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	<updated>2026-04-07T20:31:40Z</updated>
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	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=CANM_(File_Format)/Super_Mario_Galaxy&amp;diff=630</id>
		<title>CANM (File Format)/Super Mario Galaxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=CANM_(File_Format)/Super_Mario_Galaxy&amp;diff=630"/>
		<updated>2025-09-19T20:42:18Z</updated>

		<summary type="html">&lt;p&gt;Wexos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;CANM&#039;&#039;&#039; is a file format used in [[Super Mario Galaxy]] and [[Super Mario Galaxy 2]]. It stores the intro camera which is played once a star has been selected, as well as camera animations for demos.&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;File magic&#039;&#039;&#039;. Always &amp;quot;ANDO&amp;quot; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Char[4] || &#039;&#039;&#039;Frame type&#039;&#039;&#039;. Either &amp;quot;CKAN&amp;quot; for key frames or &amp;quot;CANM&amp;quot; for full frames.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Int32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Must be non-zero, otherwise the game will refuse to load the file.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || Int32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Int32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || Int32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;, doesn&#039;t seem to be read by the game.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Int32 || &#039;&#039;&#039;Frame count&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || &#039;&#039;&#039;[[#Frame Info|Frame info]] size&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Frame Info ==&lt;br /&gt;
The frame info specifies how the frame data is stored. The section consists of multiple [[#Component Info|component infos]] which specifies how each component are stored. The components which are stored are position X, position Y, position Z, watch position X, watch position Y, watch position Z, twist and fovy, and they are stored in the order specified before. Note that twist and fovy are stored in degrees.&lt;br /&gt;
&lt;br /&gt;
=== Component Info ===&lt;br /&gt;
The component specifies how a specific component is stored. The structure depends on whether the file contains key frames or full frames.&lt;br /&gt;
&lt;br /&gt;
; Key&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Int32 || Key frame count.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Int32 || First value index. Index of the first float value in the [[#Frame Data|frame data]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Int32 || Slope type. Specifies if the slopes are symmetric (0) or if they are stored piece-wise (1). Note that game treats the value 0 as symmetric and all other values as piece-wise.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Full&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Int32 || Frame count. Specifies how many frame values are stored.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Int32 || First value index. Index of the first float value in the [[#Frame Data|frame data]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frame Structure ===&lt;br /&gt;
For full frames, each float simply represents the value at a specific frame and frame count specifies how many floats are stored. For key frames, the data storage is slightly more complicated and depends on the key frame count. If the key frame count is one, only a single value is stored which represents the value the component will have for all frames. Otherwise structure of each key frame depends on the slope type. The structure for each slope type is specified below.&lt;br /&gt;
&lt;br /&gt;
; Symmetric&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Float || Key frame.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Float || Value.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Float || Slope.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Piece-wise&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Float || Key frame.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Float || Value.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Float || In slope.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || Float || Out slope.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Frame Data ==&lt;br /&gt;
The frame data section stores all float values. It has the following layout:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || Frame data size. Size of the float data in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Float[] || Frame data.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The float data always end with the bytes 3D CC CC CD 4E 6E 6B 28. The first four bytes form the float 0.1. It is unknown why this data is stored. It is including in the frame data size.&lt;br /&gt;
&lt;br /&gt;
After the float data the integer -1 is always stored as an Int32, again, for unknown reason. This data is not included in the frame data size.&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle CANM files:&lt;br /&gt;
* (none)&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Mario Galaxy File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Super_Mario_Galaxy_2/Camera&amp;diff=629</id>
		<title>Super Mario Galaxy 2/Camera</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Super_Mario_Galaxy_2/Camera&amp;diff=629"/>
		<updated>2025-09-13T17:04:10Z</updated>

		<summary type="html">&lt;p&gt;Wexos: /* Event Camera */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the camera system in [[Super Mario Galaxy 2]] (and presumably large parts of [[Super Mario Galaxy]]).&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
There are plenty of parameters which are used to describe each camera. There are many different camera types, and different camera types use different parameters. Only parameters which are used are stored in the [[BCSV]] file. The following parameters have been observed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| version || &lt;br /&gt;
|-&lt;br /&gt;
| gflag.camendint || &lt;br /&gt;
|-&lt;br /&gt;
| gflag.enableEndErpFrame || &lt;br /&gt;
|-&lt;br /&gt;
| gflag.thru || &lt;br /&gt;
|-&lt;br /&gt;
| num2 || &lt;br /&gt;
|-&lt;br /&gt;
| num1 || Enables camera rotation.&lt;br /&gt;
|-&lt;br /&gt;
| angleB || X-rotation.&lt;br /&gt;
|-&lt;br /&gt;
| angleA || Y-rotation.&lt;br /&gt;
|-&lt;br /&gt;
| dist || Distance between the camera and the focus point.&lt;br /&gt;
|-&lt;br /&gt;
| flag.subjectiveoff || Disables first person.&lt;br /&gt;
|-&lt;br /&gt;
| vpanaxis.[X/Y/Z] || Vertical pan axis.&lt;br /&gt;
|-&lt;br /&gt;
| vpanuse || Enables vertical pan axis.&lt;br /&gt;
|-&lt;br /&gt;
| udown || &lt;br /&gt;
|-&lt;br /&gt;
| pushdelaylow || Air move delay?&lt;br /&gt;
|-&lt;br /&gt;
| pushdelay || Ground move delay?&lt;br /&gt;
|-&lt;br /&gt;
| lplay || Min Y?&lt;br /&gt;
|-&lt;br /&gt;
| uplay || Max Y?&lt;br /&gt;
|-&lt;br /&gt;
| gndint || Transition ground time?&lt;br /&gt;
|-&lt;br /&gt;
| lower || Lower border?&lt;br /&gt;
|-&lt;br /&gt;
| upper || Upper border?&lt;br /&gt;
|-&lt;br /&gt;
| camint || Transition time.&lt;br /&gt;
|-&lt;br /&gt;
| fovy || Field of view angle.&lt;br /&gt;
|-&lt;br /&gt;
| roll || Roll.&lt;br /&gt;
|-&lt;br /&gt;
| loffsetv || Look offset vertical.&lt;br /&gt;
|-&lt;br /&gt;
| loffset || Look offset.&lt;br /&gt;
|-&lt;br /&gt;
| woffset.[X/Y/Z] || Camera look at point. Specifies the target position which the camera looks at.&lt;br /&gt;
|-&lt;br /&gt;
| camtype || Camera type.&lt;br /&gt;
|-&lt;br /&gt;
| id || Camera identifier.&lt;br /&gt;
|-&lt;br /&gt;
| string || &lt;br /&gt;
|-&lt;br /&gt;
| flag.collisionoff || Disables collision.&lt;br /&gt;
|-&lt;br /&gt;
| flag.nofovy || Enables field of view.&lt;br /&gt;
|-&lt;br /&gt;
| evpriority || Event priority.&lt;br /&gt;
|-&lt;br /&gt;
| evfrm || Event frames.&lt;br /&gt;
|-&lt;br /&gt;
| eflag.enableErpFrame || Event use transition time.&lt;br /&gt;
|-&lt;br /&gt;
| camendint || End transition time.&lt;br /&gt;
|-&lt;br /&gt;
| eflag.enableEndErpFrame || Use event transition.&lt;br /&gt;
|-&lt;br /&gt;
| wpoint.[X/Y/Z] || World point. Global position of the camera.&lt;br /&gt;
|-&lt;br /&gt;
| axis.[X/Y/Z] || Player offset.&lt;br /&gt;
|-&lt;br /&gt;
| up.[X/Y/Z] ||  &lt;br /&gt;
|-&lt;br /&gt;
| flag.noreset || Disables reset. Prevents the camera rotation from resetting.&lt;br /&gt;
|-&lt;br /&gt;
| flag.antibluroff || Disables anti-blur.&lt;br /&gt;
|-&lt;br /&gt;
| flag.lofserpoff || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The following camera types have been observed:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_2D_SLIDE || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_ANIM || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_BEHIND_DEBUG || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_BLACK_HOLE || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_BOSS_DONKETSU || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_CHARMED_FIX || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_CHARMED_VECREG || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_CHARMED_VECREG_TOWER || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_CUBE_PLANET || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_DEAD || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_DONKETSU_TEST || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_DPD || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_EYEPOS_FIX || Camera with fixed origin which looks at the player.&lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_EYEPOS_FIX_THERE || Camera with fixed origin which looks at the player. The origin is not specified and is instead decided by the game.&lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_EYE_FIXED_THERE_TEST || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_FOLLOW || Camera which follows the player. The camera origin moves slower than the player.&lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_FOO_FIGHTER || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_FOO_FIGHTER_PLANET || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_FREEZE || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_FRONT_AND_BACK || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_GROUND || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_ICECUBE_PLANET || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_INNER_CYLINDER || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_INWARD_SPHERE || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_INWARD_TOWER || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_INWARD_TOWER_TEST || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_MEDIAN_PLANET || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_MEDIAN_TOWER || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_MTXREG_PARALLEL || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_OBJ_PARALLEL || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_POINT_FIX || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_RACE_FOLLOW || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_RAIL_DEMO || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_RAIL_FOLLOW || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_RAIL_WATCH || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_SLIDER || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_SPHERE_TRUNDLE || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_SPIRAL_DEMO || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_SUBJECTIVE || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_TALK || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_TOWER || Camera with a fixed target whose origin follows the player.&lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_TOWER_POS || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_TRIPOD_PLANET || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_TRUNDLE || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_TWISTED_PASSAGE || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_WATER_FOLLOW || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_WATER_PLANET || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_WATER_PLANET_BOSS || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_WONDER_PLANET || &lt;br /&gt;
|-&lt;br /&gt;
| CAM_TYPE_XZ_PARA || Camera which follows the player with a fixed angle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== IDs ==&lt;br /&gt;
A camera is identified and referenced by its &amp;quot;id&amp;quot; field which is a string. The field follows a specific format in order to work propertly, and many cameras have Japanese names. The numbers are always stored as hexadecimal integers with lowercase letters. The following formats are known:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ID !! Description&lt;br /&gt;
|-&lt;br /&gt;
| c:XXXX || Cube camera. Used for cameras controlled by CameraArea (which are placed in CameraCube). XXXX is an integer which is referenced by Obj_arg0.&lt;br /&gt;
|-&lt;br /&gt;
| e:____ || Event camera, triggered by a specific action (usually an object).&lt;br /&gt;
|-&lt;br /&gt;
| g:____ || Group camera.&lt;br /&gt;
|-&lt;br /&gt;
| o:____ || Other cameras.&lt;br /&gt;
|-&lt;br /&gt;
| s:XXXX || Start camera. Used for start points which is referenced by Mario (which is placed in Start). XXXX is an integer which is referenced by Camera_id.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Event Camera ==&lt;br /&gt;
There are multiple event cameras. The following are known:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| e:シナリオスターター:XXX:YY番目 || Scenario start camera. XXX represents the camera set and YY is the index.&lt;br /&gt;
|-&lt;br /&gt;
| e:スーパースピンドライバー:XXX:YY番目 || Launch star camera. XXX represents the camera set and YY is the index.&lt;br /&gt;
|-&lt;br /&gt;
| e:スーパースピンドライバー固有出現イベント用XXX || Launch star appear event camera. XXX represents the camera set.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Mario Galaxy]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=REL_(File_Format)&amp;diff=619</id>
		<title>REL (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=REL_(File_Format)&amp;diff=619"/>
		<updated>2025-07-15T16:29:20Z</updated>

		<summary type="html">&lt;p&gt;Wexos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;REL&#039;&#039;&#039; is a executable file format containing relocatable objects. It is similar to [[RSO]], however, RSO files are relocated using symbol names while REL files are relocated using static memory addresses.&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Module ID&#039;&#039;&#039;. Must be a unique non-zero integer amongst all loaded REL files.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Next module pointer&#039;&#039;&#039;. Always 0, filled at runtime.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;Previous module pointer&#039;&#039;&#039;. Always 0, filled at runtime.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;Number of sections&#039;&#039;&#039; stored in the file.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || &#039;&#039;&#039;[[#Section Info Table|Section info table]] offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt32 || &#039;&#039;&#039;Name offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || UInt32 || &#039;&#039;&#039;Name size&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || &#039;&#039;&#039;Version number&#039;&#039;&#039; of the REL format.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || UInt32 || &#039;&#039;&#039;.bss size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || UInt32 || &#039;&#039;&#039;[[#Relocation Table|Relocation table]] offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || UInt32 || &#039;&#039;&#039;[[#Import Table|Import table]] offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C || UInt32 || &#039;&#039;&#039;[[#Import Table|Import table]] size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || Byte || &#039;&#039;&#039;Prolog section index&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x31 || Byte || &#039;&#039;&#039;Epilog section index&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x32 || Byte || &#039;&#039;&#039;Unresolved section index&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x33 || Byte || &#039;&#039;&#039;.bss section index&#039;&#039;&#039;. Always 0, filled at runtime.&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || UInt32 || &#039;&#039;&#039;Prolog offset&#039;&#039;&#039; into the section specified above.&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || UInt32 || &#039;&#039;&#039;Epilog offset&#039;&#039;&#039; into the section specified above.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C || UInt32 || &#039;&#039;&#039;Unresolved offset&#039;&#039;&#039; into the section specified above.&lt;br /&gt;
|- bgcolor=&amp;quot;#AAFFAA&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;If version &amp;amp;ge; 2&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;#DDFFDD&amp;quot;&lt;br /&gt;
| 0x40 || UInt32 || &#039;&#039;&#039;REL load alignment constraint&#039;&#039;&#039;, as a power of 2.&lt;br /&gt;
|- bgcolor=&amp;quot;#DDFFDD&amp;quot;&lt;br /&gt;
| 0x44 || UInt32 || &#039;&#039;&#039;.bss section alignment constraint&#039;&#039;&#039;, as a power of 2.&lt;br /&gt;
|- bgcolor=&amp;quot;#FFAAAA&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;If version &amp;amp;ge; 3&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;#FFDDDD&amp;quot;&lt;br /&gt;
| 0x48 || UInt32 || &#039;&#039;&#039;Fix size&#039;&#039;&#039;. If a REL is linked with &#039;&#039;OSLinkFixed&#039;&#039;, the space after this address can be used for other purposes such as .bss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Section Info Table ==&lt;br /&gt;
The section info table points to the data for each section. The [[#Header|header]] specifies the number of sections. Each section has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Section data offset&#039;&#039;&#039;, relative to the start of the file. If the offset is zero, the section is allocated and initialized at runtime (like .bss). The least significant bit specifies whether the section is executable (1) or just data (0).&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Section data size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relocation Table ==&lt;br /&gt;
The relocation table is used to relocate section data to a different memory address. Each relocation entry has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt16 || &#039;&#039;&#039;Data offset&#039;&#039;&#039;, relative to the previous relocation table entry. For the first relocation entry this is relative to the section start.&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || Byte || &#039;&#039;&#039;Relocation type&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x03 || Byte || &#039;&#039;&#039;Section index&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Byte || &#039;&#039;&#039;Add end&#039;&#039;&#039;. Offset in bytes of the symbol to relocate against, relative to the start of its section. For relocations against [[DOL|main.dol]], this is instead a virtual memory address.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Import Table ==&lt;br /&gt;
The import table specify information used for relocation. It specifies relocation data for each module. Each entry has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Module ID&#039;&#039;&#039; which the relocation refers to. 0 means the relocations are for [[DOL|main.dol]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;[[#Relocation Table|Relocation table]] offset&#039;&#039;&#039;, relative to the start of the file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle REL files:&lt;br /&gt;
* [[BrawlBox]], by Kryal and BlackJax96&lt;br /&gt;
&lt;br /&gt;
[[Category:Wii File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=REL&amp;diff=618</id>
		<title>REL</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=REL&amp;diff=618"/>
		<updated>2025-07-15T16:28:17Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Redirected page to REL (File Format)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[REL (File Format)]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=REL_(File_Format)&amp;diff=617</id>
		<title>REL (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=REL_(File_Format)&amp;diff=617"/>
		<updated>2025-07-15T16:28:01Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;REL&amp;#039;&amp;#039;&amp;#039; is a executable file format containing relocatable objects. It is similar to RSO, however, RSO files are relocated using symbol names while REL files are relocated using static memory addresses.  = File Format =  == Header == The file starts with the following structure:  {| class=&amp;quot;wikitable&amp;quot; ! Offset !! Type !! Description |- | 0x00 || UInt32 || &amp;#039;&amp;#039;&amp;#039;Module ID&amp;#039;&amp;#039;&amp;#039;. Must be a unique non-zero integer amongst all loaded REL files. |- | 0x04 || UInt32 || &amp;#039;&amp;#039;&amp;#039;Next...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;REL&#039;&#039;&#039; is a executable file format containing relocatable objects. It is similar to [[RSO]], however, RSO files are relocated using symbol names while REL files are relocated using static memory addresses.&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Module ID&#039;&#039;&#039;. Must be a unique non-zero integer amongst all loaded REL files.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Next module pointer&#039;&#039;&#039;. Always 0, filled at runtime.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;Previous module pointer&#039;&#039;&#039;. Always 0, filled at runtime.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;Number of sections&#039;&#039;&#039; stored in the file.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || &#039;&#039;&#039;[[#Section Info Table|Section info table]] offset&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt32 || &#039;&#039;&#039;Name offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || UInt32 || &#039;&#039;&#039;Name size&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || &#039;&#039;&#039;Version number&#039;&#039;&#039; of the REL format.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || UInt32 || &#039;&#039;&#039;.bss size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || UInt32 || &#039;&#039;&#039;[[#Relocation Table|Relocation table]] offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || UInt32 || &#039;&#039;&#039;[[#Import Table|Import table]] offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C || UInt32 || &#039;&#039;&#039;[[#Import Table|Import table]] size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || Byte || &#039;&#039;&#039;Prolog section index&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x31 || Byte || &#039;&#039;&#039;Epilog section index&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x32 || Byte || &#039;&#039;&#039;Unresolved section index&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x33 || Byte || &#039;&#039;&#039;.bss section index&#039;&#039;&#039;. Always 0, filled at runtime.&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || UInt32 || &#039;&#039;&#039;Prolog offset&#039;&#039;&#039; into the section specified above.&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || UInt32 || &#039;&#039;&#039;Epilog offset&#039;&#039;&#039; into the section specified above.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C || UInt32 || &#039;&#039;&#039;Unresolved offset&#039;&#039;&#039; into the section specified above.&lt;br /&gt;
|- bgcolor=&amp;quot;#AAFFAA&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;If version &amp;amp;ge; 2&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;#DDFFDD&amp;quot;&lt;br /&gt;
| 0x40 || UInt32 || &#039;&#039;&#039;REL load alignment constraint&#039;&#039;&#039;, as a power of 2.&lt;br /&gt;
|- bgcolor=&amp;quot;#DDFFDD&amp;quot;&lt;br /&gt;
| 0x44 || UInt32 || &#039;&#039;&#039;.bss section alignment constraint&#039;&#039;&#039;, as a power of 2.&lt;br /&gt;
|- bgcolor=&amp;quot;#FFAAAA&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;If version &amp;amp;ge; 3&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;#FFDDDD&amp;quot;&lt;br /&gt;
| 0x48 || UInt32 || &#039;&#039;&#039;Fix size&#039;&#039;&#039;. If a REL is linked with &#039;&#039;OSLinkFixed&#039;&#039;, the space after this address can be used for other purposes such as .bss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Section Info Table ==&lt;br /&gt;
The section info table points to the data for each section. The [[#Header|header]] specifies the number of sections. Each section has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Section data offset&#039;&#039;&#039;, relative to the start of the file. If the offset is zero, the section is allocated and initialized at runtime (like .bss). The least significant bit specifies whether the section is executable (1) or just data (0).&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Section data size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relocation Table ==&lt;br /&gt;
The relocation table is used to relocate section data to a different memory address. Each relocation entry has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt16 || &#039;&#039;&#039;Data offset&#039;&#039;&#039;, relative to the previous relocation table entry. For the first relocation entry this is relative to the section start.&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || Byte || &#039;&#039;&#039;Relocation type&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x03 || Byte || &#039;&#039;&#039;Section index&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Byte || &#039;&#039;&#039;Add end&#039;&#039;&#039;. Offset in bytes of the symbol to relocate against, relative to the start of its section. For relocations against [[DOL|main.dol]], this is instead a virtual memory address.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Import Table ==&lt;br /&gt;
The import table specify information used for relocation. It specifies relocation data for each module. Each entry has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Module number&#039;&#039;&#039; which the relocation refers to. 0 means the relocations are for [[DOL|main.dol]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;[[#Relocation Table|Relocation table]] offset&#039;&#039;&#039;, relative to the start of the file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle REL files:&lt;br /&gt;
* [[BrawlBox]], by Kryal and BlackJax96&lt;br /&gt;
&lt;br /&gt;
[[Category:Wii File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=DOL_(File_Format)&amp;diff=616</id>
		<title>DOL (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=DOL_(File_Format)&amp;diff=616"/>
		<updated>2025-07-14T15:23:39Z</updated>

		<summary type="html">&lt;p&gt;Wexos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;DOL&#039;&#039;&#039; (&#039;&#039;&#039;DOL&#039;&#039;&#039;phin) is the file format containing the executable game code used on [[GameCube]] and [[Wii]]. The format contains statically linked code and thus does not support relocation or symbol information, which is instead supported by [[REL]] and [[RSO]].&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
The DOL file format is very simple and only consists of a [[#Header|header]] followed by [[#Section|section data]].&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32[18] || &#039;&#039;&#039;Section offsets&#039;&#039;&#039;. Offset to each section data, relative the start of the file. Set to 0 for unused sections.&lt;br /&gt;
|-&lt;br /&gt;
| 0x48 || UInt32[18] || &#039;&#039;&#039;Section addresses&#039;&#039;&#039;. Virtual memory address of each section, where the section data should be copied to. Set oto 0 for unused sections.&lt;br /&gt;
|-&lt;br /&gt;
| 0x90 || UInt32[18] || &#039;&#039;&#039;Section sizes&#039;&#039;&#039;. Size of each section data in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0xD8 || UInt32 || &#039;&#039;&#039;BSS address&#039;&#039;&#039;. Virtual memory address of the BSS section.&lt;br /&gt;
|-&lt;br /&gt;
| 0xDC || UInt32 || &#039;&#039;&#039;BSS size&#039;&#039;&#039;. Size of the BSS section in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0xE0 || UInt32 || &#039;&#039;&#039;Entry point&#039;&#039;&#039;. Virtual memory address of the program entry point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 18 different sections allow for up to 7 text segments (executable code) and 11 data segments (generic data).&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
Following the header the section data is stored, indicated by each section offset.&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle DOL files:&lt;br /&gt;
* (none)&lt;br /&gt;
&lt;br /&gt;
[[Category:GameCube File Formats]]&lt;br /&gt;
[[Category:Wii File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=RSO&amp;diff=615</id>
		<title>RSO</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=RSO&amp;diff=615"/>
		<updated>2025-07-14T15:22:32Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Redirected page to RSO (File Format)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[RSO (File Format)]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=RSO_(File_Format)&amp;diff=614</id>
		<title>RSO (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=RSO_(File_Format)&amp;diff=614"/>
		<updated>2025-07-14T15:22:19Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;RSO format&amp;#039;&amp;#039;&amp;#039; is the file format used for shared objects in some Wii games. Unlike DOL which is not relocatable and statically linked, RSO files are relocatable and are loaded and linked dynamically. It is similar usage to REL, with the difference that REL files uses pre-calculated offsets for linking to the DOL while RSO uses symbol name lookup for linking.  In games using RSO files, there is usually a &amp;#039;&amp;#039;&amp;#039;.sel&amp;#039;&amp;#039;&amp;#039; file stored. This is a RSO file contai...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;RSO format&#039;&#039;&#039; is the file format used for shared objects in some Wii games. Unlike [[DOL]] which is not relocatable and statically linked, RSO files are relocatable and are loaded and linked dynamically. It is similar usage to [[REL]], with the difference that [[REL]] files uses pre-calculated offsets for linking to the [[DOL]] while RSO uses symbol name lookup for linking.&lt;br /&gt;
&lt;br /&gt;
In games using RSO files, there is usually a &#039;&#039;&#039;.sel&#039;&#039;&#039; file stored. This is a RSO file containing no code or data and only contains symbols exported from the [[DOL]] file.&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Next module link&#039;&#039;&#039;. Pointer to the next loaded RSO module. Always 0, filled in at runtime.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Previous module link&#039;&#039;&#039;. Pointer to the previous RSO module. Always 0, filled in at runtime.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;Section count&#039;&#039;&#039;. Number of [[#Section Info Table|sections]] contained in the file.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;[[#Section Info Table|Section info]] offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || &#039;&#039;&#039;Module name offset&#039;&#039;&#039;. May be 0, meaning no module name.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt32 || &#039;&#039;&#039;Module name size&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || UInt32 || &#039;&#039;&#039;Module version&#039;&#039;&#039;. Always 1.&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || &#039;&#039;&#039;BSS size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || Byte || &#039;&#039;&#039;Prolog section index&#039;&#039;&#039;. Section index of the prolog function, which is called when the module is linked. May be 0 if this module doesn&#039;t contain a prolog function.&lt;br /&gt;
|-&lt;br /&gt;
| 0x21 || Byte || &#039;&#039;&#039;Epilog section index&#039;&#039;&#039;. Section index of the epilog function, which is called when the module is unlinked. May be 0 if this module doesn&#039;t contain an epilog function.&lt;br /&gt;
|-&lt;br /&gt;
| 0x22 || Byte || &#039;&#039;&#039;Unresolved section index&#039;&#039;&#039;. Section index of the unresolved function, which is called if the module attempts to call an unlinked function. May be 0 if this module doesn&#039;t contain an unresolved function.&lt;br /&gt;
|-&lt;br /&gt;
| 0x23 || Byte || &#039;&#039;&#039;BSS section index&#039;&#039;&#039; Section index of the BSS section. Always 0, filled in at runtime.&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || UInt32 || &#039;&#039;&#039;Prolog function offset&#039;&#039;&#039;. Section-relative offset of the prolog function. May be 0 if this module doesn&#039;t contain a prolog function.&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || UInt32  || &#039;&#039;&#039;Epilog function offset&#039;&#039;&#039;. Section-relative offset of the epilog function. May be 0 if this module doesn&#039;t contain an epilog function.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C || UInt32 || &#039;&#039;&#039;Unresolved function offset&#039;&#039;&#039;. Section-relative offset of the unresolved function. May be 0 if this module doesn&#039;t contain an unresolved function.&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || UInt32 || &#039;&#039;&#039;Internal [[#Relocation Table|relocation table]] offset&#039;&#039;&#039;. Offset to the relocation table used for relocations within this module.&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || UInt32 || &#039;&#039;&#039;Internal [[#Relocation Table|relocation table]] size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || UInt32 || &#039;&#039;&#039;External [[#Relocation Table|relocation table]] offset&#039;&#039;&#039;. Offset to the relocation table used for relocations outside this module.&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || UInt32 || &#039;&#039;&#039;External [[#Relocation Table|relocation table]] size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || UInt32 || &#039;&#039;&#039;Export [[#Symbol Table|symbol table]] offset&#039;&#039;&#039;. Offset to the symbol table which stores symbols exported from this module.&lt;br /&gt;
|-&lt;br /&gt;
| 0x44 || UInt32 || &#039;&#039;&#039;Export [[#Symbol Table|symbol table]] size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x48 || UInt32 || &#039;&#039;&#039;Export symbol name table offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x4C || UInt32 || &#039;&#039;&#039;Import [[#Symbol Table|symbol table]] offset&#039;&#039;&#039;. Offset to the symbol table which stores symbols imported to this module from other modules.&lt;br /&gt;
|-&lt;br /&gt;
| 0x50 || UInt32 || &#039;&#039;&#039;Import [[#Symbol Table|symbol table]] size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x54 || UInt32 || &#039;&#039;&#039;Import symbol name table offset&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Section Info Table ==&lt;br /&gt;
The [[#Header|header]] specifies the number of sections stored in the file. Each section has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Section data offset&#039;&#039;&#039;, relative to the start of the file.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Section data size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relocation Table ==&lt;br /&gt;
Each RSO stores two relocation tables, one for internal relocation and one for external relocation. The relocation table allows code to the loaded into any virtual memory address. Each entry in the relocation table has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Relocation offset&#039;&#039;&#039;. Offset of this relocation, relative to the start of the file.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt24 || &#039;&#039;&#039;Internal relocation&#039;&#039;&#039;: Section index of the symbol.&amp;lt;br&amp;gt;&#039;&#039;&#039;External relocation&#039;&#039;&#039;: Imported symbol index.&lt;br /&gt;
|-&lt;br /&gt;
| 0x07 || Byte || &#039;&#039;&#039;Relocation type&#039;&#039;&#039;. Specifies how the data located at the offset specified should be transformed.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;Internal relocation&#039;&#039;&#039;: Section-relative offset of the symbol being patched to.&amp;lt;br&amp;gt;&#039;&#039;&#039;External relocation&#039;&#039;&#039;: Unused, always 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Symbol Table ==&lt;br /&gt;
The [[#Header|header]] specifies the offset and size of the symbol table, as well as an offset to the symbol name table, which contains null-terminated strings. To calculate the number of entries, divide the symbol table size by 0x10 and 0x0C for the exported and imported symbol table respectively.&lt;br /&gt;
&lt;br /&gt;
In order to resolve symbols at runtime two symbol tables are stored. This is a big difference compared to [[REL]], which does not relocate by symbols. The export table is used for specifying symbols in the current RSO module. The import symbol table is used for symbols outside this module which are referenced in the current RSO module. The symbol names in the import table is used to find the actual symbol from the export symbol table of another RSO module.&lt;br /&gt;
&lt;br /&gt;
The structure is slightly different between export and import symbols, since import symbols do not store an ELF hash. However, everything else is the same. Each symbol has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Symbol name offset&#039;&#039;&#039;, relative to the symbol name table specified in the [[#Header|header]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Symbol offset&#039;&#039;&#039;. Section-relative offset to the symbol. Always 0 for import symbols.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;Export&#039;&#039;&#039;: Section index which contains this symbol.&amp;lt;br&amp;gt;&#039;&#039;&#039;Import&#039;&#039;&#039;: Unknown, seems to be an offset.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;ELF hash&#039;&#039;&#039;. Only stored for export symbols.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle RSO files:&lt;br /&gt;
* (none)&lt;br /&gt;
&lt;br /&gt;
[[Category:Wii File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=DOL&amp;diff=613</id>
		<title>DOL</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=DOL&amp;diff=613"/>
		<updated>2025-07-14T14:47:05Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Redirected page to DOL (File Format)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DOL (File Format)]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=DOL_(File_Format)&amp;diff=612</id>
		<title>DOL (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=DOL_(File_Format)&amp;diff=612"/>
		<updated>2025-07-14T14:46:50Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;DOL&amp;#039;&amp;#039;&amp;#039; (&amp;#039;&amp;#039;&amp;#039;DOL&amp;#039;&amp;#039;&amp;#039;phin) is the file format containing the executable game code used on GameCube and Wii. The format contains statically linked code and thus does not support relocation or symbol information, which is instead supported by REL and RSO.  = File Format = The DOL file format is very simple and only consists of a Header followed by section data.  == Header == The file starts with the following header:  {| class=&amp;quot;wikit...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;DOL&#039;&#039;&#039; (&#039;&#039;&#039;DOL&#039;&#039;&#039;phin) is the file format containing the executable game code used on [[GameCube]] and [[Wii]]. The format contains statically linked code and thus does not support relocation or symbol information, which is instead supported by [[REL]] and [[RSO]].&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
The DOL file format is very simple and only consists of a [[#Header|Header]] followed by [[#Section|section data]].&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32[18] || &#039;&#039;&#039;Section offsets&#039;&#039;&#039;. Offset to each section data, relative the start of the file. Set to 0 for unused sections.&lt;br /&gt;
|-&lt;br /&gt;
| 0x48 || UInt32[18] || &#039;&#039;&#039;Section addresses&#039;&#039;&#039;. Virtual memory address of each section, where the section data should be copied to. Set oto 0 for unused sections.&lt;br /&gt;
|-&lt;br /&gt;
| 0x90 || UInt32[18] || &#039;&#039;&#039;Section sizes&#039;&#039;&#039;. Size of each section data in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0xD8 || UInt32 || &#039;&#039;&#039;BSS address&#039;&#039;&#039;. Virtual memory address of the BSS section.&lt;br /&gt;
|-&lt;br /&gt;
| 0xDC || UInt32 || &#039;&#039;&#039;BSS size&#039;&#039;&#039;. Size of the BSS section in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0xE0 || UInt32 || &#039;&#039;&#039;Entry point&#039;&#039;&#039;. Virtual memory address of the program entry point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 18 different sections allow for up to 7 text segments (executable code) and 11 data segments (generic data).&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
Following the header the section data is stored, indicated by each section offset.&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle DOL files:&lt;br /&gt;
* (none)&lt;br /&gt;
&lt;br /&gt;
[[Category:GameCube File Formats]]&lt;br /&gt;
[[Category:Wii File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=TXTR_(File_Format)&amp;diff=604</id>
		<title>TXTR (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=TXTR_(File_Format)&amp;diff=604"/>
		<updated>2025-07-12T17:03:27Z</updated>

		<summary type="html">&lt;p&gt;Wexos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;TXTR&#039;&#039;&#039; (&#039;&#039;&#039;T&#039;&#039;&#039;e&#039;&#039;&#039;XT&#039;&#039;&#039;u&#039;&#039;&#039;R&#039;&#039;&#039;e) is a texture file format stores as subfiles in [[PAK (File Format)/RetroStudios|PAK]] files. It is used in games like [[Donkey Kong Country Returns]] and developed by RetroStudios.&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with a header of size 0x0C:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;[[#Image Formats|Image format]]&#039;&#039;&#039;. See [[GameCube and Wii Image Formats|here]] for details.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt16 || &#039;&#039;&#039;Width of image&#039;&#039;&#039; in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || UInt16 || &#039;&#039;&#039;Height of image&#039;&#039;&#039; in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;Number of mipmaps&#039;&#039;&#039;, including main image.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Palette ==&lt;br /&gt;
If the image format is a palette format, in other words C4, C8 or C14X2, the following structure follows the header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;[[#Image Formats|Palette format]]&#039;&#039;&#039;. See [[GameCube and Wii Image Formats|here]] for details.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt16 || &#039;&#039;&#039;Palette width&#039;&#039;&#039; (?). Always 1 for C4, 256 for C8.&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || UInt16 || &#039;&#039;&#039;Palette height&#039;&#039;&#039; (?). Always 16 for C4, 1 for C8.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The palette data follows.&lt;br /&gt;
&lt;br /&gt;
== Image Data ==&lt;br /&gt;
The image data follows the [[#Header|header]], or the [[#Palette|palette data]] if palettes exist.&lt;br /&gt;
&lt;br /&gt;
== Image Formats ==&lt;br /&gt;
The following image formats are available:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;textbox grid alt center sortable&amp;quot;&lt;br /&gt;
|+ Image Formats&lt;br /&gt;
! ID !! Name !! Bits per pixel&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || I4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || I8 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || IA4 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 0x03 || IA8 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || C4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x05 || C8 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || C14X2 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 0x07 || RGB565 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || RGB5A3 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 0x09 || RGBA8 || 32&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A || CMPR || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following palette formats are available:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;textbox grid alt center sortable&amp;quot;&lt;br /&gt;
|+ Palette Formats&lt;br /&gt;
! ID !! Name !! Bits per palette&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || IA8 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || RGB565 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || RGB5A3 || 16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle TXTR files:&lt;br /&gt;
* [https://github.com/jellees/crPakTool crPakTool] by jellees&lt;br /&gt;
&lt;br /&gt;
[[Category:Donkey Kong Country Returns File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=TXTR_(File_Format)&amp;diff=603</id>
		<title>TXTR (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=TXTR_(File_Format)&amp;diff=603"/>
		<updated>2025-07-12T11:19:51Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;TXTR&amp;#039;&amp;#039;&amp;#039; (&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039;e&amp;#039;&amp;#039;&amp;#039;XT&amp;#039;&amp;#039;&amp;#039;u&amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039;e) is a texture file format stores as subfiles in PAK files. It is used in games like Donkey Kong Country Returns and developed by RetroStudios.  = File Format =  == Header == The file starts with a header of size 0x0C:  {| class=&amp;quot;wikitable&amp;quot; ! Offset !! Type !! Description |- | 0x00 || UInt32 || &amp;#039;&amp;#039;&amp;#039;Image format&amp;#039;&amp;#039;&amp;#039;. |- | 0x04 || UInt16 || &amp;#039;&amp;#039;&amp;#039;Width of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;TXTR&#039;&#039;&#039; (&#039;&#039;&#039;T&#039;&#039;&#039;e&#039;&#039;&#039;XT&#039;&#039;&#039;u&#039;&#039;&#039;R&#039;&#039;&#039;e) is a texture file format stores as subfiles in [[PAK (File Format)/RetroStudios|PAK]] files. It is used in games like [[Donkey Kong Country Returns]] and developed by RetroStudios.&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with a header of size 0x0C:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;[[GameCube and Wii Image Formats#Image Formats|Image format]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt16 || &#039;&#039;&#039;Width of image&#039;&#039;&#039; in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || UInt16 || &#039;&#039;&#039;Height of image&#039;&#039;&#039; in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;Number of mipmaps&#039;&#039;&#039;, including main image.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Palette ==&lt;br /&gt;
If the image format is a palette format, in other words C4, C8 or C14X2, the following structure follows the header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;[[GameCube and Wii Image Formats#Palette Formats|Palette format]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt16 || &#039;&#039;&#039;Palette width&#039;&#039;&#039; (?). Always 1 for C4, 256 for C8.&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || UInt16 || &#039;&#039;&#039;Palette height&#039;&#039;&#039; (?). Always 16 for C4, 1 for C8.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The palette data follows.&lt;br /&gt;
&lt;br /&gt;
== Image Data ==&lt;br /&gt;
The image data follows the [[#Header|header]], or the [[#Palette|palette data]] if palettes exist.&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle TXTR files:&lt;br /&gt;
* [https://github.com/jellees/crPakTool crPakTool] by jellees&lt;br /&gt;
&lt;br /&gt;
[[Category:Donkey Kong Country Returns File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=PAK_(File_Format)/RetroStudios&amp;diff=602</id>
		<title>PAK (File Format)/RetroStudios</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=PAK_(File_Format)/RetroStudios&amp;diff=602"/>
		<updated>2025-07-11T20:22:08Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Document compressed block containing decompressed data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;PAK&#039;&#039;&#039; is an archive file format used in games such as [[Donkey Kong Country Returns]] created by RetroStudios.&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Always 2, possibly a version number.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Header size&#039;&#039;&#039;. Always 0x40.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Byte[0x10] || &#039;&#039;&#039;MD5 hash&#039;&#039;&#039; of the file data following the header.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Byte[0x18] || &#039;&#039;&#039;Padding&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Table Of Content ==&lt;br /&gt;
After the header, a table of content structure specify what sections are stored in the file. It has the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Section count&#039;&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;). In practice this will always be 3 with order [[#STRG|STRG]], [[#RSHD|RSHD]], [[#DATA|DATA]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;N&#039;&#039;&#039; entries of the following structure follows.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;Section magic&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Section size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At 0x80 the section data for each section starts. They are laid out in the same order as they are specified above.&lt;br /&gt;
&lt;br /&gt;
== STRG ==&lt;br /&gt;
The &#039;&#039;&#039;STRG&#039;&#039;&#039; section specifies files which are named, in other words identified by a string. It starts with the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Number of [[#Named Resource|named resources]]&#039;&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Immediately afterwards &#039;&#039;&#039;N&#039;&#039;&#039; [[#Named Resource|named resources]] follows.&lt;br /&gt;
&lt;br /&gt;
=== Named Resource ===&lt;br /&gt;
Each resource has the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[&#039;&#039;&#039;N&#039;&#039;&#039; + 1] || &#039;&#039;&#039;Resource name&#039;&#039;&#039; stored as a null-terminated string of length &#039;&#039;&#039;N&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;N&#039;&#039;&#039; + 1 || Char[4] || &#039;&#039;&#039;Resource magic&#039;&#039;&#039;. File magic of the resource specifying file type.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;N&#039;&#039;&#039; + 5 || UInt64 || &#039;&#039;&#039;Resource ID&#039;&#039;&#039;. There is always an entry in the [[#RSHD|RSHD section]] with the same &#039;&#039;Resource ID&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== RSHD ==&lt;br /&gt;
The &#039;&#039;&#039;RSHD &#039;&#039;&#039; section specifies all files, where the files are identified by a 64-bit integer. All files in [[#STRG|STRG]] are also stores in the RSHD section. It starts with the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Number of [[#Resource|resources]]&#039;&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Immediately afterwards &#039;&#039;&#039;N&#039;&#039;&#039; [[#Resource|resources]] follows.&lt;br /&gt;
&lt;br /&gt;
=== Resource ===&lt;br /&gt;
Each resource has the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Compression flag&#039;&#039;&#039;. Either 0 (uncompressed) or 1 (compressed). See [[#Compressed Data|here]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Char[4] || &#039;&#039;&#039;Resource magic&#039;&#039;&#039;. File magic of the resource specifying file type.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt64 || &#039;&#039;&#039;Resource ID&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || &#039;&#039;&#039;File data size&#039;&#039;&#039; in bytes. Files are always padded with 0x40, which is reflected in the file data size.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt32 || &#039;&#039;&#039;File data offset&#039;&#039;&#039;, relative to the start of the [[#DATA|DATA]] section.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DATA ==&lt;br /&gt;
All file data is stored in the &#039;&#039;&#039;DATA&#039;&#039;&#039; section and references by each [[#Resource|resource]]. File data is always padded to nearest 0x40 with 0xFF.&lt;br /&gt;
&lt;br /&gt;
=== Compressed Data ===&lt;br /&gt;
File data may be compressed. In Donkey Kong Country Returns, files may be compressed using ZLib. Compressed data starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;Data magic&#039;&#039;&#039;. Always &#039;&#039;CMPD&#039;&#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Block count&#039;&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;). Specifies the number of compressed blocks the data has been divided into.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following the header &#039;&#039;&#039;N&#039;&#039;&#039; block entries follows:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Byte || &#039;&#039;&#039;Flag&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || UInt24 || &#039;&#039;&#039;Compressed size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Decompressed size&#039;&#039;&#039; in bytes. If the compressed size is identical to the decompressed size, it means the block data is not compressed and the data should be copied directly rather than decompressing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Afterwards the compressed file data is stored. Like with decompressed data, the compressed data is padded with 0xFF to nearest 0x40.&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle PAK files:&lt;br /&gt;
* [https://github.com/jellees/crPakTool crPakTool] by jellees&lt;br /&gt;
&lt;br /&gt;
[[Category:Donkey Kong Country Returns File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=PAK_(File_Format)/RetroStudios&amp;diff=601</id>
		<title>PAK (File Format)/RetroStudios</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=PAK_(File_Format)/RetroStudios&amp;diff=601"/>
		<updated>2025-07-11T19:57:31Z</updated>

		<summary type="html">&lt;p&gt;Wexos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;PAK&#039;&#039;&#039; is an archive file format used in games such as [[Donkey Kong Country Returns]] created by RetroStudios.&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Always 2, possibly a version number.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Header size&#039;&#039;&#039;. Always 0x40.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Byte[0x10] || &#039;&#039;&#039;MD5 hash&#039;&#039;&#039; of the file data following the header.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Byte[0x18] || &#039;&#039;&#039;Padding&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Table Of Content ==&lt;br /&gt;
After the header, a table of content structure specify what sections are stored in the file. It has the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Section count&#039;&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;). In practice this will always be 3 with order [[#STRG|STRG]], [[#RSHD|RSHD]], [[#DATA|DATA]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;N&#039;&#039;&#039; entries of the following structure follows.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;Section magic&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Section size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At 0x80 the section data for each section starts. They are laid out in the same order as they are specified above.&lt;br /&gt;
&lt;br /&gt;
== STRG ==&lt;br /&gt;
The &#039;&#039;&#039;STRG&#039;&#039;&#039; section specifies files which are named, in other words identified by a string. It starts with the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Number of [[#Named Resource|named resources]]&#039;&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Immediately afterwards &#039;&#039;&#039;N&#039;&#039;&#039; [[#Named Resource|named resources]] follows.&lt;br /&gt;
&lt;br /&gt;
=== Named Resource ===&lt;br /&gt;
Each resource has the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[&#039;&#039;&#039;N&#039;&#039;&#039; + 1] || &#039;&#039;&#039;Resource name&#039;&#039;&#039; stored as a null-terminated string of length &#039;&#039;&#039;N&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;N&#039;&#039;&#039; + 1 || Char[4] || &#039;&#039;&#039;Resource magic&#039;&#039;&#039;. File magic of the resource specifying file type.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;N&#039;&#039;&#039; + 5 || UInt64 || &#039;&#039;&#039;Resource ID&#039;&#039;&#039;. There is always an entry in the [[#RSHD|RSHD section]] with the same &#039;&#039;Resource ID&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== RSHD ==&lt;br /&gt;
The &#039;&#039;&#039;RSHD &#039;&#039;&#039; section specifies all files, where the files are identified by a 64-bit integer. All files in [[#STRG|STRG]] are also stores in the RSHD section. It starts with the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Number of [[#Resource|resources]]&#039;&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Immediately afterwards &#039;&#039;&#039;N&#039;&#039;&#039; [[#Resource|resources]] follows.&lt;br /&gt;
&lt;br /&gt;
=== Resource ===&lt;br /&gt;
Each resource has the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Compression flag&#039;&#039;&#039;. Either 0 (uncompressed) or 1 (compressed). See [[#Compressed Data|here]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Char[4] || &#039;&#039;&#039;Resource magic&#039;&#039;&#039;. File magic of the resource specifying file type.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt64 || &#039;&#039;&#039;Resource ID&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || &#039;&#039;&#039;File data size&#039;&#039;&#039; in bytes. Files are always padded with 0x40 using byte 0xFF, which is reflected in the file data size.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt32 || &#039;&#039;&#039;File data offset&#039;&#039;&#039;, relative to the start of the [[#DATA|DATA]] section.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DATA ==&lt;br /&gt;
All file data is stored in the &#039;&#039;&#039;DATA&#039;&#039;&#039; section and references by each [[#Resource|resource]]. File data is always padded to nearest 0x40 with 0xFF.&lt;br /&gt;
&lt;br /&gt;
=== Compressed Data ===&lt;br /&gt;
File data may be compressed. In Donkey Kong Country Returns, files may be compressed using ZLib. Compressed data starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;Data magic&#039;&#039;&#039;. Always &#039;&#039;CMPD&#039;&#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Block count&#039;&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;). Specifies the number of compressed blocks the data has been divided into. For Donkey Kong Country Returns this will always be 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following the header &#039;&#039;&#039;N&#039;&#039;&#039; block entries follows:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Byte || &#039;&#039;&#039;Flag&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || UInt24 || &#039;&#039;&#039;Compressed size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Decompressed size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Afterwards the compressed file data is stored. Like with decompressed data, the compressed data is padded with 0xFF to nearest 0x40.&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle PAK files:&lt;br /&gt;
* [https://github.com/jellees/crPakTool crPakTool] by jellees&lt;br /&gt;
&lt;br /&gt;
[[Category:Donkey Kong Country Returns File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=PAK_(File_Format)/RetroStudios&amp;diff=600</id>
		<title>PAK (File Format)/RetroStudios</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=PAK_(File_Format)/RetroStudios&amp;diff=600"/>
		<updated>2025-07-11T19:23:20Z</updated>

		<summary type="html">&lt;p&gt;Wexos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;PAK&#039;&#039;&#039; is an archive file format used in games such as [[Donkey Kong Country Returns]] created by RetroStudios.&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Always 2, possibly a version number.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Header size&#039;&#039;&#039;. Always 0x40.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Byte[0x10] || &#039;&#039;&#039;MD5 hash&#039;&#039;&#039; of the file data following the header.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Byte[0x18] || &#039;&#039;&#039;Padding&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Table Of Content ==&lt;br /&gt;
After the header, a table of content structure specify what sections are stored in the file. It has the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Section count&#039;&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;). In practice this will always be 3 with order [[#STRG|STRG]], [[#RSHD|RSHD]], [[#DATA|DATA]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;N&#039;&#039;&#039; entries of the following structure follows.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;Section magic&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Section size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At 0x80 the section data for each section starts. They are laid out in the same order as they are specified above.&lt;br /&gt;
&lt;br /&gt;
== STRG ==&lt;br /&gt;
The &#039;&#039;&#039;STRG&#039;&#039;&#039; section specifies files which are named, in other words identified by a string. It starts with the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Number of [[#Named Resource|named resources]]&#039;&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Immediately afterwards &#039;&#039;&#039;N&#039;&#039;&#039; [[#Named Resource|named resources]] follows.&lt;br /&gt;
&lt;br /&gt;
=== Named Resource ===&lt;br /&gt;
Each resource has the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[&#039;&#039;&#039;N&#039;&#039;&#039; + 1] || &#039;&#039;&#039;Resource name&#039;&#039;&#039; stored as a null-terminated string of length &#039;&#039;&#039;N&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;N&#039;&#039;&#039; + 1 || Char[4] || &#039;&#039;&#039;Resource magic&#039;&#039;&#039;. File magic of the resource specifying file type.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;N&#039;&#039;&#039; + 5 || UInt64 || &#039;&#039;&#039;Resource ID&#039;&#039;&#039;. There is always an entry in the [[#RSHD|RSHD section]] with the same &#039;&#039;Resource ID&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== RSHD ==&lt;br /&gt;
The &#039;&#039;&#039;RSHD &#039;&#039;&#039; section specifies all files, where the files are identified by a 64-bit integer. All files in [[#STRG|STRG]] are also stores in the RSHD section. It starts with the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Number of [[#Resource|resources]]&#039;&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Immediately afterwards &#039;&#039;&#039;N&#039;&#039;&#039; [[#Resource|resources]] follows.&lt;br /&gt;
&lt;br /&gt;
=== Resource ===&lt;br /&gt;
Each resource has the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Compression flag&#039;&#039;&#039;. Either 0 (uncompressed) or 1 (compressed). In Donkey Kong Country Returns, files may be compressed using ZLib.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Char[4] || &#039;&#039;&#039;Resource magic&#039;&#039;&#039;. File magic of the resource specifying file type.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt64 || &#039;&#039;&#039;Resource ID&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || &#039;&#039;&#039;File data size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt32 || &#039;&#039;&#039;File data offset&#039;&#039;&#039;, relative to the start of the [[#DATA|DATA]] section.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DATA ==&lt;br /&gt;
All file data is stored in the &#039;&#039;&#039;DATA&#039;&#039;&#039; section and references by each [[#Resource|resource]].&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle PAK files:&lt;br /&gt;
* [https://github.com/jellees/crPakTool crPakTool] by jellees&lt;br /&gt;
&lt;br /&gt;
[[Category:Donkey Kong Country Returns File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=PAK_(File_Format)/RetroStudios&amp;diff=598</id>
		<title>PAK (File Format)/RetroStudios</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=PAK_(File_Format)/RetroStudios&amp;diff=598"/>
		<updated>2025-07-11T17:34:52Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;PAK&amp;#039;&amp;#039;&amp;#039; is an archive file format used in games such as Donkey Kong Country Returns created by RetroStudios.  = File Format =  == Header == The file starts with the following header:  {|class=&amp;quot;wikitable&amp;quot; ! Offset !! Type !! Description |- | 0x00 || UInt32 || {{Unknown-left|&amp;#039;&amp;#039;&amp;#039;Unknown&amp;#039;&amp;#039;&amp;#039;. Always 2, possibly a version number.}} |- | 0x04 || UInt32 || &amp;#039;&amp;#039;&amp;#039;Header size&amp;#039;&amp;#039;&amp;#039;. Always 0x40. |- | 0x08 || Byte[0x10] || &amp;#039;&amp;#039;&amp;#039;MD5 hash&amp;#039;&amp;#039;&amp;#039; of the file data following the header. |- |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;PAK&#039;&#039;&#039; is an archive file format used in games such as [[Donkey Kong Country Returns]] created by RetroStudios.&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Always 2, possibly a version number.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Header size&#039;&#039;&#039;. Always 0x40.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Byte[0x10] || &#039;&#039;&#039;MD5 hash&#039;&#039;&#039; of the file data following the header.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Byte[0x18] || &#039;&#039;&#039;Padding&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Table Of Content ==&lt;br /&gt;
After the header, a table of content structure specify what sections are stored in the file. It has the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Section count&#039;&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;). In practice this will always be 3 with order [[#STRG|STRG]], [[#RSHD|RSHD]], [[#DATA|DATA]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;N&#039;&#039;&#039; entries of the following structure follows.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;Section magic&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Section size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Afterwards the section data is layout in the same order as they are specified above.&lt;br /&gt;
&lt;br /&gt;
== STRG ==&lt;br /&gt;
The &#039;&#039;&#039;STRG&#039;&#039;&#039; data starts with the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Number of [[#Named Resource|named resources]]&#039;&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Immediately afterwards &#039;&#039;&#039;N&#039;&#039;&#039; [[#Named Resource|named resources]] follows.&lt;br /&gt;
&lt;br /&gt;
=== Named Resource ===&lt;br /&gt;
Each resource has the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[&#039;&#039;&#039;N&#039;&#039;&#039; + 1] || &#039;&#039;&#039;Resource name&#039;&#039;&#039; stored as a null-terminated string of length &#039;&#039;&#039;N&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;N&#039;&#039;&#039; + 1 || Char[4] || &#039;&#039;&#039;Resource magic&#039;&#039;&#039;. File magic of the resource specifying file type.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;N&#039;&#039;&#039; + 5 || UInt64 || &#039;&#039;&#039;Resource ID&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== RSHD ==&lt;br /&gt;
The &#039;&#039;&#039;RSHD &#039;&#039;&#039; data starts with the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Number of [[#Resource|resources]]&#039;&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Immediately afterwards &#039;&#039;&#039;N&#039;&#039;&#039; [[#Resource|resources]] follows.&lt;br /&gt;
&lt;br /&gt;
=== Resource ===&lt;br /&gt;
Each resource has the following structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Compression flag&#039;&#039;&#039;. Either 0 (uncompressed) or 1 (compressed).&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Char[4] || &#039;&#039;&#039;Resource magic&#039;&#039;&#039;. File magic of the resource specifying file type.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt64 || &#039;&#039;&#039;Resource ID&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || &#039;&#039;&#039;File data size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt32 || &#039;&#039;&#039;File data offset&#039;&#039;&#039;, relative to the start of the [[#DATA|DATA]] section.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DATA ==&lt;br /&gt;
All file data is stored in the &#039;&#039;&#039;DATA&#039;&#039;&#039; section and references by each [[#Resource|resource]].&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle PAK files:&lt;br /&gt;
* [https://github.com/jellees/crPakTool crPakTool] by jellees&lt;br /&gt;
&lt;br /&gt;
[[Category:Donkey Kong Country Returns File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=PAK_(File_Format)&amp;diff=597</id>
		<title>PAK (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=PAK_(File_Format)&amp;diff=597"/>
		<updated>2025-07-11T17:10:12Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;PAK&amp;#039;&amp;#039;&amp;#039; is a file extension used for many file formats. Generally it is an archive file format meaning &amp;#039;&amp;#039;&amp;#039;PA&amp;#039;&amp;#039;&amp;#039;c&amp;#039;&amp;#039;&amp;#039;K&amp;#039;&amp;#039;&amp;#039;age.  * RetroStudios PAK * Vicarious Visions PAK  {{disambig}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;PAK&#039;&#039;&#039; is a file extension used for many file formats. Generally it is an archive file format meaning &#039;&#039;&#039;PA&#039;&#039;&#039;c&#039;&#039;&#039;K&#039;&#039;&#039;age.&lt;br /&gt;
&lt;br /&gt;
* [[PAK (File Format)/RetroStudios|RetroStudios PAK]]&lt;br /&gt;
* [[PAK (File Format)/Vicarious Visions|Vicarious Visions PAK]]&lt;br /&gt;
&lt;br /&gt;
{{disambig}}&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=PAK_(File_Format)/Vicarious_Visions&amp;diff=596</id>
		<title>PAK (File Format)/Vicarious Visions</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=PAK_(File_Format)/Vicarious_Visions&amp;diff=596"/>
		<updated>2025-07-11T17:07:10Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Wexos moved page PAK (File Format) to PAK (File Format)/Vicarious Visions without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under-construction}}&lt;br /&gt;
&#039;&#039;&#039;PAK&#039;&#039;&#039; is a container file format used in games developed by [https://www.vvisions.com/ Vicarious Visions], such as &#039;&#039;Marvel Ultimate Alliance 2&#039;&#039;, &#039;&#039;Crash Bandicoot N. Sane Trilogy&#039;&#039; and [[Crash Team Racing Nitro-Fueled]].&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
The file byte order is always little endian.&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;File magic&#039;&#039;&#039;. Always &#039;&#039;IGA\u001A&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;File version&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;Number of [[#File Entry|file entries]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || &#039;&#039;&#039;Size of compressed data chunks&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || UInt32 || &#039;&#039;&#039;Size of table 1&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || UInt32 || &#039;&#039;&#039;Size of table 2&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || UInt32 || &#039;&#039;&#039;String table offset&#039;&#039;&#039;. Points to an array of UInt32s, which points to null-terminated strings.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hash List ==&lt;br /&gt;
After the header comes a hash list of the files. Presumably these are hashes of the filename, since the file entries are sorted by this hash. Each entry is a 32-bit value.&lt;br /&gt;
&lt;br /&gt;
== File Entry ==&lt;br /&gt;
The hash list follows by an array of file entries. Each entry has the following structure:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;File data offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Ordinal&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;File data size&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;Flag&#039;&#039;&#039;. 0xFFFFFFFF means it&#039;s not compressed. xx&#039;&#039;&#039;A&#039;&#039;&#039;x xxxx xxxx xxxx xxxx xxxx xxxx xxxx.&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039;: Compression method. Deflate = 0, LZMA = 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle PAK files:&lt;br /&gt;
* (none)&lt;br /&gt;
&lt;br /&gt;
[[Category:Crash Team Racing Nitro-Fueled File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=RAS_(File_Format)&amp;diff=595</id>
		<title>RAS (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=RAS_(File_Format)&amp;diff=595"/>
		<updated>2025-07-11T15:59:26Z</updated>

		<summary type="html">&lt;p&gt;Wexos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;RAS&#039;&#039;&#039; (&#039;&#039;&#039;R&#039;&#039;&#039;etroStudios &#039;&#039;&#039;A&#039;&#039;&#039;udio &#039;&#039;&#039;S&#039;&#039;&#039;tream?) is a streamable audio file format used in [[Donkey Kong Country Returns]].&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;File magic&#039;&#039;&#039;. Always &#039;&#039;RAS_&#039;&#039; (0x5241535F) in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Version number&#039;&#039;&#039;. Always 2 in Donkey Kong Country Returns.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;Number of channels&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Seems to be some size related to the last block.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || &#039;&#039;&#039;Number of [[#Unknown|unknowns]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt32 || &#039;&#039;&#039;Sample rate&#039;&#039;&#039; in Hz.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || UInt32 || &#039;&#039;&#039;Sound data offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || &#039;&#039;&#039;Sound data size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || UInt32 || &#039;&#039;&#039;Block size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || UInt32 || &#039;&#039;&#039;Number of blocks&#039;&#039;&#039; per channel.&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;, seems to be some sort of size in bytes or samples.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C || UInt32 || &#039;&#039;&#039;Number of samples&#039;&#039;&#039; in the last block per channel.&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || UInt32 || &#039;&#039;&#039;Loop start block&#039;&#039;&#039; index.&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || UInt32 || &#039;&#039;&#039;Loop start sample&#039;&#039;&#039; into the loop start block specified above.&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || UInt32 || &#039;&#039;&#039;Loop end block&#039;&#039;&#039; index.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C || UInt32 || &#039;&#039;&#039;Loop end sample&#039;&#039;&#039; into the loop end block specified above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The file has looping defined if &#039;&#039;loop end block index&#039;&#039; or &#039;&#039;loop end smaple&#039;&#039; is not zero.&lt;br /&gt;
&lt;br /&gt;
== DSP ADPCM Channel Info ==&lt;br /&gt;
After the header there is a DSP ADPCM channel info data structure, one per channel. It has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Int16[8][2] || 16-bit Coefficients.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || UInt16 || Gain.&lt;br /&gt;
|-&lt;br /&gt;
| 0x22 || Int16 || Pred scale.&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || Int16 || Yn 1.&lt;br /&gt;
|-&lt;br /&gt;
| 0x26 || Int16 || Yn 2.&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || UInt16 || Loop pred scale.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2A || Int16 || Loop Yn 1.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C || Int16 || Loop Yn 2.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2E || byte[2] || &#039;&#039;&#039;Padding&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unknown ==&lt;br /&gt;
After channel infos, there is an unknown structure with the following layout:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Float || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt16 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A || Byte[2] || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sound Data ==&lt;br /&gt;
The sound data is stored in DSP ADPCM format. The header may allow specifying other formats, but it is currently unknown if that is the case.&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle RAS files:&lt;br /&gt;
* [https://github.com/vgmstream/vgmstream vgmstream]&lt;br /&gt;
&lt;br /&gt;
[[Category:Donkey Kong Country Returns File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=RAS_(File_Format)&amp;diff=594</id>
		<title>RAS (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=RAS_(File_Format)&amp;diff=594"/>
		<updated>2025-07-11T14:51:03Z</updated>

		<summary type="html">&lt;p&gt;Wexos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;RAS&#039;&#039;&#039; (&#039;&#039;&#039;R&#039;&#039;&#039;etroStudio &#039;&#039;&#039;A&#039;&#039;&#039;udio &#039;&#039;&#039;S&#039;&#039;&#039;tream?) is a streamable audio file format used in [[Donkey Kong Country Returns]].&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;File magic&#039;&#039;&#039;. Always &#039;&#039;RAS_&#039;&#039; (0x5241535F) in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;, possibly number of channels or format.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;, possibly number of channels or format.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt32 || &#039;&#039;&#039;Sample rate&#039;&#039;&#039; in Hz.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || UInt32 || &#039;&#039;&#039;Sound data offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || &#039;&#039;&#039;Sound data size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || UInt32 || &#039;&#039;&#039;Block size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || UInt32 || &#039;&#039;&#039;Number of blocks&#039;&#039;&#039; per channel.&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C || UInt32 || {{Unknown-left|Possibly number of samples in the last block.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || UInt32 || &#039;&#039;&#039;Loop start block&#039;&#039;&#039; index.&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || UInt32 || &#039;&#039;&#039;Loop start sample&#039;&#039;&#039; into the loop start block specified above.&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || UInt32 || &#039;&#039;&#039;Loop end block&#039;&#039;&#039; index.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C || UInt32 || &#039;&#039;&#039;Loop end sample&#039;&#039;&#039; into the loop end block specified above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DSP ADPCM Channel Info ==&lt;br /&gt;
After the header there is a DSP ADPCM channel info data structure, one per channel. It has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Int16[8][2] || 16-bit Coefficients.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || UInt16 || Gain.&lt;br /&gt;
|-&lt;br /&gt;
| 0x22 || UInt16 || Pred scale.&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || Int16 || Yn 1.&lt;br /&gt;
|-&lt;br /&gt;
| 0x26 || Int16 || Yn 2.&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || UInt16 || Loop pred scale.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2A || Int16 || Loop Yn 1.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C || Int16 || Loop Yn 2.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2E || byte[2] || &#039;&#039;&#039;Padding&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sound Data ==&lt;br /&gt;
The sound data is stored in DSP ADPCM format. The header may allow specifying other formats, but it is currently unknown if that is the case.&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle RAS files:&lt;br /&gt;
* [https://github.com/vgmstream/vgmstream vgmstream]&lt;br /&gt;
&lt;br /&gt;
[[Category:Donkey Kong Country Returns File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=RAS&amp;diff=593</id>
		<title>RAS</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=RAS&amp;diff=593"/>
		<updated>2025-07-10T19:44:19Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Redirected page to RAS (File Format)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[RAS (File Format)]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Category:Donkey_Kong_Country_Returns_File_Formats&amp;diff=592</id>
		<title>Category:Donkey Kong Country Returns File Formats</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Category:Donkey_Kong_Country_Returns_File_Formats&amp;diff=592"/>
		<updated>2025-07-10T19:43:53Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Created page with &amp;quot;The following file formats are used in Donkey Kong Country Returns.  Category:File Formats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following file formats are used in [[Donkey Kong Country Returns]].&lt;br /&gt;
&lt;br /&gt;
[[Category:File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=RAS_(File_Format)&amp;diff=591</id>
		<title>RAS (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=RAS_(File_Format)&amp;diff=591"/>
		<updated>2025-07-10T19:43:11Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;RAS&amp;#039;&amp;#039;&amp;#039; is a streamable audio file format used in Donkey Kong Country Returns.  = File Format =  == Header == The file starts with the following header:  {|class=&amp;quot;wikitable&amp;quot; ! Offset !! Type !! Description |- | 0x00 || Char[4] || &amp;#039;&amp;#039;&amp;#039;File magic&amp;#039;&amp;#039;&amp;#039;. Always &amp;#039;&amp;#039;RAS_&amp;#039;&amp;#039; (0x5241535F) in ASCII. |- | 0x04 || UInt32 || {{Unknown-left|&amp;#039;&amp;#039;&amp;#039;Unknown&amp;#039;&amp;#039;&amp;#039;.}} |- | 0x08 || UInt32 || {{Unknown-left|&amp;#039;&amp;#039;&amp;#039;Unknown&amp;#039;&amp;#039;&amp;#039;.}} |- | 0x0C || UInt32 || {{Unknown-left|&amp;#039;&amp;#039;&amp;#039;Unknown&amp;#039;&amp;#039;&amp;#039;.}} |- | 0x10 || UInt...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;RAS&#039;&#039;&#039; is a streamable audio file format used in [[Donkey Kong Country Returns]].&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;File magic&#039;&#039;&#039;. Always &#039;&#039;RAS_&#039;&#039; (0x5241535F) in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;, possibly number of channels.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt32 || &#039;&#039;&#039;Sample rate&#039;&#039;&#039; in Hz.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Donkey Kong Country Returns File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=COL_(File_Format)&amp;diff=547</id>
		<title>COL (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=COL_(File_Format)&amp;diff=547"/>
		<updated>2025-07-01T13:50:58Z</updated>

		<summary type="html">&lt;p&gt;Wexos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;COL&#039;&#039;&#039; is a collision format used in [[Mario Kart Arcade GP DX]] and the successor of [[Mario Kart Arcade GP]] and [[Mario Kart Arcade GP 2]]&#039;s [[MKAGP BIN]].&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
The file byte order is always little endian.&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;File magic&#039;&#039;&#039;. Always &#039;&#039;COL\0&#039;&#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Byte[4] || Timestamp? Always 16 08 12 20 (2012-08-16?) The game specifically checks if this value is correct, otherwise it won&#039;t read the file.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Int32 || &#039;&#039;&#039;Grid width&#039;&#039;&#039; (&#039;&#039;&#039;W&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || Int32 || &#039;&#039;&#039;Grid length&#039;&#039;&#039; (&#039;&#039;&#039;L&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Float || &#039;&#039;&#039;Grid cell X size&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || Float || &#039;&#039;&#039;Grid cell Y size&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Float[2] || &#039;&#039;&#039;AABB minimum coordinate XZ&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || Float[2] || &#039;&#039;&#039;AABB maximum coordinate XZ&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Float[2] || &#039;&#039;&#039;Negaitive AABB minimum coordinate XZ&#039;&#039;&#039;. Unknown usage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grid ==&lt;br /&gt;
Followed by the header, the grid data is read from the start of the AABB minimum coordinate, from left to right. A total of &#039;&#039;&#039;W&#039;&#039;&#039; * &#039;&#039;&#039;L&#039;&#039;&#039; cells are loaded.&lt;br /&gt;
&lt;br /&gt;
=== Cell ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Int32 || &#039;&#039;&#039;Number of [[#Triangle|Triangles]]&#039;&#039;&#039; (&#039;&#039;&#039;T&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Int32 || &#039;&#039;&#039;Number of [[#Wall|Walls]]&#039;&#039;&#039; (&#039;&#039;&#039;C&#039;&#039;&#039;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Triangle ====&lt;br /&gt;
Followed by the cell header, there are &#039;&#039;&#039;T&#039;&#039;&#039; 0x70 triangles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Float[2] || &#039;&#039;&#039;Minimal coordinate&#039;&#039;&#039; for this triangle.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Float[2] || &#039;&#039;&#039;Maximal coordinate&#039;&#039;&#039; for this triangle.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Float[3][3] || &#039;&#039;&#039;Triangle vertices&#039;&#039;&#039; XYZ position.&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || Float[3][3] || &#039;&#039;&#039;Triangle edges&#039;&#039;&#039; XYZ directions.&lt;br /&gt;
|-&lt;br /&gt;
| 0x58 || UInt32 || &#039;&#039;&#039;Neighbour triangle flag&#039;&#039;&#039;, used to determine which edges connect to other triangles.&lt;br /&gt;
|-&lt;br /&gt;
| 0x5C || UInt32 || &#039;&#039;&#039;[[COL flag]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x60 || Float[3] || &#039;&#039;&#039;Triangle normal&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x6C || Float || &#039;&#039;&#039;Negative dot product&#039;&#039;&#039; between triangle center and triangle normal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Wall ====&lt;br /&gt;
Followed by the cell&#039;s triangles, there are &#039;&#039;&#039;C&#039;&#039;&#039; 0x40 walls, which are used for wall collision detection. The walls are auto-generated from [[#Triangle|all triangles]] by checking which edges are missing neighbour triangles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Float[3] || &#039;&#039;&#039;Min XYZ&#039;&#039;&#039; of the triangle edge.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || Float || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Always 0.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Float[3] || &#039;&#039;&#039;Max XYZ&#039;&#039;&#039; of the triangle edge.&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || Float || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Always 0.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || Float[3] || &#039;&#039;&#039;Position 1 XYZ&#039;&#039;&#039; of the triangle edge forming the wall.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C || Float || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Always 0.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || Float[3] || &#039;&#039;&#039;Position 2 XYZ&#039;&#039;&#039; of the triangle edge forming the wall.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C || Float || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Always 0.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Triangle Wall Grid ==&lt;br /&gt;
Followed by the grid, there&#039;s a secondary grid with cells containing triangle walls. As of version 1.18 of Mario Kart Arcade GP DX, it only seems to be used in &#039;&#039;FM_L_N_HIT.col&#039;&#039; and &#039;&#039;FM_L_N_HIT_cam.col&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Triangle Wall Cell ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Int32 || &#039;&#039;&#039;Number of [[#Triangle Wall|triangle walls]]&#039;&#039;&#039; (&#039;&#039;&#039;U&#039;&#039;&#039;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Triangle Wall ====&lt;br /&gt;
Followed by the cell header, there are &#039;&#039;&#039;U&#039;&#039;&#039; 0x38 triangle walls. These are walls represented as triangles. Presumably this was added since [[#Wall|edge walls]] which are auto-generated couldn&#039;t represent certain walls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Int32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Possible collision flag indicating surface type.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Float[3][3] || &#039;&#039;&#039;Triangle vertices&#039;&#039;&#039; XYZ position.&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Float[4] || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Always 0.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle COL files:&lt;br /&gt;
* (none)&lt;br /&gt;
&lt;br /&gt;
[[Category:Mario Kart Arcade GP DX File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=COL_(File_Format)&amp;diff=544</id>
		<title>COL (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=COL_(File_Format)&amp;diff=544"/>
		<updated>2025-06-30T11:39:10Z</updated>

		<summary type="html">&lt;p&gt;Wexos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;COL&#039;&#039;&#039; is a collision format used in [[Mario Kart Arcade GP DX]] and the successor of [[Mario Kart Arcade GP]] and [[Mario Kart Arcade GP 2]]&#039;s [[MKAGP BIN]].&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
The file byte order is always little endian.&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;File magic&#039;&#039;&#039;. Always &#039;&#039;COL\0&#039;&#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Byte[4] || Timestamp? Always 16 08 12 20 (2012-08-16?) The game specifically checks if this value is correct, otherwise it won&#039;t read the file.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Int32 || &#039;&#039;&#039;Grid width&#039;&#039;&#039; (&#039;&#039;&#039;W&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || Int32 || &#039;&#039;&#039;Grid length&#039;&#039;&#039; (&#039;&#039;&#039;L&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Float || &#039;&#039;&#039;Grid cell X size&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || Float || &#039;&#039;&#039;Grid cell Y size&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Float[2] || &#039;&#039;&#039;AABB minimum coordinate XZ&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || Float[2] || &#039;&#039;&#039;AABB maximum coordinate XZ&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Float[2] || &#039;&#039;&#039;Negaitive AABB minimum coordinate XZ&#039;&#039;&#039;. Unknown usage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grid ==&lt;br /&gt;
Followed by the header, the grid data is read from the start of the AABB minimum coordinate, from left to right. A total of &#039;&#039;&#039;W&#039;&#039;&#039; * &#039;&#039;&#039;L&#039;&#039;&#039; cells are loaded.&lt;br /&gt;
&lt;br /&gt;
=== Cell ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Int32 || &#039;&#039;&#039;Number of [[#Triangle|Triangles]]&#039;&#039;&#039; (&#039;&#039;&#039;T&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Int32 || &#039;&#039;&#039;Number of [[#Cube|Cubes]]&#039;&#039;&#039; (&#039;&#039;&#039;C&#039;&#039;&#039;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Triangle ====&lt;br /&gt;
Followed by the cell header, there are &#039;&#039;&#039;T&#039;&#039;&#039; 0x70 triangles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Float[2] || &#039;&#039;&#039;Minimal coordinate&#039;&#039;&#039; for this triangle.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Float[2] || &#039;&#039;&#039;Maximal coordinate&#039;&#039;&#039; for this triangle.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Float[3][3] || &#039;&#039;&#039;Triangle vertices&#039;&#039;&#039; XYZ position.&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || Float[3][3] || &#039;&#039;&#039;Triangle edges&#039;&#039;&#039; XYZ position.&lt;br /&gt;
|-&lt;br /&gt;
| 0x58 || UInt32 || &#039;&#039;&#039;Neighbour triangle flag&#039;&#039;&#039;, used to determine which edges connect to other triangles.&lt;br /&gt;
|-&lt;br /&gt;
| 0x5C || UInt32 || &#039;&#039;&#039;[[COL flag]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x60 || Float[3] || &#039;&#039;&#039;Triangle normal&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x6C || Float || &#039;&#039;&#039;Negative dot product&#039;&#039;&#039; between triangle center and triangle normal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cube ====&lt;br /&gt;
Followed by the cell&#039;s triangles, there are &#039;&#039;&#039;C&#039;&#039;&#039; 0x40 cubes, seemingly used for wall collision detection.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Float[4][4] || &#039;&#039;&#039;Cube XYZ positions&#039;&#039;&#039; plus a 0-float, probably used for padding.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Grid ==&lt;br /&gt;
Followed by the grid, there&#039;s a secondary grid with unknown blocks. As of version 1.18 of Mario Kart Arcade GP DX, it only seems to be used in &#039;&#039;FM_L_N_HIT.col&#039;&#039; and &#039;&#039;FM_L_N_HIT_cam.col&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Cell ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Int32 || &#039;&#039;&#039;Number of [[#Unknown Section|Unknown sections]]&#039;&#039;&#039; (&#039;&#039;&#039;U&#039;&#039;&#039;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Unknown Section ====&lt;br /&gt;
Followed by the cell header, there are &#039;&#039;&#039;U&#039;&#039;&#039; 0x38 unknown sections.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Int32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Float[3][3] || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Float[4] || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Always 0.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle COL files:&lt;br /&gt;
* (none)&lt;br /&gt;
&lt;br /&gt;
[[Category:Mario Kart Arcade GP DX File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=BEA_(File_Format)&amp;diff=451</id>
		<title>BEA (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=BEA_(File_Format)&amp;diff=451"/>
		<updated>2024-10-14T09:14:19Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Documented v6.0.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;BEA&#039;&#039;&#039; (&#039;&#039;&#039;B&#039;&#039;&#039;ezel &#039;&#039;&#039;E&#039;&#039;&#039;ngine &#039;&#039;&#039;A&#039;&#039;&#039;rchive) is a file format used by [[Nintendo Switch]] games that is developed with Nintendo&#039;s game engine [[Bezel Engine]], for example [[Super Mario Party]]. Each sub file is compressed using ZStandard.&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[8] || &#039;&#039;&#039;File magic&#039;&#039;&#039;. Always &#039;&#039;SCNE\0\0\0\0&#039;&#039; in ASCII, or 53 43 4E 45 00 00 00 00.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;[[#Version List|Version number]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt16 || {{BOM}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || Byte || &#039;&#039;&#039;Alignment shift&#039;&#039;&#039;. 2 raised by this value is the alignment required by this file when loaded into memory.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F || Byte || &#039;&#039;&#039;Target address size&#039;&#039;&#039;. Size of a pointer in bits. Never set and therefore remains 0.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || &#039;&#039;&#039;Dummy value&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt16 || A &#039;&#039;&#039;flag&#039;&#039;&#039; which is only used on runtime. One bit sets wether the file is relocated.&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || UInt16 || Offset to the &#039;&#039;&#039;first section&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || UInt32 || &#039;&#039;&#039;[[#Relocation Table|Relocation table]] offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || &#039;&#039;&#039;Size until start of file data&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || Int64 || &#039;&#039;&#039;Number of [[#Sub File|sub files]]&#039;&#039;&#039; in this archive.&lt;br /&gt;
|- bgcolor=&amp;quot;#AAFFAA&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;If [[#Header|version]] &amp;amp;ge; 6.0.0&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;#DDFFDD&amp;quot;&lt;br /&gt;
| 0x28 || Int64 || &#039;&#039;&#039;[[#Sub File|Sub file]] array offset&#039;&#039;&#039;.&lt;br /&gt;
|- bgcolor=&amp;quot;#DDFFDD&amp;quot;&lt;br /&gt;
| 0x30 || Int64 || &#039;&#039;&#039;Sub file offset table offset&#039;&#039;&#039;. Points an array of offsets which points to each [[#Sub File|sub files]].&lt;br /&gt;
|- bgcolor=&amp;quot;#DDFFDD&amp;quot;&lt;br /&gt;
| 0x38 || Int64 || &#039;&#039;&#039;Sub file DICT offset&#039;&#039;&#039;. Points to a [[#Dictionary|dictionary]] containing the sub file names.&lt;br /&gt;
|- bgcolor=&amp;quot;#DDFFDD&amp;quot;&lt;br /&gt;
| 0x40 || Int64 || &#039;&#039;&#039;Archive name offset&#039;&#039;&#039;.&lt;br /&gt;
|- bgcolor=&amp;quot;#DDFFDD&amp;quot;&lt;br /&gt;
| 0x48 || Int64 ||  {{Unknown-left|&#039;&#039;&#039;Compression name offset&#039;&#039;&#039;? Seen as &#039;&#039;Zstd&#039;&#039;.}}&lt;br /&gt;
|- bgcolor=&amp;quot;#DDFFDD&amp;quot;&lt;br /&gt;
| 0x50 || Int64 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Only seen as 0.}}&lt;br /&gt;
|- bgcolor=&amp;quot;#FFAAAA&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Else&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;#FFDDDD&amp;quot;&lt;br /&gt;
| 0x28 || Int64 || &#039;&#039;&#039;Sub file offset table offset&#039;&#039;&#039;.&lt;br /&gt;
|- bgcolor=&amp;quot;#FFDDDD&amp;quot;&lt;br /&gt;
| 0x30 || Int64 || &#039;&#039;&#039;Sub file DICT offset&#039;&#039;&#039;.&lt;br /&gt;
|- bgcolor=&amp;quot;#FFDDDD&amp;quot;&lt;br /&gt;
| 0x38 || Int64 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Only seen as 0.}}&lt;br /&gt;
|- bgcolor=&amp;quot;#FFDDDD&amp;quot;&lt;br /&gt;
| 0x40 || Int64 || &#039;&#039;&#039;Archive name offset&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sub File ==&lt;br /&gt;
Each sub file contains ZStandard-compressed data. Each entry has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;Section magic&#039;&#039;&#039;. Always &#039;&#039;ASST&#039;&#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Next section offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;Size of this section&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;Reserved&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Most likely a flag.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt32 || &#039;&#039;&#039;Compressed file size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || UInt32 || &#039;&#039;&#039;Decompressed file size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Only seen as 0.}}&lt;br /&gt;
|- bgcolor=&amp;quot;#AAFFAA&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;If [[#Header|version]] &amp;amp;ge; 6.0.0&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;#DDFFDD&amp;quot;&lt;br /&gt;
| 0x20 || Int64 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|- bgcolor=&amp;quot;#DDFFDD&amp;quot;&lt;br /&gt;
| 0x28 || Byte[0x10] || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;, looks like a hash.}}&lt;br /&gt;
|- bgcolor=&amp;quot;#DDFFDD&amp;quot;&lt;br /&gt;
| 0x38 || Int64 || &#039;&#039;&#039;Compressed file data offset&#039;&#039;&#039;.&lt;br /&gt;
|- bgcolor=&amp;quot;#DDFFDD&amp;quot;&lt;br /&gt;
| 0x40 || Int64 || &#039;&#039;&#039;File name offset&#039;&#039;&#039;. &lt;br /&gt;
|- bgcolor=&amp;quot;#FFAAAA&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Else&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;#FFDDDD&amp;quot;&lt;br /&gt;
| 0x20 || Int64 || &#039;&#039;&#039;Compressed file data offset&#039;&#039;&#039;.&lt;br /&gt;
|- bgcolor=&amp;quot;#FFDDDD&amp;quot;&lt;br /&gt;
| 0x28 || Int64 || &#039;&#039;&#039;File name offset&#039;&#039;&#039;. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== String Table ==&lt;br /&gt;
{{NX String Table}}&lt;br /&gt;
&lt;br /&gt;
== Dictionary ==&lt;br /&gt;
{{NX Dictionary}}&lt;br /&gt;
&lt;br /&gt;
== Relocation Table ==&lt;br /&gt;
{{NX Relocation Table}}&lt;br /&gt;
&lt;br /&gt;
= Version List =&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Version !! Found in&lt;br /&gt;
|-&lt;br /&gt;
| 1.0.0&lt;br /&gt;
|&lt;br /&gt;
* [[Dr Kawashima&#039;s Brain Training for Nintendo Switch]]&lt;br /&gt;
* [[Super Mario Party]]&lt;br /&gt;
* [[Tetris 99]]&lt;br /&gt;
|-&lt;br /&gt;
| 1.1.0&lt;br /&gt;
|&lt;br /&gt;
* [[Big Brain Academy: Brain vs. Brain]]&lt;br /&gt;
* [[Nintendo World Championships: NES Edition]]&lt;br /&gt;
* [[PAC-MAN 99]]&lt;br /&gt;
* [[WarioWare: Get It Together!]]&lt;br /&gt;
* [[WarioWare: Move It!]]&lt;br /&gt;
|-&lt;br /&gt;
| 6.0.0&lt;br /&gt;
|&lt;br /&gt;
* [[Super Mario Party Jamboree]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle BEA files:&lt;br /&gt;
* (none)&lt;br /&gt;
&lt;br /&gt;
[[Category:Bezel Engine]]&lt;br /&gt;
[[Category:Switch File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Main_Page&amp;diff=395</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Main_Page&amp;diff=395"/>
		<updated>2024-06-09T12:04:20Z</updated>

		<summary type="html">&lt;p&gt;Wexos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wexos&#039;s Wiki ==&lt;br /&gt;
{{textbox|large center|Welcome to Wexos&#039;s Wiki!|&lt;br /&gt;
This is a wiki mostly dedicated to documentating file formats, specifically file formats used in Nintendo games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{textbox|red left|Account creation|&lt;br /&gt;
To prevent spam, accounts may only be created by administrators. If you wish to create an account, contact Wexos on Discord (Wexos) or e-mail (wexosmk[at]gmail[dot]com). You need to supply the following information:&lt;br /&gt;
* Wanted username&lt;br /&gt;
* E-mail&lt;br /&gt;
* Why you want an account&lt;br /&gt;
&lt;br /&gt;
The third part is not that deep, it is just a simple check to understand why you want an account. Again, this is to prevent spam.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Main_Page&amp;diff=394</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Main_Page&amp;diff=394"/>
		<updated>2024-06-09T11:49:06Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Undo revision 391 by Cessna.kody (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wexos&#039;s Wiki ==&lt;br /&gt;
{{textbox|large center|Welcome to Wexos&#039;s Wiki!|This is a wiki mostly dedicated to documentating file formats.}}&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Template:Youtube-box&amp;diff=383</id>
		<title>Template:Youtube-box</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Template:Youtube-box&amp;diff=383"/>
		<updated>2024-05-05T12:30:49Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Yep&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| class=&amp;quot;youtube textbox video {{{1|}}}&amp;quot;&lt;br /&gt;
|+ {{{3|Video}}}&lt;br /&gt;
| style=&amp;quot;padding:0 1pt&amp;quot; | {{#tag:youtube|{{{2}}}|width=480|height=270}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[category:Template/Include]]&lt;br /&gt;
 Usage: &amp;lt;nowiki&amp;gt;{{youtube-box|textbox_attributes|youtube_id|title text}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;textbox_attributes&#039;&#039;&#039;: attributes for [[template:textbox]], one of:&lt;br /&gt;
** &#039;&#039;&#039;bug&#039;&#039;&#039;: videos about bugs and glitches&lt;br /&gt;
** &#039;&#039;&#039;original&#039;&#039;&#039;: videos of original tracks.&lt;br /&gt;
** &#039;&#039;&#039;tutorial&#039;&#039;&#039;: tutorial videos.&lt;br /&gt;
** empty for all other kinds of videos (standard video)&lt;br /&gt;
* &#039;&#039;&#039;youtube_id&#039;&#039;&#039; : ID of youtube video&lt;br /&gt;
* &#039;&#039;&#039;title text&#039;&#039;&#039; : text of header line&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
 {{youtube-box||ZvBWo5bf_E0|Mario Kart Double Dash!!}}&lt;br /&gt;
 {{youtube-box|bug|Hd4V1XT7V4s|Super Mario Galaxy 2}}&lt;br /&gt;
 {{youtube-box|original|uUU-2FQKf5Y|Wii Sports}}&lt;br /&gt;
 {{youtube-box|tutorial|3T7ieq27WMc|Twisty Trials Galaxy}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{youtube-box||ZvBWo5bf_E0|Mario Kart Double Dash!!}}&lt;br /&gt;
{{youtube-box|bug|Hd4V1XT7V4s|Super Mario Galaxy 2}}&lt;br /&gt;
{{youtube-box|original|uUU-2FQKf5Y|Wii Sports}}&lt;br /&gt;
{{youtube-box|tutorial|3T7ieq27WMc|Twisty Trials Galaxy}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Mario_Kart_Double_Dash/Object&amp;diff=382</id>
		<title>Mario Kart Double Dash/Object</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Mario_Kart_Double_Dash/Object&amp;diff=382"/>
		<updated>2024-05-04T13:57:49Z</updated>

		<summary type="html">&lt;p&gt;Wexos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of objects found in [[Mario Kart Double Dash]]. The object table is hardcoded and is stored in the main [[DOL]] file.&lt;br /&gt;
&lt;br /&gt;
The object names are based on the class name found in the symbol map. Most object classes have prefixes such as &amp;quot;TMapObj&amp;quot; or &amp;quot;Geo&amp;quot;, these have been subjectively removed to simplify the names. Other adjustment has also been made to simplify names, or ensure unique names. The objects were written in C++ and uses polymorphism, but the hierarchy is not shown in this table. The files needed for a file can be found in either the track archives or the common archive. The low version of each track is not shown in the &amp;quot;Used In&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
When editing, it is recommended to use the build-in &amp;quot;Search&amp;quot; feature in your browser. This is usually done with Ctrl + F.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- class=&amp;quot;tr0a&amp;quot;&lt;br /&gt;
! rowspan=5 style=&amp;quot;text-align:left;&amp;quot; | ID&amp;lt;br&amp;gt;Name&lt;br /&gt;
! colspan=4 | Description&lt;br /&gt;
|- class=&amp;quot;tr0a&amp;quot;&lt;br /&gt;
! colspan=4 | Needed files&lt;br /&gt;
|- class=&amp;quot;tr0a&amp;quot;&lt;br /&gt;
! colspan=4 | Used in&lt;br /&gt;
|- class=&amp;quot;tr0b&amp;quot;&lt;br /&gt;
! align=center | Setting0&lt;br /&gt;
! align=center | Setting1&lt;br /&gt;
! align=center | Setting2&lt;br /&gt;
! align=center | Setting3&lt;br /&gt;
|- class=&amp;quot;tr0b&amp;quot;&lt;br /&gt;
! align=center | Setting4&lt;br /&gt;
! align=center | Setting5&lt;br /&gt;
! align=center | Setting6&lt;br /&gt;
! align=center | Setting7&lt;br /&gt;
{{MKDD Object|1|0001|1|ItemBox|&lt;br /&gt;
|info=Normal item box.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=BabyLuigi, Daisy, Desert, Diddy, Donkey, Ending, Koopa, Luigi, Luigi2, Mario, Mini1, Mini2, Mini3, Mini7, Mini8, Nokonoko, Patapata, Peach, Rainbow, Snow, Waluigi, Wario, Yoshi&lt;br /&gt;
|s0=Addition height, added to the position. Usually 0x87.&lt;br /&gt;
|s1=Specifies if the item box is single or double. It can be either random (0), single (1) or double (3).&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0003|3|JumpNarrow|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=njump.bmd&lt;br /&gt;
|usedin=Mini5&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0007|7|StringBridge|&lt;br /&gt;
|info=Wooden bridge.&lt;br /&gt;
|files=bridge_4501.lbd, hbmaruta.bmd, hbmarutalope.bmd&lt;br /&gt;
|usedin=Donkey&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0009|9|StartLine|&lt;br /&gt;
|info=Common startline object.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=Award, Desert, Diddy, Donkey, Koopa, Luigi, Luigi2, Mario, Nokonoko, Patapata, Peach, Rainbow, Snow, Waluigi, Wario, Yoshi&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|000A|10|F_ItemBox|&lt;br /&gt;
|info=Item box following a path.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=Diddy, Peach, Snow, Wario&lt;br /&gt;
|s0=Addition height, added to the position. Usually 0x87.&lt;br /&gt;
|s1=Path speed between 0 and 2.&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|000C|12|DoubleItemBox|&lt;br /&gt;
|info=Double item box.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|000E|14|ItemGen|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=Patapata&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0010|16|LensFlare|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=mk_lensfx01.bti, mk_lensfx02.bti, mk_lensfx03.bti, mk_lensfx04.bti&lt;br /&gt;
|usedin=Award, BabyLuigi, Daisy, Desert, Donkey, Luigi, Luigi2, Mario, Mini8, Nokonoko, Peach, Waluigi, Wario, Yoshi&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0011|17|Sun|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=sun.bmd, sun.btk&lt;br /&gt;
|usedin=Award, BabyLuigi, Daisy, Desert, Donkey, Luigi, Luigi2, Mario, Mini8, Nokonoko, Peach, Yoshi&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0013|19|SoundGen|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=Award, Daisy, Peach&lt;br /&gt;
|s0=Index.&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0014|20|?|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=Ending&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|00FF|255|Jugem|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=jg_model.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0100|256|JugemHeadHear|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=jg_hair_model.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0101|257|JugemVoidRod|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=rod_model.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0102|258|JugemFlag|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=jg_flag.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0104|260|JugemRodBoard|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=jg_board01.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0105|261|JugemRodBoard2|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=BoardFinalLap.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0106|262|JugemRodBoardRev|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=BoardReverse.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0107|263|JugemRodSignal|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=jg_signal.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0108|264|JugemRodPukuPuku|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=puku_model.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0109|265|JugemHeadLamp|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=jg_patlamp.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0CE5|3301|Ferriswheel|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=babykanran.bmd&lt;br /&gt;
|usedin=BabyLuigi&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0CE6|3302|JetCoasterHead|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=babyjet.bck, babyjet_body.bmd, babyjet_head.bmd&lt;br /&gt;
|usedin=BabyLuigi&lt;br /&gt;
|s0=Number of back segments.&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0CE7|3303|JetCoasterBody|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files= babyjet_body.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0CE8|3304|PathYoshiHeli|&lt;br /&gt;
|info=Helicopter from Baby Park.&lt;br /&gt;
|files=yoshihelib.bmd, yoshihelib.btk&lt;br /&gt;
|usedin=BabyLuigi&lt;br /&gt;
|s0=Path speed.&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D48|3400|?|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D49|3401|Water|&lt;br /&gt;
|info=Rising and falling sea.&lt;br /&gt;
|files=sea1_spc.bmd, sea1_spc.btk, sea2_tex.btk, sea2_tex.bmd, sea3_dark.bmd, sea4_nami.bmd, sea5_sand.bmd&lt;br /&gt;
|usedin=Award, Peach&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D4A|3402|Poihana|&lt;br /&gt;
|info=Cataquack.&lt;br /&gt;
|files=poihana1.bmd, poihana1.btp, poihana1shadow.bmd, poihana1_damage.bck, poihana1_throw.bck, poihana1_wait.bck&lt;br /&gt;
|usedin=Peach&lt;br /&gt;
|s0=Color. Blue (0), red (1), purple (2) or green (3).&lt;br /&gt;
|s1=Throw power.&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D4B|3403|BoidBirdManager|&lt;br /&gt;
|info=Seagull flock.&lt;br /&gt;
|files=kamome1.bca, kamome1.bmd&lt;br /&gt;
|usedin=Award, Daisy, Peach, Yoshi&lt;br /&gt;
|s0=Number of birds.&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D4C|3404|Kamome|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=kamome1.bca, kamome1.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D4D|3405|PeachTree|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=peachtree1.bmd, peachtree1_wait.bck&lt;br /&gt;
|usedin=Peach&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D4E|3406|Fountain|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=peachfountain.bmd, peachfountain.btk&lt;br /&gt;
|usedin=Peach&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D4F|3407|MareA|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=marel_a.bmd, marel_a_bye1.bck, marel_a_clap1.bck, marel_a_sh.bmd&lt;br /&gt;
|usedin=Award, Peach&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D50|3408|MareB|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=marel_a_bye1.bck, marel_a_clap1.bck, marel_a_sh.bmd, marel_b.bmd&lt;br /&gt;
|usedin=Award&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D51|3409|MareC|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=marel_a_bye1.bck, marel_a_clap1.bck, marel_a_sh.bmd, marel_c.bmd&lt;br /&gt;
|usedin=Award&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D52|3410|MonteA|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=monl_a.bmd, monl_a_bye1.bck, monl_a_clap1.bck, monl_a_sh.bmd&lt;br /&gt;
|usedin=Award, Daisy, Peach&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D53|3411|MonteB|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=monl_a_bye1.bck, monl_a_clap1.bck, monl_a_sh.bmd, monl_b.bmd&lt;br /&gt;
|usedin=Award, Daisy&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D54|3412|MonteC|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=monl_a_bye1.bck, monl_a_clap1.bck, monl_a_sh.bmd, monl_c.bmd&lt;br /&gt;
|usedin=Award, Daisy, Peach&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D55|3413|UkleleMonte|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=uklele_monte.bck, uklele_monte.bmd&lt;br /&gt;
|usedin=Award&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D56|3414|DanceMonteA|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=monf_a.bmd, monf_a_dance.bck, monf_a_fladance.bck&lt;br /&gt;
|usedin=Award&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D57|3415|DanceMonteB|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=monf_a_dance.bck, monf_a_fladance.bck, monf_b.bmd&lt;br /&gt;
|usedin=Award&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D58|3416|MonteD|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=monl_a_bye1.bck, monl_a_clap1.bck, monl_a_sh.bmd, monl_d.bmd&lt;br /&gt;
|usedin=Award&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D59|3417|MonteE|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=monl_a_bye1.bck, monl_a_clap1.bck, monl_a_sh.bmd, monl_e.bmd&lt;br /&gt;
|usedin=Award&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D5A|3418|MareW_A|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=marew_a.bmd, marew_a_dance.bck&lt;br /&gt;
|usedin=Award&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D5B|3419|MareW_B|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=marew_a_dance.bck, marew_b.bmd&lt;br /&gt;
|usedin=Award&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D5C|3420|MareW_C|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=marew_a_dance.bck, marew_c.bmd&lt;br /&gt;
|usedin=Award&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D5D|3421|MareM_A|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=marem_a.bck, marem_a.bmd&lt;br /&gt;
|usedin=Award&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D66|3430|AwardItemBox|&lt;br /&gt;
|info=Item box.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=Award&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D67|3431|AwardKinokoCup|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D68|3432|AwardFlowerCup|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D69|3433|AwardStarCup|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D6A|3434|AwardSpecialCup|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D6B|3435|AwardReverseCup|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D6C|3436|AwardAllCupTour|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D7A|3450|Hanabi|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=Award, Luigi, Luigi2, Nokonoko, Snow, Wario&lt;br /&gt;
|s0=Index.&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D7B|3451|demo_k_body|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=demo_k_body.bmd&lt;br /&gt;
|usedin=Award&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D7C|3452|Kinojii|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=kinojii.bmd, kinojii_drive.bca, kinojii_wink.btp&lt;br /&gt;
|usedin=Award&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D7D|3453|DemoFountain|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=dpeachfountain.bmd, dpeachfountain.btk&lt;br /&gt;
|usedin=Award&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0D7E|3454|TideSensor|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=Peach&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0D7F|3455|PeachTree2|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=peachtree2.bmd, peachtree2_wait.bck&lt;br /&gt;
|usedin=Award&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0DA2|3490|WaterDown|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=sea5_sand.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0DA3|3491|WaterMiddleD|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=sea4_nami.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0DA4|3492|WaterUp|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=sea3_dark.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0DA5|3493|WaterUp2|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=sea2_tex.btk, sea2_tex.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0DAE|3502|MoveItemBoxLimit|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=Daisy&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0DAF|3503|Pool|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=pool.bmd, pool.btk&lt;br /&gt;
|usedin=Daisy&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0DB0|3504|?RollTable|&lt;br /&gt;
|info=Unused. Loads TestWall1.bmd.&lt;br /&gt;
|files=TestWall1.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0DB1|3505|Ventilator|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=fan1.bmd&lt;br /&gt;
|usedin=Daisy&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0E0B|3595|TestStrItem|&lt;br /&gt;
|info=Unused item box.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0E0C|3596|TestRollObj|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=TestPaipo1.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0E0D|3597|TestStrBarrel|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=testhimo1.bmd, testhimo1shadow.bmd, testhimo1tex.bti, testhimo1ukiwa.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0E0E|3598|TestString|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=Daisy&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0E0F|3599|RollTable|&lt;br /&gt;
|info=Moving table.&lt;br /&gt;
|files=testwall1.bmd&lt;br /&gt;
|usedin=Daisy&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0E75|3701|MarioTree1|&lt;br /&gt;
|info=Common tree model. The original tracks also contain an unused mariotree1_wait.bca file.&lt;br /&gt;
|files=mariotree1.bmd, mariotree1_wait.bck&lt;br /&gt;
|usedin=Luigi, Luigi2, Mario&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0E76|3702|MarioKinoko1|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0E77|3703|MarioFlower1|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=marioflower1.bck, marioflower1.bmd&lt;br /&gt;
|usedin=Award, Luigi, Luigi2&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0E78|3704|Wanwan|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=wanwan1.bca, wanwan1.bla, wanwan1.bls, wanwan1.bmd, wanwan1pile.bmd, wanwan1shadow.bmd&lt;br /&gt;
|usedin=Luigi, Luigi2, Mario&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0E79|3705|WanwanChain|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=wanwan_chn.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0E7A|3706|WanwanPile|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=wanwan1.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0E7E|3710|SkyShip|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=shyship1.bmd, skyship1shadow.bmd&lt;br /&gt;
|usedin=Luigi, Luigi2&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0E7F|3711|Kuribo|&lt;br /&gt;
|info=Walking goomba following a path.&lt;br /&gt;
|files=kuribo1.bmd, kuribo1shadow.bmd, kuribo1_l.bca, kuribo1_r.bca&lt;br /&gt;
|usedin=Mario&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=Path speed. Distance to move between each animation.&lt;br /&gt;
|s2=Animation speed.&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0E80|3712|Pakkun|&lt;br /&gt;
|info=Piranha plant in pipe.&lt;br /&gt;
|files=pakkun.bmd, pakkunshadow.bmd, pakkun_attack.bca, pakkun_damage.bca, pakkun_wait.bca&lt;br /&gt;
|usedin=Mario, Yoshi&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0E81|3713|PakkunColHead|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0E82|3714|MashBalloon|&lt;br /&gt;
|info=Air balloon.&lt;br /&gt;
|files=mash_balloon.bmd, mash_balloon_shadow.bmd&lt;br /&gt;
|usedin=Mario&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0ED9|3801|YoshiHeli|&lt;br /&gt;
|info=Helicopter from Yoshi Circuit.&lt;br /&gt;
|files=yoshiheli.bmd, yoshiheli.btk, yoshihelib.bmd, yoshihelib.btk&lt;br /&gt;
|usedin=Yoshi&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0FA1|4001|NormCar|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=car_public1.bmd, car_public1.btk, car_public1.btp, car_public1shadow.bmd&lt;br /&gt;
|usedin=Nokonoko, Patapata&lt;br /&gt;
|s0=Path speed.&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0FA2|4002|Bus|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=car_bus1.bmd, car_bus1.btk, car_bus1.btp&lt;br /&gt;
|usedin=Nokonoko, Patapata&lt;br /&gt;
|s0=Path speed.&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0FA3|4003|Truck|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=car_truck1.bmd, car_truck1.btk, car_truck1.btp&lt;br /&gt;
|usedin=Nokonoko, Patapata&lt;br /&gt;
|s0=Path speed.&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0FA4|4004|Signal|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=signal1.bmd, signal1.brk&lt;br /&gt;
|usedin=Patapata&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0FA5|4005|BombCar|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=car_bomb1.bmd, car_bomb1.btk, car_kinoko1.btk, car_bomb1shadow.bmd&lt;br /&gt;
|usedin=Nokonoko, Patapata&lt;br /&gt;
|s0=Path speed.&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0FA6|4006|KinoCar|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=car_kinoko1.bmd, car_kinoko1shadow.bmd&lt;br /&gt;
|usedin=Nokonoko, Patapata&lt;br /&gt;
|s0=Path speed.&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0FA7|4007|KuriCar|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=Car_Kuril.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0FA8|4008|ItemCar|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=car_item1.bmd, car_item1.btk&lt;br /&gt;
|usedin=Ending, Nokonoko, Patapata&lt;br /&gt;
|s0=Path speed.&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0FA9|4009|HanaCar|&lt;br /&gt;
|info=Wiggler Car from Mushroom Bridge.&lt;br /&gt;
|files=car_hana1.bmd, car_hana1body.bmd, car_hana1body.btk, car_hana1bodyshadow.bmd, car_hana1shadow.bmd&lt;br /&gt;
|usedin=Nokonoko, Patapata&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=Number of body segments.&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|0FAA|4010|HanaBody|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=car_hana1body.bmd, car_hana1body.btk, car_hana1bodyshadow.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|0FFF|4095|HanaBodyShadow|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=car_hana1bodyshadow.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|1000|4096|HanaShadow|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=car_hana1shadow.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|1001|4097|BombShadow|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=car_bomb1shadow.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|1002|4098|KinoShadow|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=car_kinoko1shadow.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|1003|4099|CarShadow|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=car_public1shadow.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|1069|4201|FireBar|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=firebar1.bmd, firebar1fire.bmd, firebar1fire.btk&lt;br /&gt;
|usedin=Daisy, Waluigi, Wario&lt;br /&gt;
|s0=Number of fire balls.&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|106A|4202|FireBall|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=firebar1fire.bmd, firebar1fire.btk&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|106B|4203|FireCircle|&lt;br /&gt;
|info=Rotating ring of fire balls.&lt;br /&gt;
|files=firebar1fire.bmd, firebar1fire.btk&lt;br /&gt;
|usedin=Waluigi, Wario&lt;br /&gt;
|s0=Number of fire balls.&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|106D|4205|Vision|&lt;br /&gt;
|info=TV screen from Waluigi Stadium and Wario&#039;s Colosseum.&lt;br /&gt;
|files=wl_screen1.bmd&lt;br /&gt;
|usedin=Waluigi, Wario&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|106E|4206|Wall|&lt;br /&gt;
|info=Horizontal moving Piranha Plant wall from Waluigi Stadium. &lt;br /&gt;
|files=wl_wall1.bca, wl_wall1.bmd&lt;br /&gt;
|usedin=Waluigi&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|106F|4207|WlArrow|&lt;br /&gt;
|info=Arrow with eyes from Waluigi Stadium.&lt;br /&gt;
|files=wlarrow1.bck, wlarrow1.bmd, wlarrow1.btk&lt;br /&gt;
|usedin=Waluigi&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|1070|4208|NoMove_Dokan|&lt;br /&gt;
|info=Big horizontal pipe from Waluigi Stadium.&lt;br /&gt;
|files=wl_dokan1.bmd&lt;br /&gt;
|usedin=Waluigi&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|1071|4209|Splash|&lt;br /&gt;
|info=Object which generates a splash effect which is triggered by BCO attribute RESQS. The attribute index is used to link it to the object&#039;s ID. The splash should be placed at ~20 units above the water surface., and the collision shhould be placed ~250 units below the water surface. In Waluigi Stadium this object is used for a mud effect.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=Diddy, Koopa, Mario, Snow, Waluigi, Yoshi&lt;br /&gt;
|s0=ID.&lt;br /&gt;
|s1=Splash type. Can be water (1), ice water (2), mud effect (3) or purple lava (5).&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|1072|4210|WluSearchLight|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=wa_search1.bck, wa_search1.bmd&lt;br /&gt;
|usedin=Wario&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|1195|4501|Cannon|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=cannon1.bca, cannon1.bmd, cannon1.brk&lt;br /&gt;
|usedin=Daisy, Donkey, Rainbow&lt;br /&gt;
|s0=Respawn index.&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=Invisibility.&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|1196|4502|DonkyRockGen|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=donkyrock1.bmd, donkyrock1shadow.bmd&lt;br /&gt;
|usedin=Donkey&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|1197|4593|DonkyRock|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=donkyrock1.bmd, donkyrock1shadow.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|1198|4504|DonkyTree|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=donkytree1.bmd, donkytree1_wait.bck&lt;br /&gt;
|usedin=Donkey&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|1199|4505|NoMove_DonkyWood|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=donkywood.bmd&lt;br /&gt;
|usedin=Donkey&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|119A|4506|ButterflyGen|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=butterfly1.bca, butterfly1.bmd, butterfly1.btp&lt;br /&gt;
|usedin=Luigi, Luigi2, Yoshi&lt;br /&gt;
|s0=Number of butterflies.&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|119B|4507|Butterfly|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=butterfly1.bca, butterfly1.bmd, butterfly1.btp&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|119C|4508|DonkyBirdGen|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=bird1.bca, bird1.bmd&lt;br /&gt;
|usedin=Donkey&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|119D|4509|DonkyBird|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=bird1.bca, bird1.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|119E|4510|Geyser|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=geyser1.bmd, geyser1.btk, geyser11.bca, geyser12.bca, geyser13.bca, geyser14.bca&lt;br /&gt;
|usedin=Diddy&lt;br /&gt;
|s0=Duration.&lt;br /&gt;
|s1=Time delay.&lt;br /&gt;
|s2=Throw power.&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|119F|4511|GeyserSearch|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=geyser1.bmd, geyser1.btk, geyser11.bca, geyser12.bca, geyser13.bca, geyser14.bca&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|11A0|4512|DkCloud|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=DonkyCloud.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|11A1|4513|Nossie|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=nossie.bca, nossiebackshadow.bmd, nossiefrontshadow.bmd, nossieshadow.bmd, nossie.bmd, nossie_ta.bca, nossie_a1.bca, nossie_a2.bca, nossie_a3.bca, nossie_a4.bca, nossie_a5.bca, nossie_a6.bca, nossie_a7.bca, nossie_a8.bca, nossie_b1.bca, nossie_b2.bca, nossie_b3.bca, nossie_b4.bca, nossie_b5.bca, nossie_b6.bca, nossie_b7.bca, nossie_b8.bca&lt;br /&gt;
|usedin=Diddy&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|11A2|4514|NossieColHead|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|11A3|4515|NossieColFootFront|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=nossiefrontshadow.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|11A4|4516|DinoTree|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=dinotree1.bmd, dinotree1_wait.bck&lt;br /&gt;
|usedin=Diddy&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|11A5|4517|SwimNossie|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=swimnossie.bca, swimnossie.bmd, swimnossie.btp&lt;br /&gt;
|usedin=Diddy&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=Color. Purple (0), blue (1), orange (2) or pink (3).&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|11A6|4518|Ptera|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=ptera.bmd, pteraflya.bck, pteraflyb.bck&lt;br /&gt;
|usedin=Diddy&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|11A7|4519|NossieColFootRear|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=nossiebackshadow.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|11A8|4520|NossieColBody|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|125D|4701|Dossun|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=dossun1.bck, dossun1.bmd, dossun1.btp, dossun1_kage.bmd&lt;br /&gt;
|usedin=Koopa&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=Time between each cycle.&lt;br /&gt;
|s2=Cycle frame.&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|125E|4702|Bubble|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=bubble1.bmd, bubble1.btk&lt;br /&gt;
|usedin=Koopa&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=Cycle.&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=Vertical distance.&lt;br /&gt;
|s4=Forward distance.&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|125F|4703|KpFire|&lt;br /&gt;
|info=Fire-breathing Bowser statue.&lt;br /&gt;
|files=kpfire1.bck, kpfire1.bmd, kpfire1fire.bmd, kpfirebar1fire.brk, kpfirebar1fire.btk&lt;br /&gt;
|usedin=Koopa&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|1260|4704|KpFireBall|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=kpfire1fire.bmd, kpfirebar1fire.brk, kpfirebar1fire.btk&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|1261|4705|KpGear|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=kpgear1.bck, kpgear1.bmd&lt;br /&gt;
|usedin=Koopa&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|1262|4706|KpFireBar|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=kpfirebar1.bck, kpfirebar1.bmd, kpfirebar1fire.bmd, kpfirebar1fire.brk, kpfirebar1fire.btk&lt;br /&gt;
|usedin=Koopa&lt;br /&gt;
|s0=Number of fire balls.&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|1263|4707|KpFireBarBall|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=kpfirebar1fire.bmd, kpfirebar1fire.brk, kpfirebar1fire.btk&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|1327|4903|Meteor|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=geostar.bmd&lt;br /&gt;
|usedin=Rainbow&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|1329|4905|UFO|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|1389|5001|Sanbo|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=sanbo1.bmd, sanbo1_break_body.bmd, sanbo1_break_head.bmd, sanbo1_fall_left.bca, sanbo1_fall_right.bca, sanbo1_revive.bca, sanbo1_wait.bca&lt;br /&gt;
|usedin=Desert&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|138A|5002|Desun|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=desun1.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|138B|5003|SandPillar|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=tornado.bca, tornado.bmd, tornado.btk&lt;br /&gt;
|usedin=Desert&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|138C|5004|DeBalloon|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=deballoon1.bmd, deballoon1.btp&lt;br /&gt;
|usedin=Desert&lt;br /&gt;
|s0=Color. Pink (0) or blue (1).&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|138D|5005|SanboHead|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=Sanbo1_break_head.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|138E|5005|SanboBody|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=Sanbo1_break_body.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|138F|5007|AntLion|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=antlion.bmd, antlion_eat.bck&lt;br /&gt;
|usedin=Desert&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=Respawn index.&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|1390|5008|Puller|&lt;br /&gt;
|info=Some sort of sand effect for sinking sand?&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=Desert&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=50cc pull.&lt;br /&gt;
|s2=100cc pull.&lt;br /&gt;
|s3=150cc pull.&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|1391|5009|Shimmer|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=shimmer_ind.bti&lt;br /&gt;
|usedin=Award, BabyLuigi, Daisy, Desert, Diddy, Donkey, Koopa, Luigi, Luigi2, Mario, Nokonoko, Patapata, Peach, Snow, Waluigi, Wario, Yoshi&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|1392|5010|DesertTree|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=deserttree1.bmd&lt;br /&gt;
|usedin=Desert&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|13ED|5101|SnowRock|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=snowrock1.bmd&lt;br /&gt;
|usedin=Snow&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|13EE|5102|Heyho|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=heyho1.bca, heyho1.bmd, heyho1.btp, heyho1shadow.bmd&lt;br /&gt;
|usedin=Snow&lt;br /&gt;
|s0=Path speed.&lt;br /&gt;
|s1=Has partner.&lt;br /&gt;
|s2=Color. Red (0), blue (1) or green (2).&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|13EF|5103|SubHeyho|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|13F0|5104|SnowMan|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=snowman1.blk, snowman1.bls, snowman1.bmd&lt;br /&gt;
|usedin=Snow&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|13F1|5105|DistSnow|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|13F2|5106|IceBlock|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=IceBlock1.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|13F3|5107|NoMove_Lights|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=lights1.bmd&lt;br /&gt;
|usedin=Snow&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|13F4|5108|AirJet|&lt;br /&gt;
|info=Generates snow particles.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=Snow&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|26AD|9901|BalloonString|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|26AE|9902|Balloon|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=MiniGame_Balloon.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|26AF|9903|BalloonManager|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|26B2|9906|MoveItemBox|&lt;br /&gt;
|info=Item box which falls until it touches the ground?&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=Mini5&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|26B3|9907|RabbitMark|&lt;br /&gt;
|info=?&lt;br /&gt;
|files=&lt;br /&gt;
|usedin=Mini1, Mini2, Mini3, Mini5, Mini7, Mini8&lt;br /&gt;
|s0=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|2|26B4|9908|Shine|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=MiniGame_shine.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
{{MKDD Object|1|26B5|9909|ShineArrow|&lt;br /&gt;
|info=Unused.&lt;br /&gt;
|files=MiniGameArrow.bmd&lt;br /&gt;
|usedin=&lt;br /&gt;
|s0=?&lt;br /&gt;
|s1=?&lt;br /&gt;
|s2=?&lt;br /&gt;
|s3=?&lt;br /&gt;
|s4=?&lt;br /&gt;
|s5=?&lt;br /&gt;
|s6=?&lt;br /&gt;
|s7=?&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mario Kart Double Dash|Object]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Template:Youtube-box&amp;diff=376</id>
		<title>Template:Youtube-box</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Template:Youtube-box&amp;diff=376"/>
		<updated>2024-05-02T17:25:21Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Use YouTube extension for YouTube videos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| class=&amp;quot;youtube textbox video {{{1|}}}&amp;quot;&lt;br /&gt;
|+ {{{3|Video}}}&lt;br /&gt;
| style=&amp;quot;padding:0 1pt&amp;quot; | {{#tag:youtube|{{{2}}}|width=480|height=270}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[category:Template/Include]]&lt;br /&gt;
 Usage: &amp;lt;nowiki&amp;gt;{{youtube-box|textbox_attributes|youtube_id|title text}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;textbox_attributes&#039;&#039;&#039;: attributes for [[template:textbox]], one of:&lt;br /&gt;
** &#039;&#039;&#039;bug&#039;&#039;&#039;: videos about bugs and glitches&lt;br /&gt;
** &#039;&#039;&#039;original&#039;&#039;&#039;: videos of original tracks.&lt;br /&gt;
** &#039;&#039;&#039;tutorial&#039;&#039;&#039;: tutorial videos.&lt;br /&gt;
** empty for all other kinds of videos (standard video)&lt;br /&gt;
* &#039;&#039;&#039;youtube_id&#039;&#039;&#039; : ID of youtube video&lt;br /&gt;
* &#039;&#039;&#039;title text&#039;&#039;&#039; : text of header line&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
 {{youtube-box||ZvBWo5bf_E0|Mario Kart Double Dash!!}}&lt;br /&gt;
 {{youtube-box|bug|Hd4V1XT7V4s|Super Mario Galaxy 2}}&lt;br /&gt;
 {{youtube-box|original|uUU-2FQKf5Y|Wii Sports}}&lt;br /&gt;
 {{youtube-box|tutorial|3T7ieq27WMc|Twisty Trials Galaxy]}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{youtube-box||ZvBWo5bf_E0|Mario Kart Double Dash!!}}&lt;br /&gt;
{{youtube-box|bug|Hd4V1XT7V4s|Super Mario Galaxy 2}}&lt;br /&gt;
{{youtube-box|original|uUU-2FQKf5Y|Wii Sports}}&lt;br /&gt;
{{youtube-box|tutorial|3T7ieq27WMc|Twisty Trials Galaxy]}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Category:Super_Smash_Bros_4_File_Formats&amp;diff=375</id>
		<title>Category:Super Smash Bros 4 File Formats</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Category:Super_Smash_Bros_4_File_Formats&amp;diff=375"/>
		<updated>2024-05-01T21:36:59Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Wexos moved page Super Smash Bros 4 File Formats to Category:Super Smash Bros 4 File Formats without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of file formats exclusively used in [[Super Smash Bros 4]] for the [[Wii U]].&lt;br /&gt;
&lt;br /&gt;
[[Category:File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=SARC_(File_Format)&amp;diff=374</id>
		<title>SARC (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=SARC_(File_Format)&amp;diff=374"/>
		<updated>2024-05-01T21:32:33Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Escaped \t&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SARC Files&#039;&#039;&#039; are archive files used on [[Nintendo Switch]], [[Wii U]] and [[Nintendo 3DS]]. Common extensions are &#039;&#039;&#039;.arc&#039;&#039;&#039; and &#039;&#039;&#039;.sarc&#039;&#039;&#039; (general), &#039;&#039;&#039;.pack&#039;&#039;&#039; (when the archive contains mostly other archive files), &#039;&#039;&#039;.bars&#039;&#039;&#039; (when it contains audio data), and &#039;&#039;&#039;.bgenv/.genvb&#039;&#039;&#039; (when it contains shader and post-effect files). SARC files are sometimes [[Yaz0]] compressed into &#039;&#039;&#039;.szs&#039;&#039;&#039; files.&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
== Header ==&lt;br /&gt;
Every SARC file begins with a 0x14 byte SARC header structure.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;File magic&#039;&#039;&#039;. Always &#039;&#039;SARC&#039;&#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt16 || &#039;&#039;&#039;Size of this header&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || UInt16 || {{BOM}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;File size&#039;&#039;&#039; of the entire archive in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;Data start offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt16 || &#039;&#039;&#039;Version number&#039;&#039;&#039; of the file format. Only version 0x0100 has been seen.&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || UInt16 || Reserved.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SFAT ==&lt;br /&gt;
The Header is immediately followed by the SFAT section. It has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;Section magic&#039;&#039;&#039;. Always &#039;&#039;SFAT&#039;&#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt16 || &#039;&#039;&#039;Size of this section&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || UInt16 || &#039;&#039;&#039;Number of [[#Node|nodes]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;Hash key&#039;&#039;&#039;. Always 0x65.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Node ===&lt;br /&gt;
After the SFAT section comes all node entries. Each entry has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;File Name Hash&#039;&#039;&#039;. Look below for the calculation.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;File attribute&#039;&#039;&#039;. If flag 0x01000000 is set, bottom half (0xFFFF) is the name offset divided by 4 (relative to end of [[#SFNT|SFNT]]).&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;Start of file data&#039;&#039;&#039;, relative to the data start offset specified in the [[#Header|Header]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;End of file data&#039;&#039;&#039;, relative to the data start offset specified in the [[#Header|Header]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== File Name Hash ====&lt;br /&gt;
The hash is calculated like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
uint GetHash(string name, uint key)&lt;br /&gt;
{&lt;br /&gt;
    uint result = 0;&lt;br /&gt;
&lt;br /&gt;
    for (int i = 0; i &amp;lt; name.Length; i++)&lt;br /&gt;
    {&lt;br /&gt;
        result = name[i] + result * key;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    return result;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SFNT ==&lt;br /&gt;
The [[#SFAT|SFAT]] [[#Node|node array]] is immediately followed by the SFNT structure. It has the following layout:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;File magic&#039;&#039;&#039;. Always &#039;&#039;SFNT&#039;&#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt16 || &#039;&#039;&#039;Size of this section&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || UInt16 || Reserved.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After follows 4-byte aligned null-terminated strings that represent the filenames of the packed files. &lt;br /&gt;
&lt;br /&gt;
== File Data ==&lt;br /&gt;
The data begins at the data start offset specified in the [[#Header|SARC header]]. The alignment of the internal files vary between different files, but default is 4.&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle SARC files:&lt;br /&gt;
* [http://florian.nouwt.com/wiki/index.php/Every_File_Explorer Every File Explorer], by [[Gericom]]&lt;br /&gt;
* [https://github.com/aboood40091/SARC-Tool/releases/tag/v0.3 SARC Tool], by [[User:Aboood40091|AboodXD]]&lt;br /&gt;
* [https://github.com/NWPlayer123/WiiUTools/tree/master/SARCTools SARCTools], by [[User:NWPlayer123|NwPlayer123]]&lt;br /&gt;
* [https://drive.google.com/file/d/0B9ETxoIujjPFLTJOY2pIZ3RfRms/view Uwizard], by [[User:Mr. Mysterio|Mr. Mysterio]]&lt;br /&gt;
* [https://github.com/smb123w64gb/Uwizard/releases/tag/1.2.0 Uwizard.Woomy], by [[User:smb123w64gb|smb123w64gb]]&lt;br /&gt;
* [[Wexos&#039;s Toolbox]], by [[Wexos]]&lt;br /&gt;
* [https://www.dropbox.com/sh/tfg2nd6q809oqn3/AADWk3SgQEsqnvlbplcWOfv5a WiiUExplorer], by [[User:Celcodioc|Celcodioc]]&lt;br /&gt;
&lt;br /&gt;
[[Category:3DS File Formats]]&lt;br /&gt;
[[Category:Switch File Formats]]&lt;br /&gt;
[[Category:Wii U File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=BNTX_(File_Format)&amp;diff=373</id>
		<title>BNTX (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=BNTX_(File_Format)&amp;diff=373"/>
		<updated>2024-05-01T21:28:13Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Removed garbage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;BNTX&#039;&#039;&#039; (&#039;&#039;&#039;B&#039;&#039;&#039;inary &#039;&#039;&#039;N&#039;&#039;&#039;X &#039;&#039;&#039;T&#039;&#039;&#039;e&#039;&#039;&#039;X&#039;&#039;&#039;ture) is a file format used on the [[Nintendo Switch]]. It contains one or more images, and can also embedded into other file formats such as [[BFRES]], [[BFFNT]] and [[PTCL]].&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
== Header ==&lt;br /&gt;
The file format starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[8] || &#039;&#039;&#039;File magic&#039;&#039;&#039;. Always &#039;&#039;BNTX\0\0\0\0&#039;&#039; in ASCII, or 42 4E 54 58 00 00 00 00.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;[[#Version List|File version]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt16 || {{BOM}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || Byte || &#039;&#039;&#039;Alignment shift&#039;&#039;&#039;. 2 raised by this value is the alignment required by this file when loaded into memory.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F || Byte || &#039;&#039;&#039;Target address size&#039;&#039;&#039;. Size of a pointer in bits, thus 64.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || &#039;&#039;&#039;File name offset&#039;&#039;&#039;. Points directly to the string, and not to the length unlike all other strings.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt16 || A &#039;&#039;&#039;flag&#039;&#039;&#039; which is only used on runtime. One bit sets wether the file is relocated.&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || UInt16 || Offset to the &#039;&#039;&#039;first section&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || UInt32 || &#039;&#039;&#039;[[#Relocation Table|Relocation table]] offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || &#039;&#039;&#039;Size of the file&#039;&#039;&#039; in bytes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Texture Container ==&lt;br /&gt;
The texture container stores general data about the file.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || String || &#039;&#039;&#039;Target platform&#039;&#039;&#039;. &amp;quot;NX  &amp;quot; for Switch, &amp;quot;Gen &amp;quot; for computer&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Int32 || &#039;&#039;&#039;N&#039;&#039;&#039; = Number of textures.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Int64 || &#039;&#039;&#039;Texture table offset&#039;&#039;&#039;. Points to an Int64[&#039;&#039;&#039;N&#039;&#039;&#039;] which points to the [[#Texture|textures]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Int64 || &#039;&#039;&#039;Texture data offset&#039;&#039;&#039;. Points to the [[#Texture Data|texture data]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Int64 || &#039;&#039;&#039;Texture DICT offset&#039;&#039;&#039;. Points to a [[#Dictionary|dictionary]] containing the texture names.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || Int64 || &#039;&#039;&#039;Texture memory pool offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Int64 || &#039;&#039;&#039;Current memory pool pointer&#039;&#039;&#039; (set on runtime).&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || UInt32 || &#039;&#039;&#039;Base memory pool offset&#039;&#039;&#039; (set on runtime).&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || Byte[4] || &#039;&#039;&#039;Reserved&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Texture ===&lt;br /&gt;
Each texture contains texture data for all mipmaps. The texture data is swizzled when used on a Switch.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;Section magic&#039;&#039;&#039;. Always &#039;&#039;BRTI&#039;&#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Next section offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;Size of this section&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || Byte[4] || &#039;&#039;&#039;Reserved&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Byte || &#039;&#039;&#039;Flag&#039;&#039;&#039;. xxxx &#039;&#039;&#039;ABCD&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039;: res texture&lt;br /&gt;
* &#039;&#039;&#039;B&#039;&#039;&#039;: sparse residency&lt;br /&gt;
* &#039;&#039;&#039;C&#039;&#039;&#039;: sparse binding&lt;br /&gt;
* &#039;&#039;&#039;D&#039;&#039;&#039;: specify texture layout&lt;br /&gt;
|-&lt;br /&gt;
| 0x11 || Byte || &#039;&#039;&#039;Image storage dimension&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Dimension&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Undefined&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || 1D&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 2D&lt;br /&gt;
|-&lt;br /&gt;
| 0x03 || 3D&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || UInt16 || &#039;&#039;&#039;Tile mode&#039;&#039;&#039;. Optimal = 0 (swizzled), Linear = 1 (not swizzled).&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt16 || &#039;&#039;&#039;Swizzle value&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || UInt16 || &#039;&#039;&#039;Number of mipmaps&#039;&#039;&#039;, including the main level image.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || UInt16 || &#039;&#039;&#039;Number of multi samples&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x1A || Byte[2] || &#039;&#039;&#039;Reserved&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || &#039;&#039;&#039;Image format&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || UInt32 || &#039;&#039;&#039;GPU access flag&#039;&#039;&#039;. Sets the access type of the GPU.&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || Int32 || &#039;&#039;&#039;Width of texture&#039;&#039;&#039; in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Int32 || &#039;&#039;&#039;Height of texture&#039;&#039;&#039; in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C || Int32 || &#039;&#039;&#039;Depth of texture&#039;&#039;&#039; in pixels. 1 if texture is 2D.&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || UInt32 || &#039;&#039;&#039;Array length&#039;&#039;&#039;, number of textures in the array. 1 if texture is not an array texture.&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || Byte[8] || &#039;&#039;&#039;Texture layout&#039;&#039;&#039;. Contains the block height shift, which is used for the swizzling algorithm.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C || Byte[20] || &#039;&#039;&#039;Reserved&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x50 || UInt32 || The &#039;&#039;&#039;total size of all mipmap data&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x54 || UInt32 || &#039;&#039;&#039;Texture data alignment&#039;&#039;&#039;. Always 0x200.&lt;br /&gt;
|-&lt;br /&gt;
| 0x58 || Byte[4] || &#039;&#039;&#039;Channel sources&#039;&#039;&#039; for the red, green, blue and alpha channels respectively.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Channel Source&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Zero&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || One&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || Red&lt;br /&gt;
|-&lt;br /&gt;
| 0x03 || Green&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Blue&lt;br /&gt;
|-&lt;br /&gt;
| 0x05 || Alpha &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 0x5C || Byte || &#039;&#039;&#039;Texture dimension&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Value !! Dimension&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 1D&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || 2D&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 3D&lt;br /&gt;
|-&lt;br /&gt;
| 0x03 || Cube&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || 1D array&lt;br /&gt;
|-&lt;br /&gt;
| 0x05 || 2D array&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || 2D multisample&lt;br /&gt;
|-&lt;br /&gt;
| 0x07 || 2D multisample array&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Cube array&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 0x5D || Byte[3] || &#039;&#039;&#039;Reserved&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x60 || Int64 || &#039;&#039;&#039;Name offset&#039;&#039;&#039;. Points to this texture name.&lt;br /&gt;
|-&lt;br /&gt;
| 0x68 || Int64 || &#039;&#039;&#039;[[#Texture Container|Texture container]] offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x70 || Int64 || &#039;&#039;&#039;Image data table offset&#039;&#039;&#039;. Points to an array of Int64 which points to the different levels of the textures.&lt;br /&gt;
|-&lt;br /&gt;
| 0x78 || Int64 || &#039;&#039;&#039;[[#User Data|User data]] offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x80 || Int64 || &#039;&#039;&#039;Texture pointer&#039;&#039;&#039;. Points to 0x100 unknown bytes, presumably used on runtime.&lt;br /&gt;
|-&lt;br /&gt;
| 0x88 || Int64 || &#039;&#039;&#039;Texture view pointer&#039;&#039;&#039;. Points to 0x100 unknown bytes, presumably used on runtime.&lt;br /&gt;
|-&lt;br /&gt;
| 0x90 || Int64 || &#039;&#039;&#039;Descriptor slot data offset&#039;&#039;&#039;. Unknown data, presumably used on runtime.&lt;br /&gt;
|-&lt;br /&gt;
| 0x98 || Int64 || &#039;&#039;&#039;[[#User Data|User data]] [[#Dictionary|dictionary]] offset&#039;&#039;&#039;. Points to a [[#Dictionary|dictionary]] containing the user data names.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Texture Data ==&lt;br /&gt;
The texture data starts with a header marker which presumably is not used. The structure, which is 0x10 bytes long, is placed so that the texture data is aligned by the alignment specified in the header. All texture data follows after the header. It has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;Section magic&#039;&#039;&#039;. Always &#039;&#039;BRTD&#039;&#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Next section offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;Size of this section&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || Byte[4] || &#039;&#039;&#039;Reserved&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== String Table ==&lt;br /&gt;
{{NX String Table}}&lt;br /&gt;
== Dictionary ==&lt;br /&gt;
{{NX Dictionary}}&lt;br /&gt;
== User Data ==&lt;br /&gt;
{{NX User Data}}&lt;br /&gt;
== Relocation Table ==&lt;br /&gt;
{{NX Relocation Table}}&lt;br /&gt;
= Version List =&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Version !! Found in&lt;br /&gt;
|-&lt;br /&gt;
| 4.0.0&lt;br /&gt;
|&lt;br /&gt;
* [[1-2-Switch]]&lt;br /&gt;
* [[ARMS]]&lt;br /&gt;
* [[Captain Toad: Treasure Tracker]] (Nintendo Switch)&lt;br /&gt;
* [[Fire Emblem: Three Houses]]&lt;br /&gt;
* [[Game Builder Garage]]&lt;br /&gt;
* [[Mario Golf: Super Rush]]&lt;br /&gt;
* [[Mario Kart 8 Deluxe]]&lt;br /&gt;
* [[Mario Kart 8 Deluxe]] (S00018080-R00018076-A00000000 Prototype)&lt;br /&gt;
* [[Mario Party Superstars]]&lt;br /&gt;
* [[Mario Tennis Aces]]&lt;br /&gt;
* [[Momotaro Dentetsu: Showa, Heisei, Reiwa mo Teiban!]]&lt;br /&gt;
* [[New Super Mario Bros. U Deluxe]]&lt;br /&gt;
* [[Nintendo Labo - Toy-Con 01: Variety Kit]]&lt;br /&gt;
* [[Nintendo Labo - Toy-Con 02: Robot Kit]]&lt;br /&gt;
* [[Nintendo Labo - Toy-Con 03: Vehicle Kit]]&lt;br /&gt;
* [[Nintendo Labo - Toy-Con 04: VR Kit]]&lt;br /&gt;
* Nintendo Switch System BIOS (1.0.0 &amp;amp;ndash; 8.1.0)&lt;br /&gt;
* [[Paper Mario: The Origami King]]&lt;br /&gt;
* [[Pikmin 3 Deluxe]]&lt;br /&gt;
* [[Pokémon: Let&#039;s Go, Eevee!]]&lt;br /&gt;
* [[Pokémon: Let&#039;s Go, Pikachu!]]&lt;br /&gt;
* [[Pokémon Shield]]&lt;br /&gt;
* [[Pokémon Sword]]&lt;br /&gt;
* [[Ring Fit Adventure]]&lt;br /&gt;
* [[Splatoon 2]]&lt;br /&gt;
* [[Super Kirby Clash]]&lt;br /&gt;
* [[Super Mario Maker 2]]&lt;br /&gt;
* [[Super Mario Odyssey]]&lt;br /&gt;
* [[Super Mario Party]]&lt;br /&gt;
* [[Super Smash Bros. Ultimate]]&lt;br /&gt;
* [[Sushi Striker: The Way of Sushido]] (Nintendo Switch)&lt;br /&gt;
* [[Tetris 99]]&lt;br /&gt;
* [[The Legend of Zelda: Breath of the Wild]] (Nintendo Switch)&lt;br /&gt;
* [[Tokyo Mirage Sessions ♯FE Encore]]&lt;br /&gt;
|-&lt;br /&gt;
| 4.1.0&lt;br /&gt;
|&lt;br /&gt;
* [[Animal Crossing: New Horizons]]&lt;br /&gt;
* [[Big Brain Academy: Brain vs. Brain]]&lt;br /&gt;
* [[Clubhouse Games: 51 Worldwide Classics]]&lt;br /&gt;
* [[Dr Kawashima&#039;s Brain Training for Nintendo Switch]]&lt;br /&gt;
* [[Everybody 1-2-Switch!]]&lt;br /&gt;
* [[Mario Golf: Super Rush]]&lt;br /&gt;
* [[Mario Party Superstars]]&lt;br /&gt;
* [[Momotaro Dentetsu: Showa, Heisei, Reiwa mo Teiban!]]&lt;br /&gt;
* [[Nintendo Switch Sports]]&lt;br /&gt;
* Nintendo Switch System BIOS (8.0.1 &amp;amp;ndash; 8.1.0)&lt;br /&gt;
* [[PAC-MAN 99]]&lt;br /&gt;
* [[Paper Mario: The Origami King]]&lt;br /&gt;
* [[Pokémon Legends: Arceus]]&lt;br /&gt;
* [[Pokémon Scarlet]]&lt;br /&gt;
* [[Pokémon Violet]]&lt;br /&gt;
* [[Splatoon 3]]&lt;br /&gt;
* [[Super Mario 3D World + Bowser&#039;s Fury]]&lt;br /&gt;
* [[Super Mario 3D All-Stars]]&lt;br /&gt;
* [[Super Mario Bros. Wonder]]&lt;br /&gt;
* [[The Legend Of Zelda: Link&#039;s Awakening]]&lt;br /&gt;
* [[WarioWare: Get It Together!]]&lt;br /&gt;
* [[WarioWare: Move It!]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle BNTX files:&lt;br /&gt;
* (none)&lt;br /&gt;
&lt;br /&gt;
[[Category: Switch File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Main_Page&amp;diff=372</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Main_Page&amp;diff=372"/>
		<updated>2024-05-01T20:26:49Z</updated>

		<summary type="html">&lt;p&gt;Wexos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wexos&#039;s Wiki ==&lt;br /&gt;
{{textbox|large center|Welcome to Wexos&#039;s Wiki!|This is a wiki mostly dedicated to documentating file formats.}}&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Main_Page&amp;diff=371</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Main_Page&amp;diff=371"/>
		<updated>2024-05-01T20:25:34Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Very fun main page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{textbox|large center|Welcome to Wexos&#039;s Wiki!|This is a wiki mostly dedicated to documentating file formats.}}&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=KCL_(File_Format)/Wii_U&amp;diff=370</id>
		<title>KCL (File Format)/Wii U</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=KCL_(File_Format)/Wii_U&amp;diff=370"/>
		<updated>2024-05-01T20:18:53Z</updated>

		<summary type="html">&lt;p&gt;Wexos: New file name of prism figure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;KCL&#039;&#039;&#039; files are collision files, which is the model the game runs collision against. KCL files has been used since at least [[Mario Kart DS]], but this documentation is about the format used in [[Wii U]] and [[Nintendo Switch]]. For other formats, see [[KCL (File Format)]].&lt;br /&gt;
&lt;br /&gt;
KCL stores prisms, a triangle with a depth, in a format which allows fast access and collision calculation, and has an octree which splits the world space into many sub spaces, to make the game test collision on less prisms, which allows for much faster collision detection.&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
== Header ==&lt;br /&gt;
The file begins with the following header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Byte[4] || &#039;&#039;&#039;Version number&#039;&#039;&#039;. Always 2.2.0.0.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;[[#Division Info|Division info]] offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;[[#Model|Model]] offset table offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;Number of [[#Model|models]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Float[3] || &#039;&#039;&#039;Minimal coordinate&#039;&#039;&#039; for all [[#Model|models]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || Float[3] || &#039;&#039;&#039;Maximal coordinate&#039;&#039;&#039; for all [[#Model|models]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || Int32[3] || &#039;&#039;&#039;Area width shift&#039;&#039;&#039;. Defines the size of the space where collision data is stored.&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || UInt32 || &#039;&#039;&#039;Total number of [[#Prism|prisms]]&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Division Info ===&lt;br /&gt;
The collision files of [[Mario Kart 8]] actually hold multiple [[#Model|models]] in the format of those found in [[Mario Kart Wii]]. This was required because one of such models can only hold a maximum of 16384 prisms, because each prism requires four normal vectors, and it can only link to 65536 normals.&lt;br /&gt;
&lt;br /&gt;
Instead of increasing the size used to store a prism index, multiple such models are stored, of which each represents the prisms available in one, or multiple, cubes of the whole course space. To divide the course space into such cubes referencing the models, a new global division follows the header. It works similar to the [[#Octree|octree]] of one of such models, but instead of looking up prisms, models are looked up with it.&lt;br /&gt;
&lt;br /&gt;
The division info consists of at least 8 integers, representing the division keys of the 8 cubes the course space is initially divided into. Depending on the flags set in the upper two bits of the key, either the remainder points to an index of a model in the model array which data will be used for this cube, divides the cube further into 8 subcubes, or denotes no data being available in this cube.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Set Flags (0-based) !! Remaining Data !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 31 || Model Index || [[#Model|Model]] index which is part of this space.&lt;br /&gt;
|-&lt;br /&gt;
| 31 &amp;amp; 30 || Unused (being 0) || No model is used for this cube, as no data is present in this part of space.&lt;br /&gt;
|-&lt;br /&gt;
| else || Child Nodes Offset || Divides this cube into 8 more subcubes. The value is an offset, which is multiplied by 4 to get the actual offset, relative to the start of the current node.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Model ==&lt;br /&gt;
Each model in the file has a format almost identical to KCL files in [[Mario Kart Wii]]. The model consists of a header, and four data sections. The header is a 0x3C byte structure as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;[[#Vertex Position|Vertex position]] offset&#039;&#039;&#039;, relative to the start of this structure.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;[[#Normals|Normal]] offset&#039;&#039;&#039;, relative to the start of this structure.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;[[#Prisms|Prism]] offset&#039;&#039;&#039;, relative to the start of this structure.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;[[#Octree|Octree]] offset&#039;&#039;&#039;, relative to the start of this structure.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Float || &#039;&#039;&#039;Prism thickness&#039;&#039;&#039;. Defines the depth of the prisms created by the triangles.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || Float[3] || &#039;&#039;&#039;Minimum coordinates of this model&#039;&#039;&#039;, which also is the [[#Octree|octree]] origin&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || UInt32 || &#039;&#039;&#039;X width mask&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || UInt32 || &#039;&#039;&#039;Y width mask&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || UInt32 || &#039;&#039;&#039;Z width mask&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C || UInt32 || &#039;&#039;&#039;Block width shift&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || UInt32 || &#039;&#039;&#039;Blocks X shift&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || UInt32 || &#039;&#039;&#039;Blocks XY shift&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || Float|| {{Unknown-left|&#039;&#039;&#039;Sphere radius&#039;&#039;&#039;. Unknown usage.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vertex Position ===&lt;br /&gt;
This section is an array of vertex positions, each represents as three floats, X, Y and Z. The number of elements is not stored.&lt;br /&gt;
&lt;br /&gt;
=== Normals ===&lt;br /&gt;
This section is an array of normals, each represents as three floats, X, Y and Z. The number of elements is not stored.&lt;br /&gt;
&lt;br /&gt;
=== Prisms ===&lt;br /&gt;
The third section is the section containing the actual model information. The structure of each entry in this section is a 0x14 byte structure given below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Float || &#039;&#039;&#039;Triangle height&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt16 || The index of the &#039;&#039;&#039;base vertex position&#039;&#039;&#039; into the [[#Vertex Positions|vertex array]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || UInt16 || The index of the &#039;&#039;&#039;triangle normal&#039;&#039;&#039; into the [[#Normals|normal array]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt16 || The index of the &#039;&#039;&#039;prism side A normal&#039;&#039;&#039; into the [[#Normals|normal array]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A || UInt16 || The index of the &#039;&#039;&#039;prism side B normal&#039;&#039;&#039; into the [[#Normals|normal array]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt16 || The index of the &#039;&#039;&#039;prism side C normal&#039;&#039;&#039; into the [[#Normals|normal array]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || UInt16 || &#039;&#039;&#039;Collision attribute&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || &#039;&#039;&#039;Global prism index&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Kcl-prism-description.png|400px|thumb|left|A collision prism.]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below contains the calculation needed to convert three vertices into the needed values. This method assumes the vertices are arranged anti-clockwise when viewed from the collidable side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Position = Vertex1&lt;br /&gt;
Direction = Normalize(Cross(Vertex2 - Vertex1, Vertex3 - Vertex1 ))&lt;br /&gt;
DirectionA = Normalize(Cross(Normal, Vertex3 - Vertex1 ))&lt;br /&gt;
DirectionB = Normalize(-Cross(Normal, Vertex2 - Vertex1 ))&lt;br /&gt;
DirectionC = Normalize(Cross(Normal, Vertex2 - Vertex3 ))&lt;br /&gt;
Length = Dot(Vertex2 - Vertex1, DirectionC )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Octree ===&lt;br /&gt;
The octree subdivides the world space into cubes, to allow much faster prism collision detection. The number of root [[#Node|nodes]] can be calculated by the following algorithm:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NrRootNodes = (MaskWidthX &amp;gt;&amp;gt; BlockWidthShift + 1) * (~MaskWidthY &amp;gt;&amp;gt; BlockWidthShift + 1) * (~MaskWidthZ &amp;gt;&amp;gt; BlockWidthShift + 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then the number of root nodes are written to the file. These nodes link to more nodes or prism lists.&lt;br /&gt;
&lt;br /&gt;
==== Node ====&lt;br /&gt;
Each node has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Flag&#039;&#039;&#039;: &#039;&#039;&#039;ABBB BBBB BBBB BBBB BBBB BBBB BBBB BBBB&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;A&#039;&#039;&#039;: 1 means it&#039;s a leaf. See below.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;B&#039;&#039;&#039;: Offset to next structure, relative to the parent node, or start of octree data if the node is a root node.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the node is a leaf, then it means it isn&#039;t subdivided anymore and it contains a prism list. This prism  list is terminated by 0xFFFF, and contains indices of the [[#Prisms|prisms]] that are present in this subspace. If it&#039;s not a leaf, then this node is subdivided into 8 more nodes, which the offset into the structure links to.&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle KCL files:&lt;br /&gt;
* [[Wexos&#039;s Toolbox]], by [[Wexos]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Switch File Formats]]&lt;br /&gt;
[[Category:Wii U File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=File:Kcl-prism-description.png&amp;diff=369</id>
		<title>File:Kcl-prism-description.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=File:Kcl-prism-description.png&amp;diff=369"/>
		<updated>2024-05-01T20:17:52Z</updated>

		<summary type="html">&lt;p&gt;Wexos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Category:Pages_with_broken_file_links&amp;diff=368</id>
		<title>Category:Pages with broken file links</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Category:Pages_with_broken_file_links&amp;diff=368"/>
		<updated>2024-05-01T19:11:43Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Created page with &amp;quot;This is a list of pages which contain broken file links. This category &amp;#039;&amp;#039;should&amp;#039;&amp;#039; be empty.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of pages which contain broken file links. This category &#039;&#039;should&#039;&#039; be empty.&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Enemy_path_shortest_table.bin_(File_Format)&amp;diff=367</id>
		<title>Enemy path shortest table.bin (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Enemy_path_shortest_table.bin_(File_Format)&amp;diff=367"/>
		<updated>2024-05-01T19:11:12Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Fixed display title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:enemy_path_shortest_table.bin (File Format)}}&lt;br /&gt;
&#039;&#039;&#039;enemy_path_shortest_table.bin&#039;&#039;&#039; is a file found in battle arenas in [[Mario Kart 8 Deluxe]]. It specifies distances between all enemy path points in a battle BYAML file. It seems to be used for finding in what direction the shortest path exists, when an enemy CPU is supposed to drive towards a specific area.&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
The file byte order is always little endian.&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;File magic&#039;&#039;&#039;. Always &#039;&#039;STBL&#039;&#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt16 || &#039;&#039;&#039;Total number of enemy points&#039;&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;) in battle muunt [[BYAML]].&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || UInt16 || &#039;&#039;&#039;Header size&#039;&#039;&#039;. Always 8.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Entry ==&lt;br /&gt;
A file contains &#039;&#039;&#039;N&#039;&#039;&#039; * &#039;&#039;&#039;N&#039;&#039;&#039; entries. Each entry specifies the relationship between two points. They have the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Float || &#039;&#039;&#039;Distance&#039;&#039;&#039; between the two points.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt16 || &#039;&#039;&#039;Path ID&#039;&#039;&#039;, which specifies the next point of the shortest path. This presumably is used to find the whole path the CPU should take to go to a specific area.&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || UInt16 || &#039;&#039;&#039;Point ID&#039;&#039;&#039;, which specifies the next point of the shortest path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle enemy_path_shortest_table.bin files:&lt;br /&gt;
* (none)&lt;br /&gt;
&lt;br /&gt;
[[Category:Mario Kart 8 Deluxe File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Category:Pages_with_ignored_display_titles&amp;diff=366</id>
		<title>Category:Pages with ignored display titles</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Category:Pages_with_ignored_display_titles&amp;diff=366"/>
		<updated>2024-05-01T19:10:54Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Created page with &amp;quot;This is a list of pages where the display title has been ignored. This category &amp;#039;&amp;#039;should&amp;#039;&amp;#039; be empty.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of pages where the display title has been ignored. This category &#039;&#039;should&#039;&#039; be empty.&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Course_mapcamera.bin_(File_Format)&amp;diff=365</id>
		<title>Course mapcamera.bin (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Course_mapcamera.bin_(File_Format)&amp;diff=365"/>
		<updated>2024-05-01T19:09:17Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Fix display title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:course_mapcamera.bin (File Format)}}&lt;br /&gt;
&#039;&#039;&#039;course_mapcamera.bin&#039;&#039;&#039; is a file found in [[Mario Kart 8]] and [[Mario Kart 8 Deluxe]]. It is used on tracks and battle arenas, and it contains camera projection values for the position of the characters and miscellaneous icons on the minimap, rendered in 3D space.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
For Mario Kart 8 the file byte order is always big endian, while for Mario Kart 8 Deluxe it is always little endian. The file is always 0x2D bytes long.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Float[3] || Position of the camera.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || Float[3] || Position of the camera&#039;s target.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Float[3] || Normal vector of the camera&#039;s angle. Always (0,1,0).&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || Float[2] || It seems to be width and height of the minimap space.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C || Byte || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Probably camera mode, always 0x0A.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Getting the values from 3ds Max ==&lt;br /&gt;
To get the values from 3ds Max, it is necessary to use the following camera settings:&lt;br /&gt;
* Ortographical projection.&lt;br /&gt;
* Field of View = 150 degrees.&lt;br /&gt;
&lt;br /&gt;
The values from 0x24 (width and height) are calculated by multiplying the target distance by 7.44.&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle course_mapcamera.bin files:&lt;br /&gt;
* (none)&lt;br /&gt;
&lt;br /&gt;
[[Category:Mario Kart 8 File Formats]]&lt;br /&gt;
[[Category:Mario Kart 8 Deluxe File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Category:Pac-Man_Party_Wii_File_Formats&amp;diff=363</id>
		<title>Category:Pac-Man Party Wii File Formats</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Category:Pac-Man_Party_Wii_File_Formats&amp;diff=363"/>
		<updated>2024-05-01T19:08:36Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Created page with &amp;quot;This is a list of file formats exclusively used in Pac-Man Party Wii for Wii.  Category:File Formats&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of file formats exclusively used in [[Pac-Man Party Wii]] for [[Wii]].&lt;br /&gt;
&lt;br /&gt;
[[Category:File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=NUT_(File_Format)&amp;diff=362</id>
		<title>NUT (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=NUT_(File_Format)&amp;diff=362"/>
		<updated>2024-05-01T19:07:00Z</updated>

		<summary type="html">&lt;p&gt;Wexos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;NUT&#039;&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;amco &#039;&#039;&#039;U&#039;&#039;&#039;niversal &#039;&#039;&#039;T&#039;&#039;&#039;exture) is a texture format used in [[Super Smash Bros 4]] for [[Wii U]].&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
== Header ==&lt;br /&gt;
The file starts with a 0x18 byte long header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;File magic&#039;&#039;&#039; Always &#039;&#039;NTWU&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;amco &#039;&#039;&#039;T&#039;&#039;&#039;exture &#039;&#039;&#039;W&#039;&#039;&#039;ii &#039;&#039;&#039;U&#039;&#039;&#039;) or &#039;&#039;NTP3&#039;&#039; (&#039;&#039;&#039;N&#039;&#039;&#039;amco &#039;&#039;&#039;T&#039;&#039;&#039;exture &#039;&#039;&#039;P&#039;&#039;&#039;laystation &#039;&#039;&#039;3&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt16 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Usually seen as 0x020E.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || UInt16 || &#039;&#039;&#039;Number of [[#GIDX|textures]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== GIDX ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Total size&#039;&#039;&#039;. Size of this entry plus the total image data size.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;Total image data size&#039;&#039;&#039; in bytes, including the main image and all mipmaps.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt16 || &#039;&#039;&#039;Size of this entry&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || UInt16 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt16 || &#039;&#039;&#039;Number of mipmaps&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || UInt16 || &#039;&#039;&#039;Image format&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt16 || &#039;&#039;&#039;Image width&#039;&#039;&#039; in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || UInt16 || &#039;&#039;&#039;Image height&#039;&#039;&#039; in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || UInt32 || &#039;&#039;&#039;Image data offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || UInt32 || &#039;&#039;&#039;Mipmap data offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || UInt32 || &#039;&#039;&#039;[[#Surface Info|Surface info]] offset&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || UInt32 || &#039;&#039;&#039;Image data size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || UInt32 || &#039;&#039;&#039;Mipmap data size&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x44 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Only seen as 0x20.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x48 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Only seen as 0x10.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x4C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x50 || Char[4] || &#039;&#039;&#039;Section magic&#039;&#039;&#039;. Always &#039;&#039;GIDX&#039;&#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x54 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Only seen as 0x10.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x58 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x5C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Surface Info ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || &#039;&#039;&#039;Texture dimension&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Texture width&#039;&#039;&#039; in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;Texture height&#039;&#039;&#039; in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;Texture depth&#039;&#039;&#039; in pixels.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || &#039;&#039;&#039;Number of mipmaps&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt32 || &#039;&#039;&#039;Texture format&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || UInt32 || &#039;&#039;&#039;AA mode&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || &#039;&#039;&#039;Usage&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || UInt32 || &#039;&#039;&#039;Data length&#039;&#039;&#039;. Length of texture data in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || UInt32 || &#039;&#039;&#039;Data pointer&#039;&#039;&#039;. Set at runtime.&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || UInt32 || &#039;&#039;&#039;Mipmaps data length&#039;&#039;&#039;. Length of mipmaps data in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C || UInt32 || &#039;&#039;&#039;Mipmaps pointer&#039;&#039;&#039;. Set at runtime.&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || UInt32 || &#039;&#039;&#039;Tile mode&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || UInt32 || &#039;&#039;&#039;Swizzle value&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || UInt32 || &#039;&#039;&#039;Alignment&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C || UInt32 || &#039;&#039;&#039;Pitch&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || UInt32[13] || &#039;&#039;&#039;Mipmap offsets&#039;&#039;&#039;. An array of 13 offsets for each mipmap, relative to the start of the mipmap data.&lt;br /&gt;
|-&lt;br /&gt;
| 0x74 || UInt32 || &#039;&#039;&#039;First mipmap ID&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x78 || UInt32 || &#039;&#039;&#039;Number of available mipmaps&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x7C || UInt32 || &#039;&#039;&#039;First slice ID&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x80 ||  UInt32 || &#039;&#039;&#039;Number of available slices&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x84 ||  Byte[4] || &#039;&#039;&#039;Component Selector&#039;&#039;&#039;, determines which texture color channels are used for each target channel. The bytes map to the Red, Green, Blue and Alpha channel and can receive one of the following channels.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || R || The channel will receive the red values of the texture.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || G || The channel will receive the green values of the texture.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || B || The channel will receive the blue values of the texture.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || A || The channel will receive the alpha values of the texture.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0 || The channel will always have a value 0.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 || The channel will always have a value 1.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| 0x88 || UInt32[5] || &#039;&#039;&#039;Texture registers&#039;&#039;&#039;. 5 registers used to describe the texture.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle NUT files:&lt;br /&gt;
* (none)&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Smash Bros 4 File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=IGZ_(File_Format)&amp;diff=361</id>
		<title>IGZ (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=IGZ_(File_Format)&amp;diff=361"/>
		<updated>2024-05-01T19:06:49Z</updated>

		<summary type="html">&lt;p&gt;Wexos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{under-construction}}&lt;br /&gt;
&#039;&#039;&#039;IGZ&#039;&#039;&#039; is a file format used in games developed by [https://www.vvisions.com/ Vicarious Visions], such as &#039;&#039;Marvel Ultimate Alliance 2&#039;&#039;, &#039;&#039;Crash Bandicoot N. Sane Trilogy&#039;&#039; and [[Crash Team Racing Nitro-Fueled]].&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
The file byte order is always little endian.&lt;br /&gt;
&lt;br /&gt;
== Header ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Byte || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Always 1. Probably part of the magic.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || Char[3] || &#039;&#039;&#039;File magic&#039;&#039;&#039; Always &#039;&#039;ZGI&#039;&#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;File version&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;. Probably a hash.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || &#039;&#039;&#039;Number of data blocks&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || UInt32 || {{Unknown-left|Possible &#039;&#039;&#039;first block offset&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x1C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x20 || UInt32 || {{Unknown-left|Same as &#039;&#039;&#039;0x18&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x24 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x28 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Offset to mesh structure&#039;&#039;&#039;?}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x2C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x30 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x34 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x38 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Buffer data offset&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x3C || UInt32 || {{Unknown-left|&#039;&#039;&#039;Buffer data offset&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x40 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After the header there are many null bytes, and at 0x224, there are two strings following each other. How this data is handled is unknown.&lt;br /&gt;
&lt;br /&gt;
== Block Header ==&lt;br /&gt;
Each block starts with the following header:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;Section magic&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Number of entries&#039;&#039;&#039; stored in the section.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;Size of this section&#039;&#039;&#039; in bytes.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;Size of this section header&#039;&#039;&#039; in bytes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== TDEP ===&lt;br /&gt;
The &#039;&#039;TDEP&#039;&#039; section stores unknown pair strings.&lt;br /&gt;
&lt;br /&gt;
=== TSTR ===&lt;br /&gt;
The &#039;&#039;TSTR&#039;&#039; section stores unknown strings.&lt;br /&gt;
&lt;br /&gt;
=== TMET ===&lt;br /&gt;
The &#039;&#039;TMET&#039;&#039; section stores unknown strings.&lt;br /&gt;
&lt;br /&gt;
=== MTSZ ===&lt;br /&gt;
The &#039;&#039;MTSZ&#039;&#039; section stores unknown data. Each entry consists of a UInt32.&lt;br /&gt;
&lt;br /&gt;
=== EXID ===&lt;br /&gt;
The &#039;&#039;EXID&#039;&#039; section stores unknown data. Each entry has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXNM ===&lt;br /&gt;
The &#039;&#039;EXNM&#039;&#039; section stores unknown data. Each entry has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== RVTB ===&lt;br /&gt;
The &#039;&#039;RVTB&#039;&#039; section stores unknown data. Each entry consists of a byte.&lt;br /&gt;
&lt;br /&gt;
=== RSTT ===&lt;br /&gt;
The &#039;&#039;RSTT&#039;&#039; section stores unknown data. Each entry consists of a byte.&lt;br /&gt;
&lt;br /&gt;
=== ROFS ===&lt;br /&gt;
The &#039;&#039;ROFS&#039;&#039; section stores unknown data. Each entry consists of a byte.&lt;br /&gt;
&lt;br /&gt;
=== RPID ===&lt;br /&gt;
The &#039;&#039;RPID&#039;&#039; section stores unknown data. Each entry consists of a byte.&lt;br /&gt;
&lt;br /&gt;
=== REXT ===&lt;br /&gt;
&lt;br /&gt;
=== RHND ===&lt;br /&gt;
The &#039;&#039;RHND&#039;&#039; section stores unknown data. Each entry has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || {{Unknown-left|&#039;&#039;&#039;Unknown&#039;&#039;&#039;.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ROOT ===&lt;br /&gt;
The &#039;&#039;ROOT&#039;&#039; section stores unknown data. Each entry consists of a UInt32.&lt;br /&gt;
&lt;br /&gt;
=== ONAM ===&lt;br /&gt;
The &#039;&#039;ONAM&#039;&#039; section stores unknown data. Each entry consists of a UInt32.&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
The following tools can handle IGZ files:&lt;br /&gt;
* (none)&lt;br /&gt;
&lt;br /&gt;
[[Category:Crash Team Racing Nitro-Fueled File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Category:Switch&amp;diff=360</id>
		<title>Category:Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Category:Switch&amp;diff=360"/>
		<updated>2024-05-01T19:05:02Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Created page with &amp;quot;This is a list of pages related to the Nintendo Switch.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of pages related to the [[Nintendo Switch]].&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Category:3DS_File_Formats&amp;diff=359</id>
		<title>Category:3DS File Formats</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Category:3DS_File_Formats&amp;diff=359"/>
		<updated>2024-05-01T19:04:14Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Wexos moved page 3DS File Formats to Category:3DS File Formats without leaving a redirect: Wrong namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of file formats used on [[3DS]].&lt;br /&gt;
&lt;br /&gt;
[[Category:3DS]]&lt;br /&gt;
[[Category:File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=Template:About&amp;diff=358</id>
		<title>Template:About</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=Template:About&amp;diff=358"/>
		<updated>2024-05-01T19:03:43Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Imported from avsys wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=padding-left:1.6em;margin-bottom:0.5em;font-style:italic&amp;gt;{{#switch:{{#explode:{{{1}}}}}|For|Main|Not|Related|This={{{1}}}|{{#if:{{{1|}}}|This article is about {{#ifeq:{{#pos:{{Extract-Title}}|:}}||{{{1}}}|{{{1}}} of &#039;&#039;&#039;{{#sub:{{Extract-Title}}|0|{{#pos:{{Extract-Title}}|:}}}}&#039;&#039;&#039;}}. For|For}} {{#if:{{{2|}}}|{{{2}}}|other versions}}, see {{#if:{{{3|}}}|[[{{{3}}}]]|[[{{#sub:{{Extract-Title}}|0|{{#pos:{{Extract-Title}}|:}}}}]]}}.&amp;lt;includeonly&amp;gt;[[Category:About/Unique Text]]&amp;lt;/includeonly&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template/Include]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=WAV_(File_Format)&amp;diff=357</id>
		<title>WAV (File Format)</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=WAV_(File_Format)&amp;diff=357"/>
		<updated>2024-05-01T19:01:43Z</updated>

		<summary type="html">&lt;p&gt;Wexos: Wexos moved page WAV (File Format).txt to WAV (File Format) without leaving a redirect: Accidental .txt suffix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;WAV&#039;&#039;&#039; is a common file format for storing sound data. The WAV format is extended from RIFF.&lt;br /&gt;
&lt;br /&gt;
= File Format =&lt;br /&gt;
The file byte order is always little endian.&lt;br /&gt;
&lt;br /&gt;
== RIFF Header ==&lt;br /&gt;
The file starts with the common RIFF header which has the following structure:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;File magic&#039;&#039;&#039;. Always &#039;&#039;RIFF&#039;&#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Size of data&#039;&#039;&#039; after this field.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt32 || &#039;&#039;&#039;RIFF type&#039;&#039;&#039;. For WAV files this must be &#039;&#039;WAVE&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== fmt Block ==&lt;br /&gt;
The fmt block contains general information about the sound. It has the following structure: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;Section magic&#039;&#039;&#039;. Always &#039;&#039;fmt &#039;&#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Size of data&#039;&#039;&#039; following this structure, which is included in this block.&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || UInt16 || &#039;&#039;&#039;Audio format&#039;&#039;&#039; Specifies what type of audio the [[#data Block|data block]] stores.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A || UInt16 || &#039;&#039;&#039;Number of channels&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || UInt32 || &#039;&#039;&#039;Sample rate&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || UInt32 || &#039;&#039;&#039;Byte rate&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || UInt16 || &#039;&#039;&#039;Block align&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || UInt16 || &#039;&#039;&#039;Bits per sample&#039;&#039;&#039;. Specifies the size of one channel audio sample in bits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== data Block ==&lt;br /&gt;
The data block stores all the actual audio data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Offset !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Char[4] || &#039;&#039;&#039;Section magic&#039;&#039;&#039;. Always &#039;&#039;data&#039;&#039; in ASCII.&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || UInt32 || &#039;&#039;&#039;Size of data&#039;&#039;&#039; after this field, which is the size of the audio data (&#039;&#039;&#039;A&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Byte[&#039;&#039;&#039;A&#039;&#039;&#039;] || &#039;&#039;&#039;Audio data&#039;&#039;&#039;. The data stores the samples frame, meaning the sample of channel 1 in the first frame is stored first, then the sample of channel 2 in the first frame, and so on. After that comes the samples for the next frame, and so on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc File Formats]]&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
	<entry>
		<id>https://wiki.wexosmk.xyz/index.php?title=MediaWiki:Common.css&amp;diff=356</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.wexosmk.xyz/index.php?title=MediaWiki:Common.css&amp;diff=356"/>
		<updated>2024-05-01T18:58:47Z</updated>

		<summary type="html">&lt;p&gt;Wexos: \t was escaped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/*&lt;br /&gt;
 *****************************************************************************&lt;br /&gt;
 ***                            colors for span                            ***&lt;br /&gt;
 *****************************************************************************/&lt;br /&gt;
&lt;br /&gt;
.bg-red1	{ color: #000000;  background-color: #ffc0c0 !important; }&lt;br /&gt;
.bg-red2	{ color: #000000;  background-color: #ff8080 !important; }&lt;br /&gt;
.bg-red3	{ color: #000000;  background-color: #ff0000 !important; }&lt;br /&gt;
&lt;br /&gt;
.bg-orange1	{ color: #000000;  background-color: #ffe0a0 !important; }&lt;br /&gt;
.bg-orange2	{ color: #000000;  background-color: #ffc350 !important; }&lt;br /&gt;
.bg-orange3	{ color: #000000;  background-color: #ffa500 !important; }&lt;br /&gt;
&lt;br /&gt;
.bg-yellow1	{ color: #000000;  background-color: #fff0a0 !important; }&lt;br /&gt;
.bg-yellow2	{ color: #000000;  background-color: #ffff70 !important; }&lt;br /&gt;
.bg-yellow3	{ color: #000000;  background-color: #ffff00 !important; }&lt;br /&gt;
&lt;br /&gt;
.bg-green1	{ color: #000000;  background-color: #c0ffc0 !important; }&lt;br /&gt;
.bg-green2	{ color: #000000;  background-color: #80ff80 !important; }&lt;br /&gt;
.bg-green3	{ color: #000000;  background-color: #00ff00 !important; }&lt;br /&gt;
&lt;br /&gt;
.bg-cyan1	{ color: #000000;  background-color: #c0ffff !important; }&lt;br /&gt;
.bg-cyan2	{ color: #000000;  background-color: #70ffff !important; }&lt;br /&gt;
.bg-cyan3	{ color: #000000;  background-color: #00ffff !important; }&lt;br /&gt;
&lt;br /&gt;
.bg-blue1	{ color: #000000;  background-color: #c0c0ff !important; }&lt;br /&gt;
.bg-blue2	{ color: #000000;  background-color: #8080ff !important; }&lt;br /&gt;
.bg-blue3	{ color: #ffffff;  background-color: #0000ff !important; }&lt;br /&gt;
&lt;br /&gt;
.bg-magenta1	{ color: #000000;  background-color: #ffc0ff !important; }&lt;br /&gt;
.bg-magenta2	{ color: #000000;  background-color: #ff70ff !important; }&lt;br /&gt;
.bg-magenta3	{ color: #000000;  background-color: #ff00ff !important; }&lt;br /&gt;
&lt;br /&gt;
.bg-white	{ color: #000000;  background-color: #ffffff !important; }&lt;br /&gt;
.bg-gray1	{ color: #000000;  background-color: #d0d0d0 !important; }&lt;br /&gt;
.bg-gray2	{ color: #000000;  background-color: #909090 !important; }&lt;br /&gt;
.bg-gray3	{ color: #ffffff;  background-color: #505050 !important; }&lt;br /&gt;
.bg-black	{ color: #ffffff;  background-color: #000000 !important; }&lt;br /&gt;
&lt;br /&gt;
.frame-red1&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffc0c0;&lt;br /&gt;
	border:			1px solid #a00000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-red2&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ff8080;&lt;br /&gt;
	border:			1px solid #a00000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-red3&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ff0000;&lt;br /&gt;
	border:			1px solid #a00000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-orange1&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffe0a0;&lt;br /&gt;
	border:			1px solid #e0a080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-orange2&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffc350;&lt;br /&gt;
	border:			1px solid #e0a080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-orange3&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffa500;&lt;br /&gt;
	border:			1px solid #e0a080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-yellow1&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#fff0a0;&lt;br /&gt;
	border:			1px solid #808000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-yellow2&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffff70;&lt;br /&gt;
	border:			1px solid #808000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-yellow3&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffff00;&lt;br /&gt;
	border:			1px solid #808000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-green1&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#c0ffc0;&lt;br /&gt;
	border:			1px solid #00a000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-green2&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#80ff80;&lt;br /&gt;
	border:			1px solid #00a000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-green3&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#00ff00;&lt;br /&gt;
	border:			1px solid #00a000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-cyan1&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#c0ffff;&lt;br /&gt;
	border:			1px solid #008080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-cyan2&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#70ffff;&lt;br /&gt;
	border:			1px solid #008080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-cyan3&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#00ffff;&lt;br /&gt;
	border:			1px solid #008080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-blue1&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#c0c0ff;&lt;br /&gt;
	border:			1px solid #0000a0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-blue2&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#8080ff;&lt;br /&gt;
	border:			1px solid #0000a0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-blue3&lt;br /&gt;
{&lt;br /&gt;
	color:			#ffffff;&lt;br /&gt;
	background-color:	#0000ff;&lt;br /&gt;
	border:			1px solid #0000a0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-magenta1&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffc0ff;&lt;br /&gt;
	border:			1px solid #700070;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-magenta2&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ff70ff;&lt;br /&gt;
	border:			1px solid #700070;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-magenta3&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ff00ff;&lt;br /&gt;
	border:			1px solid #700070;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-white&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffffff;&lt;br /&gt;
	border:			1px solid #c0c0c0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-gray1&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#d0d0d0;&lt;br /&gt;
	border:			1px solid #606060;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-gray2&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#909090;&lt;br /&gt;
	border:			1px solid #606060;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-gray3&lt;br /&gt;
{&lt;br /&gt;
	color:			#ffffff;&lt;br /&gt;
	background-color:	#505050;&lt;br /&gt;
	border:			1px solid #606060;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.frame-black&lt;br /&gt;
{&lt;br /&gt;
	color:			#ffffff;&lt;br /&gt;
	background-color:	#000000;&lt;br /&gt;
	border:			1px solid #505050;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
 *****************************************************************************&lt;br /&gt;
 ***                             table status                              ***&lt;br /&gt;
 *****************************************************************************/&lt;br /&gt;
&lt;br /&gt;
table.textbox td.td-no,&lt;br /&gt;
table.textbox tr.alt td.td-no,&lt;br /&gt;
table.textbox.red tr.alt td.td-no,&lt;br /&gt;
table.textbox.orange tr.alt td.td-no,&lt;br /&gt;
table.textbox.yellow tr.alt td.td-no,&lt;br /&gt;
table.textbox.green tr.alt td.td-no,&lt;br /&gt;
table.textbox.cyan tr.alt td.td-no,&lt;br /&gt;
table.textbox.blue tr.alt td.td-no,&lt;br /&gt;
table.textbox.magenta tr.alt td.td-no,&lt;br /&gt;
table.textbox.white tr.alt td.td-no,&lt;br /&gt;
table.textbox.gray tr.alt td.td-no,&lt;br /&gt;
table.textbox.black tr.alt td.td-no,&lt;br /&gt;
.td-no&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffc0c0 !important;&lt;br /&gt;
	text-align:		center;&lt;br /&gt;
	padding:		0 .4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox td.td-maybe,&lt;br /&gt;
table.textbox tr.alt td.td-maybe,&lt;br /&gt;
table.textbox.red tr.alt td.td-maybe,&lt;br /&gt;
table.textbox.orange tr.alt td.td-maybe,&lt;br /&gt;
table.textbox.yellow tr.alt td.td-maybe,&lt;br /&gt;
table.textbox.green tr.alt td.td-maybe,&lt;br /&gt;
table.textbox.cyan tr.alt td.td-maybe,&lt;br /&gt;
table.textbox.blue tr.alt td.td-maybe,&lt;br /&gt;
table.textbox.magenta tr.alt td.td-maybe,&lt;br /&gt;
table.textbox.white tr.alt td.td-maybe,&lt;br /&gt;
table.textbox.gray tr.alt td.td-maybe,&lt;br /&gt;
table.textbox.black tr.alt td.td-maybe,&lt;br /&gt;
.td-maybe&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#fff0a0 !important;&lt;br /&gt;
	text-align:		center;&lt;br /&gt;
	padding:		0 .4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox td.td-yes,&lt;br /&gt;
table.textbox tr.alt td.td-yes,&lt;br /&gt;
table.textbox.red tr.alt td.td-yes,&lt;br /&gt;
table.textbox.orange tr.alt td.td-yes,&lt;br /&gt;
table.textbox.yellow tr.alt td.td-yes,&lt;br /&gt;
table.textbox.green tr.alt td.td-yes,&lt;br /&gt;
table.textbox.cyan tr.alt td.td-yes,&lt;br /&gt;
table.textbox.blue tr.alt td.td-yes,&lt;br /&gt;
table.textbox.magenta tr.alt td.td-yes,&lt;br /&gt;
table.textbox.white tr.alt td.td-yes,&lt;br /&gt;
table.textbox.gray tr.alt td.td-yes,&lt;br /&gt;
table.textbox.black tr.alt td.td-yes,&lt;br /&gt;
.td-yes&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#c0ffc0 !important;&lt;br /&gt;
	text-align:		center;&lt;br /&gt;
	padding:		0 .4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox td.td-opt,&lt;br /&gt;
table.textbox tr.alt td.td-opt,&lt;br /&gt;
table.textbox.red tr.alt td.td-opt,&lt;br /&gt;
table.textbox.orange tr.alt td.td-opt,&lt;br /&gt;
table.textbox.yellow tr.alt td.td-opt,&lt;br /&gt;
table.textbox.green tr.alt td.td-opt,&lt;br /&gt;
table.textbox.cyan tr.alt td.td-opt,&lt;br /&gt;
table.textbox.blue tr.alt td.td-opt,&lt;br /&gt;
table.textbox.magenta tr.alt td.td-opt,&lt;br /&gt;
table.textbox.white tr.alt td.td-opt,&lt;br /&gt;
table.textbox.gray tr.alt td.td-opt,&lt;br /&gt;
table.textbox.black tr.alt td.td-opt,&lt;br /&gt;
.td-opt&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#c0c0ff !important;&lt;br /&gt;
	text-align:		center;&lt;br /&gt;
	padding:		0 .4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox td.td-unknown,&lt;br /&gt;
table.textbox tr.alt td.td-unknown,&lt;br /&gt;
table.textbox.red tr.alt td.td-unknown,&lt;br /&gt;
table.textbox.orange tr.alt td.td-unknown,&lt;br /&gt;
table.textbox.yellow tr.alt td.td-unknown,&lt;br /&gt;
table.textbox.green tr.alt td.td-unknown,&lt;br /&gt;
table.textbox.cyan tr.alt td.td-unknown,&lt;br /&gt;
table.textbox.blue tr.alt td.td-unknown,&lt;br /&gt;
table.textbox.magenta tr.alt td.td-unknown,&lt;br /&gt;
table.textbox.white tr.alt td.td-unknown,&lt;br /&gt;
table.textbox.gray tr.alt td.td-unknown,&lt;br /&gt;
table.textbox.black tr.alt td.td-unknown,&lt;br /&gt;
.td-unknown&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#d0d0d0 !important;&lt;br /&gt;
	text-align:		center;&lt;br /&gt;
	padding:		0 .4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox td.td-na,&lt;br /&gt;
table.textbox tr.alt td.td-na,&lt;br /&gt;
table.textbox.red tr.alt td.td-na,&lt;br /&gt;
table.textbox.orange tr.alt td.td-na,&lt;br /&gt;
table.textbox.yellow tr.alt td.td-na,&lt;br /&gt;
table.textbox.green tr.alt td.td-na,&lt;br /&gt;
table.textbox.cyan tr.alt td.td-na,&lt;br /&gt;
table.textbox.blue tr.alt td.td-na,&lt;br /&gt;
table.textbox.magenta tr.alt td.td-na,&lt;br /&gt;
table.textbox.white tr.alt td.td-na,&lt;br /&gt;
table.textbox.gray tr.alt td.td-na,&lt;br /&gt;
table.textbox.black tr.alt td.td-na,&lt;br /&gt;
.td-na&lt;br /&gt;
{&lt;br /&gt;
	color:			#ffffff;&lt;br /&gt;
	background-color:	#808080 !important;&lt;br /&gt;
	text-align:		center;&lt;br /&gt;
	padding:		0 .4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox td.td-bronze,&lt;br /&gt;
table.textbox tr.alt td.td-bronze,&lt;br /&gt;
table.textbox.red tr.alt td.td-bronze,&lt;br /&gt;
table.textbox.orange tr.alt td.td-bronze,&lt;br /&gt;
table.textbox.yellow tr.alt td.td-bronze,&lt;br /&gt;
table.textbox.green tr.alt td.td-bronze,&lt;br /&gt;
table.textbox.cyan tr.alt td.td-bronze,&lt;br /&gt;
table.textbox.blue tr.alt td.td-bronze,&lt;br /&gt;
table.textbox.magenta tr.alt td.td-bronze,&lt;br /&gt;
table.textbox.white tr.alt td.td-bronze,&lt;br /&gt;
table.textbox.gray tr.alt td.td-bronze,&lt;br /&gt;
table.textbox.black tr.alt td.td-bronze,&lt;br /&gt;
.td-bronze&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#daaa50 !important;&lt;br /&gt;
	text-align:		center;&lt;br /&gt;
	padding:		0 .4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox td.td-silver,&lt;br /&gt;
table.textbox tr.alt td.td-silver,&lt;br /&gt;
table.textbox.red tr.alt td.td-silver,&lt;br /&gt;
table.textbox.orange tr.alt td.td-silver,&lt;br /&gt;
table.textbox.yellow tr.alt td.td-silver,&lt;br /&gt;
table.textbox.green tr.alt td.td-silver,&lt;br /&gt;
table.textbox.cyan tr.alt td.td-silver,&lt;br /&gt;
table.textbox.blue tr.alt td.td-silver,&lt;br /&gt;
table.textbox.magenta tr.alt td.td-silver,&lt;br /&gt;
table.textbox.white tr.alt td.td-silver,&lt;br /&gt;
table.textbox.gray tr.alt td.td-silver,&lt;br /&gt;
table.textbox.black tr.alt td.td-silver,&lt;br /&gt;
.td-silver&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#c0c0c0 !important;&lt;br /&gt;
	text-align:		center;&lt;br /&gt;
	padding:		0 .4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox td.td-gold,&lt;br /&gt;
table.textbox tr.alt td.td-gold,&lt;br /&gt;
table.textbox.red tr.alt td.td-gold,&lt;br /&gt;
table.textbox.orange tr.alt td.td-gold,&lt;br /&gt;
table.textbox.yellow tr.alt td.td-gold,&lt;br /&gt;
table.textbox.green tr.alt td.td-gold,&lt;br /&gt;
table.textbox.cyan tr.alt td.td-gold,&lt;br /&gt;
table.textbox.blue tr.alt td.td-gold,&lt;br /&gt;
table.textbox.magenta tr.alt td.td-gold,&lt;br /&gt;
table.textbox.white tr.alt td.td-gold,&lt;br /&gt;
table.textbox.gray tr.alt td.td-gold,&lt;br /&gt;
table.textbox.black tr.alt td.td-gold,&lt;br /&gt;
.td-gold&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffd700 !important;&lt;br /&gt;
	text-align:		center;&lt;br /&gt;
	padding:		0 .4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox td.td-platinum,&lt;br /&gt;
table.textbox tr.alt td.td-platinum,&lt;br /&gt;
table.textbox.red tr.alt td.td-platinum,&lt;br /&gt;
table.textbox.orange tr.alt td.td-platinum,&lt;br /&gt;
table.textbox.yellow tr.alt td.td-platinum,&lt;br /&gt;
table.textbox.green tr.alt td.td-platinum,&lt;br /&gt;
table.textbox.cyan tr.alt td.td-platinum,&lt;br /&gt;
table.textbox.blue tr.alt td.td-platinum,&lt;br /&gt;
table.textbox.magenta tr.alt td.td-platinum,&lt;br /&gt;
table.textbox.white tr.alt td.td-platinum,&lt;br /&gt;
table.textbox.gray tr.alt td.td-platinum,&lt;br /&gt;
table.textbox.black tr.alt td.td-platinum,&lt;br /&gt;
.td-platinum&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#c0ccee !important;&lt;br /&gt;
	text-align:		center;&lt;br /&gt;
	padding:		0 .4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* alignment */&lt;br /&gt;
.td-no.left,&lt;br /&gt;
.td-maybe.left,&lt;br /&gt;
.td-yes.left,&lt;br /&gt;
.td-opt.left,&lt;br /&gt;
.td-unknown.left,&lt;br /&gt;
.td-na.left,&lt;br /&gt;
.td-bronze.left,&lt;br /&gt;
.td-silver.left,&lt;br /&gt;
.td-gold.left,&lt;br /&gt;
.td-platinum.left&lt;br /&gt;
{&lt;br /&gt;
	text-align:		left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
 *****************************************************************************&lt;br /&gt;
 ***                      framed textbox: basic setup                      ***&lt;br /&gt;
 *****************************************************************************/&lt;br /&gt;
&lt;br /&gt;
.textbox&lt;br /&gt;
{&lt;br /&gt;
	width:			auto;&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#f0f0ff;&lt;br /&gt;
	border:			1px solid #0000a0;&lt;br /&gt;
	padding:		0;&lt;br /&gt;
	margin:			0 0 1em;&lt;br /&gt;
&lt;br /&gt;
	box-shadow:		3px 3px 5px #888899;&lt;br /&gt;
	-moz-box-shadow:	3px 3px 5px #888899;&lt;br /&gt;
	-webkit-box-shadow:	3px 3px 5px #888899;&lt;br /&gt;
	-khtml-box-shadow:	3px 3px 5px #888899;&lt;br /&gt;
&lt;br /&gt;
	border-radius:		5px;&lt;br /&gt;
	-moz-border-radius:	5px;&lt;br /&gt;
	-webkit-border-radius:	5px;&lt;br /&gt;
	-khtml-border-radius:	5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*-------------------------*/&lt;br /&gt;
&lt;br /&gt;
.textbox.full&lt;br /&gt;
{&lt;br /&gt;
	width:			100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.large&lt;br /&gt;
{&lt;br /&gt;
	font-size:		120%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.huge&lt;br /&gt;
{&lt;br /&gt;
	font-size:		140%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*-------------------------*/&lt;br /&gt;
&lt;br /&gt;
.textbox .textbox-head,&lt;br /&gt;
table.textbox caption&lt;br /&gt;
{&lt;br /&gt;
    color:            #ffffff;&lt;br /&gt;
    background-color:    #000080;&lt;br /&gt;
    text-align:        center;&lt;br /&gt;
    font-weight:        bold;&lt;br /&gt;
    font-size:        120%;&lt;br /&gt;
    padding:        0.3em 0.5em;&lt;br /&gt;
&lt;br /&gt;
    -moz-border-radius:    5px 5px 0 0;&lt;br /&gt;
    -webkit-border-radius:    5px 5px 0 0;&lt;br /&gt;
    -khtml-border-radius:    5px 5px 0 0;&lt;br /&gt;
    border-radius:        5px 5px 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox &amp;gt; .textbox-head&lt;br /&gt;
{&lt;br /&gt;
    -moz-border-radius:    4px 4px 0 0;&lt;br /&gt;
    -webkit-border-radius:    4px 4px 0 0;&lt;br /&gt;
    -khtml-border-radius:    4px 4px 0 0;&lt;br /&gt;
    border-radius:        4px 4px 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox .textbox-head a,&lt;br /&gt;
table.textbox caption a&lt;br /&gt;
{&lt;br /&gt;
    color:            #ffffff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.nobox .textbox-head,&lt;br /&gt;
table.textbox.nobox caption&lt;br /&gt;
{&lt;br /&gt;
    color:            #000000;&lt;br /&gt;
    background-color:    transparent;&lt;br /&gt;
    font-weight:        bold;&lt;br /&gt;
    font-size:        120%;&lt;br /&gt;
    padding:        0.4em 0 0.2em;&lt;br /&gt;
    text-align:        left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*-------------------------*/&lt;br /&gt;
&lt;br /&gt;
.textbox &amp;gt; .textbox-body&lt;br /&gt;
{&lt;br /&gt;
	padding:		0.3em 0.8em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.center &amp;gt; .textbox-body&lt;br /&gt;
{&lt;br /&gt;
	text-align:		center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
 *****************************************************************************&lt;br /&gt;
 ***                        framed textbox: colors                         ***&lt;br /&gt;
 *****************************************************************************/&lt;br /&gt;
&lt;br /&gt;
.textbox.video.bug,&lt;br /&gt;
.textbox.red&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#fff0f0;&lt;br /&gt;
	border:			1px solid #a00000;&lt;br /&gt;
&lt;br /&gt;
	box-shadow:		3px 3px 5px #998888;&lt;br /&gt;
	-moz-box-shadow:	3px 3px 5px #998888;&lt;br /&gt;
	-webkit-box-shadow:	3px 3px 5px #998888;&lt;br /&gt;
	-khtml-box-shadow:	3px 3px 5px #998888;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.video.bug .textbox-head,&lt;br /&gt;
table.textbox.video.bug caption,&lt;br /&gt;
.textbox.red .textbox-head,&lt;br /&gt;
table.textbox.red caption&lt;br /&gt;
{&lt;br /&gt;
	color:			#ffffff;&lt;br /&gt;
	background-color:	#800000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.orange&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#fff8e0;&lt;br /&gt;
	border:			1px solid #e0a080;&lt;br /&gt;
&lt;br /&gt;
	box-shadow:		3px 3px 5px #998877;&lt;br /&gt;
	-moz-box-shadow:	3px 3px 5px #998877;&lt;br /&gt;
	-webkit-box-shadow:	3px 3px 5px #998877;&lt;br /&gt;
	-khtml-box-shadow:	3px 3px 5px #998877;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.orange .textbox-head,&lt;br /&gt;
table.textbox.orange caption&lt;br /&gt;
{&lt;br /&gt;
	color:			#ffffff;&lt;br /&gt;
	background-color:	#d07000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.yellow&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffffe0;&lt;br /&gt;
	border:			1px solid #808000;&lt;br /&gt;
&lt;br /&gt;
	box-shadow:		3px 3px 5px #999988;&lt;br /&gt;
	-moz-box-shadow:	3px 3px 5px #999988;&lt;br /&gt;
	-webkit-box-shadow:	3px 3px 5px #999988;&lt;br /&gt;
	-khtml-box-shadow:	3px 3px 5px #999988;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.yellow .textbox-head,&lt;br /&gt;
table.textbox.yellow caption&lt;br /&gt;
{&lt;br /&gt;
	color:			#ffffff;&lt;br /&gt;
	background-color:	#a0a000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.video.tutorial,&lt;br /&gt;
.textbox.green&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#f0fff0;&lt;br /&gt;
	border:			1px solid #00a000;&lt;br /&gt;
&lt;br /&gt;
	box-shadow:		3px 3px 5px #889988;&lt;br /&gt;
	-moz-box-shadow:	3px 3px 5px #889988;&lt;br /&gt;
	-webkit-box-shadow:	3px 3px 5px #889988;&lt;br /&gt;
	-khtml-box-shadow:	3px 3px 5px #889988;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.video.tutorial .textbox-head,&lt;br /&gt;
table.textbox.video.tutorial caption,&lt;br /&gt;
.textbox.green .textbox-head,&lt;br /&gt;
table.textbox.green caption&lt;br /&gt;
{&lt;br /&gt;
	color:			#ffffff;&lt;br /&gt;
	background-color:	#008000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.news,&lt;br /&gt;
.textbox.cyan&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#f0ffff;&lt;br /&gt;
	border:			1px solid #008080;&lt;br /&gt;
&lt;br /&gt;
	box-shadow:		3px 3px 5px #889999;&lt;br /&gt;
	-moz-box-shadow:	3px 3px 5px #889999;&lt;br /&gt;
	-webkit-box-shadow:	3px 3px 5px #889999;&lt;br /&gt;
	-khtml-box-shadow:	3px 3px 5px #889999;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.news .textbox-head,&lt;br /&gt;
table.textbox.news caption,&lt;br /&gt;
.textbox.cyan .textbox-head,&lt;br /&gt;
table.textbox.cyan caption&lt;br /&gt;
{&lt;br /&gt;
	color:			#ffffff;&lt;br /&gt;
	background-color:	#008080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.video,&lt;br /&gt;
.textbox.blue&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#f0f0ff;&lt;br /&gt;
	border:			1px solid #0000a0;&lt;br /&gt;
&lt;br /&gt;
	box-shadow:		3px 3px 5px #888899;&lt;br /&gt;
	-moz-box-shadow:	3px 3px 5px #888899;&lt;br /&gt;
	-webkit-box-shadow:	3px 3px 5px #888899;&lt;br /&gt;
	-khtml-box-shadow:	3px 3px 5px #888899;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.video .textbox-head,&lt;br /&gt;
table.textbox.video caption,&lt;br /&gt;
.textbox.blue .textbox-head,&lt;br /&gt;
table.textbox.blue caption&lt;br /&gt;
{&lt;br /&gt;
	color:			#ffffff;&lt;br /&gt;
	background-color:	#000080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.magenta&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffe8ff;&lt;br /&gt;
	border:			1px solid #700070;&lt;br /&gt;
&lt;br /&gt;
	box-shadow:		3px 3px 5px #997799;&lt;br /&gt;
	-moz-box-shadow:	3px 3px 5px #997799;&lt;br /&gt;
	-webkit-box-shadow:	3px 3px 5px #997799;&lt;br /&gt;
	-khtml-box-shadow:	3px 3px 5px #997799;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.magenta .textbox-head,&lt;br /&gt;
table.textbox.magenta caption&lt;br /&gt;
{&lt;br /&gt;
	color:			#ffffff;&lt;br /&gt;
	background-color:	#700070;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.white&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffffff;&lt;br /&gt;
	border:			1px solid #c0c0c0;&lt;br /&gt;
&lt;br /&gt;
	box-shadow:		3px 3px 5px #999999;&lt;br /&gt;
	-moz-box-shadow:	3px 3px 5px #999999;&lt;br /&gt;
	-webkit-box-shadow:	3px 3px 5px #999999;&lt;br /&gt;
	-khtml-box-shadow:	3px 3px 5px #999999;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.white .textbox-head,&lt;br /&gt;
table.textbox.white caption&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#d0d0d0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.video.original,&lt;br /&gt;
.textbox.gray&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#e0e0e0;&lt;br /&gt;
	border:			1px solid #606060;&lt;br /&gt;
&lt;br /&gt;
	box-shadow:		3px 3px 5px #777777;&lt;br /&gt;
	-moz-box-shadow:	3px 3px 5px #777777;&lt;br /&gt;
	-webkit-box-shadow:	3px 3px 5px #777777;&lt;br /&gt;
	-khtml-box-shadow:	3px 3px 5px #777777;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.video.original .textbox-head,&lt;br /&gt;
table.textbox.video.original caption,&lt;br /&gt;
.textbox.gray .textbox-head,&lt;br /&gt;
table.textbox.gray caption&lt;br /&gt;
{&lt;br /&gt;
	color:			#ffffff;&lt;br /&gt;
	background-color:	#808080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.black&lt;br /&gt;
{&lt;br /&gt;
	color:			#ffffff;&lt;br /&gt;
	background-color:	#000000;&lt;br /&gt;
	border:			1px solid #505050;&lt;br /&gt;
&lt;br /&gt;
	box-shadow:		3px 3px 5px #808080;&lt;br /&gt;
	-moz-box-shadow:	3px 3px 5px #808080;&lt;br /&gt;
	-webkit-box-shadow:	3px 3px 5px #808080;&lt;br /&gt;
	-khtml-box-shadow:	3px 3px 5px #808080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.textbox.black .textbox-head,&lt;br /&gt;
table.textbox.black caption&lt;br /&gt;
{&lt;br /&gt;
	color:			#ffffff;&lt;br /&gt;
	background-color:	#404040;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
 *****************************************************************************&lt;br /&gt;
 ***                         textbox table colors                          ***&lt;br /&gt;
 *****************************************************************************/&lt;br /&gt;
&lt;br /&gt;
table.textbox.video.bug th,&lt;br /&gt;
table.textbox.red th&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffd0d0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.video.bug.alt tr:nth-child(even) th,&lt;br /&gt;
table.textbox.red.alt tr:nth-child(even) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#f0b0b0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.video.bug.alt tr:nth-child(even) td,&lt;br /&gt;
table.textbox.video.bug tr.alt td,&lt;br /&gt;
table.textbox.red.alt tr:nth-child(even) td,&lt;br /&gt;
table.textbox.red tr.alt td&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#f0d0d0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.video.bug.alt tr.headline th,&lt;br /&gt;
table.textbox.video.bug tr.headline th,&lt;br /&gt;
table.textbox.headline.video.bug.alt tr:nth-child(1) th,&lt;br /&gt;
table.textbox.headline.video.bug tr:nth-child(1) th,&lt;br /&gt;
table.textbox.red.alt tr.headline th,&lt;br /&gt;
table.textbox.red tr.headline th,&lt;br /&gt;
table.textbox.headline.red.alt tr:nth-child(1) th,&lt;br /&gt;
table.textbox.headline.red tr:nth-child(1) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#ffa0a0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.video.bug tr:hover th,&lt;br /&gt;
table.textbox.video.bug tr:hover td,&lt;br /&gt;
table.textbox.video.bug.alt tr:hover:nth-child(even) th,&lt;br /&gt;
table.textbox.video.bug.alt tr:hover:nth-child(even) td,&lt;br /&gt;
table.textbox.red tr:hover th,&lt;br /&gt;
table.textbox.red tr:hover td,&lt;br /&gt;
table.textbox.red.alt tr:hover:nth-child(even) th,&lt;br /&gt;
table.textbox.red.alt tr:hover:nth-child(even) td&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffff80;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.grid.video.bug th,&lt;br /&gt;
table.grid.video.bug td,&lt;br /&gt;
table.grid.red th,&lt;br /&gt;
table.grid.red td&lt;br /&gt;
{&lt;br /&gt;
	border:			1px solid #a00000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*-------------------------*/&lt;br /&gt;
&lt;br /&gt;
table.textbox.orange th&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffe0c0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.orange.alt tr:nth-child(even) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#f0c0a0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.orange.alt tr:nth-child(even) td,&lt;br /&gt;
table.textbox.orange tr.alt td&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#f0e0c0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.orange.alt tr.headline th,&lt;br /&gt;
table.textbox.orange tr.headline th,&lt;br /&gt;
table.textbox.headline.orange.alt tr:nth-child(1) th,&lt;br /&gt;
table.textbox.headline.orange tr:nth-child(1) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#ffb870;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.orange tr:hover th,&lt;br /&gt;
table.textbox.orange tr:hover td,&lt;br /&gt;
table.textbox.orange.alt tr:hover:nth-child(even) th,&lt;br /&gt;
table.textbox.orange.alt tr:hover:nth-child(even) td&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffff80;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.grid.orange th,&lt;br /&gt;
table.grid.orange td&lt;br /&gt;
{&lt;br /&gt;
	border:			1px solid #e0a080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*-------------------------*/&lt;br /&gt;
&lt;br /&gt;
table.textbox.yellow th&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffffc0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.yellow.alt tr:nth-child(even) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#f0f0a0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.yellow.alt tr:nth-child(even) td,&lt;br /&gt;
table.textbox.yellow tr.alt td&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#f0f0c0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.yellow.alt tr.headline th,&lt;br /&gt;
table.textbox.yellow tr.headline th,&lt;br /&gt;
table.textbox.headline.yellow.alt tr:nth-child(1) th,&lt;br /&gt;
table.textbox.headline.yellow tr:nth-child(1) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#ffff70;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.yellow tr:hover th,&lt;br /&gt;
table.textbox.yellow tr:hover td,&lt;br /&gt;
table.textbox.yellow.alt tr:hover:nth-child(even) th,&lt;br /&gt;
table.textbox.yellow.alt tr:hover:nth-child(even) td&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#f0c0a0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.grid.yellow th,&lt;br /&gt;
table.grid.yellow td&lt;br /&gt;
{&lt;br /&gt;
	border:			1px solid #808000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*-------------------------*/&lt;br /&gt;
&lt;br /&gt;
table.textbox.video.tutorial th,&lt;br /&gt;
table.textbox.green th&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#d0ffd0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.video.tutorial.alt tr:nth-child(even) th,&lt;br /&gt;
table.textbox.green.alt tr:nth-child(even) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#b0f0b0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.video.tutorial.alt tr:nth-child(even) td,&lt;br /&gt;
table.textbox.video.tutorial tr.alt td,&lt;br /&gt;
table.textbox.green.alt tr:nth-child(even) td,&lt;br /&gt;
table.textbox.green tr.alt td&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#d0f0d0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.video.tutorial.alt tr.headline th,&lt;br /&gt;
table.textbox.video.tutorial tr.headline th,&lt;br /&gt;
table.textbox.headline.video.tutorial.alt tr:nth-child(1) th,&lt;br /&gt;
table.textbox.headline.video.tutorial tr:nth-child(1) th,&lt;br /&gt;
table.textbox.green.alt tr.headline th,&lt;br /&gt;
table.textbox.green tr.headline th,&lt;br /&gt;
table.textbox.headline.green.alt tr:nth-child(1) th,&lt;br /&gt;
table.textbox.headline.green tr:nth-child(1) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#80ff80;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.video.tutorial tr:hover th,&lt;br /&gt;
table.textbox.video.tutorial tr:hover td,&lt;br /&gt;
table.textbox.video.tutorial.alt tr:hover:nth-child(even) th,&lt;br /&gt;
table.textbox.video.tutorial.alt tr:hover:nth-child(even) td,&lt;br /&gt;
table.textbox.green tr:hover th,&lt;br /&gt;
table.textbox.green tr:hover td,&lt;br /&gt;
table.textbox.green.alt tr:hover:nth-child(even) th,&lt;br /&gt;
table.textbox.green.alt tr:hover:nth-child(even) td&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffff80;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.grid.video.tutorial th,&lt;br /&gt;
table.grid.video.tutorial td,&lt;br /&gt;
table.grid.green th,&lt;br /&gt;
table.grid.green td&lt;br /&gt;
{&lt;br /&gt;
	border:			1px solid #00a000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*-------------------------*/&lt;br /&gt;
&lt;br /&gt;
table.textbox.news th,&lt;br /&gt;
table.textbox.cyan th&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#c0ffff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.news.alt tr:nth-child(even) th,&lt;br /&gt;
table.textbox.cyan.alt tr:nth-child(even) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#a0f0f0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.news.alt tr:nth-child(even) td,&lt;br /&gt;
table.textbox.news tr.alt td,&lt;br /&gt;
table.textbox.cyan.alt tr:nth-child(even) td,&lt;br /&gt;
table.textbox.cyan tr.alt td&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#d0f0f0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.news.alt tr.headline th,&lt;br /&gt;
table.textbox.news tr.headline th,&lt;br /&gt;
table.textbox.headline.news.alt tr:nth-child(1) th,&lt;br /&gt;
table.textbox.headline.news tr:nth-child(1) th,&lt;br /&gt;
table.textbox.cyan.alt tr.headline th,&lt;br /&gt;
table.textbox.cyan tr.headline th,&lt;br /&gt;
table.textbox.headline.cyan.alt tr:nth-child(1) th,&lt;br /&gt;
table.textbox.headline.cyan tr:nth-child(1) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#60ffff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.news tr:hover th,&lt;br /&gt;
table.textbox.news tr:hover td,&lt;br /&gt;
table.textbox.news.alt tr:hover:nth-child(even) th,&lt;br /&gt;
table.textbox.news.alt tr:hover:nth-child(even) td,&lt;br /&gt;
table.textbox.cyan tr:hover th,&lt;br /&gt;
table.textbox.cyan tr:hover td,&lt;br /&gt;
table.textbox.cyan.alt tr:hover:nth-child(even) th,&lt;br /&gt;
table.textbox.cyan.alt tr:hover:nth-child(even) td&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffff80;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.grid.news th,&lt;br /&gt;
table.grid.news td,&lt;br /&gt;
table.grid.cyan th,&lt;br /&gt;
table.grid.cyan td&lt;br /&gt;
{&lt;br /&gt;
	border:			1px solid #008080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*-------------------------*/&lt;br /&gt;
&lt;br /&gt;
table.textbox th,&lt;br /&gt;
table.textbox.video th,&lt;br /&gt;
table.textbox.blue th&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#d0d0ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.alt tr:nth-child(even) th,&lt;br /&gt;
table.textbox.video.alt tr:nth-child(even) th,&lt;br /&gt;
table.textbox.blue.alt tr:nth-child(even) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#b0b0f0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.alt tr:nth-child(even) td,&lt;br /&gt;
table.textbox tr.alt td,&lt;br /&gt;
table.textbox.video.alt tr:nth-child(even) td,&lt;br /&gt;
table.textbox.video tr.alt td,&lt;br /&gt;
table.textbox.blue.alt tr:nth-child(even) td,&lt;br /&gt;
table.textbox.blue tr.alt td&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#d0d0f0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.alt tr.headline th,&lt;br /&gt;
table.textbox tr.headline th,&lt;br /&gt;
table.textbox.headline.alt tr:nth-child(1) th,&lt;br /&gt;
table.textbox.headline tr:nth-child(1) th,&lt;br /&gt;
table.textbox.video.alt tr.headline th,&lt;br /&gt;
table.textbox.video tr.headline th,&lt;br /&gt;
table.textbox.headline.video.alt tr:nth-child(1) th,&lt;br /&gt;
table.textbox.headline.video tr:nth-child(1) th,&lt;br /&gt;
table.textbox.blue.alt tr.headline th,&lt;br /&gt;
table.textbox.blue tr.headline th,&lt;br /&gt;
table.textbox.headline.blue.alt tr:nth-child(1) th,&lt;br /&gt;
table.textbox.headline.blue tr:nth-child(1) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#8080ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox tr:hover th,&lt;br /&gt;
table.textbox tr:hover td,&lt;br /&gt;
table.textbox.alt tr:hover:nth-child(even) th,&lt;br /&gt;
table.textbox.alt tr:hover:nth-child(even) td,&lt;br /&gt;
table.textbox.video tr:hover th,&lt;br /&gt;
table.textbox.video tr:hover td,&lt;br /&gt;
table.textbox.video.alt tr:hover:nth-child(even) th,&lt;br /&gt;
table.textbox.video.alt tr:hover:nth-child(even) td,&lt;br /&gt;
table.textbox.blue tr:hover th,&lt;br /&gt;
table.textbox.blue tr:hover td,&lt;br /&gt;
table.textbox.blue.alt tr:hover:nth-child(even) th,&lt;br /&gt;
table.textbox.blue.alt tr:hover:nth-child(even) td&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffff80;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.grid th,&lt;br /&gt;
table.grid td,&lt;br /&gt;
table.grid.video th,&lt;br /&gt;
table.grid.video td,&lt;br /&gt;
table.grid.blue th,&lt;br /&gt;
table.grid.blue td&lt;br /&gt;
{&lt;br /&gt;
	border:			1px solid #0000a0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*-------------------------*/&lt;br /&gt;
&lt;br /&gt;
table.textbox.magenta th&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffd0ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.magenta.alt tr:nth-child(even) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#f0b0f0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.magenta.alt tr:nth-child(even) td,&lt;br /&gt;
table.textbox.magenta tr.alt td&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#f0c8f0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.magenta.alt tr.headline th,&lt;br /&gt;
table.textbox.magenta tr.headline th,&lt;br /&gt;
table.textbox.headline.magenta.alt tr:nth-child(1) th,&lt;br /&gt;
table.textbox.headline.magenta tr:nth-child(1) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#ff70ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.magenta tr:hover th,&lt;br /&gt;
table.textbox.magenta tr:hover td,&lt;br /&gt;
table.textbox.magenta.alt tr:hover:nth-child(even) th,&lt;br /&gt;
table.textbox.magenta.alt tr:hover:nth-child(even) td&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffff80;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.grid.magenta th,&lt;br /&gt;
table.grid.magenta td&lt;br /&gt;
{&lt;br /&gt;
	border:			1px solid #700070;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*-------------------------*/&lt;br /&gt;
&lt;br /&gt;
table.textbox.white th&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#b0b0b0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.white.alt tr:nth-child(even) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#a0a0a0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.white.alt tr:nth-child(even) td,&lt;br /&gt;
table.textbox.white tr.alt td&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#e0e0e0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.white.alt tr.headline th,&lt;br /&gt;
table.textbox.white tr.headline th,&lt;br /&gt;
table.textbox.headline.white.alt tr:nth-child(1) th,&lt;br /&gt;
table.textbox.headline.white tr:nth-child(1) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#f0f0f0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.white tr:hover th,&lt;br /&gt;
table.textbox.white tr:hover td,&lt;br /&gt;
table.textbox.white.alt tr:hover:nth-child(even) th,&lt;br /&gt;
table.textbox.white.alt tr:hover:nth-child(even) td&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffff80;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.grid.white th,&lt;br /&gt;
table.grid.white td&lt;br /&gt;
{&lt;br /&gt;
	border:			1px solid #c0c0c0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*-------------------------*/&lt;br /&gt;
&lt;br /&gt;
table.textbox.video.original th,&lt;br /&gt;
table.textbox.gray th&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#c0c0c0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.video.original.alt tr:nth-child(even) th,&lt;br /&gt;
table.textbox.gray.alt tr:nth-child(even) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#b0b0b0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.video.original.alt tr:nth-child(even) td,&lt;br /&gt;
table.textbox.video.original tr.alt td,&lt;br /&gt;
table.textbox.gray.alt tr:nth-child(even) td,&lt;br /&gt;
table.textbox.gray tr.alt td&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#d0d0d0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.video.original.alt tr.headline th,&lt;br /&gt;
table.textbox.video.original tr.headline th,&lt;br /&gt;
table.textbox.headline.video.original.alt tr:nth-child(1) th,&lt;br /&gt;
table.textbox.headline.video.original tr:nth-child(1) th,&lt;br /&gt;
table.textbox.gray.alt tr.headline th,&lt;br /&gt;
table.textbox.gray tr.headline th,&lt;br /&gt;
table.textbox.headline.gray.alt tr:nth-child(1) th,&lt;br /&gt;
table.textbox.headline.gray tr:nth-child(1) th&lt;br /&gt;
{&lt;br /&gt;
	background-color:	#a0a0a0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.textbox.video.original tr:hover th,&lt;br /&gt;
table.textbox.video.original tr:hover td,&lt;br /&gt;
table.textbox.video.original.alt tr:hover:nth-child(even) th,&lt;br /&gt;
table.textbox.video.original.alt tr:hover:nth-child(even) td,&lt;br /&gt;
table.textbox.gray tr:hover th,&lt;br /&gt;
table.textbox.gray tr:hover td,&lt;br /&gt;
table.textbox.gray.alt tr:hover:nth-child(even) th,&lt;br /&gt;
table.textbox.gray.alt tr:hover:nth-child(even) td&lt;br /&gt;
{&lt;br /&gt;
	color:			#000000;&lt;br /&gt;
	background-color:	#ffff80;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.grid.video.original th,&lt;br /&gt;
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 ***                                  END                                  ***&lt;br /&gt;
 *****************************************************************************/&lt;/div&gt;</summary>
		<author><name>Wexos</name></author>
	</entry>
</feed>