Difference between revisions of "List of File Formats"

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== Overview ==
 
== Overview ==
This article contains a '''list of file formats''' in [[Mario Kart Wii]], other Nintendo games and customized by users.
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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
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|-
 
|-
 
| align=center | [[BMM (File Format)|BMM]]
 
| align=center | [[BMM (File Format)|BMM]]
| Mii statues' head material settings.
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| Mii statues's head material settings.
 
|-
 
|-
 
| align=center | [[BRCTR (File Format)|BRCTR]]
 
| align=center | [[BRCTR (File Format)|BRCTR]]
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|-
 
|-
 
| 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.
 
|-
 
|-
 
| align=center | [[BRLAN (File Format)|BRLAN]]
 
| align=center | [[BRLAN (File Format)|BRLAN]]
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|-
 
|-
 
| 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 item box, a character or a course.
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| 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, check points, etc.
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| Course description files containing information on start positions, checkpoints, etc.
 
|-
 
|-
 
| align=center | [[KRM (File Format)|KRM]]
 
| align=center | [[KRM (File Format)|KRM]]
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|-
 
|-
 
| align=center | [[RKC (File Format)|RKC]]
 
| align=center | [[RKC (File Format)|RKC]]
| Data about [[Competition]]s.
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| Data about [[competition]]s.
 
|-
 
|-
 
| align=center | [[RKG (File Format)|RKG]]
 
| align=center | [[RKG (File Format)|RKG]]
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|}
 
|}
  
== Other Nintendo file formats ==
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== 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 Gamecube and some Wii games.
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| 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.
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| 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!!''.
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| 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 and GameCube games.
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| Archive format for some GameCube and Wii games.
 
|}
 
|}
  
== Non-Nintendo File Formats ==
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== 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 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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| '''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 Internet without any Nintendo stuff and without license problems. The design is similar to the file format [[U8]].
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| '''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 ==
=== U8 archives ===
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This section explains the relation between the file formats [[U8]], [[YAZ0]], [[SZS]], [[WU8]] and [[WBZ]].
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.
+
[[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.
  
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.
+
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]].
  
'''[[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.
+
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.
  
=== Image Formats ===
+
[[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.
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|!]]
 
[[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.