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BFLIM File Format
Yannik Marchand edited this page Jul 5, 2021
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7 revisions
NintendoWare > Layout Image (FLIM)
BFLIM files start with the image data. A footer is stored behind the image data. This probably makes it easier to align the image data in memory. The footer is found by examining the last 4 bytes of the file, which contain the size of the image data.
Offset | Size | Description |
---|---|---|
0x0 | 4 | Magic number (FLIM ) |
0x4 | 2 | Endianness (0xFEFF=Big, 0xFFFE=Little) |
0x6 | 2 | Footer size (0x14) |
0x8 | 4 | Version number |
0xC | 4 | Filesize |
0x10 | 2 | Number of sections |
0x12 | 2 | Padding |
0x14 | Sections. All sections are aligned to 4 bytes. | |
4 | Size of image data |
Version | Description |
---|---|
2.2.0.0 |
Oldest known version. |
3.3.0.0 |
Some image formats were added. |
Contains information about the image.
Offset | Size | Description |
---|---|---|
0x0 | 4 | Identifier (imag ) |
0x4 | 4 | Section size (0x10) |
0x8 | 2 | Width |
0xA | 2 | Height |
0xC | 2 | Alignment |
0xE | 1 | Format |
0xF | 1 |
value & 31 : Tile modevalue >> 5 : Swizzle |
ID | Format |
---|---|
0 |
UNORM R8
|
1 |
UNORM R8
|
2 |
UNORM R4 G4
|
3 |
UNORM R8 G8
|
4 |
UNORM R8 G8
|
5 |
UNORM R5 G6 B5
|
6 | Invalid |
7 |
UNORM R5 G5 B5 A1
|
8 |
UNORM R4 G4 B4 A4
|
9 |
UNORM R8 G8 B8 A8
|
10 | Invalid |
11 | Invalid |
12 |
UNORM BC1
|
13 |
UNORM BC2
|
14 |
UNORM BC3
|
15 |
UNORM BC4
|
16 |
UNORM BC4
|
17 |
UNORM BC5
|
18 | Invalid |
19 | Invalid |
Version 3.3.0.0:
ID | Type |
---|---|
20 |
SRGB R8 G8 B8 A8
|
21 |
SRGB BC1
|
22 |
SRGB BC2
|
23 |
SRGB BC3
|
24 |
UNORM R10 G10 B10 A2
|