Difference between revisions of "BOL (File Format)"
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| 0x02 || UInt16 || '''Point start'''. The index of the first [[#Section 4|Route Point]] entry in this group. | | 0x02 || UInt16 || '''Point start'''. The index of the first [[#Section 4|Route Point]] entry in this group. | ||
|- | |- | ||
− | | 0x04 || Byte[ | + | | 0x04 || Byte[4] || Padding. |
+ | |- | ||
+ | | 0x08 || Byte || Possibly a loop flag? Only used as 1. | ||
+ | |- | ||
+ | | 0x09 || Byte[7] || Padding. | ||
|} | |} | ||
Revision as of 03:27, 25 August 2018
A BOL file contains information about a course's setup. A variant of the BOL format has been used in Mario Kart DS and Mario Kart Wii. This article describes the Mario Kart: Double Dash!! BOL format.
File Header
Offset | Type | Description |
---|---|---|
0x00 | String | File magic. Always 0015 in ASCII. |
0x04 | Byte | Seems to be related to moving collision. The value is set to 1 in daisy_course.bol. When this value is set to 0x00, the tables and rolling ? blocks on the cruiser will not move. |
0x05 | Byte[3] | Forms an RGB Ambient Color. All 3 values are set to 0x64 if 0. |
0x08 | Byte[4] | Forms an RGBA Light Color. All 4 values are set to 0xFF if 0. |
0x0C | Float[3] | Light source position. |
0x18 | Byte | Number of laps. |
0x19 | Byte | Music ID. |
0x1A | UInt16 | Number of Route entries. |
0x1C | UInt16 | Number of Checkpoint groups. |
0x1E | UInt16 | Number of Object entries. |
0x20 | UInt16 | Number of Area entries. |
0x22 | UInt16 | Number of Camera entries |
0x24 | UInt16 | Number of Path entries. |
0x26 | UInt16 | Number of Respawn entries. |
0x28 | Byte | Fog Type. |
0x29 | Byte[3] | Fog Color. |
0x2C | Float | Fog Start Z. |
0x30 | Float | Fog End Z. |
0x34 | UInt16 | Unknown. |
0x36 | Byte | Unknown. |
0x37 | Byte | Unknown. |
0x38 | Byte[3] | Forms an RGB Shadow Color. |
0x3B | Byte | Unknown. Start point related. |
0x3C | Byte | Unknown. |
0x3D | Byte | Number of LightParam entries. |
0x3E | Byte | Number of MGParam entries. Should be 0x08 for battle courses. |
0x3F | Byte | Unknown. |
0x40 | UInt32 | Start of the file, always 0x00. |
0x44 | UInt32 | Routes offset, always 0x7C. |
0x48 | UInt32 | Checkpoint Groupings offset. |
0x4C | UInt32 | Paths offset. |
0x50 | UInt32 | Path Points offset. |
0x54 | UInt32 | Objects offset. |
0x58 | UInt32 | Starting Points offset. |
0x5C | UInt32 | Areas offset. |
0x60 | UInt32 | Cameras offset. |
0x64 | UInt32 | Respawn Points offset. |
0x68 | UInt32 | LightParams offset. |
0x6C | UInt32 | MGParams offset. |
0x70 | Byte[12] | Padding. |
0x7C | End of this file header |
Sections
The file consists of a series of sections, each describing a different aspect of the course setup.
Section 1
Section 1 describes enemy/item points; the routes of CPU racers and items such as red shells. The CPU racers and items attempt to follow the path described by each group of points. Each entry is a 0x20 byte structure as follows:
Offset | Type | Description |
---|---|---|
0x00 | Float[3] | A 3D position vector of the position. |
0x0C | Int16 | Point setting. |
0x0E | Int16 | Link of current group if start of group.
Link to next group if end of group. Otherwise -1. |
0x10 | Float | Scale of the point. This determines how far away from the origin of the point that the items / racers can bias from. |
0x14 | UInt16 | Group setting if start of group. Otherwise 0.
|
0x16 | Byte | Group. |
0x17 | Byte | Point setting. |
0x18 | Byte | Unknown. |
0x19 | Int16 | Unknown. |
0x1B | Byte[5] | Padding. |
Section 2
The first part of Section 2 describes checkpoint grouping; how the routes of checkpoints link together. Each entry is a 0x14 byte structure as follows:
Offset | Type | Description |
---|---|---|
0x00 | UInt16 | Point length. The number of points in this group. |
0x02 | UInt16 | Group link. |
0x04 | Int16[4] | Previous group. The indices of up to 4 group links that follow to this one. Unneeded slots are set to value -1. |
0x0C | Int16[4] | Next group. The indices of up to 4 group links to follow after this one. Unneeded slots are set to value -1. |
The second part of Section 2 describes checkpoints; the routes players must follow to count laps. The racers must follow the path described by each group of points (as determined by the first part of Section 2). Each entry is a 0x1C byte structure as follows:
Offset | Type | Description |
---|---|---|
0x00 | Float[3] | A 3D position vector of the start of the check point line. |
0x0C | Float[3] | A 3D position vector of the end of check point line. |
0x18 | Byte | Unknown. |
0x19 | Byte | Unknown. |
0x1A | Byte | Unknown. |
0x1B | Byte | Unknown. |
Section 3
Section 3 describes paths; these are paths for many things including cameras and objects. Each entry is a 0x10 byte structure as follows:
Offset | Type | Description |
---|---|---|
0x00 | UInt16 | Point length. The number of Route Point entries in this group. |
0x02 | UInt16 | Point start. The index of the first Route Point entry in this group. |
0x04 | Byte[4] | Padding. |
0x08 | Byte | Possibly a loop flag? Only used as 1. |
0x09 | Byte[7] | Padding. |
Section 4
Section 4 describes path points. Each entry is a 0x20 byte structure as follows:
Offset | Type | Description |
---|---|---|
0x00 | Float[3] | A 3D position vector of the route position. |
0x0C | Byte[20] | Padding. |
Section 5
Section 5 decribes objects. Each entry is a 0x40 byte structure as follows:
Offset | Type | Description |
---|---|---|
0x00 | Float[3] | A 3D position vector of the object. |
0x0C | Float[3] | A 3D scale vector of the object. |
0x18 | Int32[3] | A 3D rotation vector of the object. |
0x24 | UInt16 | Object ID. |
0x26 | Int16 | Path ID. Links to Paths. 0xFFFF if no path is used. |
0x28 | Int32 | Unknown. |
0x2C | Byte | Unknown. |
0x2D | Byte | Presence flag. 0x00 all game modes disabled, 0x01 = singleplayer only, 0x02 = multiplayer only, 0x03 = all game modes. |
0x2E | UInt16 | Unknown. |
0x30 | UInt16 | Unknown. |
0x32 | UInt16 | Unknown. |
0x34 | UInt16 | Unknown. |
0x36 | UInt16 | Unknown. |
0x38 | UInt16 | Unknown. |
0x3A | UInt16 | Unknown. |
0x3C | UInt16 | Unknown. |
0x3E | UInt16 | Unknown. |
Section 6
Section 6 describes kart points; the starting positions of racers. Each entry is a 0x28 byte structure as follows:
Offset | Type | Description |
---|---|---|
0x00 | Float[3] | A 3D position vector of the start position. |
0x0C | Float[3] | A 3D scale vector of the start position. |
0x18 | Int32[3] | A 3D rotation vector of the start position. |
0x24 | Byte | 0: Pole position is left 1: Pole position is right. |
0x25 | Byte | Player ID. In courses with multiple start positions (such as battle courses), this determines which players start here. Otherwise set to 0xFF to set all players start positions to this point. |
0x26 | UInt16 | Padding. |
Section 7
Section 7 describes areas; used to determine for example which camera to use. Each entry is a 0x38 byte structure as follows:
Offset | Type | Description |
---|---|---|
0x00 | Float[3] | A 3D position vector of the area. |
0x0C | Float[3] | A 3D scale vector of the area. |
0x18 | Int32[3] | A 3D rotation vector of the area. |
0x24 | UInt16 | Area Type. |
0x26 | Int16 | Index into Cameras only if Area Type is 0x01. Otherwise, -1. |
0x28 | Byte[12] | Unknown. |
0x34 | UInt16 | Shadow ID. |
0x36 | UInt16 | Index into a LightParam entry. |
Section 8
Section 8 describes Cameras. Each entry is a 0x48 byte structure as follows:
Offset | Type | Description |
---|---|---|
0x00 | Float[3] | A 3D position vector of the first view point. |
0x0C | Int32[3] | A 3D rotation vector. |
0x18 | Float[3] | A 3D position vector of the second view point. |
0x24 | Float[3] | A 3D position vector of the third view point. |
0x30 | Byte | Unknown. |
0x31 | Byte | Camera Type. |
0x32 | UInt16 | Start Zoom. |
0x34 | UInt16 | Camera Duration (in 1/60 second units). |
0x36 | UInt16 | Start camera check (is the start camera when not 0). |
0x38 | UInt16 | Unknown. |
0x3A | UInt16 | Unknown. |
0x3C | Int16 | Linked Route ID (-1 if none). |
0x3E | UInt16 | Route Speed? |
0x40 | UInt16 | End Zoom. |
0x42 | Int16 | Next Camera (-1 if none). |
0x44 | String | Camera Name? (Most of the time "null" or "para"). |
Section 9
Section 9 describes Jugem points; the respawn positions. Each entry is a 0x20 byte structure as follows:
Offset | Type | Description |
---|---|---|
0x00 | Float[3] | A 3D position vector of the respawn position. |
0x0C | Int32[3] | A 3D rotation vector of the respawn position. |
0x18 | UInt16 | Respawn ID? |
0x1A | UInt16 | Unknown. |
0x1C | Int16 | Unknown. |
0x1E | Int16 | Unknown. |
Section 10
Unknown, but referenced as LightParam.
Offset | Type | Description |
---|---|---|
0x00 | Int16 | Unknown. |
0x02 | Int16 | Unknown. |
0x04 | Float[3] | Unknown. |
0x10 | Int16 | Unknown. |
0x12 | Int16 | Unknown. |
Section 11
This section is referenced as "MG" which can possibly stand for MiniGame. The section is always 0x40 bytes long, with each entry being 0x08 bytes long. After further reverse engineering, it has been found that this section is unused in the game. There's a game mode that is referenced as Rabbit, that has a check named isRidingBossPakkun, which means that this may have been Renegade Roundup, which appears in Mario Kart 8 Deluxe.
Offset | Type | Description |
---|---|---|
0x00 | Int16 | Unknown. |
0x02 | Int16 | Unknown. |
0x04 | Int16 | Unknown. |
0x06 | Int16 | Padding. |
Rotation Vector
The Mario Kart: Double Dash!! rotation vector consists of 3 Int32 values. The first two values form a two-dimensional direction vector with the first pointing in X-direction and the second pointing in Z-direction. The third value represents the length of the vector (it is quite inaccurate, though). Its value is usually 0x27100000 (655360000 in base 10). Using trigonometry, the rotation angle around the Y-axis can be calculated as follows:
angle (in degree) = sign(value1 + 0.5) * arccos(value2 / value3) * (180 / pi)
This C# snippet can properly determine the value as well:
public static double returnRotations(int xrot, int yrot, int zrot) { double radToDeg = 57.2957795d; double angle1 = radToDeg * Math.Atan2((double)yrot / (double)zrot, (double)xrot / (double)zrot); angle1 = 90 - angle1; return angle1; }
Tools
The following tools can handle BOL files:
- BOL Editor, by NiAlBlack
- Mario Kart DS Course Modifier, by Gericom (converts a BOL file to a NKM file)
- Wexos's Toolbox, by Wexos (only view)