
|0x04<br />
|2<br />
|'''Byte order mark''' (BOM): 0xFE,0xFF for big endian and 0xFF,0xFE for little endian.<br />
|-<br />
|0x06<br />
|2<br />
|'''Header size''', always 0x14.<br />
|-<br />
|0x08<br />
|4<br />
|'''Unknown''', usually 0x03030000 or 0x02020000.<br />
|-<br />
|0x0C<br />
|4<br />
|'''Filesize'''<br />
|-<br />
|0x10<br />
|2<br />
|'''Unknown''', always 0x01.<br />
|-<br />
|0x12<br />
|1<br />
|'''Multiplier?''', always upper 2 bytes of filesize.<br />
|-<br />
|0x13<br />
|1<br />
|'''Unknown''', always 0.<br />
|}<br />
<br />
===Data Information===<br />
Comes directly after header, always 0x14 bytes. Formats not the same in games like NSMBU, be sure to use filename if possible (EG: ^l).<br />
{| class="wikitable"<br />
! Offset<br />
! Size<br />
! Description<br />
|-<br />
|0x14<br />
|4<br />
|"'''imag'''", some signature, ASCII string.<br />
|-<br />
|0x18<br />
|4<br />
|'''Parse information size''', always 0x10 (this and next 0xC bytes).<br />
|-<br />
|0x1C<br />
|2<br />
|'''Width'''<br />
|-<br />
|0x1E<br />
|2<br />
|'''Height'''<br />
|-<br />
|0x20<br />
|2<br />
|'''Alignment''' usually 0x800 (2048) or 0x1000 (4096)<br />
|-<br />
|0x22<br />
|1<br />
|'''Format''', how the data is stored.<br />
|-<br />
|0x23<br />
|1<br />
|'''Swizzle''', first nibble is swizzle times two (2 is 1, 4 is 2, etc), second seems to always 4<br />
|-<br />
|0x24<br />
|4<br />
|'''Raw data size''', always 0xC minus 0x28 (the header).<br />
|}<br />
<br />
==Format==<br />
{| class="wikitable"<br />
! ID<br />
! Name<br />
! Type<br />
! Bits per pixel<br />
! Notes<br />
|-<br />
|0x00<br />
|<br />
|<br />
|<br />
|^c BFLIM files<br />
|-<br />
|0x01<br />
|<br />
|<br />
|<br />
|^d BFLIM files<br />
|-<br />
|0x03<br />
|???<br />
|<br />
|16<br />
|^f BFLIM files<br />
|-<br />
|0x05<br />
|RGB565<br />
|color<br />
|<br />
|^h BFLIM files<br />
|-<br />
|0x0C<br />
|???<br />
|<br />
|16<br />
|^i BFLIM files<br />
|-<br />
|0x0E<br />
|<br />
|<br />
|<br />
|^k BFLIM files<br />
|-<br />
|0x12<br />
|IA8?<br />
|color+alpha<br />
|<br />
|<br />
|-<br />
|0x0F<br />
|I4? / BC4_UNORM / ATI1 (Low-End)<br />
|grey<br />
|<br />
|^r BFLIM files<br />
|-<br />
|0x10<br />
|IA4? / BC4_UNORM / ATI (High-End)<br />
|color+alpha<br />
|<br />
|^s BFLIM files<br />
|-<br />
|0x11<br />
|I8? / BC5_UNORM / ATI2<br />
|color<br />
|<br />
|^t BFLIM files<br />
|-<br />
|0x14<br />
|RGBA32_UNORM / RGBA8888 <br />
|color+alpha<br />
|32<br />
|^l BFLIM files<br />
|-<br />
|0x15<br />
|BC1_UNORM / DXT1<br />
|Compressed<br />
|32<br />
|^o BFLIM files<br />
|-<br />
|0x16<br />
|BC2_UNORM / DXT3<br />
|Compressed<br />
|32<br />
|^p BFLIM files<br />
|-<br />
|0x17<br />
|BC3_UNORM / DXT5<br />
|Compressed<br />
|32<br />
|^q BFLIM files<br />
|}</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=GCN_Dry_Dry_Grassland_(GCN_Dry_Dry_Desert_Texture)_(Ink_Larry)&diff=2365
GCN Dry Dry Grassland (GCN Dry Dry Desert Texture) (Ink Larry)
2016-07-25T22:14:31Z
<p>Ink Larry: </p>
<hr />
<div><div class="float-right"><br />
{{Text-Info<br />
|texture hack name= Dry Dry Grassland<br />
|author= [[Ink Larry]]<br />
|type= Texture Hack, Desert, Grass<br />
|version= v1.1<br />
|date of released= 2016-07-25<br />
|download= https://mega.nz/#!WcZ13JKa!TtNqKqks1XgnCuzlpg6StDMi0tN__G93gnfA3_BeG74<br />
}}<br />
</div><br />
<br />
==Overview==<br />
'''Dry Dry Grassland''' is a '''[[Mario Kart 8]]''' track texture mod made by MrBean35000vr and Chadderz. This is just a simple recreation of their mod. <br />
<br />
==Media==<br />
{{youtube-box||RUhI0bnlXPI|Dry Dry Grassland}}<br />
<br />
==Version History==<br />
{| class="wikitable"<br />
|-<br />
! align=left| Version<br />
! align=left| Date of release<br />
! align=left| Information<br />
|-<br />
| v1.0<br />
| 2016-06-30<br />
| First release<br />
|-<br />
| v1.1<br />
| 2016-07-25<br />
| Minor texture updates<br />
|}<br />
<br />
{{User-Ink_Larry-Link}}<br />
[[Category:Track/Texture]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=Icy_Icy_Meadows_(Wii_Moo_Moo_Meadows_Texture)&diff=2363
Icy Icy Meadows (Wii Moo Moo Meadows Texture)
2016-07-25T22:10:24Z
<p>Ink Larry: </p>
<hr />
<div><div class="float-right"><br />
{{Text-Info<br />
|texture hack name= Icy Icy Meadows<br />
|author= [[Ink Larry]]<br />
|type= Texture Hack, Ice, Night<br />
|version= v1.2<br />
|date of released= 2016-07-25<br />
|download= https://mega.nz/#!LBRAwbTJ!BlIJJSLp10jGu15CA2vhuduLa0MZWlI4ABH4O9mCkws<br />
}}<br />
</div><br />
<br />
==Overview==<br />
This is Moo Moo Meadows at winter.<br />
<br />
==Media==<br />
{{youtube-box||DnCJ8M2xiHw|Icy Icy Meadows}}<br />
<br />
==Version History==<br />
{| class="wikitable"<br />
|-<br />
! align=left| Version<br />
! align=left| Date of release<br />
! align=left| Information<br />
|-<br />
| v1.0<br />
| 2016-06-30<br />
| First Release<br />
|-<br />
| v1.1<br />
| 2016-07-01<br />
| Added a .kcl<br />
|-<br />
| v1.2<br />
| 2016-07-25<br />
| Updated many textures<br />
|}<br />
<br />
{{User-Ink_Larry-Link}}<br />
[[Category:Track/Texture]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=Icy_Thwomp_Ruins_(Thwomp_Ruins_Texture)_(Ink_Larry)&diff=2361
Icy Thwomp Ruins (Thwomp Ruins Texture) (Ink Larry)
2016-07-25T22:05:22Z
<p>Ink Larry: </p>
<hr />
<div><div class="float-right"><br />
{{Text-Info<br />
|texture hack name= Icy Thwomp Ruins ''Recreated''<br />
|author= [[Ink Larry]]<br />
|type= Texture Hack, Snow, Ice, Night<br />
|version= v1.3<br />
|date of released= 2016-07-25<br />
|download= https://mega.nz/#!GQRXFabC!hrYtAfHF5ZuttJvCVpWfT18ABWA8jba18SAsRMWOeww<br />
}}<br />
</div><br />
<br />
==Overview==<br />
'''Icy Thwomp Ruins''' is the first ''[[Mario Kart 8]]'' track texture mod made by [[MrBean35000vr]] and [[Chadderz]]. This is just a simple recreation of their mod.<br />
<br />
==Media==<br />
{{youtube-box||E-T0lH7aKIU|Icy Thwomp Ruins}}<br />
<br />
==Version History==<br />
{| class="wikitable"<br />
|-<br />
! align=left| Version<br />
! align=left| Date of release<br />
! align=left| Information<br />
|-<br />
| v1.0<br />
| 2016-06-22<br />
| First Release<br />
|-<br />
| v1.1<br />
| 2016-06-25<br />
| Bug Fixes<br />
|-<br />
| v1.2<br />
| 2016-07-04<br />
| Some new textures<br />
|-<br />
| v1.3<br />
| 2016-07-25<br />
| Updated many textures, added a .kcl<br />
|}<br />
<br />
{{User-Ink_Larry-Link}}<br />
[[Category:Track/Texture]]</div>
Ink Larry
https://mk8.tockdom.com/w/index.php?title=Icy_Thwomp_Ruins_(Thwomp_Ruins_Texture)_(Ink_Larry)&diff=2360
Icy Thwomp Ruins (Thwomp Ruins Texture) (Ink Larry)
2016-07-25T22:01:45Z
<p>Ink Larry: /* Version History */</p>
<hr />
<div><div class="float-right"><br />
{{Text-Info<br />
|texture hack name= Icy Thwomp Ruins ''Recreated''<br />
|author= [[Ink Larry]]<br />
|type= Texture Hack, Snow, Ice, Night<br />
|version= v1.2<br />
|date of released= 2016-06-22<br />
|download= https://mega.nz/#!WQhjDArQ!4EoJf8xnRkBkVqrxzaJiOf38KQwvae2_H4Y9z_sBEbk<br />
}}<br />
</div><br />
<br />
==Overview==<br />
'''Icy Thwomp Ruins''' is the first ''[[Mario Kart 8]]'' track texture mod made by [[MrBean35000vr]] and [[Chadderz]]. This is just a simple recreation of their mod.<br />
<br />
==Media==<br />
{{youtube-box||E-T0lH7aKIU|Icy Thwomp Ruins}}<br />
<br />
==Version History==<br />
{| class="wikitable"<br />
|-<br />
! align=left| Version<br />
! align=left| Date of release<br />
! align=left| Information<br />
|-<br />
| v1.0<br />
| 2016-06-22<br />
| First Release<br />
|-<br />
| v1.1<br />
| 2016-06-25<br />
| Bug Fixes<br />
|-<br />
| v1.2<br />
| 2016-07-04<br />
| Some new textures<br />
|-<br />
| v1.3<br />
| 2016-07-25<br />
| Updated many textures, added a .kcl<br />
|}<br />
<br />
{{User-Ink_Larry-Link}}<br />
[[Category:Track/Texture]]</div>
Ink Larry