FTEX (File Format)

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The FTEX (caFe TEXture) texture format is a format for textures which appears as a subfile of a BFRES file. It appears in the 1:st index group in a BFRES file. Unless otherwise noted, all offsets in the file are relative to themselves.

Header (FTEX)

An FTEX file begins with an 0xC0 byte header that starts with the file identifier, followed by info about the texture and mipmaps.

Offset Size Type Description
0x00 0x04 Char[4] File magic. Always FTEX in ASCII.
0x04 0x9C Struct GX2 Surface.
0xA0 0x04 UInt32 Texture handle. Set at runtime.
0xA4 0x04 UInt32 Array length (seems to be just a byte in MK8 files, with the remaining 3 bytes being padding?).
0xA8 0x04 Int32 File name offset.
0xAC 0x04 Int32 File path offset, the path of the file this data was originally created from. Stripped in Mario Kart 8 files, always pointing to an empty string at the end of the BFRES string table.
0xB0 0x04 Int32 Data offset. Offset to the texture data.
0xB4 0x04 Int32 Mipmap offset. Offset to the mipmap texture data.
0xB8 0x04 Int32 User Data Index Group offset.
0xBC 0x02 UInt16 User Data entry count.
0xBE 0x02 Padding.
0xC0 End of FTEX header

Image Data

The image and mipmap data is not present after the header. It comes after the BFRES string table instead. This seems to be a caching optimization, since the CPU generally doesn't need to handle the image data. Instead it is sent directly to the GPU.