DKRDS Track (File Format): Difference between revisions

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Line 15: Line 15:
| 0x04 || Int32 || '''[[#Track Section Group|Track Section Group]]''' offset.
| 0x04 || Int32 || '''[[#Track Section Group|Track Section Group]]''' offset.
|-
|-
| 0x08 || Int32 || '''[[#Unknown Section 1|Unknown Section 1]]''' offset.
| 0x08 || Int32 || '''[[#Collision Effects|Collision Effects]]''' offset.
|-
|-
| 0x0C || Byte[4] || {{unknown-left|'''Unknown'''. Always 0xCCCCCCCC.}}
| 0x0C || Byte[4] || {{unknown-left|'''Unknown'''. Always 0xCCCCCCCC.}}
Line 25: Line 25:
* 2 = 8-byte per '''N''' group.
* 2 = 8-byte per '''N''' group.
|-
|-
| 0x18 || Int32 || '''Number of textures'''.
| 0x18 || Int32 || '''Number of textures''' ('''X''').
|-
|-
| 0x1C || Int32 || '''[[#Texture Group|Texture Group]]''' offset.
| 0x1C || Int32 || '''[[#Texture Group|Texture Group]]''' offset.
|-
|-
| 0x20 || Int32 || '''[[#Unknown Section 2|Unknown Section 2]]''' offset.
| 0x20 || Int32 || '''[[#Unknown Section 1|Unknown Section 1]]''' offset.
|-
|-
| 0x24 || Int32 || '''[[#Wish Race Unknown Section|Wish Race Unknown Section]]''' entry count.
| 0x24 || Int32 || '''[[#Wish Race Unknown Section|Wish Race Unknown Section]]''' entry count.
Line 100: Line 100:
| 0x10 || Int32[3] || '''Visual model XYZ offset'''. The units are not the same as the collision offset.
| 0x10 || Int32[3] || '''Visual model XYZ offset'''. The units are not the same as the collision offset.
|-
|-
| 0x1C || UInt16[12][2] || {{unknown-left|'''Unknown'''. Both 24-byte arrays seem to always be the same? They affect collision data.}}
| 0x1C || [[#Track Section AABB|Track Section AABB]][2] || '''AABB areas''' of the entire section used for collision detection. The second AABB always seems to be a duplicate of the first.
|-
|-
| 0x4C || colspan=2 {{unknown|End of header, start of [[#Track Section Polygon Data|Track Section Polygon Data]]}}
| 0x4C || colspan=2 {{unknown|End of header, start of [[#Track Section Polygon Data|Track Section Polygon Data]]}}
|}
===== Track Section AABB =====
Track sections contain 2 identical AABB areas each. It is unknown why there's a duplicate, perhaps used during runtime after object space transform. All values need to be divided by 64 in order to obtain the absolute position data and match with the visual models.
{|class=wikitable
! Offset !! Type !! Description
|-
| 0x00 || Int32[3] || '''AABB minimum XYZ position'''.
|-
| 0x0C || Int32[3] || '''AABB XYZ extent'''.
|}
|}


Line 111: Line 122:
! Offset !! Type !! Description
! Offset !! Type !! Description
|-
|-
| 0x00 || Polygon Group Entry['''P'''] || '''Polygon group entries'''.
| 0x00 || [[#Polygon Group Entry|Polygon Group Entry]]['''P'''] || '''Polygon group entries'''.
|}
|}


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| 0x02 || UInt16 || '''Number of triangles'''.
| 0x02 || UInt16 || '''Number of triangles'''.
|-
|-
| 0x04 || Byte || {{unknown-left|'''Unknown'''.}}
| 0x04 || Byte || '''Main collision attribute'''. '''AAAA BBBB''':
* '''A''': '''Shadow level'''. The higher the value, the darker the character gets.
* '''B''': '''Collision flag''':
{| class="wikitable"
! ID !! Description
|-
|-
| 0x05 || Byte || {{unknown-left|'''Unknown'''. Seems to affect collision attributes, such as the type of collision and terrain effects.}}
| 0x01 || Road and effects.
|-
|-
| 0x06 || UInt16 || {{unknown-left|'''Unknown'''.}}
| 0x05 || Wall (sparks on collision).
|-
| 0x08 || Special effects (turns off visual model).
|-
| 0x0C || Invisible wall (no sparks on collision, turns off visual model).
|}
|-
| 0x05 || Byte || '''Secondary collision attribute''':
* '''Main flag = 0x01''':
{| class="wikitable"
! ID !! Description
|-
| 0x00 || Special effect? Used for water.
|-
| 0x01 || Pass through/no effect.
|-
| 0x04 || Road.
|}
* '''Main flag = 0x08''':
{| class="wikitable"
! ID !! Description
|-
| 0x00 || Invisible wall (no sparks on collision).
|-
| 0x01 || Water.
|}
|-
| 0x06 || UInt16 || '''Tertiary collision attribute'''. Split in bits.
* '''Main flag = 0x01''':
{| class="wikitable"
! ID !! Description
|-
| 0x01 || {{unknown-left|'''Unknown'''. Used in non-collideable stuff.}}
|-
| 0x02 || Water, inflates tires in car.
|-
| 0x10 || {{unknown-left|'''Unknown'''. Used in non-collideable stuff.}}
|-
| 0x20 || {{unknown-left|'''Unknown'''. Used in non-collideable stuff.}}
|-
| 0x60 || {{unknown-left|'''Unknown'''. Used in non-collideable stuff.}}
|}
* '''Main flag = 0x08''':
{| class="wikitable"
! ID !! Description
|-
| 0x30 || {{unknown-left|'''Unknown'''. Used in non-collideable stuff.}}
|}
* '''Main flag = 0x0C''':
{| class="wikitable"
! ID !! Description
|-
| 0x04 || Ignore when using plane.
|}
|-
|-
| 0x08 || Byte[4] || {{unknown-left|'''Unknown'''.}}
| 0x08 || Byte[4] || {{unknown-left|'''Unknown'''.}}
Line 141: Line 209:
! Offset !! Type !! Description
! Offset !! Type !! Description
|-
|-
| 0x00 || Triangle Entry['''T'''] || '''Triangle entries'''.
| 0x00 || [[#Triangle Entry|Triangle Entry]]['''T'''] || '''Triangle entries'''.
|}
|}


Line 150: Line 218:
! Offset !! Type !! Description
! Offset !! Type !! Description
|-
|-
| 0x00 || UInt16 || '''Texture ID'''.
| 0x00 || UInt16 || '''Attribute flags'''. '''AAAA AAAA AAAA AAAB''':
* '''A''': '''Texture ID'''.
* '''B''': '''Is collidable'''.
|-
|-
| 0x02 || UInt16[3] || {{unknown-left|'''Unknown'''. Seems to affect the collision only. Perhaps triangle normals?}}
| 0x02 || UInt16[3] || '''Face XYZ normals'''. Values need to be divided by 4096.
|-
|-
| 0x08 || Byte[4] || '''Vertex position indices'''. The index for each of the 3 vertices is 10 bits long. 2 last bits are unknown.
| 0x08 || Byte[4] || '''Vertex position indices'''. The index for each of the 3 vertices is 10 bits long. 2 last bits are unknown.
Line 191: Line 261:
|}
|}


== Unknown Section 1 ==
== Collision Effects ==
''TBD''
Each texture is linked to 2 specific collision effects that affect the vehicle's speed, particles and lighting. This section contains 2 blocks of '''X''' UInt16s.
 
{|class=wikitable
! Offset !! Type !! Description
|-
| 0x00 || UInt16['''X'''] || '''Effects''', split in bits.
|-
| '''X''' * 2 || UInt16['''X'''] || {{unknown-left|'''Unknown'''. This seems to be a copy of the previous block?}}
|}


== Culling Groups ==
== Culling Groups ==
Line 206: Line 284:
See '''[[DKRDS Texture Group]]'''.
See '''[[DKRDS Texture Group]]'''.


== Unknown Section 2 ==
== Unknown Section 1 ==
''TBD''
''TBD''



Latest revision as of 14:38, 4 June 2026

Under Construction
This article is not finished. Help improve it by adding accurate information or correcting grammar and spelling.

DKRDS Track is the nameless file format used in Diddy Kong Racing DS that stores the tracks' section models, collision and textures. Its type identifier in assets.bin is 0x9A.

File Format

The file byte order is always little endian.

Header

The file starts with a header that is 56 bytes long.

Offset Type Description
0x00 Int32 Number of sections (N).
0x04 Int32 Track Section Group offset.
0x08 Int32 Collision Effects offset.
0x0C Byte[4] Unknown. Always 0xCCCCCCCC.
0x10 Int32 Culling Groups offset.
0x14 Int32 Culling Groups data type:
  • 1 = 4-byte per N group.
  • 2 = 8-byte per N group.
0x18 Int32 Number of textures (X).
0x1C Int32 Texture Group offset.
0x20 Int32 Unknown Section 1 offset.
0x24 Int32 Wish Race Unknown Section entry count.
0x28 Int32 Wish Race Unknown Section offset.
0x2C Byte[4] Unknown. Seems to be some kind of flags.
0x30 Int32 Unknown.
0x34 Int32 File size.
0x38 End of header

Track Section Group

This group starts with a list of N offsets.

Track Section Header
Offset Type Description
0x00 Int32[N] Track Section Entry offsets. Relative to the start of this group.

Track Section Entry

Every section entry defines model and collision data. The entry starts with a 32-byte header.

Track Section Entry Header
Offset Type Description
0x00 Byte Unknown.
0x01 Byte Unknown. Always 5?
0x02 UInt16 Unknown.
0x04 UInt16 Number of polygon groups (P).
0x06 UInt16 Number of vertices in Track Section Vertex Data (V).
0x08 UInt16 Number of UVs in Track Section UV Data (U).
0x0A UInt16 Number of colors in Track Section Color Data (C).
0x0C Int32 Track Section Triangle Data offset.
0x10 Int32 Track Section Collision Data offset.
0x14 Int32 Track Section Vertex Data offset.
0x18 Int32 Track Section UV Data offset.
0x1C Int32 Track Section Color Data offset.
0x20 End of header, start of Track Section Data

Track Section Data

This data follows directly after the header of the section entry and starts with a 76-byte header.

Offset Type Description
0x00 Int32 Unknown. Seems to be always 0xFFFFFFFF and set to an address when loaded in memory.
0x04 Int32[3] Collision XYZ offset.
0x10 Int32[3] Visual model XYZ offset. The units are not the same as the collision offset.
0x1C Track Section AABB[2] AABB areas of the entire section used for collision detection. The second AABB always seems to be a duplicate of the first.
0x4C End of header, start of Track Section Polygon Data
Track Section AABB

Track sections contain 2 identical AABB areas each. It is unknown why there's a duplicate, perhaps used during runtime after object space transform. All values need to be divided by 64 in order to obtain the absolute position data and match with the visual models.

Offset Type Description
0x00 Int32[3] AABB minimum XYZ position.
0x0C Int32[3] AABB XYZ extent.
Track Section Polygon Data

This section seems to store P polygon groups' attributes.

Offset Type Description
0x00 Polygon Group Entry[P] Polygon group entries.
Polygon Group Entry

Each polygon group entry is 12 bytes long.

Offset Type Description
0x00 UInt16 First triangle ID.
0x02 UInt16 Number of triangles.
0x04 Byte Main collision attribute. AAAA BBBB:
  • A: Shadow level. The higher the value, the darker the character gets.
  • B: Collision flag:
ID Description
0x01 Road and effects.
0x05 Wall (sparks on collision).
0x08 Special effects (turns off visual model).
0x0C Invisible wall (no sparks on collision, turns off visual model).
0x05 Byte Secondary collision attribute:
  • Main flag = 0x01:
ID Description
0x00 Special effect? Used for water.
0x01 Pass through/no effect.
0x04 Road.
  • Main flag = 0x08:
ID Description
0x00 Invisible wall (no sparks on collision).
0x01 Water.
0x06 UInt16 Tertiary collision attribute. Split in bits.
  • Main flag = 0x01:
ID Description
0x01 Unknown. Used in non-collideable stuff.
0x02 Water, inflates tires in car.
0x10 Unknown. Used in non-collideable stuff.
0x20 Unknown. Used in non-collideable stuff.
0x60 Unknown. Used in non-collideable stuff.
  • Main flag = 0x08:
ID Description
0x30 Unknown. Used in non-collideable stuff.
  • Main flag = 0x0C:
ID Description
0x04 Ignore when using plane.
0x08 Byte[4] Unknown.

The number of triangles T can be calculated by adding the first triangle ID to the number of triangles of the last polygon group entry.

Track Section Triangle Data

This section stores T triangle entries.

Offset Type Description
0x00 Triangle Entry[T] Triangle entries.
Triangle Entry

Each triangle entry is 20 bytes long.

Offset Type Description
0x00 UInt16 Attribute flags. AAAA AAAA AAAA AAAB:
  • A: Texture ID.
  • B: Is collidable.
0x02 UInt16[3] Face XYZ normals. Values need to be divided by 4096.
0x08 Byte[4] Vertex position indices. The index for each of the 3 vertices is 10 bits long. 2 last bits are unknown.
0x0C Byte[4] UV indices. The index for each of the 3 vertices is 10 bits long. 2 last bits are unknown.
0x10 Byte[4] Color indices. The index for each of the 3 vertices is 10 bits long. 2 last bits are unknown.
Track Section Collision Data

4-byte data per triangle (?). TBD

Track Section Vertex Data

Vertex data is stored as 6-byte groups per entry V.

Offset Type Description
0x00 Int16[3][V] Vertex XYZ position.
Track Section UV Data

UV data is stored as 4-byte groups per entry U.

Offset Type Description
0x00 Int16[2][U] Vertex UV position.
Track Section Color Data

Color data is stored as 2-byte groups per entry C.

Offset Type Description
0x00 UInt16[C] RGBA5551 color.

Collision Effects

Each texture is linked to 2 specific collision effects that affect the vehicle's speed, particles and lighting. This section contains 2 blocks of X UInt16s.

Offset Type Description
0x00 UInt16[X] Effects, split in bits.
X * 2 UInt16[X] Unknown. This seems to be a copy of the previous block?

Culling Groups

This section includes a 4-byte or 8-byte per track section values that determine which section models are loaded when entering a specific section. Each section is represented as 1 bit.

Offset Type Description
0x00 UInt16[N]/UInt32[N] Culled model sections, represented as N bits, 1 per section, in order from the least to the most significant bit. 0 if culled, 1 if loaded.

Texture Group

See DKRDS Texture Group.

Unknown Section 1

TBD

Wish Race Unknown Section

This section is only used for the Wish Race tracks. TBD

Tools

The following tools can handle DKRDS Track:

  • (none)