Posted on 07-16-17, 07:51 pm
I originally posted this list on Kuribo64, but here's an updated version, because some people requested this.
|RARC||Also known as an ARC file. RARC files are archive files (something like ZIP, RAR, etc.) that store smaller files and folders. This is the most common file format in the SMG games.|
|BCSV||BCSV (Binary comma-separated values) files are tables/databases that have a set number of fields and entries. They are mostly found in stage files and they contain information about the objects that appear in the level.|
|BCAM, TBL and PA||Same as BCSV, but they are used for camera parameters, object names and collision attributes, respectively.|
|CANM||Another camera format that is used for intro cameras. Has fields for position, fixpoint and zooming distance.|
|GST||Contains information about Cosmic Mario races in SMG1 and Ghost Luigi in SMG2.|
|PAD||Used for the Tip Networks in SMG2.|
|Models (J3D engine)|
|BDL||BDL files are 3D model files. It is a enhanced version of BMD which was often used in GameCube games.|
|BMD||An outdated version of BDL. There's only one BMD model in SMG2.|
|BCK||The general animation format.|
|BTK||Used for texture scrolling.|
|BPK||Unknown, but found in KoopaJrCastleBody.arc|
|BTP||Used for changing the texture palette.|
|BLK||Unknown and possibly unused.|
|BRK||Often used for color changing (Lumas, Toads, etc.). It seems to apply shaders to the model.|
|BMT||Stores additional materials for models. This doesn't seem to be used in the SMG games and it doesn't seem to work anyway.|
|BVA||This is used to hide certain batches of models, for example the different facial expressions of King Whomp.|
|BANMT||Another BCSV format that stores information about an object's animations.|
|BMS||Sequenced background music. The format is similar to MIDI.|
|AW||An archive that contains raw sound effects.|
|SZS||This is only found in the AudioRes directory in both games and it is a YAZ0 compressed BAA file.|
|BMG||A message file format that is only used in SMG1.|
|MSBT||Short for "Message Text", this is SMG2's equivalent to the BMG file format.|
|MSBF||MSBF means "Message Flow" and it defines additional text for one message label/character.|
|Images and particles|
|BTI||A common image format that can be found in many other GameCube and Wii games.|
|JPC||An archive that contains many smaller JPA files. The entries are indexed.|
|JPA||A file that contains information and textures for particles.|
|Videos and layouts|
|THP||A video format that is used for SMG1's pre-rendered cutscenes.|
|TPL||Another image format that is mostly found in layout files.|
|BRLYT||Short for "Binary Revolution Layout". Layout files are used for things like HUD screens.|
|BRLAN||An animation file for layouts.|
There's also a bunch of other file extensions that aren't worth mentioning, because they are found in every Wii game. This includes DOL, IMG, BNR, SEL, RSO, ... Interestingly, there are a few interesting files using other formats that were accidentally left in the game.
- csv~ : Found in BigBirikyu.arc
- anmt___ : Found in BossBussun.arc
- dtp : Found in BossJugem.arc
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 07-17-17, 05:41 am
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This is as great as useful, thanks for posting.
In the "Sound" directory there is a "WSYS" format.
A WSYS file kind of works with a BMS file. The BMS file knows what sounds to play in a specific sequence, and the WSYS file knows where these sounds are located (probably from AW files).
I would say it's necessary to tell that THP files contain video AND audio. I saw people believeing that AST files play along with THP files, which is not true (and turns out that two more ASTs in SMG remain unused). Also worth to meantion that SMGs THP files all run at 59.94 FPS, but not necessary for the list.
And maybe some more names?
TPL stands for Texture PaLette.
BRLAN stands for Binary Revolution Layout AnimatioN.
Lets see what knowledge the future brings.