BFLAN (File Format): Difference between revisions
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* [[Kirby Fighters 2]] | * [[Kirby Fighters 2]] | ||
* [[Momotaro Dentetsu: Showa, Heisei, Reiwa mo Teiban!]] | * [[Momotaro Dentetsu: Showa, Heisei, Reiwa mo Teiban!]] | ||
* [[Nintendo Switch Online Playtest Program]] | |||
* [[Nintendo Switch Sports]] | * [[Nintendo Switch Sports]] | ||
* Nintendo Switch System BIOS (7.0.0 – 9.1.0) | * Nintendo Switch System BIOS (7.0.0 – 9.1.0) |
Latest revision as of 14:26, 27 October 2024
BFLAN (Binary caFe Layout ANimation) is a file format used on Wii U and the Nintendo Switch. It is used to animate 2D layout, which is stored in BFLYT files.
File Format
Header
The file starts with the following header:
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | File magic. Always FLAN in ASCII. |
0x04 | UInt16 | Byte-order-mark. FE FF for big endian, FF FE for little endian. |
0x06 | UInt16 | Size of this header in bytes. |
0x08 | UInt32 | Version number. |
0x0C | UInt32 | Size of file in bytes. |
0x10 | UInt16 | Number of sections stored in the file. |
0x12 | UInt16 | Padding. |
Pane Animation Tag
The pat1 (Pane Animaion Tag) section stores general information about the animation. It starts with the following structure:
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always pat1 in ASCII. |
0x04 | UInt32 | Size of this section in bytes. |
0x08 | UInt16 | Tag order. |
0x0A | UInt16 | Number of groups. |
0x0C | UInt32 | Name offset, relative to the start of this section. Points to a null-terminated string. |
0x10 | UInt32 | Group offset, relative to the start of this section. Points to an array of groups with the specified amount. |
If version ≥ 8.0.0.0 | ||
0x14 | UInt32 | User data offset, relative to the start of this section. |
0x18 | Int16 | Start frame of this animation. |
0x1A | Int16 | End frame of this animation. |
0x1C | Byte | Flag. xxxx xxxA: A: Descending bind |
0x1D | Byte[3] | Padding. |
Else | ||
0x14 | Int16 | Start frame of this animation. |
0x16 | Int16 | End frame of this animation. |
0x18 | Byte | Flag. |
0x19 | Byte[3] | Padding. |
Group
Each group entry has the following structure:
Offset | Type | Description |
---|---|---|
If version ≥ 5.0.0.0 | ||
0x00 | Char[0x21] | Group name. |
0x21 | Byte | Unknown flag. |
0x22 | Byte[2] | Padding. |
Else | ||
0x00 | Char[0x19] | Group name. |
0x19 | Byte | Unknown flag. |
0x1A | Byte[2] | Padding. |
User Data
See here. Note that user data is not treated as its own block, and is included in the size of this section.
The pah1 (Pane Animaion sHare) section stores unknown data. The section has never been seen in any game files. It has the following structure:
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always pah1 in ASCII. |
0x04 | UInt32 | Size of this section in bytes. |
0x08 | UInt32 | Share info offset, relative to the start of this structure. |
0x0C | UInt16 | Number of share infos. |
Each entry has the following structure:
Offset | Type | Description |
---|---|---|
0x00 | Char[0x19] | Source pane name. |
0x19 | Char[0x19] | Target group name. |
0x32 | Byte[2] | Padding. |
Pane Animation Info
The pai1 (Pane Animaion Info) section stores the actual animation data and its key frames. The section starts with the following structure:
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always pai1 in ASCII. |
0x04 | UInt32 | Size of this section in bytes. |
0x08 | UInt16 | Number of frames in this animation. |
0x0A | Byte | Loop flag. 0 = disabled, 1 = enabled. |
0x0B | Byte | Padding. |
0x0C | UInt16 | Number of texture names (T). |
0x0E | UInt16 | Number of animation contents (C). |
0x10 | UInt32 | Animation contents table offset, relative to the start of this structure. Points to UInt32[C] which are offsets to each animation contents. The offsets are also relative to the start of this structure. |
0x14 | UInt32[T] | Texture name offsets. Each offset points to a null-terminated string. The offsets are relative to the start of this field. |
Animation Content
Each animation content has the following structure:
Offset | Type | Description | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
0x00 | Char[0x1C] | Animation name. | ||||||||
0x1C | Byte | Number of animation infos (N). | ||||||||
0x1D | Byte | Animation type.
| ||||||||
0x1E | Byte[2] | Padding. | ||||||||
0x20 | UInt32[N] | Animation info offsets. Each offset is relative to the start of this structure. |
Animation Info
Each animation info has the following structure:
Offset | Type | Description |
---|---|---|
0x00 | String | Animation kind. See below. |
0x04 | Byte | Number of animation targets (N). |
0x05 | Byte[3] | Padding. |
0x08 | UInt32[N] | Animation target offsets. Each offset is relative to the start of this structure. |
- Animation Kinds
The following animations are supported:
Kind | Description |
---|---|
FLPA | caFe Layout PAne SRT animation |
FLVI | caFe Layout VIsibility animation |
FLVC | caFe Layout Vertex Color animation |
FLMC | caFe Layout Material Color animation |
FLTS | caFe Layout Texture SRT animation |
FLTP | caFe Layout Texture Pattern animation |
FLIM | caFe Layout Indirect SRT aniMation |
FLAC | caFe Layout Alpha Compare animation |
FLFS | caFe Layout Font Shadow animation |
FLCT | caFe Layout per Character Transform animation |
FLCC | caFe Layout per Character transform Curve animation |
FLEU | caFe Layout Extended User data animation (added in version 8.0.0.0) |
Animation Target
Each animation target has the following structure:
Offset | Type | Description |
---|---|---|
0x00 | Byte | Index. Unknown meaning. |
0x01 | Byte | Animation target. This value depends on what animation kind the owning animation info stores. See targets. |
0x02 | Byte | Curve type. 0 = Constant, 1 = Step, 2 = Hermite |
0x03 | Byte | Padding. |
0x04 | UInt16 | Number of key frames. |
0x06 | UInt16 | Padding. |
0x08 | UInt32 | Key frame offset, relative to the start of this structure. |
Constant Key Frame
Unknown.
Step Key Frame
A step key frame has the following structure:
Offset | Type | Description |
---|---|---|
0x00 | Float | Key frame index. |
0x04 | UInt16 | Value. |
0x06 | UInt16 | Padding. |
Hermite Key Frame
A step key frame has the following structure:
Offset | Type | Description |
---|---|---|
0x00 | Float | Key frame index. |
0x04 | Float | Value. |
0x08 | Float | Slope, used to create a curve. |
Targets
- FLPA
ID | Description |
---|---|
0x00 | Translate X |
0x01 | Translate Y |
0x02 | Translate Z |
0x03 | Rotate X |
0x04 | Rotate Y |
0x05 | Rotate Z |
0x06 | Scale X |
0x07 | Scale Y |
0x08 | Pane width |
0x09 | Pane height |
- FLVI
ID | Description |
---|---|
0x00 | Visibility |
- FLVC
ID | Description |
---|---|
0x00 | Left top red |
0x01 | Left top green |
0x02 | Left top blue |
0x03 | Left top alpha |
0x04 | Right top red |
0x05 | Right top green |
0x06 | Right top blue |
0x07 | Right top alpha |
0x08 | Left bottom red |
0x09 | Left bottom green |
0x0A | Left bottom blue |
0x0B | Left bottom alpha |
0x0C | Right bottom red |
0x0D | Right bottom green |
0x0E | Right bottom blue |
0x0F | Right bottom alpha |
0x10 | Pane alpha |
- FLMC
ID | Description |
---|---|
0x00 | Buffer red |
0x01 | Buffer green |
0x02 | Buffer blue |
0x03 | Buffer alpha |
0x04 | Constant 0 red |
0x05 | Constant 0 green |
0x06 | Constant 0 blue |
0x07 | Constant 0 alpha |
0x08 | C0 red |
0x09 | C0 green |
0x0A | C0 blue |
0x0B | C0 alpha |
0x0C | C1 red |
0x0D | C1 green |
0x0E | C1 blue |
0x0F | C1 alpha |
0x10 | C2 red |
0x11 | C2 green |
0x12 | C2 blue |
0x13 | C2 alpha |
0x14 | C3 red |
0x15 | C3 green |
0x16 | C3 blue |
0x17 | C3 alpha |
0x18 | C4 red |
0x19 | C4 green |
0x1A | C4 blue |
0x1B | C4 alpha |
- FLTS
ID | Description |
---|---|
0x00 | Translate U |
0x01 | Translate V |
0x02 | Rotate |
0x03 | Scale U |
0x04 | Scale V |
- FLTP
ID | Description |
---|---|
0x00 | Image |
- FLIM
ID | Description |
---|---|
0x00 | Rotate |
0x01 | Scale U |
0x02 | Scale V |
- FLAC
ID | Description |
---|---|
0x00 | Alpha compare reference |
- FLFS
ID | Description |
---|---|
0x00 | Black interpolate red |
0x01 | Black interpolate green |
0x02 | Black interpolate blue |
0x03 | White interpolate red |
0x04 | White interpolate green |
0x05 | White interpolate blue |
0x06 | White interpolate alpha |
- FLCT
ID | Description |
---|---|
0x00 | Eval type offset |
- FLCC
ID | Description |
---|---|
0x00 | Translate X |
0x01 | Translate Y |
0x02 | Translate Z |
0x03 | Rotate X |
0x04 | Rotate Y |
0x05 | Rotate Z |
0x06 | Left top red |
0x07 | Left top green |
0x08 | Left top blue |
0x09 | Left top alpha |
0x0A | Left bottom red |
0x0B | Left bottom green |
0x0C | Left bottom blue |
0x0D | Left bottom alpha |
- FLEU
ID | Description |
---|---|
0x00 | User data |
Version List
Tools
The following tools can handle BFLAN files:
- (none)