BRLYT (File Format)
BRLYT files (Binary Revolution LaYouT) are the files used as layout in the Wii system. They manage how the UI TPL images show in the game, with specified flags such as material settings, colors, positions, size, rotations and more. BRLYT files are used with BRLAN animations, BRFNT fonts and also with BRCTR files in Mario Kart Wii.
File Format
Header
The file starts with a header that is 0x10 bytes long:
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | File magic. Always RLYT in ASCII. |
0x04 | UInt16 | Byte-order-mark. FE FF for big endian, FF FE for little endian. |
0x06 | UInt16 | Version number of the file format. Only seen as 00 0A. |
0x08 | UInt32 | Length of the file in bytes. |
0x0C | UInt16 | Length of this header in bytes. |
0x0E | UInt16 | Number of sections. |
0x10 | End of file header |
After the header follows the sections. BRLYT files constist of many different sections. The section can be identified by checking the first four bytes; it is a magic that identifies the section.
lyt1
The lyt1 sections comes directly after the header and defines the main layout.
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always lyt1 in ASCII. |
0x04 | UInt32 | Section size. |
0x08 | Byte | Is Centered. |
0x09 | Byte[3] | Padding? |
0x0C | Float | Width of the layout. |
0x10 | Float | Height of the layout. |
usd1
The usd1 section stores user data info defined by the user. The section occurs when a pane has user data stored and then it comes after that section. The section starts with a header as follows:
Offset | Type | Information |
---|---|---|
0x00 | Char[4] | Section magic. Always usd1 in ASCII. |
0x04 | UInt32 | Section size. |
0x08 | UInt16 | Number of user data entries. |
0x0A | UInt16 | Unknown. Always 00 00. |
- Entries
An entry can store a string, multiple Int32s or multiple floats. All these entries comes after the header, and then the actual data is stored. Each entry is a structure as follows:
Offset | Type | Description |
---|---|---|
0x00 | UInt32 | Name offset. Points to a null-terminated string which is the name of this entry. Relative to the start of this entry. |
0x04 | UInt32 | Data offset. Points to the data of this entry. Relative to the start of this entry. |
0x08 | UInt16 | Number of entries or length if the string if the data is a string. |
0x0A | Byte | Type. 0 = String, 1 = Int32, 2 = Float |
0x0B | Byte | Unknown. Always 00. |
Resources
These sections contains info about resources. They are always specified after the lyt section in the order as follows. If a section is not needed (it doesn't contain any entries), then the section is not written to the file.
txl1
The txl1 sections stores TPL filenames. The section starts with a header:
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always txl1 in ASCII. |
0x04 | UInt32 | Section size. |
0x08 | UInt16 | Number of TPL filenames. |
0x0A | UInt16 | Unknown. Always 00 00. |
After this section header comes the offsets to the strings. Each entry has the following structure.
Offset | Type | Description |
---|---|---|
0x00 | UInt32 | Offset to a TPL filename which is stored as a null-terminated string. Relative to the start of the txl1 section. |
0x04 | UInt32 | Padding. |
mat1
The mat1 section holds data about materials used in the layout. The section starts with a header:
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always mat1 in ASCII. |
0x04 | UInt32 | Section size. |
0x08 | UInt16 | N= Number of materials. |
0x0A | UInt16 | Unknown. Always 00 00. |
0x0C | UInt32[N] | Offsets to the materials. Relative to the start of this section. |
Each material is the following structure:
Offset | Type | Description |
---|---|---|
0x00 | String | Material name. The length is always 0x14, unused bytes are set to 00. |
0x14 | Int16[4] | Fore Color in RGBA format. |
0x1C | Int16[4] | Back Color in RGBA format. |
0x24 | Int16[4] | Color Register 3 in RGBA format. |
0x2C | Byte[4] | TEV Color 1 in RGBA format. |
0x30 | Byte[4] | TEV Color 2 in RGBA format. |
0x34 | Byte[4] | TEV Color 3 in RGBA format. |
0x38 | Byte[4] | TEV Color 4 in RGBA format. |
0x3C | UInt32 | Flags that set which material structures that come after this structure. |
fnl1
The fnl1 section is a list of fonts.
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always fnl1 in ASCII. |
0x04 | UInt32 | Section size. |
0x08 | UInt16 | N = Number of fonts. |
0x0A | UInt16 | Unknown. Always 00 00. |
After this section header comes the offsets to the strings. Each entry has the following structure.
Offset | Type | Description |
---|---|---|
0x00 | UInt32 | Offset to a font filename which is stored as a null-terminated string. Relative to the start of the fnl1 section. |
0x04 | UInt32 | Padding. |
Panes
pan1
The pan1 section contains information about a null pane. All panes should children to a null pane. In Mario Kart Wii this pane is always called "RootPane". The null doesn't show up in game, but it can be animated so that all children to it are also animated. All other panes uses the same structure, but after this more data comes. The section has the following structure:
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always pan1 in ASCII. |
0x04 | UInt32 | Section size. |
0x08 | Byte | Flag. |
0x09 | Byte | Flag. |
0x0A | Byte | Alpha. |
0x0B | Byte | Padding. |
0x0C | String | Pane name. The length is always 0x10, unused bytes are set to 00. |
0x1C | String | User information, stored as a string. |
0x24 | Float[3] | Translation. |
0x30 | Float[3] | Rotation. |
0x3C | Float[2] | Scale. |
0x44 | Float | Width of the pane. |
0x48 | Float | Height of the pane. |
pas1
The pas1 section is used as start of pane children data, after this section other panes can be defined as children. pae1 ends it.
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always pas1 in ASCII. |
0x04 | UInt32 | Section size. |
pae1
The pae1 section is used to end pane children. pas1 starts it.
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always pae1 in ASCII. |
0x04 | UInt32 | Section size. |
pic1
The pic1 section defines a simple image pane.
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always pic1 in ASCII. |
0x04 | UInt32 | Section size. |
0x08 | Byte | Flag. |
0x09 | Byte | Flag. |
0x0A | Byte | Alpha. |
0x0B | Byte | Padding. |
0x0C | String | Pane name. The length is always 0x10, unused bytes are set to 00. |
0x1C | String | User information, stored as a string. |
0x24 | Float[3] | Translation. |
0x30 | Float[3] | Rotation. |
0x3C | Float[2] | Scale. |
0x44 | Float | Width of the pane. |
0x48 | Float | Height of the pane. |
0x4C | Byte[4] | Top left vertex color of the pane in RGBA format. |
0x50 | Byte[4] | Top right vertex color of the pane in RGBA format. |
0x54 | Byte[4] | Bottom left vertex color of the pane in RGBA format. |
0x58 | Byte[4] | Bottom right vertex color of the pane in RGBA format. |
0x5C | UInt16 | Material index. |
0x5E | Byte | Number of UV sets. |
0x5F | Byte | Unknown. |
After that the UV sets are specified.
bnd1
The bnd1 section specifies a boundary pane. Its purpose is to delimit the cursor interaction with buttons and the structure is the same as a pan1 pane.
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always bnd1 in ASCII. |
0x04 | UInt32 | Section size. |
0x08 | Byte | Flag. |
0x09 | Byte | Flag. |
0x0A | Byte | Alpha. |
0x0B | Byte | Padding. |
0x0C | String | Pane name. The length is always 0x10, unused bytes are set to 00. |
0x1C | String | User information, stored as a string. |
0x24 | Float[3] | Translation. |
0x30 | Float[3] | Rotation. |
0x3C | Float[2] | Scale. |
0x44 | Float | Width of the pane. |
0x48 | Float | Height of the pane. |
txt1
The txt1 section contains information about a textbox pane. It also stores the text but in Mario Kart Wii it's useless because the text is loaded from a BMG file instead.
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always txt1 in ASCII. |
0x04 | UInt32 | Section size. |
0x08 | Byte | Flag. |
0x09 | Byte | Flag. |
0x0A | Byte | Alpha. |
0x0B | Byte | Padding. |
0x0C | String | Pane name. The length is always 0x10, unused bytes are set to 00. |
0x1C | String | User information, stored as a string. |
0x24 | Float[3] | Translation. |
0x30 | Float[3] | Rotation. |
0x3C | Float[2] | Scale. |
0x44 | Float | Width of the pane. |
0x48 | Float | Height of the pane. |
0x4C | UInt16 | Number of characters. |
0x4E | UInt16 | Unknown. |
0x50 | UInt16 | Material index. |
0x52 | UInt16 | Font index. |
0x54 | Byte | Flag |
0x55 | Byte[3] | Unknown. |
0x58 | UInt32 | T = Text offset. Relative to the start of this section. |
0x5C | Byte[4] | Top color in RGBA format. |
0x60 | Byte[4] | Bottom color in RGBA format. |
0x64 | Float | Size X. |
0x68 | Float | Size Y. |
0x6C | Float | Character size. |
0x70 | Float | Line size. |
T | String | Null-terminated string of the text in UTF-16. |
wnd1
The wnd1 describes a window pane. A window pane is a more advanced image pane. It is unknown exactly how the window pane works.
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always wnd1 in ASCII. |
0x04 | UInt32 | Section size. |
0x08 | Byte | Flag. |
0x09 | Byte | Flag. |
0x0A | Byte | Alpha. |
0x0B | Byte | Padding. |
0x0C | String | Pane name. The length is always 0x10, unused bytes are set to 00. |
0x1C | String | User information, stored as a string. |
0x24 | Float[3] | Translation. |
0x30 | Float[3] | Rotation. |
0x3C | Float[2] | Scale. |
0x44 | Float | Width of the pane. |
0x48 | Float | Height of the pane. |
0x4C | Float | Coordinate 1. |
0x50 | Float | Coordinate 2. |
0x54 | Float | Coordinate 3. |
0x58 | Float | Coordinate 4. |
0x5C | Byte | Number of frames. |
0x5D | Byte[3] | Unknown. |
0x60 | UInt32 | Unknown. Probably an offset. Only seen as 0x68. |
0x64 | UInt32 | Window material offsets offset. Points to offsets which points to the window materials. Relative to the start of this section. |
0x68 | Byte[4] | Top left vertex color in RGBA format. |
0x6C | Byte[4] | Top right vertex color in RGBA format. |
0x70 | Byte[4] | Bottom left vertex color in RGBA format. |
0x74 | Byte[4] | Bottom right vertex color in RGBA format. |
0x78 | UInt16 | Material index. |
0x7A | Byte | Number of UV sets. |
0x7B | Byte | Unknown. |
After that the UV sets are specified. Then the window material offsets are specified and after that the window materials.
- Window material
Offset | Type | Description |
---|---|---|
0x00 | UInt16 | Material index. |
0x02 | Byte | Index. |
0x03 | Byte | Unknown. |
Groups
grp1
The grp1 section defines a group.
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always grp1 in ASCII. |
0x04 | UInt32 | Section size. |
0x08 | String | Group name. The length is always 0x10 bytes long, unused characters are set to 00. |
0x18 | UInt16 | N = Number of entries. |
0x1A | UInt16 | Unknown. |
0x1C | String[N] | An array of entries in this group. The length of each string is always 0x10, unused characters are set to 00. |
grs1
The grs1 section defines a group of groups. gre1 ends the group of groups.
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always grs1 in ASCII. |
gre1
The gre1 section ends a group of groups. grs1 starts the group of groups.
Offset | Type | Description |
---|---|---|
0x00 | Char[4] | Section magic. Always gre1 in ASCII. |
Common data structures
UV coordinate set
Specifies the UV coordinates for an image. Each entry is a 0x20 byte structure as follows:
Offset | Type | Description |
---|---|---|
0x00 | Float[2] | Top left U and V coordinate. |
0x08 | Float[2] | Top right U and V coordinate. |
0x10 | Float[2] | Bottom left U and V coordinate. |
0x18 | Float[2] | Bottom right U and V coordinate. |
Tools
The following tools can handle BRLYT files:
- Benzin, by SquidMan, comex, megazig, and Yossi (converts BRLYT to XML and viceversa)
- Wexos's Toolbox, by Wexos
- Wii Layout Editor, by Gericom