Difference between revisions of "List of File Formats"
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== Overview == | == Overview == | ||
− | This | + | This is a list of '''File Formats''' used in [[Mario Kart Wii]] and other games. |
== Mario Kart Wii File Formats == | == Mario Kart Wii File Formats == | ||
This table contains a list of file formats found in [[Mario Kart Wii]]: | This table contains a list of file formats found in [[Mario Kart Wii]]: | ||
{| class="wikitable" | {| class="wikitable" | ||
− | |||
! Name | ! Name | ||
! Description | ! Description | ||
Line 25: | Line 24: | ||
|- | |- | ||
| align=center | [[BMM (File Format)|BMM]] | | align=center | [[BMM (File Format)|BMM]] | ||
− | | Mii statues' head material settings. | + | | Mii statues's head material settings. |
|- | |- | ||
| align=center | [[BRCTR (File Format)|BRCTR]] | | align=center | [[BRCTR (File Format)|BRCTR]] | ||
Line 37: | Line 36: | ||
|- | |- | ||
| align=center | [[BRFNT (File Format)|BRFNT]] | | align=center | [[BRFNT (File Format)|BRFNT]] | ||
− | | Font files used to display text | + | | Font files used to display text stored in [[BMG]] files. |
|- | |- | ||
| align=center | [[BRLAN (File Format)|BRLAN]] | | align=center | [[BRLAN (File Format)|BRLAN]] | ||
Line 46: | Line 45: | ||
|- | |- | ||
| align=center | [[BRRES (File Format)|BRRES]] | | align=center | [[BRRES (File Format)|BRRES]] | ||
− | | Object files | + | | Object files containing model, animation, and texture information about an object, such as the course model or an {{obj-ref|0x65|item box}}. |
|- | |- | ||
| align=center | [[BRSAR (File Format)|BRSAR]] | | align=center | [[BRSAR (File Format)|BRSAR]] | ||
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|- | |- | ||
| align=center | [[KMP (File Format)|KMP]] | | align=center | [[KMP (File Format)|KMP]] | ||
− | | Course description files containing information on start positions, | + | | Course description files containing information on start positions, checkpoints, etc. |
|- | |- | ||
| align=center | [[KRM (File Format)|KRM]] | | align=center | [[KRM (File Format)|KRM]] | ||
Line 85: | Line 84: | ||
|- | |- | ||
| align=center | [[RKC (File Format)|RKC]] | | align=center | [[RKC (File Format)|RKC]] | ||
− | | Data about [[ | + | | Data about [[competition]]s. |
|- | |- | ||
| align=center | [[RKG (File Format)|RKG]] | | align=center | [[RKG (File Format)|RKG]] | ||
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|} | |} | ||
− | == Other | + | == Other File Formats == |
This table contains a list of file formats found in Nintendo games, but not in [[Mario Kart Wii]]: | This table contains a list of file formats found in Nintendo games, but not in [[Mario Kart Wii]]: | ||
{| class="wikitable" | {| class="wikitable" | ||
− | |||
! Name | ! Name | ||
! Description | ! Description | ||
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|- | |- | ||
| align=center | [[BMD and BDL (File Format)|BDL]] | | align=center | [[BMD and BDL (File Format)|BDL]] | ||
− | | Model data for many | + | | 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 | + | | Model data for many GameCube and some Wii games. |
|- | |- | ||
| align=center | [[BCO (File Format)|BCO]] | | align=center | [[BCO (File Format)|BCO]] | ||
− | | Collision information from ''Mario Kart: Double Dash!!''. | + | | Collision information from ''[[Mario Kart: Double Dash!!]]''. |
|- | |- | ||
| align=center | [[BOL (File Format)|BOL]] | | align=center | [[BOL (File Format)|BOL]] | ||
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|- | |- | ||
| align=center | [[RARC (File Format)|RARC]] | | align=center | [[RARC (File Format)|RARC]] | ||
− | | Archive format for some Wii | + | | Archive format for some GameCube and Wii games. |
|} | |} | ||
− | == | + | == Custom File Formats == |
This table contains a list of commonly used customized file formats by users: | This table contains a list of commonly used customized file formats by users: | ||
{| class="wikitable" | {| class="wikitable" | ||
− | |||
! Name | ! Name | ||
! Author | ! Author | ||
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| align=center | [[LEX (File Format)|LEX]] | | align=center | [[LEX (File Format)|LEX]] | ||
| [[Wiimm]] | | [[Wiimm]] | ||
− | | '''LEX''' ([[LE-CODE]] Extension) is an extension for | + | | '''LEX''' ([[LE-CODE]] Extension) is an extension for custom tracks 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. |
|- | |- | ||
| align=center | [[LPAR (File Format)|LPAR]] | | align=center | [[LPAR (File Format)|LPAR]] | ||
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| align=center | [[WU8 (File Format)|WU8]] | | align=center | [[WU8 (File Format)|WU8]] | ||
| [[Wiimm]] | | [[Wiimm]] | ||
− | | '''WU8''' is designed to allow exchanging of custom tracks over the | + | | '''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 == | == Further Information == | ||
− | + | This section explains the relation between the file formats [[U8]], [[YAZ0]], [[SZS]], [[WU8]] and [[WBZ]]. | |
− | This | ||
− | |||
− | |||
− | + | [[U8]] is a file archive containing a hierarchical file system. [[GameCube]] and [[Wii]] images use U8 archives as a main DVD file system. The U8 file system is optimized as read-only system, and only supports file name, file size and a directory structure with no other file attributes, like time stamps. It it similar to a TAR or ZIP file without compression. | |
− | + | To make U8 archives smaller, the compression method [[YAZ0]] is used. A YAZ0 compressed U8 archive is usually stored as a [[SZS]] file. These files are used for tracks. YAZ0 is also used to compress other archives, like [[RARC]] and [[BRRES]]. | |
− | + | The file format [[WU8]] ('''W'''iimms '''U8''') was developed by [[Wiimm]] to make exchanging custom tracks over the internet easier without any original [[Nintendo]] files and license and copyright issues. The design is identical to U8, except Nintendo's subfiles. | |
− | + | [[WBZ]] is an alternative compression format for YAZ0 based on the public compression [[wikipedia:bzip2|bzip2]]. It is dedicated to the WU8 file format to upload small files without copyrighted material. The alternative compression should also help to avoid false positives of the copyright file scanners. | |
− | |||
− | |||
− | |||
[[Category:File Format|!]] | [[Category:File Format|!]] | ||
[[Category:List]] | [[Category:List]] |
Revision as of 09:28, 24 November 2021
Overview
This is a list of File Formats used in Mario Kart Wii and other games.
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's 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 about an object, such as the course model or an item box. |
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, checkpoints, 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 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 GameCube and Wii games. |
Custom 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 custom tracks 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. |
LPAR | Wiimm | LPAR (LE-CODE Parameters) is a text file format to define parameters for LE-CODE. |
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
This section 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 a main DVD file system. The U8 file system is optimized as read-only system, and only supports file name, file size and a directory structure with no other file attributes, like time stamps. It it similar to a TAR or ZIP file without compression.
To make U8 archives smaller, the compression method YAZ0 is used. A YAZ0 compressed U8 archive is usually stored as a SZS file. These files are used for tracks. YAZ0 is also used to compress other archives, like RARC and BRRES.
The file format WU8 (Wiimms U8) was developed by Wiimm to make exchanging custom tracks over the internet easier without any original Nintendo files and license and copyright issues. The design is identical to U8, except Nintendo's subfiles.
WBZ is an alternative compression format for YAZ0 based on the public compression bzip2. It is dedicated to the WU8 file format to upload small files without copyrighted material. The alternative compression should also help to avoid false positives of the copyright file scanners.