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- 11:36, 16 August 2025 EA STRM (File Format) (hist | edit) [2,688 bytes] Atlas (talk | contribs) (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 |-...")
- 16:28, 15 July 2025 REL (File Format) (hist | edit) [3,963 bytes] Wexos (talk | contribs) (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...")
- 15:22, 14 July 2025 RSO (File Format) (hist | edit) [6,404 bytes] Wexos (talk | contribs) (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...")
- 14:46, 14 July 2025 DOL (File Format) (hist | edit) [1,498 bytes] Wexos (talk | contribs) (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 followed by section data. == Header == The file starts with the following header: {| class="wikit...")
- 14:57, 13 July 2025 CANM (File Format)/Mario Kart Arcade GP DX (hist | edit) [1,053 bytes] Atlas (talk | contribs) (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...")
- 14:48, 13 July 2025 CANM (File Format) (hist | edit) [219 bytes] Atlas (talk | contribs) (Created page with "'''CANM''' is a file extension used for camera animations. * Mario Kart Arcade GP DX CANM * Super Mario Galaxy CANM {{disambig}}")
- 11:19, 12 July 2025 TXTR (File Format) (hist | edit) [2,065 bytes] Wexos (talk | contribs) (Created page with "'''TXTR''' ('''T'''e'''XT'''u'''R'''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="wikitable" ! Offset !! Type !! Description |- | 0x00 || UInt32 || '''Image format'''. |- | 0x04 || UInt16 || '''Width of...")
- 17:34, 11 July 2025 PAK (File Format)/RetroStudios (hist | edit) [4,367 bytes] Wexos (talk | contribs) (Created page with "'''PAK''' 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="wikitable" ! Offset !! Type !! Description |- | 0x00 || UInt32 || {{Unknown-left|'''Unknown'''. Always 2, possibly a version number.}} |- | 0x04 || UInt32 || '''Header size'''. Always 0x40. |- | 0x08 || Byte[0x10] || '''MD5 hash''' of the file data following the header. |- |...")
- 17:10, 11 July 2025 PAK (File Format) (hist | edit) [258 bytes] Wexos (talk | contribs) (Created page with "'''PAK''' is a file extension used for many file formats. Generally it is an archive file format meaning '''PA'''c'''K'''age. * RetroStudios PAK * Vicarious Visions PAK {{disambig}}")
- 19:43, 10 July 2025 RAS (File Format) (hist | edit) [2,723 bytes] Wexos (talk | contribs) (Created page with "'''RAS''' is a streamable audio file format used in Donkey Kong Country Returns. = File Format = == Header == The file starts with the following header: {|class="wikitable" ! Offset !! Type !! Description |- | 0x00 || Char[4] || '''File magic'''. Always ''RAS_'' (0x5241535F) in ASCII. |- | 0x04 || UInt32 || {{Unknown-left|'''Unknown'''.}} |- | 0x08 || UInt32 || {{Unknown-left|'''Unknown'''.}} |- | 0x0C || UInt32 || {{Unknown-left|'''Unknown'''.}} |- | 0x10 || UInt...")
- 01:56, 6 July 2025 EFC (File Format) (hist | edit) [1,356 bytes] Atlas (talk | contribs) (Created page with "'''EFC''' is a file format found in Mario Kart Arcade GP DX. It defines culling effect areas used in tracks, and it functions identically to ABC files. = File Format = The file byte order is always little endian. == File Header == The file starts with a header that is 0x10 bytes long. {|class=wikitable ! Offset !! Type !! Description |- | 0x00 || Char[4] || '''File magic'''. Always ''EFFC'' in ASCII. |- | 0x04 || Int32 || Always 1. Maybe version? The game chec...")
- 01:53, 6 July 2025 EFD (File Format) (hist | edit) [1,228 bytes] Atlas (talk | contribs) (Created page with "{{under-construction}} '''EFD''' is a kind of excel_header filetype used in Mario Kart Arcade GP DX. It contains data related to effects and defines areas, used together with EFC files in order to define culling sections. == Data Structure == The file contains may contain up to 8 entries. {|class=wikitable |+ Structure Header (from excel_header) ! Offset !! Type !! Description |- | 0x10 || Byte || '''Number of #Effect Area|Ef...")
- 01:26, 6 July 2025 VMD (File Format) (hist | edit) [2,898 bytes] Atlas (talk | contribs) (Created page with "'''VMD''' is a kind of excel_header filetype used in Mario Kart Arcade GP DX. It tells the game which additional model and animation files to load for a track and splits them into sections, used together with ABC files in order to define culling sections. == Data Structure == The file may contain 3 entries, with a fourth optional one. {|class=wikitable |+ Structure Header (from excel_header) ! Offset !! Type !! Description |- |...")
- 17:55, 5 July 2025 ABC (File Format) (hist | edit) [1,302 bytes] Atlas (talk | contribs) (Created page with "'''ABC''' is a file format found in Mario Kart Arcade GP DX. It defines culling areas used in tracks. = File Format = The file byte order is always little endian. == File Header == The file starts with a header that is 0x10 bytes long. {|class=wikitable ! Offset !! Type !! Description |- | 0x00 || Char[4] || '''File magic'''. Always ''ABCT'' in ASCII. |- | 0x04 || Int32 || Always 1. Maybe version? The game checks if this value is 1, otherwise it won't read the fil...")
- 14:21, 4 July 2025 Mario Kart Arcade GP DX/Filesystem/Data/RaceData/RaceParam/data/RaceParam.bin (hist | edit) [123,258 bytes] Atlas (talk | contribs) (Created page with "== Overview == '''RaceParam.bin''' is an excel_header2 file from Mario Kart Arcade GP DX that resides in directory '''/Data/RaceData/RaceParam/data''' and contains a list of scenes. == Data Structure == As of v1.18, the file contains 274 entries, 0x718 bytes each. === Entry === All strings are 0x100 bytes long. They are null-terminated, and the remaining bytes are padded with space characters (...")
- 11:46, 4 July 2025 Mario Kart Arcade GP DX/Filesystem/Data/RaceData/DecorationList.bin (hist | edit) [37,372 bytes] Atlas (talk | contribs) (Created page with "== Overview == '''DecorationList.bin''' is an excel_header file from Mario Kart Arcade GP DX that resides in directory '''/Data/RaceData''' and contains a list of objects used in tracks. == Data Structure == As of v1.18, the file contains 215 entries, 0x518 bytes each. === Entry === All strings are 0x100 bytes long. They are null-terminated, and the remaining bytes are padded with space characters (0x20). If...")
- 11:16, 4 July 2025 Excel header2 (File Format) (hist | edit) [856 bytes] Atlas (talk | contribs) (Created page with "{{DISPLAYTITLE:excel_header2 (File Format)}} '''excel_header2''' is a file format used in Mario Kart Arcade GP DX, along with excel_header, to store various data. It usually has the ''.bin'' extension. = File Format = The file byte order is always little endian. == File Header == The file starts with a header that is 0x30 bytes long. {|class=wikitable ! Offset !! Type !! Description |- | 0x00 || Char[16] || '''File magic'''. Always ''excel_header2\x20\x20\x20'...")
- 11:14, 4 July 2025 Excel header (File Format) (hist | edit) [856 bytes] Atlas (talk | contribs) (Created page with "{{DISPLAYTITLE:excel_header (File Format)}} '''excel_header''' is a file format used in Mario Kart Arcade GP DX, along with excel_header2, to store various data. It usually has the ''.bin'' extension. = File Format = The file byte order is always little endian. == File Header == The file starts with a header that is 0x18 bytes long. {|class=wikitable ! Offset !! Type !! Description |- | 0x00 || Char[16] || '''File magic'''. Always ''excel_header\0\x20\x20\x20'...")
- 19:13, 29 June 2025 MKAGP BIN flag (hist | edit) [1,569 bytes] Atlas (talk | contribs) (Created page with "This page describes the flags of Mario Kart Arcade GP and Mario Kart Arcade GP 2 BIN collision files. == Collision Flags Format == The collision flag values are split into one 16 bit and two 8 bit groups. The 16 least significant bits determine the basic effect of the flag, the next 8 bits seems to be a variant used for offroad effect, and the 8 most significant ones determine a special effect variant. === Basic effects === {| class="wikitable" |-...")
- 18:17, 29 June 2025 MKAGP BIN (File Format) (hist | edit) [2,521 bytes] Atlas (talk | contribs) (Created page with "{{under-construction}} '''MKAGP BIN''' is a collision format used in Mario Kart Arcade GP and Mario Kart Arcade GP 2. = File Format = The file byte order is always big endian. == Header == The file starts with the following header: {| class="wikitable" ! Offset !! Type !! Description |- | 0x00 || Int32 || '''Grid width''' ('''W'''). |- | 0x04 || Int32 || '''Grid length''' ('''L'''). |- | 0x10 || Float || '''Grid cell X size'''. |- | 0x14 || Float || '''Grid ce...")
- 18:48, 28 June 2025 XEV (File Format) (hist | edit) [12,714 bytes] Atlas (talk | contribs) (Created page with "{{under-construction}} '''XEV''' ('''X'''een '''E'''vent) is a filetype from Mario Kart Arcade GP DX. It defines multiple definitions of track elements. = File Format = The file byte order is always little endian. == File Header == The file starts with a header that is 0x10 bytes long. {|class=wikitable ! Offset !! Type !! Description |- | 0x00 || Char[4] || '''File magic'''. Always ''.XEV'' in ASCII. |- | 0x04 || Int32 || '''Number of events'''. |- | 0x08 || Byte...")
- 17:53, 23 June 2025 ATX (File Format) (hist | edit) [2,004 bytes] Atlas (talk | contribs) (Created page with "{{under-construction}} '''ATX''' ('''A'''qualead '''T'''e'''X'''ture) is a texture format developed by Aqualead and found in some Wii and 3DS games (and suspected to be used in GameCube titles as well), such as ''One Piece: Unlimited Adventure'', ''One Piece: Unlimited Cruise Episode 1 - The Treasure Beneath The Waves'', ''One Piece: Unlimited Cruise Episode 2: Awakening of a Hero'', ''One Piece: Unlimited Cruise SP'' and ''One Piece: Un...")