CLR0 (File Format)

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This page describes the Mario Kart Wii CLR0 file format, as found in BRRES files. They are animation files that swap color.

File Format

File Header

Offset Type Description
0x00 String The magic "CLR0" to identify the sub file. See »BRRES Sub Files« for other magics.
0x04 UInt32 Length of the sub file.
0x08 UInt32 Sub file version number. The number of sections (N) is dependent of this version number. See »BRRES Sub Files« for details.
0x0C Int32 Offset to outer BRRES File.
0x10 Int32[N] N section offsets. N is implied in the version number (offset 0x08).
0x10+N*4 Int32 String offset to the name of this sub file. This name equal to the name of the entry name of the BRRES Index Group pointing to this data.
0x14+N*4 End of this header

File Format CLR v4

The following info describes the v4 format, it may be invalid to other versions. Section 0 contains animation data.

CLR Header

The file header is followed by a CLR header.

Offset Type Description
0x00 UInt32 Unused. Offset to absolute path of intermediate file.
0x04 UInt16 Frame count.
0x06 UInt16 N = number of animated materials.
0x08 UInt32 Looping (0x00 = Disabled, 0x01 = Enabled).
0x0c End of this header

Material Data (Section 0)

This section starts with a BRRES Index Group. Each one of the entries in the index group points to the animation information for one material.

Offset Type Description
0x00 UInt32 String offset to name of the target.
0x04 UInt32 Animation Flag.
0x08 End of this section. Beginning of Material Animation Data.

Animation Flag controls which elements are animated and follows a layout:

Bit 17 16 15 14 13 12 11 10
Meaning Unused Constant TEV Const Register 3 Has TEV Const Register 3 Constant TEV Const Register 2 Has TEV Const Register 2 Constant TEV Const Register 1 Has TEV Const Register 1
Bit f e d c b a 9 8
Meaning Constant TEV Const Register 0 Has TEV Const Register 0 Constant TEV Register 2 Has TEV Register 2 Constant TEV Register 1 Has TEV Register 1 Constant TEV Register 0 Has TEV Register 0
Bit 7 6 5 4 3 2 1 0
Meaning Constant Ambient 1 Has Ambient 1 Constant Ambient 0 Has Ambient 0 Constant Material 1 Has Material 1 Constant Material 0 Has Material 0

Material Animation Data

This section contains for each one of used animation targets in the following order:

  • Light Channel Material 0
  • Light Channel Material 1
  • Light Channel Ambient 0
  • Light Channel Ambient 1
  • Color Register 0
  • Color Register 1
  • Color Register 2
  • Constant Color Register 0
  • Constant Color Register 1
  • Constant Color Register 2
  • Constant Color Register 3
Offset Type Description
0x00 UInt32 RGBA Mask.
0x04 UInt32 Offset to array containing RGBA value for every animation frame.
If target is not animated, this field is used as constant value.
Offset relative to this field.


The following tools can handle CLR0 files:


All about BRRES files

BRRES fileIndex GroupSub Files