Difference between revisions of "List of File Formats"

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This article contains a list of file formats in [[Mario Kart Wii]] as well as a quick description of each.
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This article contains a list of '''file formats''' in [[Mario Kart Wii]], other Nintendo games and customized by users.
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 +
__TOC__
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== Mario Kart Wii file formats ==
 +
 
 +
This table contains a list of file formats found in [[Mario Kart Wii]]:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! Name
 
! Name
 
! Description
 
! Description
 +
|-
 +
| align=center | [[BCP (File Format)|BCP]]
 +
| Controls the intro cameras before countdown.
 +
|-
 +
| align=center | [[BDOF (File Format)|BDOF]]
 +
| Controls focus, sharpness and blur in tracks.
 +
|-
 +
| align=center | [[BFG (File Format)|BFG]]
 +
| Controls fog used in tracks.
 +
|-
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| align=center | [[BLIGHT (File Format)|BLIGHT]]
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| Controls lighting effects on characters, karts, items and objects in a track.
 
|-
 
|-
 
| align=center | [[BMG (File Format)|BMG]]
 
| align=center | [[BMG (File Format)|BMG]]
 
| Message files containing localized text for use in game screens and menus.
 
| Message files containing localized text for use in game screens and menus.
 +
|-
 +
| align=center | [[BMM (File Format)|BMM]]
 +
| Mii statues' head material settings.
 +
|-
 +
| align=center | [[BRCTR (File Format)|BRCTR]]
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| Layout control files.
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|-
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| align=center | [[BREFF (File Format)|BREFF]]
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| Controls information for effect files. Used together with [[BREFT]].
 +
|-
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| align=center | [[BREFT (File Format)|BREFT]]
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| 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
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| Font files used to display text, stored in [[BMG]] files.
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|-
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| align=center | [[BRLAN (File Format)|BRLAN]]
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| Layout animation files.
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|-
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| align=center | [[BRLYT (File Format)|BRLYT]]
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| Controls the UI layout elements' material, TEV and position settings.
 
|-
 
|-
 
| align=center | [[BRRES (File Format)|BRRES]]
 
| align=center | [[BRRES (File Format)|BRRES]]
| Object files, containing model, animation, and texture information on an object, such as an itembox, a character or a course.
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| Object files, containing model, animation, and texture information on an object, such as an item box, a character or a course.
 +
|-
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| align=center | [[BRSAR (File Format)|BRSAR]]
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| Sound archive.
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|-
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| align=center | [[BRSTM (File Format)|BRSTM]]
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| Music files.
 +
|-
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| align=center | [[BSP (File Format)|BSP]]
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| Controls vehicle hitboxes and space parameters.
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|-
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| align=center | [[BTI (File Format)|BTI]]
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| BTI is an [[Image Formats|image file format]].
 
|-
 
|-
| align=center | [[BREFF (File Format)|BREFF]]
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| align=center | [[CHR0 (File Format)|CHR0]]
| (Animated graphics)
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| Model movement animation files.
 
|-
 
|-
| align=center | [[BREFT (File Format)|BREFT]]
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| align=center | [[CLR0 (File Format)|CLR0]]
| (Animated graphics)
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| Color swapping animation files.
 
|-
 
|-
 
| align=center | [[KCL (File Format)|KCL]]
 
| align=center | [[KCL (File Format)|KCL]]
| Collision information files containing information about when and how objects collide with a course or object.
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| Collision data files containing information about when and how objects collide with a course or object.
 
|-
 
|-
 
| align=center | [[KMP (File Format)|KMP]]
 
| align=center | [[KMP (File Format)|KMP]]
 
| Course description files containing information on start positions, check points, etc.
 
| Course description files containing information on start positions, check points, etc.
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|-
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| align=center | [[KRM (File Format)|KRM]]
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| Controls the rumble on the Wii Remote.
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|-
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| align=center | [[MDL0 (File Format)|MDL0]]
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| 3D model data.
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|-
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| align=center | [[PAT0 (File Format)|PAT0]]
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| Texture pattern animation files.
 +
|-
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| align=center | [[REL (File Format)|REL]]
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| Relocatable binary object file.
 
|-
 
|-
 
| align=center | [[RKC (File Format)|RKC]]
 
| align=center | [[RKC (File Format)|RKC]]
| Data about competitions and the new [[KMP]] file.  
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| Data about [[Competition]]s.
 
|-
 
|-
 
| align=center | [[RKG (File Format)|RKG]]
 
| align=center | [[RKG (File Format)|RKG]]
| File format for ''ghost data''.
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| Ghost data.
 +
|-
 +
| align=center | [[SCN0 (File Format)|SCN0]]
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| Scene settings files.
 
|-
 
|-
| align=center | [[SZS (File Format)|SZS]]
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| align=center | [[SHP0 (File Format)|SHP0]]
| Archive files containing many other files. Examples of use include storing an entire course, a menu or a character.
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| Vertex shape animation files.
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|-
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| align=center | [[SRT0 (File Format)|SRT0]]
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| Texture movement animation files.
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|-
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| align=center | [[TEX0 (File Format)|TEX0]]
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| [[Image Formats|Texture files]].
 +
|-
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| align=center | [[THP (File Format)|THP]]
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| Movie files.
 
|-
 
|-
 
| align=center | [[TPL (File Format)|TPL]]
 
| align=center | [[TPL (File Format)|TPL]]
| Image files containing images for use in menus.
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| [[Image Formats|Image file format]] used for menus.
 
|-
 
|-
 
| align=center | [[U8 (File Format)|U8]]
 
| align=center | [[U8 (File Format)|U8]]
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|-
 
|-
 
| align=center | [[YAZ0 (File Format)|YAZ0]]
 
| align=center | [[YAZ0 (File Format)|YAZ0]]
| Compressed files with any data. [[SZS]] files are most [[YAZ0]] files.
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| Compression format. Most [[U8]] files are [[YAZ0]] compressed.
 +
|}
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== Other Nintendo file formats ==
 +
 
 +
This table contains a list of file formats found in Nintendo games, but not in [[Mario Kart Wii]]:
 +
{| class="wikitable"
 +
|-
 +
! Name
 +
! Description
 +
|-
 +
| align=center | [[AST (File Format)|AST]]
 +
| Sound file for some Wii games.
 +
|-
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| align=center | [[BMD and BDL (File Format)|BDL]]
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| Model data for many Gamecube and some Wii games.
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|-
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| align=center | [[BMD and BDL (File Format)|BMD]]
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| Model data for many Gamecube and some Wii games.
 +
|-
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| align=center | [[BCO (File Format)|BCO]]
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| Collision information from ''Mario Kart: Double Dash!!''.
 +
|-
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| align=center | [[BOL (File Format)|BOL]]
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| Contains information about a course's setup.
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|-
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| align=center | [[HAL DAT (File Format)|DAT]]
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| Packed Model-archive format found in games by HAL Laboratory.
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|-
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| align=center | [[RARC (File Format)|RARC]]
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| Archive format for some Wii and GameCube games.
 +
|}
 +
 
 +
== Non-Nintendo file formats ==
 +
 
 +
This table contains a list of commonly used customized file formats by users:
 +
{| class="wikitable"
 +
|-
 +
! Name
 +
! Author
 +
! Description
 +
|-
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| align=center | [[LEX (File Format)|LEX]]
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| [[Wiimm]]
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| '''LEX''' ([[LE-CODE]] Extension) is an extension for track [[SZS]] files to provide additional settings and modifications outside of a [[KMP]]. The main idea is, that global game settings can be overridden by track dependent settings in cases, where it is not possible otherwise.
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|-
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| align=center | [[WBZ (File Format)|WBZ]]
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| [[Wiimm]]
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| '''WBZ''' is an alternative format for [[YAZ0]]. It is dedicated to the [[WU8]] patching file format to allow small files without copyrighted material.
 +
|-
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| align=center | [[WU8 (File Format)|WU8]]
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| [[Wiimm]]
 +
| '''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]].
 
|}
 
|}
  
== Last Changes ==
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== Further Information ==
{{pagelist-of-category|File Format}}
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=== 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]]''' ('''W'''iimms '''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 [[Nintendo]]s 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:
 +
{{Image file types}}
 +
All file formats use identical [[Image Formats]] and they are only different in file structure and mipmap support.
  
[[category:File Format|!]]
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[[Category:File Format|!]]
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[[Category:List]]
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[[mk8:List of File Formats]]

Revision as of 14:17, 31 December 2019

This article contains a list of file formats in Mario Kart Wii, other Nintendo games and customized by 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 Controls focus, sharpness and blur in tracks.
BFG Controls fog used in tracks.
BLIGHT Controls 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 Layout control files.
BREFF Controls 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.
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.
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
AST Sound file for some Wii games.
BDL Model data for many Gamecube and some Wii games.
BMD Model data for many Gamecube and some Wii games.
BCO Collision information from Mario Kart: Double Dash!!.
BOL Contains information about a course's setup.
DAT Packed Model-archive format found in games by HAL Laboratory.
RARC Archive format for some Wii and GameCube games.

Non-Nintendo file formats

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

Name Author Description
LEX Wiimm LEX (LE-CODE Extension) is an extension for track SZS files to provide additional settings and modifications outside of a KMP. The main idea is, that global game settings can be overridden by track dependent settings in cases, where it is not possible otherwise.
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 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