Assets.bin (File Format): Difference between revisions

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== Asset ID List ==
== Asset ID List ==
This is a list of all the asset IDs from the game. The purpose of indexing them is because that's how they're linked on [[LEV (File Format)|LEV]] files.
This is a list of all the asset IDs from the game. The purpose of indexing them is because that's how they're linked on [[LEV (File Format)|LEV]] files and other internal files.


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{|class=wikitable

Latest revision as of 18:21, 11 June 2024

Under Construction
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assets.bin is a file from Diddy Kong Racing DS that contains all the game's models and textures.

File Format

The file byte order is always little endian.

Header

The file starts with a header that is 4 bytes long.

Offset Type Description
0x00 UInt16 Number of assets (N). The value is 0x910 (2320).
0x02 Byte[2] Padding.
0x08 End of header, start of Asset ID List

Asset ID List

This is a list of all the asset IDs from the game. The purpose of indexing them is because that's how they're linked on LEV files and other internal files.

Offset Type Description
0x00 UInt16[N] Asset IDs.
0x00 + 2 * N Byte[2] Padding.
0x02 + 2 * N End of this section, start of Entry List

Entry List

Followed by the Asset ID List, there's a list of offsets and sizes for each of the assets. All offsets are absolute.

Format of an asset.bin entry
Offset Type Description
0x00 Int32 Offset to asset data.
0x02 Int32 Asset size.

Asset Data

Each asset consists of a header with some information and the file data.

Format of an asset.bin entry
Offset Type Description
0x00 Byte Compression type:
  • 0 = No compression
  • 1 = Huffman
  • 2 = LZ77
  • 3 = Unknown
  • 4 = RunLength
0x01 Byte[3] Unknown flags. It is only known that they contain information about what type of data is stored.
0x04 Int32 Uncompressed size.
0x08 End of this section, start of file data

Tools

The following tools can handle assets.bin:

  • (none)