Difference between revisions of "List of File Formats"
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== Overview == | == Overview == | ||
− | This is a list of ''' | + | 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 == | ||
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|- | |- | ||
| align=center | [[BLIGHT (File Format)|BLIGHT]] | | align=center | [[BLIGHT (File Format)|BLIGHT]] | ||
− | | Controls lighting effects on characters, karts, items and objects in a track. | + | | Controls lighting effects on characters, karts, items, and objects in a track. |
|- | |- | ||
| align=center | [[BMG (File Format)|BMG]] | | align=center | [[BMG (File Format)|BMG]] | ||
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|- | |- | ||
| align=center | [[BMM (File Format)|BMM]] | | align=center | [[BMM (File Format)|BMM]] | ||
− | | Mii | + | | Mii statue head material settings. |
|- | |- | ||
| align=center | [[BRCTR (File Format)|BRCTR]] | | align=center | [[BRCTR (File Format)|BRCTR]] | ||
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|- | |- | ||
| align=center | [[BRRES (File Format)|BRRES]] | | align=center | [[BRRES (File Format)|BRRES]] | ||
− | | Object files containing model, animation | + | | 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 | [[KCL (File Format)|KCL]] | | align=center | [[KCL (File Format)|KCL]] | ||
− | | Collision data files containing information about when and how objects collide with a | + | | Collision data files containing information about when and how objects collide with a track or object. |
|- | |- | ||
| align=center | [[KMP (File Format)|KMP]] | | align=center | [[KMP (File Format)|KMP]] | ||
− | | | + | | Track 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 [[ | + | | Data about [[tournament]]s. |
|- | |- | ||
| align=center | [[RKG (File Format)|RKG]] | | align=center | [[RKG (File Format)|RKG]] | ||
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== Other File Formats == | == 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 | ||
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|- | |- | ||
| align=center | [[AST (File Format)|AST]] | | align=center | [[AST (File Format)|AST]] | ||
− | | Sound file for some Wii games. | + | | Sound file for some [[Wii]] games. |
|- | |- | ||
| 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]] | ||
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|- | |- | ||
| align=center | [[BCO (File Format)|BCO]] | | align=center | [[BCO (File Format)|BCO]] | ||
− | | Collision information from | + | | Collision information from [[Mario Kart: Double Dash!!]]. |
|- | |- | ||
| align=center | [[BOL (File Format)|BOL]] | | align=center | [[BOL (File Format)|BOL]] | ||
− | | Contains information about a | + | | Contains information about a track's setup. |
|- | |- | ||
| align=center | [[HAL DAT (File Format)|DAT]] | | align=center | [[HAL DAT (File Format)|DAT]] | ||
− | | Packed | + | | Packed model-archive format found in games by [[wikipedia:HAL Laboratory|HAL Laboratory]]. |
|- | |- | ||
| align=center | [[RARC (File Format)|RARC]] | | align=center | [[RARC (File Format)|RARC]] | ||
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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 custom | + | | '''LEX''' ([[LE-CODE]] Extension) is an extension for [[custom track]]s to provide additional settings and modifications outside of a [[KMP]] file. 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 | + | | '''WU8''' is designed to allow exchanging of custom tracks over the internet without any Nintendo stuff and 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 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 | + | 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. | 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 05:04, 25 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 statue 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 track or object. |
KMP | Track 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 tournaments. |
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 track'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 file. 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 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.