File Formats: Difference between revisions

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! File Format !! Known Extensions !! Magic Bytes !! Description !! Compatible Tools
! File Format !! Known Extensions !! Magic Bytes !! Description !! Compatible Tools
|-
|-
| [https://en.wikipedia.org/wiki/Executable_and_Linkable_Format ELF] || .elf / .rpx || 7F 45 4C 46 || The entire game's code, compiled to be ran by the Wii U || Ghidra / IDA Pro / [[CEMU]]
| [https://wiiubrew.org/wiki/RPL RPX / RPL] || Executable: .rpx<br>Library: .rpl || <code>7F 45 4C 46</code> || The entire game's code, compiled to be ran by the Wii U, and system libraries || [[Ghidra]] / [[IDA Pro]] / [[CEMU]] / [[wiiurpxtool]]
|-
|-
| [http://mk8.tockdom.com/wiki/SARC_(File_Format) SARC] || .sarc / .bfma || 53 41 52 43 || Archive Format || [https://github.com/KillzXGaming/Switch-Toolbox#readme Switch Toolbox]
| [http://mk8.tockdom.com/wiki/SARC_(File_Format) SARC] || .sarc / .bfma || <code>53 41 52 43</code> || Sharc Archive Format ||[[Switch Toolbox]]
|-
|-
| [http://mk8.tockdom.com/wiki/BFRES_(File_Format) FRES] || .bfres || 46 52 45 53 || Binary Wii U Resources Archive Format || [https://github.com/KillzXGaming/Switch-Toolbox#readme Switch Toolbox]
| [http://mk8.tockdom.com/wiki/BFRES_(File_Format) FRES] || .bfres || <code>46 52 45 53</code> || Binary Wii U Resources Archive Format || [[Switch Toolbox]]
|-
|-
| [http://mk8.tockdom.com/wiki/FMDL_(File_Format) FMDL] || .bfmdl || 46 4D 44 4C || Binary Wii U Model Format || [[Switch Toolbox]]
| [http://mk8.tockdom.com/wiki/FMDL_(File_Format) FMDL] || .bfmdl || <code>46 4D 44 4C</code> || Switch Toolbox Wii U Model Export Format ||[[Switch Toolbox]]
|-
|-
| [http://mk8.tockdom.com/wiki/FMDL_(File_Format)#FSKL FSKL] || .bfskl || 46 53 4B 4C || Switch Toolbox Wii U Model Skeleton Export Format || [[Switch Toolbox]]
| [http://mk8.tockdom.com/wiki/FMDL_(File_Format)#FSKL FSKL] || .bfskl || <code>46 53 4B 4C</code> || Switch Toolbox Wii U Model Skeleton Export Format || [[Switch Toolbox]]
|-
|-
| [http://mk8.tockdom.com/wiki/FMDL_(File_Format)#Bone FSKLBONE] || .bfbon || 46 53 4B 4C 42 4F 4E 45 || Switch Toolbox Wii U Model Skeleton Bone Export Format || [[Switch Toolbox]]
| [http://mk8.tockdom.com/wiki/FMDL_(File_Format)#Bone FSKLBONE] || .bfbon || <code>46 53 4B 4C 42 4F 4E 45</code> || Switch Toolbox Wii U Model Skeleton Bone Export Format || [[Switch Toolbox]]
|-
|-
| [http://mk8.tockdom.com/wiki/FMDL_(File_Format)#FMAT FMAT] || .bfmat || 46 4D 41 54 || Switch Toolbox Wii U Model Material Export Format || [[Switch Toolbox]]
| [http://mk8.tockdom.com/wiki/FMDL_(File_Format)#FMAT FMAT] || .bfmat || <code>46 4D 41 54</code> || Switch Toolbox Wii U Model Material Export Format || [[Switch Toolbox]]
|-
|-
| [http://mk8.tockdom.com/wiki/FMDL_(File_Format)#FSHP FSHP] || .bfobj || 46 53 48 50 || Switch Toolbox Wii U Model Shape Export Format || [[Switch Toolbox]]
| [http://mk8.tockdom.com/wiki/FMDL_(File_Format)#FSHP FSHP] || .bfobj || <code>46 53 48 50</code> || Switch Toolbox Wii U Model Shape Export Format || [[Switch Toolbox]]
|-
|-
| [http://mk8.tockdom.com/wiki/FTEX_(File_Format) FTEX] || .bftex || 46 54 45 58 || Binary Wii U Texture Format || [[Switch Toolbox]]
| [http://mk8.tockdom.com/wiki/FTEX_(File_Format) FTEX] || .bftex || <code>46 54 45 58</code> || Switch Toolbox Wii U Texture Export Format ||[[Switch Toolbox]]
|-
|-
| [http://mk8.tockdom.com/wiki/FTXP_(File_Format) FTXP] || .bftxp || 46 54 58 50 || Binary Wii U Texture Pattern Animation Format || [[Switch Toolbox]]
| [http://mk8.tockdom.com/wiki/FTXP_(File_Format) FTXP] || .bftxp || <code>46 54 58 50</code> || Switch Toolbox Wii U Texture Pattern Animation Export Format ||[[Switch Toolbox]]
|-
|-
| [http://mk8.tockdom.com/wiki/FSKA_(File_Format) FSKA] || .bfska || 46 53 4B 41 || Binary Wii U Skeletal Animation Format || [[Switch Toolbox]]
| [http://mk8.tockdom.com/wiki/FSKA_(File_Format) FSKA] || .bfska || <code>46 53 4B 41</code> || Switch Toolbox Wii U Skeletal Animation Export Format ||[[Switch Toolbox]]
|-
|-
| [http://wiki.tockdom.com/wiki/YAZ0_(File_Format) YAZ0] || .szs / .yaz / .yaz0 || 59 61 7A 30 || Compression Format || [https://github.com/KillzXGaming/Switch-Toolbox#readme Switch Toolbox]
| [http://wiki.tockdom.com/wiki/YAZ0_(File_Format) YAZ0] || .szs ||<code>59 61 7A 30</code> || Compression Format || [[Switch Toolbox]]
|-
|-
| [http://mk8.tockdom.com/wiki/BFLAN_(File_Format) FLAN] || .bflan || 46 4C 41 4E || Binary Wii U Layout Animation Format || [https://github.com/KillzXGaming/Switch-Toolbox#readme Switch Toolbox]
| [http://mk8.tockdom.com/wiki/BFLAN_(File_Format) FLAN] || .bflan || <code>46 4C 41 4E</code> || Binary Wii U Layout Animation Format || [[Switch Toolbox]]
|-
|-
| [http://mk8.tockdom.com/wiki/BFLYT_(File_Format) FLYT] || .bflyt || 46 4C 59 54 || Binary Wii U Layout Format || [https://github.com/KillzXGaming/Switch-Toolbox#readme Switch Toolbox]
| [http://mk8.tockdom.com/wiki/BFLYT_(File_Format) FLYT] || .bflyt || <code>46 4C 59 54</code> || Binary Wii U Layout Format || [[Switch Toolbox]]
|-
|-
| [http://mk8.tockdom.com/wiki/BFLIM_(File_Format) BFLIM] || .bflim || - || Binary Wii U Layout Image Format || [https://github.com/KillzXGaming/Switch-Toolbox#readme Switch Toolbox]
| [http://mk8.tockdom.com/wiki/BFLIM_(File_Format) BFLIM] || .bflim || <code>46 4C 49 4D</code> || Binary Wii U Layout Image Format || [[Switch Toolbox]]
|-
|-
| [http://mk8.tockdom.com/wiki/GTX%5CGSH_(File_Format) GTX] || .gtx || 47 66 78 32 || GX2 Texture Format || [https://github.com/aboood40091/GTX-Extractor#readme GTX Extractor]
| [http://mk8.tockdom.com/wiki/GTX%5CGSH_(File_Format) GFD] || Texture: .gtx<br>Shader: .gsh || <code>47 66 78 32</code> || GFD Texture / Shader Format || Texture: [https://github.com/aboood40091/GTX-Extractor#readme GTX Extractor]
|-
|-
| [http://mk8.tockdom.com/wiki/GTX%5CGSH_(File_Format) GSH] || .gsh || 47 66 78 32 || GX2 Shader Format || -
| [[RPRH (File Format)|RPRH]] || .dat || <code>52 50 52 48</code> || NSMBU Replay Data || -
|-
|-
| [[RPRH (File Format)|RPRH]] || .dat || 52 50 52 48 || NSMBU Replay Data || -
| [https://github.com/Kinnay/Nintendo-File-Formats/wiki/NSMBU-Save-Data RPSD] || .dat || <code>52 50 53 44</code> || NSMBU Save Data ([[rp_savedata.dat]] file) || -
|-
|-
| [https://github.com/Kinnay/Nintendo-File-Formats/wiki/NSMBU-Save-Data RPSD] || .dat || 52 50 53 44 || NSMBU Save Data ([[rp_savedata.dat]] file) || [https://github.com/RedStoneMatt/Acorn-SaveEditor/releases Acorn Save Editor]
| [https://github.com/Kinnay/Nintendo-File-Formats/wiki/BFFNT-File-Format FFNT] || .bffnt || <code>46 46 4E 54</code> || Binary Wii U Font Format || [[Switch Toolbox]]
|-
|-
| [https://github.com/Kinnay/Nintendo-File-Formats/wiki/BFFNT-File-Format FFNT] || .bffnt || 46 46 4E 54 || Binary Wii U Font Format || [https://github.com/KillzXGaming/Switch-Toolbox#readme Switch Toolbox]
| [http://mk8.tockdom.com/wiki/MSBT_(File_Format) MsgStdBn] || .msbt || <code>4D 73 67 53 74 64 42 6E</code> || Text Archive Format || [https://github.com/IcySon55/3DLandMSBTeditor#readme MSBT Editor Reloaded] / [https://github.com/IcySon55/Kuriimu#readme Kuriimu]
|-
|-
| [http://mk8.tockdom.com/wiki/MSBT_(File_Format) MsgStdBn] || .msbt || 4D 73 67 53 74 64 42 6E || Text Archive Format || [https://github.com/IcySon55/3DLandMSBTeditor#readme MSBT Editor Reloaded] / [https://github.com/IcySon55/Kuriimu#readme Kuriimu]
| [https://wiki.oatmealdome.me/MSBP_(File_Format) MsgPrjBn] || .msbp || <code>4D 73 67 50 72 6A 42 6E</code> || Additional Text Data Format || -
|-
|-
| [https://wiki.oatmealdome.me/MSBP_(File_Format) MsgPrjBn] || .msbp || 4D 73 67 50 72 6A 42 6E || Additional Text Data Format || -
| [https://github.com/Kinnay/Nintendo-File-Formats/wiki/BFSAR-File-Format FSAR] || .bfsar || <code>46 53 41 52</code> || Binary Wii U Sound Archive Format || [[Citric Composer]]
|-
|-
| [https://github.com/Kinnay/Nintendo-File-Formats/wiki/BFSAR-File-Format FSAR] || .bfsar || 46 53 41 52 || Binary Wii U Sound Archive Format || [https://gota7.github.io/Citric-Composer/ Citric Composer]
| [https://gota7.github.io/Citric-Composer/specs/grp.html FGRP] || .bfgrp || <code>46 47 52 50</code> || Binary Wii U Sound Archive Group Format || [[Citric Composer]]
|-
|-
| [https://gota7.github.io/Citric-Composer/specs/grp.html FGRP] || .bfgrp || 46 47 52 50 || Binary Wii U Sound Archive Group Format || [https://gota7.github.io/Citric-Composer/ Citric Composer]
| [https://gota7.github.io/Citric-Composer/specs/seq.html FSEQ] || .bfseq || <code>46 53 45 51</code> || Binary Wii U Sound Sequence Format || [[Citric Composer]]
|-
|-
| [https://gota7.github.io/Citric-Composer/specs/seq.html FSEQ] || .bfseq || 46 53 45 51 || Binary Wii U Sound Sequence Format || [https://gota7.github.io/Citric-Composer/ Citric Composer]
| [https://gota7.github.io/Citric-Composer/specs/wav.html FWAV] || .bfwav || <code>46 57 41 56</code> || Binary Wii U Wave Audio Format || [[Citric Composer]]
|-
|-
| [https://gota7.github.io/Citric-Composer/specs/wav.html FWAV] || .bfwav || 46 57 41 56 || Binary Wii U Wave Audio Format || [https://gota7.github.io/Citric-Composer/ Citric Composer]
| [https://github.com/kinnay/Nintendo-File-Formats/wiki/BFWSD-File-Format FWSD] || .bfwsd || <code>46 57 53 44</code> || Binary Wii U Wave Sound Data Format || [[Citric Composer]]
|-
|-
| [https://github.com/kinnay/Nintendo-File-Formats/wiki/BFWSD-File-Format FWSD] || .bfwsd || 46 57 53 44 || Binary Wii U Wave Sound Data Format || [https://gota7.github.io/Citric-Composer/ Citric Composer]
| [https://gota7.github.io/Citric-Composer/specs/war.html FWAR] || .bfwar || <code>46 57 41 52</code> || Binary Wii U Wave Archive Format || [[Citric Composer]]
|-
|-
| [https://gota7.github.io/Citric-Composer/specs/war.html FWAR] || .bfwar || 46 57 41 52 || Binary Wii U Wave Archive Format || [https://gota7.github.io/Citric-Composer/ Citric Composer]
| [https://gota7.github.io/Citric-Composer/specs/bnk.html FBNK] || .bfbnk || <code>46 42 4E 4B</code> || Binary Wii U Instrument Bank Format || [[Citric Composer]]
|-
|-
| EXBIN || .exbin || <code>00 00 0B B8 00 00 03 E8</code> || (?) || -
| [https://gota7.github.io/Citric-Composer/specs/bnk.html FBNK] || .bfbnk || 46 42 4E 4B || Binary Wii U Instrument Bank Format || [https://gota7.github.io/Citric-Composer/ Citric Composer]
|-
|-
| EXBIN || .exbin || 00 00 0B B8 00 00 03 E8 || (?) || -
| ESETPARAM || .param ||<code>-</code> || Effect profiles that map to emitter sets in the particle effects resource || -
|-
|-
| [[PTCL (File Format)|PTCL]] || .ptcl || <code>53 50 42 44</code> || Particle Effects Resource Format ||[[Switch Toolbox]]
| PARAM || .param || - || (?) || -
|-
|-
| [https://wiki.oatmealdome.me/PTCL_(File_Format) SPBD] || .ptcl || 53 50 42 44 || Particle Data Format || [https://github.com/KillzXGaming/Switch-Toolbox#readme Switch Toolbox]
| [https://github.com/Kinnay/Nintendo-File-Formats/wiki/SHARCFB-File-Format SHAB] || .sharcfb || <code>53 48 41 42</code> || Binary Wii U Compiled Shaders Archive Format || [[Switch Toolbox]] (Partial)
|-
|-
| [https://github.com/Kinnay/Nintendo-File-Formats/wiki/SHARCFB-File-Format BAHS] || .sharcfb || 42 41 48 53 || Binary Wii U Compiled Shaders Archive Format || [[Switch Toolbox]] (Partial)
| SHAA || .sharc || <code>53 48 41 41</code> || Shaders Archive || [[Switch Toolbox]] (Partial)
|-
|-
| ENVSET || .envset || <code>30 2F 2F 3C</code> || Plaintext Format used to allocate shaders to backgrounds || Any text editor of your choice
| AAHS || .sharc || 41 41 48 53 || Shaders Archive || [[Switch Toolbox]] (Partial)
|-
|-
| ENVSET || .envset || 30 2F 2F 3C || Plaintext Format used to allocate shaders to backgrounds || Any text editor of your choice
| OPT || .opt || <code>-</code> || Binary Format used to apply particle and sound effects to backgrounds || -
|-
|-
| [https://zeldamods.org/wiki/AAMP PMAA] || .bagldof / .baglenv / .bagllmap || <code>50 4D 41 41</code> || Binary Resource Parameter File Format || -
| OPT || .opt || - || Binary Format used to apply particle and sound effects to backgrounds || -
|-
|-
| CAMERA || .camera || <code>-</code> || Used to define background offsets and scroll speeds || -
| [https://zeldamods.org/wiki/AAMP AAMP] || .bagldof / .baglenv / .bagllmap || 41 41 4D 50 || Binary Resource Parameter File Format || -
|-
|-
| BTSND || .btsnd || <code>-</code> || Wii U Boot Sound File Format || [https://gbatemp.net/threads/wav2btsnd-simple-tool-to-create-btsnd-files.447896/ wav2btsnd] / [https://github.com/Random06457/Wii-U-Title-Boot-Editor/releases Boot Title Editor]
| CAMERA || .camera || - || Used to define background offsets and scroll speeds || -
|-
|-
| ARC || .arc || <code>78 9C</code> || Archive Format || [[Switch Toolbox]]
| BTSND || .btsnd || - || Wii U Boot Sound File Format || [https://gbatemp.net/threads/wav2btsnd-simple-tool-to-create-btsnd-files.447896/ wav2btsnd] / [https://github.com/Random06457/Wii-U-Title-Boot-Editor/releases Boot Title Editor]
|-
|-
| [https://fileinfo.com/extension/h264 H.264] || .h264 || <code>-</code> || Common Video Compression Format used for the Wii U app boot video (Not used on [[CEMU]]) || [https://www.videolan.org/vlc/index.html VLC Media Player]
| ARC || .arc || 78 9C || Archive Format || [https://github.com/KillzXGaming/Switch-Toolbox#readme Switch Toolbox]
|-
|-
| [https://en.wikipedia.org/wiki/XML XML] || .xml || <code>(EF BB BF) 3C 3F 78 6D 6C</code> || Common Markup Text Format for game metadata || Any text editor of your choice
| [https://fileinfo.com/extension/h264 H.264] || .h264 || - || Common Video Compression Format used for the Wii U app boot video (Not used on [[CEMU]]) || [https://www.videolan.org/vlc/index.html VLC Media Player]
|-
|-
| [https://en.wikipedia.org/wiki/XML XML] || .xml || (EF BB BF) 3C 3F 78 6D 6C || Common Markup Text Format for game metadata || Any text editor of your choice
| [https://en.wikipedia.org/wiki/Text_file TEXT] || .txt || <code>-</code> || Common Plaintext Format used for [[Filesystem/code/preload.txt|preload.txt]] || Any text editor of your choice
|-
|-
| [https://en.wikipedia.org/wiki/Text_file TEXT] || .txt || - || Common Plaintext Format used for [[preload.txt]] || Any text editor of your choice
| [https://en.wikipedia.org/wiki/Truevision_TGA TPIC] || .tga || <code>-</code> || Image File Format for game metadata icons || Any image editor of your choice
|-
|-
| BIN || .bin || <code>-</code> || Multiple Generic/Unknown Binary Data Formats || -
| [https://en.wikipedia.org/wiki/Truevision_TGA TPIC] || .tga || - || Image File Format for game metadata icons || Any image editor of your choice
|-
| BIN || .bin || - || Multiple Generic/Unknown Binary Data Formats || -
|}
|}



Latest revision as of 11:22, 16 October 2022

File formats used across the filesystems of NSMBU and NSLU
File Format Known Extensions Magic Bytes Description Compatible Tools
RPX / RPL Executable: .rpx
Library: .rpl
7F 45 4C 46 The entire game's code, compiled to be ran by the Wii U, and system libraries Ghidra / IDA Pro / CEMU / wiiurpxtool
SARC .sarc / .bfma 53 41 52 43 Sharc Archive Format Switch Toolbox
FRES .bfres 46 52 45 53 Binary Wii U Resources Archive Format Switch Toolbox
FMDL .bfmdl 46 4D 44 4C Switch Toolbox Wii U Model Export Format Switch Toolbox
FSKL .bfskl 46 53 4B 4C Switch Toolbox Wii U Model Skeleton Export Format Switch Toolbox
FSKLBONE .bfbon 46 53 4B 4C 42 4F 4E 45 Switch Toolbox Wii U Model Skeleton Bone Export Format Switch Toolbox
FMAT .bfmat 46 4D 41 54 Switch Toolbox Wii U Model Material Export Format Switch Toolbox
FSHP .bfobj 46 53 48 50 Switch Toolbox Wii U Model Shape Export Format Switch Toolbox
FTEX .bftex 46 54 45 58 Switch Toolbox Wii U Texture Export Format Switch Toolbox
FTXP .bftxp 46 54 58 50 Switch Toolbox Wii U Texture Pattern Animation Export Format Switch Toolbox
FSKA .bfska 46 53 4B 41 Switch Toolbox Wii U Skeletal Animation Export Format Switch Toolbox
YAZ0 .szs 59 61 7A 30 Compression Format Switch Toolbox
FLAN .bflan 46 4C 41 4E Binary Wii U Layout Animation Format Switch Toolbox
FLYT .bflyt 46 4C 59 54 Binary Wii U Layout Format Switch Toolbox
BFLIM .bflim 46 4C 49 4D Binary Wii U Layout Image Format Switch Toolbox
GFD Texture: .gtx
Shader: .gsh
47 66 78 32 GFD Texture / Shader Format Texture: GTX Extractor
RPRH .dat 52 50 52 48 NSMBU Replay Data -
RPSD .dat 52 50 53 44 NSMBU Save Data (rp_savedata.dat file) -
FFNT .bffnt 46 46 4E 54 Binary Wii U Font Format Switch Toolbox
MsgStdBn .msbt 4D 73 67 53 74 64 42 6E Text Archive Format MSBT Editor Reloaded / Kuriimu
MsgPrjBn .msbp 4D 73 67 50 72 6A 42 6E Additional Text Data Format -
FSAR .bfsar 46 53 41 52 Binary Wii U Sound Archive Format Citric Composer
FGRP .bfgrp 46 47 52 50 Binary Wii U Sound Archive Group Format Citric Composer
FSEQ .bfseq 46 53 45 51 Binary Wii U Sound Sequence Format Citric Composer
FWAV .bfwav 46 57 41 56 Binary Wii U Wave Audio Format Citric Composer
FWSD .bfwsd 46 57 53 44 Binary Wii U Wave Sound Data Format Citric Composer
FWAR .bfwar 46 57 41 52 Binary Wii U Wave Archive Format Citric Composer
FBNK .bfbnk 46 42 4E 4B Binary Wii U Instrument Bank Format Citric Composer
EXBIN .exbin 00 00 0B B8 00 00 03 E8 (?) -
ESETPARAM .param - Effect profiles that map to emitter sets in the particle effects resource -
PTCL .ptcl 53 50 42 44 Particle Effects Resource Format Switch Toolbox
SHAB .sharcfb 53 48 41 42 Binary Wii U Compiled Shaders Archive Format Switch Toolbox (Partial)
SHAA .sharc 53 48 41 41 Shaders Archive Switch Toolbox (Partial)
ENVSET .envset 30 2F 2F 3C Plaintext Format used to allocate shaders to backgrounds Any text editor of your choice
OPT .opt - Binary Format used to apply particle and sound effects to backgrounds -
PMAA .bagldof / .baglenv / .bagllmap 50 4D 41 41 Binary Resource Parameter File Format -
CAMERA .camera - Used to define background offsets and scroll speeds -
BTSND .btsnd - Wii U Boot Sound File Format wav2btsnd / Boot Title Editor
ARC .arc 78 9C Archive Format Switch Toolbox
H.264 .h264 - Common Video Compression Format used for the Wii U app boot video (Not used on CEMU) VLC Media Player
XML .xml (EF BB BF) 3C 3F 78 6D 6C Common Markup Text Format for game metadata Any text editor of your choice
TEXT .txt - Common Plaintext Format used for preload.txt Any text editor of your choice
TPIC .tga - Image File Format for game metadata icons Any image editor of your choice
BIN .bin - Multiple Generic/Unknown Binary Data Formats -
  • File Magics are not always at the exact start of the file for some formats, they may be offset by data or headers of a parent file, such as files found inside BFRES files.