{"batchcomplete":"","continue":{"lecontinue":"20250713144800|433","continue":"-||"},"query":{"logevents":[{"logid":443,"ns":0,"title":"EA STRM","pageid":416,"logpage":416,"revid":626,"params":{},"type":"create","action":"create","user":"Atlas","timestamp":"2025-08-16T11:37:54Z","comment":"Redirected page to [[EA STRM (File Format)]]"},{"logid":442,"ns":14,"title":"Category:EA File Formats","pageid":415,"logpage":415,"revid":624,"params":{},"type":"create","action":"create","user":"Atlas","timestamp":"2025-08-16T11:37:06Z","comment":"Created page with \"This is a list of file formats used in EA games.  [[Category:File Formats]]\""},{"logid":441,"ns":0,"title":"EA STRM (File Format)","pageid":414,"logpage":414,"revid":623,"params":{},"type":"create","action":"create","user":"Atlas","timestamp":"2025-08-16T11:36:32Z","comment":"Created page with \"{{under-construction}} '''STRM''' is an archive file format used in some Wii games developed by EA, such as [[Boom Blox]] and [[Monopoly Streets]]. It is usually compressed with [http://wiki.niotso.org/RefPack RefPack] and found with the ''.rpk'' extension.  = File Format = The file byte order is always big endian in Wii games. All offsets are absolute.  == File Header == The file starts with the following header:  {| class=\"wikitable\" ! Offset !! Type !! Description |-...\""},{"logid":440,"ns":0,"title":"REL","pageid":413,"logpage":413,"revid":618,"params":{},"type":"create","action":"create","user":"Wexos","timestamp":"2025-07-15T16:28:17Z","comment":"Redirected page to [[REL (File Format)]]"},{"logid":439,"ns":0,"title":"REL (File Format)","pageid":412,"logpage":412,"revid":617,"params":{},"type":"create","action":"create","user":"Wexos","timestamp":"2025-07-15T16:28:01Z","comment":"Created page with \"'''REL''' 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=\"wikitable\" ! Offset !! Type !! Description |- | 0x00 || UInt32 || '''Module ID'''. Must be a unique non-zero integer amongst all loaded REL files. |- | 0x04 || UInt32 || '''Next...\""},{"logid":438,"ns":0,"title":"RSO","pageid":411,"logpage":411,"revid":615,"params":{},"type":"create","action":"create","user":"Wexos","timestamp":"2025-07-14T15:22:32Z","comment":"Redirected page to [[RSO (File Format)]]"},{"logid":437,"ns":0,"title":"RSO (File Format)","pageid":410,"logpage":410,"revid":614,"params":{},"type":"create","action":"create","user":"Wexos","timestamp":"2025-07-14T15:22:19Z","comment":"Created page with \"'''RSO format''' 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 '''.sel''' file stored. This is a RSO file contai...\""},{"logid":436,"ns":0,"title":"DOL","pageid":409,"logpage":409,"revid":613,"params":{},"type":"create","action":"create","user":"Wexos","timestamp":"2025-07-14T14:47:05Z","comment":"Redirected page to [[DOL (File Format)]]"},{"logid":435,"ns":0,"title":"DOL (File Format)","pageid":408,"logpage":408,"revid":612,"params":{},"type":"create","action":"create","user":"Wexos","timestamp":"2025-07-14T14:46:50Z","comment":"Created page with \"'''DOL''' ('''DOL'''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|Header]] followed by [[#Section|section data]].  == Header == The file starts with the following header:  {| class=\"wikit...\""},{"logid":434,"ns":0,"title":"CANM (File Format)/Mario Kart Arcade GP DX","pageid":407,"logpage":407,"revid":609,"params":{},"type":"create","action":"create","user":"Atlas","timestamp":"2025-07-13T14:57:48Z","comment":"Created page with \"'''CANM''' ('''C'''amera '''AN'''i'''M'''ation) is a file format found in [[Mario Kart Arcade GP DX]]. It defines camera paths used in tracks.  = File Format = The file byte order is always little endian.  == File Header == The file starts with a header that is 0xE bytes long.  {|class=wikitable ! Offset !! Type !! Description |- | 0x00 || Char[0xA] || '''File magic'''. Always ''MK3CAM100\\0'' in ASCII. |- | 0x0A || Int32 || '''Number of points/frames''' ('''N'''). |- | 0...\""}]}}