BFRES (Binary caFe RESources) is a file format used on the Nintendo Switch. It contains model data, texture data, animation data and shader data.
File Format
The file format starts with the following header:
Offset |
Type |
Description
|
0x00 |
Char[8] |
File magic. Always FRES in ASCII, or 46 52 45 53 20 20 20 20.
|
0x08 |
UInt32 |
Version number.
|
0x0C |
UInt16 |
Byte-order-mark. FE FF for big endian, FF FE for little endian.
|
0x0E |
Byte |
Alignment shift. 2 raised by this value is the alignment required by this file when loaded into memory.
|
0x0F |
Byte |
Target address size. Size of a pointer in bits. Never set and therefore remains 0.
|
0x10 |
UInt32 |
File name offset. Points directly to the string, and not to the length unlike all other strings.
|
0x14 |
UInt16 |
A flag which is only used on runtime. One bit sets whether the file is relocated.
|
0x16 |
UInt16 |
Offset to the first section.
|
0x18 |
UInt32 |
Relocation table offset.
|
0x1C |
UInt32 |
Size of the file in bytes.
|
0x20 |
Int64 |
Name offset. The name of this file. Points to the same string as at 0x10.
|
0x28 |
Int64 |
FMDL array offset.
|
0x30 |
Int64 |
FMDL dictionary offset. Points to a dictionary containing the FMDL names.
|
If version ≥ 9.0.0
|
0x38 |
Byte[0x20] |
Reserved.
|
0x58 |
Int64 |
FSKA array offset.
|
0x60 |
Int64 |
FSKA dictionary offset. Points to a dictionary containing the FSKA names.
|
0x68 |
Int64 |
FMAA array offset.
|
0x70 |
Int64 |
FMAA dictionary offset. Points to a dictionary containing the FMAA names.
|
0x78 |
Int64 |
FBVS array offset.
|
0x80 |
Int64 |
FBVS dictionary offset. Points to a dictionary containing the FBVS names.
|
0x88 |
Int64 |
FSHA array offset.
|
0x90 |
Int64 |
FSHA dictionary offset. Points to a dictionary containing the FSHA names.
|
0x98 |
Int64 |
FSCN array offset.
|
0xA0 |
Int64 |
FSCN dictionary offset. Points to a dictionary containing the FSCN names.
|
0xA8 |
Int64 |
Buffer memory pool offset. Points to the memory pool where all model buffers are stored.
|
0xB0 |
Int64 |
Buffer memory pool info offset. Points to a structure containing information about the memory pool.
|
0xB8 |
Int64 |
Embedded files array offset.
|
0xC0 |
Int64 |
Embedded file dictionary offset. Points to a dictionary containing the external file names.
|
0xC8 |
UInt64 |
User pointer, set at runtime.
|
0xD0 |
Int64 |
String table offset.
|
0xD8 |
UInt32 |
Size of the string table in bytes.
|
0xDC |
UInt16 |
Number of FMDL sub files.
|
0xDE |
Byte[4] |
Reserved.
|
0xE2 |
UInt16 |
Number of FSKA sub files.
|
0xE4 |
UInt16 |
Number of FMAA sub files.
|
0xE6 |
UInt16 |
Number of FBVS sub files.
|
0xE8 |
UInt16 |
Number of FSHA sub files.
|
0xEA |
UInt16 |
Number of FSCN sub files.
|
0xEC |
UInt16 |
Number of embedded files.
|
0xEE |
Byte[2] |
Padding.
|
Else
|
0x38 |
Int64 |
FSKA array offset.
|
0x40 |
Int64 |
FSKA dictionary offset. Points to a dictionary containing the FSKA names.
|
0x48 |
Int64 |
FMAA array offset.
|
0x50 |
Int64 |
FMAA dictionary offset. Points to a dictionary containing the FMAA names.
|
0x58 |
Int64 |
FBVS array offset.
|
0x60 |
Int64 |
FBVS dictionary offset. Points to a dictionary containing the FBVS names.
|
0x68 |
Int64 |
FSHA array offset.
|
0x70 |
Int64 |
FSHA dictionary offset. Points to a dictionary containing the FSHA names.
|
0x78 |
Int64 |
FSCN array offset.
|
0x80 |
Int64 |
FSCN dictionary offset. Points to a dictionary containing the FSCN names.
|
0x88 |
Int64 |
Buffer memory pool offset. Points to the memory pool where all model buffers are stored.
|
0x90 |
Int64 |
Buffer memory pool info offset. Points to a structure containing information about the memory pool.
|
0x98 |
Int64 |
Embedded files array offset.
|
0xA0 |
Int64 |
Embedded file dictionary offset. Points to a dictionary containing the external file names.
|
0xA8 |
UInt64 |
User pointer, set at runtime.
|
0xB0 |
Int64 |
String table offset.
|
0xB8 |
UInt32 |
Size of the string table in bytes.
|
0xBC |
UInt16 |
Number of FMDL sub files.
|
0xBE |
UInt16 |
Number of FSKA sub files.
|
0xC0 |
UInt16 |
Number of FMAA sub files.
|
0xC2 |
UInt16 |
Number of FBVS sub files.
|
0xC4 |
UInt16 |
Number of FSHA sub files.
|
0xC6 |
UInt16 |
Number of FSCN sub files.
|
0xC8 |
UInt16 |
Number of embedded files.
|
0xCA |
Byte[6] |
Padding.
|
Buffer Memory Pool Info
The buffer memory pool info structure contains info about the buffer memory pool. The structure is as follows:
Offset |
Type |
Description
|
0x00 |
UInt32 |
Memory pool property.
|
0x04 |
UInt32 |
Size of the memory pool in bytes.
|
0x08 |
Int64 |
Offset to the memory pool. Points directly to the start of the data.
|
0x10 |
Byte[16] |
Reserved.
|
String Table
The string table is a table where all strings are stored. Each string has first the length written, which is a 16-bit integer, and then the string is stored as a null-terminated string. The string length does not include the null byte, and the 16-bit string length value is always aligned by 2. The string sorting algorithm is unknown.
Offset |
Type |
Description
|
0x00 |
Char[4] |
Section magic. Always _STR in ASCII.
|
0x04 |
UInt32 |
Next section offset.
|
0x08 |
UInt32 |
Size of this section in bytes.
|
0x0C |
Byte[4] |
Reserved.
|
0x10 |
Int32 |
Number of strings stored in the string table. The first string is always an empty string ("") and is not included in this count.
|
Dictionary
A dictionary (sometimes known as DICT) is a common structure used in many Nintendo formats such as BFRES and BNTX. It is used for fast name look-up, in order to find a specific array item by its name. It starts with the following structure:
Offset |
Type |
Description
|
0x00 |
Char[4] |
Section magic. Always _DIC in ASCII. Note that in BFRES this magic is set to 00 00 00 00, most likely due to an export error.
|
0x04 |
Int32 |
Number of entries. This does not include the root entry.
|
After, the entries are specified. The root entry follows first, then all other entries are stored. Each entry has the following structure:
Offset |
Type |
Description
|
0x00 |
Int32 |
Ref bit.
|
0x04 |
UInt16[2] |
Child node indices. First the left node, then the right node.
|
0x08 |
Int64 |
Key offset, which points to the key name this entry stores.
|
User Data
User data is a common structure used in many Nintendo formats such as BFRES and BNTX. It allows game designers to store generic data into different files, in order to be used by the game. The data can be used for anything, and is not used by the actual data parser. Each entry has the following structure:
Offset |
Type |
Description
|
0x00 |
Int64 |
Name offset. Points to the name of this user data entry.
|
0x08 |
Int64 |
Data offset. Points to the actual data. What the data actually is depends on the data type.
|
0x10 |
Int32 |
Number of data entries.
|
0x14 |
Byte |
Data type.
Value |
Data Type
|
0x00 |
Int32
|
0x01 |
Float
|
0x02 |
String
|
0x03 |
Byte
|
|
0x15 |
Byte[43] |
Reserved.
|
Relocation Table
Offset |
Type |
Description
|
0x00 |
Char[4] |
Section magic. Always _RLT in ASCII.
|
0x04 |
UInt32 |
Table offset. The offset where this table starts.
|
0x08 |
Int32 |
Number of sections.
|
0x0C |
Byte[4] |
Padding.
|
Offset |
Type |
Description
|
0x00 |
Int64 |
Section pointer, set on runtime.
|
0x08 |
UInt32 |
Section offset.
|
0x0C |
UInt32 |
Section size.
|
0x10 |
UInt32 |
Entry ID.
|
0x14 |
UInt32 |
Number of entries.
|
Offset |
Type |
Description
|
0x00 |
UInt32 |
Entry offset.
|
0x04 |
UInt16 |
Array count.
|
0x06 |
Byte |
Offset count.
|
0x07 |
Byte |
Padding size.
|
Animation Curve
An animation curve is a common structure used in all animation sub files, which sets curve data for specific target type. Each entry has the following structure:
Offset |
Type |
Description
|
0x00 |
Int64 |
Key data offset. Points to the key data.
|
0x08 |
Int64 |
Frame data offset. Points to the frame value data.
|
0x10 |
UInt16 |
Flag. xxAA xxBB xCCC DDEE.
Value |
Description
|
0x00 |
Clamp
|
0x01 |
Repeat
|
0x02 |
Mirror
|
0x03 |
Relative repeat
|
- B: Pre wrap mode, same options as post wrap mode.
- C: Curve type.
Value |
Description
|
0x00 |
Cubic float
|
0x01 |
Linear float
|
0x02 |
Baked float
|
0x04 |
Step integer
|
0x05 |
Baked integer
|
0x06 |
Step boolean
|
0x07 |
Baked boolean
|
Value |
Description
|
0x00 |
Float
|
0x01 |
Int16
|
0x02 |
SByte
|
Value |
Description
|
0x00 |
Float
|
0x01 |
Fixed point value. 1 bit sign, 10 bit exponent and 5 bit fraction.
|
0x02 |
Byte
|
|
0x12 |
UInt16 |
Number of key frames.
|
0x14 |
UInt32 |
Target offset. Specifies an offset into the base value, and thus specifies what type this structure animates.
|
0x18 |
Float |
Start key. Specifies the first key frame in the array.
|
0x1C |
Float |
End key. Specifies the last key frame in the array.
|
0x20 |
Int32/Float |
Frame data scale. Multiply the frame data values by this value to get the real value. This can both be an Int32 and a float. Not used by all curves.
|
0x24 |
Int32/Float |
Frame data add. After multiplying, add this value to the frame data. This can both be an Int32 and a float. Not used by all curves.
|
0x28 |
Float |
Delta value. Specifies the different between the last frame value and the first one.
|
0x2C |
Byte[4] |
Padding.
|
- Step Curve
A step curve has no interpolations, and therefore only the frame value needs to be stored. Thus only 1 element per key frame is stored.
- Linear Curve
A linear curve has linear interpolation, meaning that more data needs to be stored other than the frame value. Two elements are stored per key frame value. If is the first element, the second element, is the key frame and is the following key frame, then , , is the curve between and . For the last key frame is always set to . In practice this means that is the start value and is .
- Hermite Curve
A hermite curve has hermite interpolation, which allows for complex curves controlled by two slopes. Four elements are stored per key. If is the first element and the second element and so on, is the key frame and is the following key frame, then , , is the curve between and . is controlled the post-slope of key , and and are controlled by the pre-slope of key .
Calculating the slopes and for key can be done as follows. The derivative of is . Then its known that and . However, since the slopes fit between and , it is necessary to scale the slopes. The curve is made for , but the correct slope value is when . Therefore the slopes need to be divided by , thus, the final calculation is as follows:
Calculating , , and from slopes , , for key frames and , can be done by solving the following equation system. Remember that the slopes need to be multiplied by to fit instead of .
The equation system gives the following unambiguous solution:
FMDL
The FMDL section (caFe MoDeL) stores model data. It contains the vertex data, skeleton data, materials and shape data, split into 4 different sections. Each model has the following structure:
Offset |
Type |
Description
|
0x00 |
Char[4] |
Section magic. Always FMDL in ASCII.
|
If version ≥ 9.0.0
|
0x04 |
Byte[4] |
Reserved.
|
0x08 |
Int64 |
Name offset. Points to the name of this model.
|
0x10 |
Int64 |
Original path offset. Points to the filename this sub file was created from.
|
0x18 |
Int64 |
FSKL offset.
|
0x20 |
Int64 |
FVTX array offset.
|
0x28 |
Int64 |
FSHP array offset.
|
0x30 |
Int64 |
FSHP dictionary offset.
|
0x38 |
Int64 |
FMAT array offset.
|
0x40 |
Byte[8] |
Reversed.
|
Else
|
0x04 |
UInt32 |
Next section offset.
|
0x08 |
UInt32 |
Size of this section in bytes.
|
0x0C |
Byte[4] |
Reserved.
|
0x10 |
Int64 |
Name offset. Points to the name of this model.
|
0x18 |
Int64 |
Original path offset. Points to the filename this sub file was created from.
|
0x20 |
Int64 |
FSKL offset.
|
0x28 |
Int64 |
FVTX array offset.
|
0x30 |
Int64 |
FSHP array offset.
|
0x38 |
Int64 |
FSHP dictionary offset.
|
0x40 |
Int64 |
FMAT array offset.
|
0x48 |
Int64 |
FMAT dictionary offset.
|
0x50 |
Int64 |
User data array offset.
|
0x58 |
Int64 |
User data dictionary offset.
|
0x60 |
Int64 |
User pointer, set at runtime.
|
0x68 |
UInt16 |
Number of FVTXs.
|
0x6A |
UInt16 |
Number of FSHPs.
|
0x6C |
UInt16 |
Number of FMATs.
|
0x6E |
UInt16 |
Number of user datas.
|
0x70 |
Int32 |
Total number of processed vertices.
|
0x74 |
Byte[4] |
Padding.
|
FVTX
The FVTX section (caFe VerTeX) stores vertex data. The structure is based on two structures, attributes and buffers, which is the base structure of OpenGL vertex data. An attribute is a link into the shader, and the buffers store the actual data. Buffers are split into three different structures, and one buffer can contain multiple attributes. It starts with the following structure:
Offset |
Type |
Description
|
0x00 |
Char[4] |
Section magic. Always FVTX in ASCII.
|
If version ≥ 9.0.0
|
0x04 |
Byte[4] |
Reserved.
|
0x08 |
Int64 |
Vertex attribute array offset.
|
0x10 |
Int64 |
Vertex attribute dictionary offset.
|
0x18 |
Int64 |
Memory pool pointer.
|
0x20 |
Int64 |
Vertex buffer array offset.
|
0x28 |
Int64 |
Buffer pointer array offset. Points to an array of Int64s, which is buffer pointers, set at runtime.
|
0x30 |
Int64 |
Vertex buffer info array offset.
|
0x38 |
Int64 |
Vertex buffer info state array offset.
|
0x40 |
Int64 |
User pointer, set at runtime.
|
0x48 |
UInt32 |
Memory pool offset. Points to the start of the buffer data of this section.
|
0x4C |
Byte |
Number of vertex attributes.
|
0x4D |
Byte |
Number of buffers.
|
0x4E |
UInt16 |
Section index.
|
0x50 |
UInt32 |
Vertex count.
|
0x54 |
Byte |
Max number of bone influences per vertex.
|
0x55 |
Byte |
Padding.
|
0x56 |
UInt16 |
Vertex buffer alignment.
|
Else
|
0x04 |
UInt32 |
Next section offset.
|
0x08 |
UInt32 |
Size of this section in bytes.
|
0x0C |
Byte[4] |
Reserved.
|
0x10 |
Int64 |
Vertex attribute array offset.
|
0x18 |
Int64 |
Vertex attribute dictionary offset.
|
0x20 |
Int64 |
Memory pool pointer.
|
0x28 |
Int64 |
Vertex buffer array offset.
|
0x30 |
Int64 |
Buffer pointer array offset. Points to an array of Int64s, which is buffer pointers, set at runtime.
|
0x38 |
Int64 |
Vertex buffer info array offset.
|
0x40 |
Int64 |
Vertex buffer info state array offset.
|
0x48 |
Int64 |
User pointer, set at runtime.
|
0x50 |
UInt32 |
Memory pool offset. Points to the start of the buffer data of this section.
|
0x54 |
Byte |
Number of vertex attributes.
|
0x55 |
Byte |
Number of buffers.
|
0x56 |
UInt16 |
Section index.
|
0x58 |
UInt32 |
Vertex count.
|
0x5C |
Byte |
Max number of bone influences per vertex.
|
0x5D |
Byte[3] |
Padding.
|
Vertex Attribute
Offset |
Type |
Description
|
0x00 |
Int64 |
Target name offset.
|
0x08 |
UInt32 |
Vertex buffer format. Specifies how the data is stored.
|
0x0C |
UInt16 |
Buffer offset. Offset into the linked buffer, where the data of this attribute is stored.
|
0x0E |
Byte |
Buffer index.
|
If version ≥ 9.0.0
|
0x0F |
Byte |
Flag. xxxx xxxA:
- A: contains dynamic vertex buffer
|
Else
|
0x0F |
Byte |
Padding.
|
Vertex Buffer
Offset |
Type |
Description
|
0x00 |
Byte |
Buffer state.
|
0x01 |
Byte |
Buffer flag.
|
0x02 |
Byte[6] |
Reserved.
|
0x08 |
Int64 |
Nvn buffer offset, set at runtime.
|
0x10 |
Byte[48] |
Nvn buffer.
|
0x40 |
Int64 |
User pointer, set at runtime.
|
Vertex Buffer Info
Offset |
Type |
Description
|
0x00 |
UInt32 |
Buffer size. Size of the buffer in bytes.
|
0x04 |
UInt32 |
GPU access flag.
|
0x08 |
Byte[8] |
Reserved.
|
Vertex Buffer Info State
Offset |
Type |
Description
|
0x00 |
UInt32 |
Buffer stride. Stride of the buffer in bytes.
|
0x04 |
UInt32 |
Buffer divisor.
|
0x08 |
Byte[8] |
Reserved.
|
FSKL
The FSKL section (caFe SKeLeton) stores data about the skeleton, used for rigging. The skeleton root has the following structure:
Offset |
Type |
Description
|
0x00 |
Char[4] |
Section magic. Always FSKL in ASCII.
|
If version ≥ 9.0.0
|
0x04 |
UInt32 |
Flag: xxxx xxxx xxxx xxxx xxAA xxBB CCxx xxDD.
- A: Rotation mode. Quaternion = 0, Euler XYZ = 1
- B: Scale mode. None = 0, Standard = 1, Maya = 2, Softimage = 3
- C: Mirroring mode. X = 0, XY = 1, XZ = 2 (8.0.0.0)
- D: Reset guard. None = 0, User Pointer = 1
|
0x08 |
Int64 |
Bone dictionary offset.
|
0x10 |
Int64 |
Bone array offset.
|
0x18 |
Int64 |
Bone index table offset. Points to an array of UInt16s.
|
0x20 |
Int64 |
Matrix offset. Points to an array of 3x4 float inverse transformation matrices, which is used for smooth skinning.
|
0x28 |
Int64 |
User pointer.
|
0x30 |
Int64 |
Mirroring bone table offset. Correspondence table between bone indexes and mirrored bone indexes, stored as Int16s. Only seen as 0.
|
0x38 |
UInt16 |
Number of bones.
|
0x3A |
UInt16 |
Number of bones which are smooth.
|
0x3C |
UInt16 |
Number of bones which are rigid.
|
0x3E |
Byte[2] |
Padding.
|
Else
|
0x04 |
UInt32 |
Next section offset.
|
0x08 |
UInt32 |
Size of this section in bytes.
|
0x0C |
Byte[4] |
Reserved.
|
0x10 |
Int64 |
Bone dictionary offset.
|
0x18 |
Int64 |
Bone array offset.
|
0x20 |
Int64 |
Bone index table offset. Points to an array of UInt16s.
|
0x28 |
Int64 |
Matrix offset. Points to an array of 3x4 float inverse transformation matrices, which is used for smooth skinning.
|
0x30 |
Int64 |
User pointer, set at runtime.
|
If version ≥ 8.0.0
|
0x38 |
Byte[16] |
Unknown.
|
0x48 |
UInt32 |
Flag.
|
0x4C |
UInt16 |
Number of bones.
|
0x4E |
UInt16 |
Number of bones which are smooth.
|
0x50 |
UInt16 |
Number of bones which are rigid.
|
0x52 |
Byte[6] |
Padding.
|
Else
|
0x38 |
UInt32 |
Flag.
|
0x3C |
UInt16 |
Number of bones.
|
0x3E |
UInt16 |
Number of bones which are smooth.
|
0x40 |
UInt16 |
Number of bones which are rigid.
|
0x42 |
Byte[6] |
Padding.
|
Bone
Each bone has the following structure:
Offset |
Type |
Description
|
0x00 |
Int64 |
Bone name offset.
|
0x08 |
Int64 |
User data array offset.
|
0x10 |
Int64 |
User data dictionary offset.
|
If version ≥ 8.0.0
|
0x18 |
Byte[16] |
Reserved.
|
0x28 |
UInt16 |
Bone index.
|
0x2A |
Int16 |
Parent bone index. -1 if no parent exists.
|
0x2C |
Int16 |
Smooth bone index.
|
0x2E |
Int16 |
Rigid bone index.
|
0x30 |
Int16 |
Billboard index.
|
0x32 |
UInt16 |
Number of user datas.
|
0x34 |
UInt32 |
Flag: AAAA ABBB Bxxx xCCC xxxD xxxx xxxx xxxx.
- A: Specifies the hierarchy transform mode.
ID |
Description
|
0x00 |
None
|
0x01 |
Scale uniform
|
0x02 |
Scale volume one
|
0x04 |
No rotation
|
0x08 |
No translation
|
- B: Specifies the transform mode.
ID |
Description
|
0x00 |
None
|
0x01 |
Segment scale compensate
|
0x02 |
Scale uniform
|
0x04 |
Scale volume one
|
0x08 |
No rotation
|
0x10 |
No translation
|
ID |
Description
|
0x00 |
None
|
0x01 |
Child
|
0x02 |
World view vector
|
0x03 |
World view point
|
0x04 |
Screen view vector
|
0x05 |
Screen view point
|
0x06 |
Y-axis view vector
|
0x07 |
Y-axis view point
|
- D: Specifies if this bone is visible.
|
0x38 |
Float[3] |
Scale of this bone.
|
0x44 |
Float[4] |
Rotation of this bone.
|
0x54 |
Float[3] |
Translation of this bone.
|
Else
|
0x18 |
UInt16 |
Bone index.
|
0x1A |
Int16 |
Parent bone index.
|
0x1C |
Int16 |
Smooth bone index.
|
0x1E |
Int16 |
Rigid bone index.
|
0x20 |
Int16 |
Billboard index.
|
0x22 |
UInt16 |
Number of user datas.
|
0x24 |
UInt32 |
Flag.
|
0x28 |
Float[3] |
Scale of this bone.
|
0x34 |
Float[4] |
Rotation of this bone.
|
0x44 |
Float[3] |
Translation of this bone.
|
FMAT
The FMAT section (caFe MATerial) contains information about how the objects should be rendered. It contains lots of different parameters, which is used in the shader, as well as texture references, and texture samples. Each material has the following structure:
Offset |
Type |
Description
|
0x00 |
Char[4] |
Section magic. Always FMAT in ASCII.
|
If version ≥ 9.0.0
|
0x04 |
UInt32 |
Flag: xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxA.
- A: Specifies if the material is visible.
|
0x08 |
Int64 |
Material name offset.
|
0x10 |
Int64 |
Render info array offset.
|
0x18 |
Int64 |
Render info dictionary offset.
|
0x20 |
Int64 |
Shader assign offset.
|
0x28 |
Int64 |
Texture pointer array offset. Points to an array of Int64s that are set at runtime.
|
0x30 |
Int64 |
Texture name offset array offset. Points to an array of name offsets, which are the texture names.
|
0x38 |
Int64 |
Texture sampler array offset.
|
0x40 |
Int64 |
Texture sampler info array offset.
|
0x48 |
Int64 |
Texture sampler info dictionary offset.
|
0x50 |
Int64 |
Shader parameter array offset.
|
0x58 |
Int64 |
Shader parameter dictionary offset.
|
0x60 |
Int64 |
Shader parameter data offset. Points to the start of the data used in all shader parameters.
|
0x68 |
Int64 |
User data array offset.
|
0x70 |
Int64 |
User data dictionary offset.
|
0x78 |
Int64 |
Volatile flag offset. Points to an array of booleans, which has the size as the number of shader parameters. The booleans are ordered from LSB to MSB.
|
0x80 |
Int64 |
User pointer, set at runtime.
|
0x88 |
Int64 |
Sampler slot pointer array offset. Points to an array of Int64s, which are sampler slots pointers set at runtime. The pointers are set to -1.
|
0x90 |
Int64 |
Texture slot pointer array offset. Points to an array of Int64s, which are texture slots pointers set at runtime. The pointers are set to -1.
|
0x98 |
UInt16 |
Section index.
|
0x9A |
UInt16 |
Number of render infos.
|
0x9C |
Byte |
Number of texture samples. This count also specifies the number of texture sampler info.
|
0x9D |
Byte |
Number of textures.
|
0x9E |
UInt16 |
Number of shader parameters.
|
0xA0 |
UInt16 |
Number of shader parameters which are volatile. Unknown usage, only seen as 0.
|
0xA2 |
UInt16 |
Total size of the shader parameter data.
|
0xA4 |
UInt16 |
Raw shader parameter size. Unknown, only seen as 0.
|
0xA6 |
UInt16 |
Number of user datas.
|
Else
|
0x04 |
UInt32 |
Next section offset.
|
0x08 |
UInt32 |
Size of this section in bytes.
|
0x0C |
Byte[4] |
Reserved.
|
0x10 |
Int64 |
Material name offset.
|
0x18 |
Int64 |
Render info array offset.
|
0x20 |
Int64 |
Render info dictionary offset.
|
0x28 |
Int64 |
Shader assign offset.
|
0x30 |
Int64 |
Texture pointer array offset. Points to an array of Int64s that are set at runtime.
|
0x38 |
Int64 |
Texture name offset array offset. Points to an array of name offsets, which are the texture names.
|
0x40 |
Int64 |
Texture sampler array offset.
|
0x48 |
Int64 |
Texture sampler info array offset.
|
0x50 |
Int64 |
Texture sampler info dictionary offset.
|
0x58 |
Int64 |
Shader parameter array offset.
|
0x60 |
Int64 |
Shader parameter dictionary offset.
|
0x68 |
Int64 |
Shader parameter data offset. Points to the start of the data used in all shader parameters.
|
0x70 |
Int64 |
User data array offset.
|
0x78 |
Int64 |
User data dictionary offset.
|
0x80 |
Int64 |
Volatile flag offset. Points to an array of booleans, which has the size as the number of shader parameters. The booleans are ordered from LSB to MSB.
|
0x88 |
Int64 |
User pointer, set at runtime.
|
0x90 |
Int64 |
Sampler slot pointer array offset. Points to an array of Int64s, which are sampler slots pointers set at runtime. The pointers are set to -1.
|
0x98 |
Int64 |
Texture slot pointer array offset. Points to an array of Int64s, which are texture slots pointers set at runtime. The pointers are set to -1.
|
0xA0 |
UInt32 |
Flag.
|
0xA4 |
UInt16 |
Section index.
|
0xA6 |
UInt16 |
Number of render infos.
|
0xA8 |
Byte |
Number of texture samples. This count also specifies the number of texture sampler info.
|
0xA9 |
Byte |
Number of textures.
|
0xAA |
UInt16 |
Number of shader parameters.
|
0xAC |
UInt16 |
Number of shader parameters which are volatile. Unknown usage, only seen as 0.
|
0xAE |
UInt16 |
Total size of the shader parameter data.
|
0xB0 |
UInt16 |
Raw shader parameter size. Unknown, only seen as 0.
|
0xB2 |
UInt16 |
Number of user datas.
|
0xB4 |
Byte[4] |
Padding.
|
Render Info
The render info structure specifies basic OpenGL settings, such as culling. It can also be used as uniforms in a shader, but exactly how that works is unknown. Each entry has the following structure:
Offset |
Type |
Description
|
0x00 |
Int64 |
Parameter name offset.
|
0x08 |
Int64 |
Data offset.
|
0x10 |
UInt16 |
Number of entries in the data.
|
0x12 |
Byte |
Data type.
ID |
Description
|
0x00 |
Int32
|
0x01 |
Float
|
0x02 |
String
|
|
0x13 |
Byte[5] |
Padding.
|
Shader Assign
The shader assign structure is the link between the shader and the data in the model. It links the vertex attributes in FVTX to the vertex shader, the texture samplers to the fragment shader, and also specifies shader options used for shader variants. It has the following structure:
Offset |
Type |
Description
|
0x00 |
Int64 |
Shader archive name offset.
|
0x08 |
Int64 |
Shading model name offset.
|
0x10 |
Int64 |
Attribute array offset. Points an array of Int64s which points to the names of the vertex attributes.
|
0x18 |
Int64 |
Attribute dictionary offset. Points to a dictionary which contains the shader attributes which the vertex attributes are linked to.
|
0x10 |
Int64 |
Texture sampler array offset. Points an array of Int64s which points to the texture target of the texture sampler.
|
0x18 |
Int64 |
Texture sampler dictionary offset. Points to a dictionary which contains the shader uniforms which the texture samplers are linked to.
|
0x20 |
Int64 |
Shader option array offset. Points to an array of Int64s which points to the string data of the shader options. Even numeric values are stored as strings.
|
0x28 |
Int64 |
Shader option dictionary offset. Points to a dictionary which contains the shader option names.
|
0x30 |
UInt32 |
Revision. Unknown usage.
|
0x34 |
Byte |
Number of attributes.
|
0x35 |
Byte |
Number of samplers.
|
0x36 |
UInt16 |
Number of shader options.
|
Texture Sampler
Each texture sampler has the following structure:
Offset |
Type |
Description
|
0x00 |
Byte |
Sampler state. 1 if it's initialized.
|
0x01 |
Byte |
Unknown flags.
|
0x02 |
Byte[6] |
Reserved.
|
0x08 |
Int64 |
Nvn sampler pointer, set at runtime.
|
0x10 |
Byte[96] |
Nvn sampler.
|
0x70 |
Int64 |
User pointer, set at runtime.
|
Texture Sampler Info
Each texture sampler info sets settings for a texture. It has the following structure:
Offset |
Type |
Description
|
0x00 |
Byte |
Wrap U.
ID |
Description
|
0x00 |
Repeat
|
0x01 |
Mirror
|
0x02 |
Clamp
|
0x03 |
Clamp to edge
|
0x04 |
Mirror once
|
0x05 |
Mirror clamp to edge
|
|
0x01 |
Byte |
Wrap V. Same options as above.
|
0x02 |
Byte |
Wrap W. Same options as above.
|
0x03 |
Byte |
Comparison function.
ID |
Description
|
0x00 |
Never
|
0x01 |
Less
|
0x02 |
Equal
|
0x03 |
Less or equal
|
0x04 |
Greater
|
0x05 |
Not equal
|
0x06 |
Greater or equal
|
0x07 |
Always
|
|
0x04 |
Byte |
Border color type. White = 0, Transparent = 1, Opaque = 2
|
0x05 |
Byte |
Max anisotropy.
ID |
Description
|
0x01 |
Ratio 1 1
|
0x02 |
Ratio 2 1
|
0x04 |
Ratio 4 1
|
0x08 |
Ratio 8 1
|
0x10 |
Ratio 16 1
|
|
0x06 |
UInt16 |
Filter mode. xxxx xxxx xxAA BBCC.
- A: Shrink filter. Points = 1, Linear = 2
- B: Expand filter. Points = 1, Linear = 2
- C: Mipmap filter. None = 0, Points = 1, Linear = 2
|
0x08 |
Float |
Min LOD.
|
0x0C |
Float |
Max LOD.
|
0x10 |
Float |
Load bias.
|
0x14 |
Byte[12] |
Reserved.
|
Shader Parameter
A shader parameter is a uniform variable which is loaded into the shader, into any of the stages. Each parameter has the following structure:
Offset |
Type |
Description
|
0x00 |
Int64 |
Callback pointer, set at runtime.
|
0x08 |
Int64 |
Parameter name offset.
|
0x10 |
Byte |
Parameter type. See below.
|
0x11 |
Byte |
Data size in bytes.
|
0x12 |
UInt16 |
Data offset, relative to the offset specified in the FMAT header.
|
0x14 |
Int32 |
Offset. Unknown usage. Set to -1 in file.
|
0x18 |
UInt16 |
Depended index.
|
0x1A |
UInt16 |
Depend index.
|
0x1C |
Byte[4] |
Padding.
|
- Parameter types
There are many different types of parameters. A matrix is stored row by row in memory.
ID |
Size |
Description
|
0x00 |
0x04 |
Boolean
|
0x01 |
0x08 |
Boolean 2D
|
0x02 |
0x0C |
Boolean 3D
|
0x03 |
0x10 |
Boolean 4D
|
0x04 |
0x04 |
Int32
|
0x05 |
0x08 |
Int32 2D
|
0x06 |
0x0C |
Int32 3D
|
0x07 |
0x10 |
Int32 4D
|
0x08 |
0x04 |
UInt32
|
0x09 |
0x08 |
UInt32 2D
|
0x0A |
0x0C |
UInt32 3D
|
0x0B |
0x10 |
UInt32 4D
|
0x0C |
0x04 |
Float
|
0x0D |
0x08 |
Float 2D
|
0x0E |
0x0C |
Float 3D
|
0x0F |
0x10 |
Float 4D
|
0x11 |
0x10 |
2x2 float matrix
|
0x12 |
0x18 |
2x3 float matrix
|
0x13 |
0x20 |
2x4 float matrix
|
0x15 |
0x18 |
3x2 float matrix
|
0x16 |
0x24 |
3x3 float matrix
|
0x17 |
0x30 |
3x4 float matrix
|
0x19 |
0x20 |
4x2 float matrix
|
0x1A |
0x30 |
4x3 float matrix
|
0x1B |
0x40 |
4x4 float matrix
|
0x1C |
0x14 |
2D SRT
Offset |
Type |
Description
|
0x00 |
Float[2] |
Scale.
|
0x08 |
Float |
Rotation.
|
0x0C |
Float[2] |
Translation.
|
|
0x1D |
0x24 |
3D SRT
Offset |
Type |
Description
|
0x00 |
Float[3] |
Scale.
|
0x0C |
Float[3] |
Rotation.
|
0x18 |
Float[3] |
Translation.
|
|
0x1E |
0x18 |
Texture SRT
Offset |
Type |
Description
|
0x00 |
UInt32 |
SRT mode. Maya = 0, 3ds Max = 1, Softimage = 2
|
0x04 |
Float[2] |
Scale.
|
0x0C |
Float |
Rotation.
|
0x10 |
Float[2] |
Translation.
|
|
0x1F |
0x20 |
Texture SRT with matrix pointer, set at runtime.
Offset |
Type |
Description
|
0x00 |
UInt32 |
SRT mode. Maya = 0, 3ds Max = 1, Softimage = 2
|
0x04 |
Float[2] |
Scale.
|
0x0C |
Float |
Rotation.
|
0x10 |
Float[2] |
Translation.
|
0x18 |
Int64 |
Matrix pointer, set at runtime.
|
|
FSHP
The FSHP (caFe SHaPe) section stores information about the actual polygon shape. It connects FVTX, FMAT and FSKL in order to create a renderable model. Each shape has the following structure:
Offset |
Type |
Description
|
0x00 |
Char[4] |
Section magic. Always FSHP in ASCII.
|
If version ≥ 9.0.0
|
0x04 |
UInt32 |
Flags. xxxx xxxx xxxx xxxx xxxx xxxx xxxx xABx.
- A: Specifies if the sub meshes boundary are consistent.
- B: Specifies if the shape has a vertex buffer.
|
0x08 |
Int64 |
Shape name offset.
|
0x10 |
Int64 |
FVTX offset. Points to the vertex buffer used by this shape.
|
0x18 |
Int64 |
LOD mesh array offset.
|
0x20 |
Int64 |
Skin bone index array offset. Points to an array of UInt16s which represents the skinning indices of the bones used by this shape.
|
0x28 |
Int64 |
Key shape array offset.
|
0x30 |
Int64 |
Key shape dictionary offset.
|
0x38 |
Int64 |
Bounding array offset. The number of boundings is calculated by taking the total amount of sub meshes in each LOD mesh, and then adding one more for each LOD mesh.
|
0x40 |
Int64 |
Radius array offset. Points to an array of floats, where each float is the radius of a spherical bounding box. The number of floats is the same as the number of LOD meshes.
|
0x48 |
Int64 |
User pointer, set at runtime.
|
0x50 |
UInt16 |
Section index.
|
0x52 |
UInt16 |
FMAT index.
|
0x54 |
UInt16 |
FSKL bone index. The shape is only influenced by this bone if the max number of bone influences is 0.
|
0x56 |
UInt16 |
FVTX index.
|
0x58 |
UInt16 |
Number of skin bone indices.
|
0x5A |
Byte |
Max number of bone influences per vertex.
|
0x5B |
Byte |
Number of LOD meshes.
|
0x5C |
Byte |
Number of key shapes.
|
0x5D |
Byte |
Target attribute count.
|
0x5E |
Byte[2] |
Padding.
|
Else
|
0x04 |
UInt32 |
Next section offset.
|
0x08 |
UInt32 |
Size of this section in bytes.
|
0x0C |
Byte[4] |
Reserved.
|
0x10 |
Int64 |
Shape name offset.
|
0x18 |
Int64 |
FVTX offset. Points to the vertex buffer used by this shape.
|
0x20 |
Int64 |
LOD mesh array offset.
|
0x28 |
Int64 |
Skin bone index array offset. Points to an array of UInt16s which represents the skinning indices of the bones used by this shape.
|
0x30 |
Int64 |
Key shape array offset.
|
0x38 |
Int64 |
Key shape dictionary offset.
|
0x40 |
Int64 |
Bounding array offset. The number of boundings is calculated by taking the total amount of sub meshes in each LOD mesh, and then adding one more for each LOD mesh.
|
0x48 |
Int64 |
Radius array offset. Points to an array of floats, where each float is the radius of a spherical bounding box. The number of floats is the same as the number of LOD meshes.
|
0x50 |
Int64 |
User pointer, set at runtime.
|
0x58 |
UInt32 |
Flags.
|
0x5C |
UInt16 |
Section index.
|
0x5E |
UInt16 |
FMAT index.
|
0x60 |
UInt16 |
FSKL bone index. The shape is only influenced by this bone if the max number of bone influences is 0.
|
0x62 |
UInt16 |
FVTX index.
|
0x64 |
UInt16 |
Number of skin bone indices.
|
0x66 |
Byte |
Max number of bone influences per vertex.
|
0x67 |
Byte |
Number of LOD meshes.
|
0x68 |
Byte |
Number of key shapes.
|
0x69 |
Byte |
Target attribute count.
|
0x6A |
Byte[6] |
Padding.
|
LOD Mesh
A shape can have different level-of-detail meshes, which are drawn at different distances. LOD meshes decreases load on the GPU, since it can draw less primitives, but also increases memory usage. Each mesh has the following structure:
Offset |
Type |
Description
|
0x00 |
Int64 |
Sub mesh array offset.
|
0x08 |
Int64 |
Memory pool pointer, set at runtime.
|
0x10 |
Int64 |
Index buffer offset.
|
0x18 |
Int64 |
Index buffer info offset.
|
0x20 |
UInt32 |
Memory pool offset. Points to the start of the index buffer data.
|
0x24 |
UInt32 |
Primitive type which is used to draw either points, lines or triangles.
ID |
Description
|
0x00 |
Points
|
0x01 |
Lines
|
0x02 |
Line strip
|
0x03 |
Traingles
|
0x04 |
Triangle strip
|
0x05 |
Lines adjacency
|
0x06 |
Line strip adjacency
|
0x07 |
Triangles adjacency
|
0x08 |
Triangle strip adjacency
|
0x09 |
Patch list
|
|
0x28 |
UInt32 |
Index buffer data format.
ID |
Description
|
0x00 |
Byte
|
0x01 |
UInt16
|
0x02 |
UInt32
|
|
0x2C |
UInt32 |
Total number of points that can be drawn.
|
0x30 |
UInt32 |
Offset into the vertex buffers to start.
|
0x34 |
UInt16 |
Number of sub meshes.
|
0x36 |
Byte[2] |
Padding.
|
Sub Mesh
A sub mesh is used to draw a specific part of a mesh. It can either draw the full mesh, or a part of it which can be used if specific parts isn't visible in specific areas. Each entry has the following structure:
Offset |
Type |
Description
|
0x00 |
UInt32 |
Offset into the index buffer, in bytes, where to draw.
|
0x04 |
UInt32 |
Number of points to draw, starting at offset.
|
Key Shape
The key shape structure is very unknown. It seems to be used for FSHA shape animations. Each entry has the following structure:
Offset |
Type |
Description
|
0x00 |
Byte |
Target attribute position index.
|
0x01 |
Byte |
Target attribute normal index.
|
0x02 |
Byte[4] |
Target attribute tangent indices.
|
0x06 |
Byte[4] |
Target attribute binormal indices.
|
0x0A |
Byte[8] |
Target attribute color indices.
|
0x12 |
Byte[2] |
Padding.
|
Bounding
Each bounding specifies a AABB (axis-aligned bounding box) and has the following structure:
Offset |
Type |
Description
|
0x00 |
Float[3] |
Center position of the AABB.
|
0x0C |
Float[3] |
Extend vector of the AABB. Specifies the vector from the center to the corner where X, Y, Z are larger than center.
|
FSKA
The FSKA section (caFe SKeleton Animation) stores skeleton animations. Each animation has the following structure:
Offset |
Type |
Description
|
0x00 |
Char[4] |
Section magic. Always FSKA in ASCII.
|
If version ≥ 9.0.0
|
0x04 |
UInt32 |
Flag. xxxx xxxx xxxx xxxx xxxA xxBB xxxx xCxD:
Value |
Description
|
0x00 |
Quaternion
|
0x01 |
Euler XYZ
|
Value |
Description
|
0x00 |
None
|
0x01 |
Standard
|
0x02 |
Maya
|
0x03 |
Softimage
|
- C: Loop flag, 1 if animation loops.
- D: Baked flag, 1 if curve data is baked.
|
0x08 |
Int64 |
Name offset. Points to the name of this animation.
|
0x10 |
Int64 |
Original path offset. Points to the filename this sub file was created from.
|
0x18 |
Int64 |
FSKL offset. Points to the skeleton which will be animated. Set at runtime.
|
0x20 |
Int64 |
Bind index array offset. Points to an array of UInt16s with unknown purpose.
|
0x28 |
Int64 |
Bone animation array offset.
|
0x30 |
Int64 |
User data array offset.
|
0x38 |
Int64 |
User data dictionary offset.
|
0x40 |
Int32 |
Number of frames.
|
0x44 |
Int32 |
Total number of curves in this animation.
|
0x48 |
UInt32 |
Baked size.
|
0x4C |
UInt16 |
Number of bone animations.
|
0x4E |
UInt16 |
Number of user datas.
|
Else
|
0x04 |
UInt32 |
Next section offset.
|
0x08 |
UInt32 |
Size of this section in bytes.
|
0x0C |
Byte[4] |
Reserved.
|
0x10 |
Int64 |
Name offset. Points to the name of this animation.
|
0x18 |
Int64 |
Original path offset. Points to the filename this sub file was created from.
|
0x20 |
Int64 |
FSKL offset. Points to the skeleton which will be animated. Set at runtime.
|
0x28 |
Int64 |
Bind index array offset. Points to an array of UInt16s with unknown purpose.
|
0x30 |
Int64 |
Bone animation array offset.
|
0x38 |
Int64 |
User data array offset.
|
0x40 |
Int64 |
User data dictionary offset.
|
0x48 |
UInt32 |
Flag.
|
0x4C |
Int32 |
Number of frames.
|
0x50 |
Int32 |
Total number of curves in this animation.
|
0x54 |
UInt32 |
Baked size.
|
0x58 |
UInt16 |
Number of bone animations.
|
0x5A |
UInt16 |
Number of user datas.
|
0x5C |
Byte[4] |
Padding.
|
Bone Animation
The bone animation structure stores animation data for a specific bone. Each entry has the following structure:
Offset |
Type |
Description
|
0x00 |
Int64 |
Name offset. Points to the name of the bone to animate.
|
0x08 |
Int64 |
Animation curve array offset.
|
0x10 |
Int64 |
Bone base value offset. Points to the base values of this bone.
|
If version ≥ 9.0.0
|
0x18 |
Int64 |
User data array offset.
|
0x20 |
Int64 |
User data dictionary offset.
|
0x28 |
UInt32 |
Flag. xxxx AAAA Axxx xxxx BBBB BBBB BBCD Exxx:
Value |
Description
|
0x00 |
None
|
0x01 |
Segment scale compensate
|
0x02 |
Scale uniform
|
0x04 |
Scale volume one
|
0x08 |
No rotation
|
0x10 |
No translation
|
- B: Curve type. Specifies the curve types this animation has.
Value |
Description
|
0x01 |
Scale X
|
0x02 |
Scale Y
|
0x04 |
Scale Z
|
0x08 |
Rotate X
|
0x10 |
Rotate Y
|
0x20 |
Rotate Z
|
0x40 |
Rotate W
|
0x80 |
Translate X
|
0x100 |
Translate Y
|
0x200 |
Translate Z
|
|
0x2C |
Byte |
Begin rotate. Always 3.
|
0x2D |
Byte |
Begin translate. Always 6.
|
0x2E |
Byte |
Number of animation curves.
|
0x2F |
Byte |
Begin base translate. Always 7.
|
0x30 |
Int32 |
Begin curve. The absolute index of the first curve in all bone animations.
|
0x34 |
UInt16 |
Number of user datas.
|
0x36 |
Byte[2] |
Padding.
|
Else
|
0x18 |
UInt32 |
Flag.
|
0x1C |
Byte |
Begin rotate. Always 3.
|
0x1D |
Byte |
Begin translate. Always 6.
|
0x1E |
Byte |
Number of animation curves.
|
0x1F |
Byte |
Begin base translate. Always 7.
|
0x20 |
Int32 |
Begin curve. The absolute index of the first curve in all bone animations.
|
0x24 |
Byte[4] |
Padding.
|
Bone Base Value
Offset |
Type |
Description
|
0x00 |
Float[3] |
Base scale.
|
0x0C |
Float[3] |
Base rotation.
|
0x18 |
Float[3] |
Base translation.
|
FMAA
The FMAA section (caFe MAterial Animation) stores material parameter animations. Each animation has the following structure:
Offset |
Type |
Description
|
0x00 |
Char[4] |
Section magic. Always FMAA in ASCII.
|
If version ≥ 9.0.0
|
0x04 |
UInt16 |
Flag: xxxx xxxx xxxx xAxB.
- A: Loop flag, 1 if animation loops.
- B: Baked flag, 1 if curve data is baked.
|
0x06 |
Byte[2] |
Resereved.
|
0x08 |
Int64 |
Name offset. Points to the name of this animation.
|
0x10 |
Int64 |
Original path offset. Points to the filename this sub file was created from.
|
0x18 |
Int64 |
Bind FMDL offset, set at runtime. Points to the model affected by this animation.
|
0x20 |
Int64 |
Bind index array offset. Points to an array of UInt16s with unknown purpose.
|
0x28 |
Int64 |
Material animation array offset.
|
0x30 |
Int64 |
Texture pointer array offset. Points to an array of Int64s that are set at runtime. Used for texture pattern.
|
0x38 |
Int64 |
Texture name offset array offset. Points to an array of name offsets, which are the texture names. Used for texture pattern.
|
0x40 |
Int64 |
User data array offset.
|
0x48 |
Int64 |
User data dictionary offset.
|
0x50 |
Int64 |
Texture slot pointer array offset. Points to an array of Int64s, which are texture slots pointers set at runtime. The pointers are set to -1. Used for texture pattern.
|
0x58 |
Int32 |
Number of frames.
|
0x5C |
UInt32 |
Baked size.
|
0x60 |
UInt16 |
Number of user datas.
|
0x62 |
UInt16 |
Number of material animations.
|
0x64 |
UInt16 |
Total number of curves in all material animations.
|
0x66 |
UInt16 |
Number of shader parameter animations.
|
0x68 |
UInt16 |
Number of texture pattern animations.
|
0x6A |
UInt16 |
Number of material visibility animations.
|
0x6C |
UInt16 |
Number of textures.
|
0x6E |
Byte[2] |
Padding.
|
Else
|
0x04 |
UInt32 |
Next section offset.
|
0x08 |
UInt32 |
Size of this section in bytes.
|
0x0C |
Byte[4] |
Reserved.
|
0x10 |
Int64 |
Name offset. Points to the name of this animation.
|
0x18 |
Int64 |
Original path offset. Points to the filename this sub file was created from.
|
0x20 |
Int64 |
Bind FMDL offset, set at runtime. Points to the model affected by this animation.
|
0x28 |
Int64 |
Bind index array offset. Points to an array of UInt16s with unknown purpose.
|
0x30 |
Int64 |
Material animation array offset.
|
0x38 |
Int64 |
Texture pointer array offset. Points to an array of Int64s that are set at runtime. Used for texture pattern.
|
0x40 |
Int64 |
Texture name offset array offset. Points to an array of name offsets, which are the texture names. Used for texture pattern.
|
0x48 |
Int64 |
User data array offset.
|
0x50 |
Int64 |
User data dictionary offset.
|
0x58 |
Int64 |
Texture slot pointer array offset. Points to an array of Int64s, which are texture slots pointers set at runtime. The pointers are set to -1. Used for texture pattern.
|
0x60 |
UInt16 |
Flag.
|
0x62 |
UInt16 |
Number of user datas.
|
0x64 |
UInt16 |
Number of material animations.
|
0x66 |
UInt16 |
Total number of curves in all material animations.
|
0x68 |
Int32 |
Number of frames.
|
0x6C |
UInt32 |
Baked size.
|
0x70 |
UInt16 |
Number of shader parameter animations.
|
0x72 |
UInt16 |
Number of texture pattern animations.
|
0x74 |
UInt16 |
Number of material visibility animations.
|
0x76 |
UInt16 |
Number of textures.
|
Material Animation
The material animation structure specifies the actual animation and contains the curves. It can contain shader parameter, texture pattern and material visibility animation. Each entry has the following structure:
Offset |
Type |
Description
|
0x00 |
Int64 |
Animation name offset.
|
0x08 |
Int64 |
Shader parameter animation info array offset.
|
0x10 |
Int64 |
Texture pattern animation info array offset.
|
0x18 |
Int64 |
Curve array offset.
|
0x20 |
Int64 |
Constant array offset.
|
0x28 |
UInt16 |
Begin shader parameter curve index. Index of the first shader parameter curve.
|
0x2A |
UInt16 |
Begin texture pattern curve index. Index of the first texture pattern curve.
|
0x2C |
UInt16 |
Begin visibility curve index. Index of the first visibility curve.
|
0x2E |
UInt16 |
Visibility curve index. Index of the visibility curve.
|
0x30 |
UInt16 |
Visibility constant index.
|
0x32 |
UInt16 |
Number of shader parameter animations.
|
0x34 |
UInt16 |
Number of texture pattern animations.
|
0x36 |
UInt16 |
Number of constants.
|
0x38 |
UInt16 |
Number of curves.
|
0x3A |
Byte[6] |
Padding.
|
Shader Parameter Animation Info
Each entry has the following structure:
Offset |
Type |
Description
|
0x00 |
Int64 |
Parameter name offset.
|
0x08 |
UInt16 |
Begin curve.
|
0x0A |
UInt16 |
Number of float curves.
|
0x0C |
UInt16 |
Number of integer curves.
|
0x0E |
UInt16 |
Begin constant index. Index of the first constant.
|
0x10 |
UInt16 |
Number of constants.
|
0x12 |
UInt16 |
Sub bind index. Index of the shader parameter into the bonded FMAT.
|
0x14 |
Byte[4] |
Padding.
|
Texture Pattern Animation Info
Each entry has the following structure:
Offset |
Type |
Description
|
0x00 |
Int64 |
Texture target name offset.
|
0x08 |
UInt16 |
Curve index.
|
0x0A |
UInt16 |
Constant index.
|
0x0C |
Byte |
Sub bind index. Index of the texture sampler into the bonded FMAT.
|
0x0D |
Byte[3] |
Padding.
|
Animation Constant
A constant can be specified for a specific value instead of creating a curve with one key frame. Each entry has the following structure:
Offset |
Type |
Description
|
0x00 |
UInt32 |
Target offset.
|
0x04 |
Int32/Float |
Constant value, can either be a float or an Int32.
|
FBVS
The FBVS section (caFe Bone ViSibility animation) stores bone visibility animations. Each animation has the following structure:
Offset |
Type |
Description
|
0x00 |
Char[4] |
Section magic. Always FBVS in ASCII.
|
If version ≥ 9.0.0
|
0x04 |
UInt16 |
Flag: xxxx xxxx xxxx xAxB.
- A: Loop flag, 1 if animation loops.
- B: Baked flag, 1 if curve data is baked.
|
0x06 |
Byte[2] |
Reserved.
|
0x08 |
Int64 |
Name offset. Points to the name of this animation.
|
0x10 |
Int64 |
Original path offset. Points to the filename this sub file was created from.
|
0x18 |
Int64 |
Bind FMDL offset, set at runtime. Points to the model affected by this animation.
|
0x20 |
Int64 |
Bind index array offset. Points to an array of UInt16s with unknown purpose.
|
0x28 |
Int64 |
Curve array offset.
|
0x30 |
Int64 |
Base value offset. Sets the base values for the different curves, where each curve specifies an animation for an bone. The booleans are ordered from LSB to MSB.
|
0x38 |
Int64 |
Bone name array offset. Points to an array of Int64s which points to bone names.
|
0x40 |
Int64 |
User data array offset.
|
0x48 |
Int64 |
User data dictionary offset.
|
0x50 |
Int32 |
Number of frames.
|
0x54 |
UInt32 |
Baked size.
|
0x58 |
UInt16 |
Number of bone animations.
|
0x5A |
UInt16 |
Number of curves.
|
0x5C |
UInt16 |
Number of user datas.
|
0x5E |
Byte[2] |
Padding.
|
Else
|
0x04 |
UInt32 |
Next section offset.
|
0x08 |
UInt32 |
Size of this section in bytes.
|
0x0C |
Byte[4] |
Reserved.
|
0x10 |
Int64 |
Name offset. Points to the name of this animation.
|
0x18 |
Int64 |
Original path offset. Points to the filename this sub file was created from.
|
0x20 |
Int64 |
Bind FMDL offset, set at runtime. Points to the model affected by this animation.
|
0x28 |
Int64 |
Bind index array offset. Points to an array of UInt16s with unknown purpose.
|
0x30 |
Int64 |
Curve array offset.
|
0x38 |
Int64 |
Base value offset. Sets the base values for the different curves, where each curve specifies an animation for an bone. The booleans are ordered from LSB to MSB.
|
0x40 |
Int64 |
Bone name array offset. Points to an array of Int64s which points to bone names.
|
0x48 |
Int64 |
User data array offset.
|
0x50 |
Int64 |
User data dictionary offset.
|
0x58 |
UInt16 |
Flag.
|
0x5A |
UInt16 |
Number of user datas.
|
0x5C |
Int32 |
Number of frames.
|
0x60 |
UInt16 |
Number of animations.
|
0x62 |
UInt16 |
Number of curves.
|
0x64 |
UInt32 |
Baked size.
|
FSHA
The FSHA section (caFe SHApe animation) stores shape animations. Each animation has the following structure:
Offset |
Type |
Description
|
0x00 |
Char[4] |
Section magic. Always FSHA in ASCII.
|
If version ≥ 9.0.0
|
0x04 |
UInt16 |
Flag: xxxx xxxx xxxx xAxB.
- A: Loop flag, 1 if animation loops.
- B: Baked flag, 1 if curve data is baked.
|
0x06 |
Byte[2] |
Reserved.
|
0x08 |
Int64 |
Name offset. Points to the name of this animation.
|
0x10 |
Int64 |
Original path offset. Points to the filename this sub file was created from.
|
0x18 |
Int64 |
Bind FMDL offset, set at runtime. Points to the model affected by this animation.
|
0x20 |
Int64 |
Bind index array offset. Points to an array of UInt16s with unknown purpose.
|
0x28 |
Int64 |
Vertex shape animation array offset.
|
0x30 |
Int64 |
User data array offset.
|
0x38 |
Int64 |
User data dictionary offset.
|
0x40 |
Int32 |
Number of frames.
|
0x44 |
UInt32 |
Baked size.
|
0x48 |
UInt16 |
Number of user datas.
|
0x4A |
UInt16 |
Number of vertex shape animations.
|
0x4C |
UInt16 |
Total number of key shape animation infos.
|
0x4E |
UInt16 |
Total number of curves.
|
Else
|
0x04 |
UInt32 |
Next section offset.
|
0x08 |
UInt32 |
Size of this section in bytes.
|
0x0C |
Byte[4] |
Reserved.
|
0x10 |
Int64 |
Name offset. Points to the name of this animation.
|
0x18 |
Int64 |
Original path offset. Points to the filename this sub file was created from.
|
0x20 |
Int64 |
Bind FMDL offset, set at runtime. Points to the model affected by this animation.
|
0x28 |
Int64 |
Bind index array offset. Points to an array of UInt16s with unknown purpose.
|
0x30 |
Int64 |
Vertex shape animation array offset.
|
0x38 |
Int64 |
User data array offset.
|
0x40 |
Int64 |
User data dictionary offset.
|
0x48 |
UInt16 |
Flag.
|
0x4A |
UInt16 |
Number of user datas.
|
0x4C |
UInt16 |
Number of vertex shape animations.
|
0x4E |
UInt16 |
Total number of key shape animation infos.
|
0x50 |
Int32 |
Number of frames.
|
0x54 |
UInt32 |
Baked size.
|
0x58 |
UInt16 |
Total number of curves.
|
0x5A |
Byte[6] |
Padding.
|
Vertex Shape Animation
The vertex shape animation structure specifies the actual shape animation. Each entry has the following structure:
Key Shape Animation Info
Each entry has the following structure:
Offset |
Type |
Description
|
0x00 |
Int64 |
Name offset.
|
0x08 |
Byte |
Curve index.
|
0x09 |
Byte |
Sub bind index. Unknown meaning.
|
0x0A |
Byte[6] |
Padding.
|
FSCN
The FSCN section (caFe SCeNe) stores scene animations. Each scene animation can contain three different types of animations, camera, fog and light. Each animation has the following structure:
Offset |
Type |
Description
|
0x00 |
Char[4] |
Section magic. Always FSCN in ASCII.
|
If version ≥ 9.0.0
|
0x04 |
Byte[4] |
Reserved.
|
0x08 |
Int64 |
Name offset. Points to the name of this animation.
|
0x10 |
Int64 |
Original path offset. Points to the filename this sub file was created from.
|
0x18 |
Int64 |
FCAM camera animation array offset.
|
0x20 |
Int64 |
FCAM camera animation dictionary offset.
|
0x28 |
Int64 |
FLIT light animation array offset.
|
0x30 |
Int64 |
FLIT light animation dictionary offset.
|
0x38 |
Int64 |
FFOG fog animation array offset.
|
0x40 |
Int64 |
FFOG fog animation dictionary offset.
|
0x48 |
Int64 |
User data array offset.
|
0x50 |
Int64 |
User data dictionary offset.
|
0x58 |
UInt16 |
Number of user datas.
|
0x5A |
UInt16 |
Number of FCAMs.
|
0x5C |
UInt16 |
Number of FLITs.
|
0x5E |
UInt16 |
Number of FFOGs.
|
Else
|
0x04 |
UInt32 |
Next section offset.
|
0x08 |
UInt32 |
Size of this section in bytes.
|
0x0C |
Byte[4] |
Reserved.
|
0x10 |
Int64 |
Name offset. Points to the name of this animation.
|
0x18 |
Int64 |
Original path offset. Points to the filename this sub file was created from.
|
0x20 |
Int64 |
FCAM camera animation array offset.
|
0x28 |
Int64 |
FCAM camera animation dictionary offset.
|
0x30 |
Int64 |
FLIT light animation array offset.
|
0x38 |
Int64 |
FLIT light animation dictionary offset.
|
0x40 |
Int64 |
FFOG fog animation array offset.
|
0x48 |
Int64 |
FFOG fog animation dictionary offset.
|
0x50 |
Int64 |
User data array offset.
|
0x58 |
Int64 |
User data dictionary offset.
|
0x60 |
UInt16 |
Number of user datas.
|
0x62 |
UInt16 |
Number of FCAMs.
|
0x64 |
UInt16 |
Number of FLITs.
|
0x66 |
UInt16 |
Number of FFOGs.
|
FCAM
The FCAM section (caFe CAMera) stores camera animation. Each entry has the following structure:
Offset |
Type |
Description
|
0x00 |
Char[4] |
Section magic. Always FCAM in ASCII.
|
If version ≥ 9.0.0
|
0x04 |
UInt16 |
Flag: xxxx xxxx xAxB xCxD.
ID |
Description
|
0x00 |
Orthographical
|
0x01 |
Perspective
|
ID |
Description
|
0x00 |
Aim
|
0x01 |
EulerZXY
|
- C: Loop flag, 1 if animation loops.
- D: Baked flag, 1 if curve data is baked.
|
0x06 |
Byte[2] |
Reserved.
|
0x08 |
Int64 |
Name offset. Points to the name of this animation.
|
0x10 |
Int64 |
Curve array offset.
|
0x18 |
Int64 |
Base value offset.
|
0x20 |
Int64 |
User data array offset.
|
0x28 |
Int64 |
User data dictionary offset.
|
0x30 |
Int32 |
Number of frames.
|
0x34 |
UInt32 |
Baked size.
|
0x38 |
UInt16 |
Number of user datas.
|
0x3A |
Byte |
Number of curves.
|
0x3B |
Byte[5] |
Padding.
|
Else
|
0x04 |
UInt32 |
Next section offset.
|
0x08 |
UInt32 |
Size of this section in bytes.
|
0x0C |
Byte[4] |
Reserved.
|
0x10 |
Int64 |
Name offset. Points to the name of this animation.
|
0x18 |
Int64 |
Curve array offset.
|
0x20 |
Int64 |
Base value offset.
|
0x28 |
Int64 |
User data array offset.
|
0x30 |
Int64 |
User data dictionary offset.
|
0x38 |
UInt16 |
Flag.
|
0x3A |
Byte[2] |
Padding.
|
0x3C |
Int32 |
Number of frames.
|
0x40 |
Byte |
Number of curves.
|
0x41 |
Byte |
Padding.
|
0x42 |
UInt16 |
Number of user datas.
|
0x44 |
UInt32 |
Baked size.
|
Camera Animation Base Value
The base values for a camera animation has the following structure:
Offset |
Type |
Description
|
0x00 |
Float |
Base near Z.
|
0x04 |
Float |
Base far Z.
|
0x08 |
Float |
Base aspect.
|
0x0C |
Float |
Base height or fovy.
|
0x10 |
Float[3] |
Base position.
|
0x1C |
Float[3] |
Base aim or rotation.
|
0x28 |
Float |
Base twist.
|
FLIT
The FLIT section (caFe LIghT) stores light animation. Each entry has the following structure:
Offset |
Type |
Description
|
0x00 |
Char[4] |
Section magic. Always FLIT in ASCII.
|
If version ≥ 9.0.0
|
0x04 |
UInt16 |
Flag: ABCD EFGH xxxx xIxJ.
- A: Specifies if base color 1 is used.
- B: Specifies if base color 0 is used.
- C: Specifies if the base angle attenuation is used.
- D: Specifies if the base distance attenuation is used.
- E: Specifies if base direction is used.
- F: Specifies if the base position is used.
- G: Specifies if the base enabled is used.
- H: Specifies if the curves are enabled.
- I: Loop flag, 1 if animation loops.
- J: Baked flag, 1 if curve data is baked.
|
0x06 |
Byte[2] |
Reserved.
|
0x08 |
Int64 |
Name offset. Points to the name of this animation.
|
0x10 |
Int64 |
Curve array offset.
|
0x18 |
Int64 |
Base value offset.
|
0x20 |
Int64 |
User data array offset.
|
0x28 |
Int64 |
User data dictionary offset.
|
0x30 |
Int64 |
Light type name offset.
|
0x38 |
Int64 |
Distance attenuation function name offset.
|
0x40 |
Int64 |
Angle attenuation function name offset.
|
0x48 |
Int32 |
Number of frames.
|
0x4C |
UInt32 |
Baked size.
|
0x50 |
UInt16 |
Number of user datas.
|
0x52 |
Byte |
Number of curves.
|
0x53 |
SByte |
Light type index.
|
0x54 |
SByte |
Distance attenuation function index.
|
0x55 |
SByte |
Angle attenuation function index.
|
0x56 |
Byte[2] |
Padding.
|
Else
|
0x04 |
UInt32 |
Next section offset.
|
0x08 |
UInt32 |
Size of this section in bytes.
|
0x0C |
Byte[4] |
Reserved.
|
0x10 |
Int64 |
Name offset. Points to the name of this animation.
|
0x18 |
Int64 |
Curve array offset.
|
0x20 |
Int64 |
Base value offset.
|
0x28 |
Int64 |
User data array offset.
|
0x30 |
Int64 |
User data dictionary offset.
|
0x38 |
Int64 |
Light type name offset.
|
0x40 |
Int64 |
Distance attenuation function name offset.
|
0x48 |
Int64 |
Angle attenuation function name offset.
|
0x50 |
UInt16 |
Flag: ABCD EFGH xxxx xIxJ.
- A: Specifies if base color 1 is used.
- B: Specifies if base color 0 is used.
- C: Specifies if the base angle attenuation is used.
- D: Specifies if the base distance attenuation is used.
- E: Specifies if base direction is used.
- F: Specifies if the base position is used.
- G: Specifies if the base enabled is used.
- H: Specifies if the curves are enabled.
- I: Loop flag, 1 if animation loops.
- J: Baked flag, 1 if curve data is baked.
|
0x52 |
UInt16 |
Number of user datas.
|
0x54 |
Int32 |
Number of frames.
|
0x58 |
Byte |
Number of curves.
|
0x59 |
SByte |
Light type index.
|
0x5A |
SByte |
Distance attenuation function index.
|
0x5B |
SByte |
Angle attenuation function index.
|
0x5C |
UInt32 |
Baked size.
|
Light Animation Base Value
All values may not necessary be stored. The base values for a light animation has the following structure:
Offset |
Type |
Description
|
0x00 |
Int32 |
Base enabled.
|
0x04 |
Float[3] |
Base position.
|
0x10 |
Float[3] |
Base aim or direction.
|
0x1C |
Float[2] |
Base distance attenuation.
|
0x24 |
Float[2] |
Base angle attenuation.
|
0x2C |
Float[3] |
Base color 0.
|
0x38 |
Float[3] |
Base color 1.
|
FFOG
The FFOG section (caFe FOG) stores fog animation. Each entry has the following structure:
Offset |
Type |
Description
|
0x00 |
Char[4] |
Section magic. Always FFOG in ASCII.
|
If version ≥ 9.0.0
|
0x04 |
UInt16 |
Flag: xxxx xxxx xxxx xAxB.
- A: Loop flag, 1 if animation loops.
- B: Baked flag, 1 if curve data is baked.
|
0x06 |
Byte[2] |
Reserved.
|
0x08 |
Int64 |
Name offset. Points to the name of this animation.
|
0x10 |
Int64 |
Curve array offset.
|
0x18 |
Int64 |
Base value offset.
|
0x20 |
Int64 |
User data array offset.
|
0x28 |
Int64 |
User data dictionary offset.
|
0x30 |
Int64 |
Distance attenuation function name offset.
|
0x38 |
Int32 |
Number of frames.
|
0x3C |
UInt32 |
Baked size.
|
0x40 |
UInt16 |
Number of user datas.
|
0x42 |
Byte |
Number of curves.
|
0x43 |
SByte |
Distance attenuation function index.
|
0x44 |
Byte[4] |
Padding.
|
Else
|
0x04 |
UInt32 |
Next section offset.
|
0x08 |
UInt32 |
Size of this section in bytes.
|
0x0C |
Byte[4] |
Reserved.
|
0x10 |
Int64 |
Name offset. Points to the name of this animation.
|
0x18 |
Int64 |
Curve array offset.
|
0x20 |
Int64 |
Base value offset.
|
0x28 |
Int64 |
User data array offset.
|
0x30 |
Int64 |
User data dictionary offset.
|
0x38 |
Int64 |
Distance attenuation function name offset.
|
0x40 |
UInt16 |
Flag.
|
0x42 |
Byte[2] |
Padding.
|
0x44 |
Int32 |
Number of frames.
|
0x48 |
Byte |
Number of curves.
|
0x49 |
SByte |
Distance attenuation function index.
|
0x4A |
UInt16 |
Number of user datas.
|
0x4C |
UInt32 |
Baked size.
|
Fog Animation Base Value
The base values for a fog animation has the following structure:
Offset |
Type |
Description
|
0x00 |
Float[2] |
Base distance attenuation.
|
0x08 |
Float[3] |
Base color.
|
Embedded File
An embedded file can be any file, but usually it is a BNTX texture file or a BFSHA shader file. Each entry has the following structure:
Offset |
Type |
Description
|
0x00 |
Int64 |
Data offset. Points to the data.
|
0x08 |
UInt32 |
Data size in bytes.
|
0x0C |
Byte[4] |
Padding.
|
Version List
Version |
Found in
|
5.0.2
|
|
5.0.3
|
|
8.0.0
|
|
8.1.1
|
|
8.1.3
|
- Nintendo Switch System BIOS (6.0.0 – 6.2.0)
|
8.2.1
|
|
9.0.0
|
|
9.1.0
|
|
9.1.1
|
|
10.0.0
|
|
10.2.0
|
|
BNTX Version
Most BFRES files contain a BNTX file named textures.bntx. This table shows the relation between BNTX and BFRES versions.
Tools
The following tools can handle BFRES files: