DKRDS Model (File Format)
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DKRDS Model is the nameless file format used in Diddy Kong Racing DS that stores models and textures.
File Format
The file byte order is always little endian.
Header
The file starts with a header that is 48 bytes long. Unused models that might use an older version of the format have been seen with a 44-byte long header.
Offset | Type | Description |
---|---|---|
0x00 | UInt16 | Size flag. This flag indicates how much the vertex data is divided by in the short-to-float conversion:
|
0x02 | UInt16 | Unknown various flags. Each bit seems to correspond to a different flag:
|
0x04 | UInt16 | Number of models. |
0x06 | UInt16 | Unknown. |
0x08 | UInt16 | Number of textures. |
0x0A | UInt16 | Unknown. |
0x0C | Int32 | Unknown. |
0x10 | Byte[12] | Unknown. Padding? In earlier versions this would be an 8-byte padding instead |
0x1C | Int32 | Model Group offset. |
0x20 | Int32 | Texture Group offset. |
0x24 | Int32 | Texture Reference Table offset. |
0x28 | Int32 | Unknown. |
0x2C | Int32 | Unknown. |
0x30 | End of header |
Model Group
TBD
Texture Group
See DKRDS Texture Group.
Texture Reference Table
This section lists each 4-byte texture UID directly, in order. The index of each reference is used in the model data to know which texture corresponds to which triangle.
Offset | Type | Description |
---|---|---|
0x00 | Byte[4][Number of Textures in Texture Group] | Texture UID. |
Tools
The following tools can handle DKRDS Model:
- (none)