Difference between revisions of "List of File Formats"

From Custom Mario Kart
Jump to navigation Jump to search
m
Line 15: Line 15:
 
|-
 
|-
 
| align=center | [[BDOF (File Format)|BDOF]]
 
| align=center | [[BDOF (File Format)|BDOF]]
| Control focus, sharpness and blur in tracks
+
| Control focus, sharpness and blur in tracks.
 
|-
 
|-
 
| align=center | [[BLIGHT (File Format)|BLIGHT]]
 
| align=center | [[BLIGHT (File Format)|BLIGHT]]
Line 24: Line 24:
 
|-
 
|-
 
| align=center | [[BMM (File Format)|BMM]]
 
| align=center | [[BMM (File Format)|BMM]]
| Mii statues' head material settings
+
| Mii statues' head material settings.
 
|-
 
|-
 
| align=center | [[BRCTR (File Format)|BRCTR]]
 
| align=center | [[BRCTR (File Format)|BRCTR]]
| UI Layout files
+
| UI Layout files.
 
|-
 
|-
 
| align=center | [[BREFF (File Format)|BREFF]]
 
| align=center | [[BREFF (File Format)|BREFF]]
| Control information for effect files. Used together with [[BREFT]]
+
| Control information for effect files. Used together with [[BREFT]].
 
|-
 
|-
 
| align=center | [[BREFT (File Format)|BREFT]]
 
| align=center | [[BREFT (File Format)|BREFT]]
| Graphic and texture data for effect files. Used together with [[BREFF]]
+
| Graphic and texture data for effect files. Used together with [[BREFF]].
 
|-
 
|-
 
| align=center | [[BRFNT (File Format)|BRFNT]]
 
| align=center | [[BRFNT (File Format)|BRFNT]]
| Font files used to display text, stored in BMG files.
+
| Font files used to display text, stored in [[BMG]] files.
 
|-
 
|-
 
| align=center | [[BRLAN (File Format)|BRLAN]]
 
| align=center | [[BRLAN (File Format)|BRLAN]]
| Layout elements animations.
+
| Layout animation files.
 
|-
 
|-
 
| align=center | [[BRLYT (File Format)|BRLYT]]
 
| align=center | [[BRLYT (File Format)|BRLYT]]
Line 48: Line 48:
 
|-
 
|-
 
| align=center | [[BRSAR (File Format)|BRSAR]]
 
| align=center | [[BRSAR (File Format)|BRSAR]]
| Sound archive
+
| Sound archive.
 
|-
 
|-
 
| align=center | [[BRSTM (File Format)|BRSTM]]
 
| align=center | [[BRSTM (File Format)|BRSTM]]
| Music files used by Mario Kart Wii.
+
| Music files used by [[Mario Kart Wii]].
 
|-
 
|-
 
| align=center | [[BSP (File Format)|BSP]]
 
| align=center | [[BSP (File Format)|BSP]]
Line 60: Line 60:
 
|-
 
|-
 
| align=center | [[CHR0 (File Format)|CHR0]]
 
| align=center | [[CHR0 (File Format)|CHR0]]
| Model movement animation files.  
+
| Model movement animation files.
 
|-
 
|-
 
| align=center | [[CLR0 (File Format)|CLR0]]
 
| align=center | [[CLR0 (File Format)|CLR0]]
| Color swapping animation files.  
+
| Color swapping animation files.
 
|-
 
|-
 
| align=center | [[KCL (File Format)|KCL]]
 
| align=center | [[KCL (File Format)|KCL]]
Line 75: Line 75:
 
|-
 
|-
 
| align=center | [[MDL0 (File Format)|MDL0]]
 
| align=center | [[MDL0 (File Format)|MDL0]]
| Contains 3D Model data.  
+
| 3D model data.
 
|-
 
|-
 
| align=center | [[PAT0 (File Format)|PAT0]]
 
| align=center | [[PAT0 (File Format)|PAT0]]
Line 84: Line 84:
 
|-
 
|-
 
| align=center | [[RKC (File Format)|RKC]]
 
| align=center | [[RKC (File Format)|RKC]]
| Data about competitions and the new [[KMP]] file.  
+
| Data about [[Competition]]s.
 
|-
 
|-
 
| align=center | [[RKG (File Format)|RKG]]
 
| align=center | [[RKG (File Format)|RKG]]
Line 108: Line 108:
 
|-
 
|-
 
| align=center | [[TPL (File Format)|TPL]]
 
| align=center | [[TPL (File Format)|TPL]]
| [[Image Formats|Image file format]] used for menues.
+
| [[Image Formats|Image file format]] used for menus.
 
|-
 
|-
 
| align=center | [[U8 (File Format)|U8]]
 
| align=center | [[U8 (File Format)|U8]]
Line 114: Line 114:
 
|-
 
|-
 
| align=center | [[YAZ0 (File Format)|YAZ0]]
 
| align=center | [[YAZ0 (File Format)|YAZ0]]
| Compressed files with any data. [[SZS]] files are most [[YAZ0]] files.
+
| Compression format. Most [[U8]] files are [[YAZ0]] compressed.
 
|}
 
|}
  
Line 126: Line 126:
 
|-
 
|-
 
| align=center | [[BMD and BDL (File Format)|BDL]]
 
| align=center | [[BMD and BDL (File Format)|BDL]]
| Model data for many Gamecube and some Wii Games
+
| Model data for many Gamecube and some Wii games.
 
|-
 
|-
 
| align=center | [[BMD and BDL (File Format)|BMD]]
 
| align=center | [[BMD and BDL (File Format)|BMD]]
| Model data for many Gamecube and some Wii Games
+
| Model data for many Gamecube and some Wii games.
 
|-
 
|-
 
| align=center | [[BOL (File Format)|BOL]]
 
| align=center | [[BOL (File Format)|BOL]]
Line 135: Line 135:
 
|-
 
|-
 
| align=center | [[HAL DAT (File Format)|DAT]]
 
| align=center | [[HAL DAT (File Format)|DAT]]
| Packed Model-archive format found in games by Hal Labs.  
+
| Packed Model-archive format found in games by Hal Labs.
 
|-
 
|-
 
|}
 
|}
Line 154: Line 154:
 
| align=center | [[WU8 (File Format)|WU8]]
 
| align=center | [[WU8 (File Format)|WU8]]
 
| [[Wiimm]]
 
| [[Wiimm]]
| The file format WU8 is designed to allow exchanging of custom tracks over the Internet without any Nintendo stuff and without license problems. The design is similar to the file format [[U8]].  
+
| The file format WU8 is designed to allow exchanging of custom tracks over the Internet without any Nintendo stuff and without license problems. The design is similar to the file format [[U8]].
 
|}
 
|}
  

Revision as of 14:22, 8 September 2016

This article contains a list of file formats in Mario Kart Wii, other Nintendo games and used by custom users.

Mario Kart Wii file formats

This table contains a list of file formats found in Mario Kart Wii:

Name Description
BCP Controls the intro cameras before countdown.
BDOF Control focus, sharpness and blur in tracks.
BLIGHT Control lighting effects on characters, karts, items and objects in a track.
BMG Message files containing localized text for use in game screens and menus.
BMM Mii statues' head material settings.
BRCTR UI Layout files.
BREFF Control information for effect files. Used together with BREFT.
BREFT Graphic and texture data for effect files. Used together with BREFF.
BRFNT Font files used to display text, stored in BMG files.
BRLAN Layout animation files.
BRLYT Controls the UI layout elements' material, TEV and position settings.
BRRES Object files, containing model, animation, and texture information on an object, such as an item box, a character or a course.
BRSAR Sound archive.
BRSTM Music files used by Mario Kart Wii.
BSP Controls vehicle hitboxes and space parameters.
BTI BTI is an image file format.
CHR0 Model movement animation files.
CLR0 Color swapping animation files.
KCL Collision data files containing information about when and how objects collide with a course or object.
KMP Course description files containing information on start positions, check points, etc.
KRM Controls the rumble on the Wii Remote.
MDL0 3D model data.
PAT0 Texture pattern animation files.
REL Relocatable binary object file.
RKC Data about Competitions.
RKG Ghost data.
SCN0 Scene settings files.
SHP0 Vertex shape animation files.
SRT0 Texture movement animation files.
SZS Compressed archive files containing many other files. Examples of use include storing an entire course, a menu or a character.
TEX0 Texture files.
THP Movie files.
TPL Image file format used for menus.
U8 File archive with a hierarchical file system. Most used together with YAZ0 compression and stored as SZS file.
YAZ0 Compression format. Most U8 files are YAZ0 compressed.

Other Nintendo file formats

This table contains a list of file formats found in Nintendo games, but not in Mario Kart Wii:

Name Description
BDL Model data for many Gamecube and some Wii games.
BMD Model data for many Gamecube and some Wii games.
BOL Contains information about a course's setup.
DAT Packed Model-archive format found in games by Hal Labs.

Non-Nintendo file formats

This table contains a list of file formats commonly used by custom users:

Name Author Description
WBZ Wiimm WBZ is an alternative format for YAZ0. It is dedicated to the WU8 patching file format to allow small files without copyrighted material.
WU8 Wiimm The file format WU8 is designed to allow exchanging of custom tracks over the Internet without any Nintendo stuff and without license problems. The design is similar to the file format U8.

Further Information

U8 archives

This part explains the relation between the file formats U8, YAZ0, SZS, WU8 and WBZ.

U8 is a file archive containing a hierarchical file system. GameCube and Wii images use U8 archives as main DVD file system. The U8 file system is optimized as read only system and support only file name, file size and a directory structure, but no other file attributes like time stamps. It's like a TAR file or like a ZIP file without compression.

To make U8 archives smaller, the compression method YAZ0 is used. A YAZ0 compressed U8 archive is usually stored as SZS file. Track files are of this format. YAZ0 is also used to compress other archives like RARC and BRRES, and some of these files are sometimes also stored as SZS file.

The file format WU8 (Wiimms U8) was developed by Wiimm to allow exchanging of custom tracks over the Internet without any Nintendo stuff and without license and copyright problems. The design is identical to the file format U8, but the sub files of the archive are patched against Nintendos original files.

WBZ is an alternative compression format for YAZ0 based on the public compression bzip2. It is dedicated to the WU8 file format to allow small files without copyrighted material. The alternative compression should also help to avoid false positives of the copyright file scanners.

Image Formats

Images of Mario Kart Wii are stored in different file formats:

All file formats use identical Image Formats and they are only different in file structure and mipmap support. mk8:List of File Formats