Difference between revisions of "BMD and BDL (File Format)"

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(I'll add more later on...)
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=== INF1 ===
 
=== INF1 ===
  
The INF1 section contains '''Joint Data'''.
+
The INF1 section contains '''Model Information'''.
  
 
{| class="wikitable"
 
{| class="wikitable"

Revision as of 05:08, 10 December 2012

BMD and BDL are two file formats used by a wide variety of Nintendo games between the GameCube & Wii.

File Header

The file begins with the header of 0x10 bytes. BDL Includes an extra section (MDL3) that BMD does not. The structure is the same as for BCK & JPA files (All lengths are in Hexadecimal):

Offset Size Description
0x00 8 File identifier: 'J3D2bmd3' for BMD and 'J3D2bdl4' for BDL in ASCII.
0x08 4 Length of file in bytes.
0x0c 4 Number of sections in the file (08 in BMD & 09 in BDL)
0x10 4 'SVR3' in ASCII.
0x14 0C Consists only of FF (Padding?)
End of header

Sections

BMD & BDL contain mostly the same sections, with the exception of the MDL3 section that appears only within BDL files.

INF1

The INF1 section contains Model Information.

Offset Size Description
0x00 2 Section name: 'INF1' in ASCII.
0x04 4 Length of section in bytes.
0x08 2 Unknown model setting (very similar to MDL0), 01 for BMD & 00 for BDL.
0x0a 4 Unknown model setting, always FFFF0000.
0x0c 4 Unknown model setting, seen to be anywhere from 0001 - 0030.
0x10 4 Number of coordinates in VTX1 section.
0x14 4 Offset location relative to beginning of section (After the length of section, typically location 0x18).
0x18 (O = The offset) 2 Unknown setting (Always 00 10).

The next part of the INF1 section describes the scene graph of the file, it controlls what references what. It starts immediately after 0x18 in the INF1 section. There can be many of these and they go in order:

Offset Size Description
0x00 + O 4 Unknown
0x04 + O 4 Unknown
0x08 + O 4 Unknown
0x0a + O 4 Unknown
0x0e + O (O2 = This Offset) 4 Unknown

The end of this section:

Offset Size Description
0x00 + O2 6 Null Bytes
0x06 + O2 10 Spells 'This is padding ' in ASCII
End of INF1 Section

VTX1

The VTX1 sections stores the vertex arrays for positions, colors, normals & texture coordinates. Additionally, it stores the data format in which these arrays are stored.

Offset Size Description
0x00 4 Section name: 'VTX1' in ASCII.
0x04 4 Size of section in bytes.
0x08 4 Offset location of the array data.
0x0c 4 Unknown.