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FILETYPES

scurest edited this page Sep 13, 2019 · 22 revisions

Many DS games used Nitro files for their 3D assets. Here is a list of the kinds apicula can understand.

See the VG Resource wiki for more info about file formats found in DS games. If you want to work with these file yourself, programmer's documentation on the binary format can be found here.

.nsbmd

  • Other common extensions: .bmd, .BMD, .BMD0
  • First four bytes in hex editor: BMD0

These hold 3D models. They're basically a script for sending commands to the DS GPU. They also often hold textures and palettes for the models, but sometimes those are in a separate .nsbtx instead.

Note: BMD is a common designation for model files on Nintendo consoles. Model files can have the .BMD extension even if they aren't Nitro files! Game Cube games also have a different model file format called BMD.

.nsbtx

  • Other common extensions: .btx, .BTX, .BTX0
  • First four bytes in hex editor: BTX0

These hold textures and palettes. Most textures on the DS store their colors in a separate palette.

.nsbca

  • Other common extensions: .bca, .BCA, .BCA0
  • First four bytes in hex editor: BCA0

These hold joint animations that animate a model's skeleton. Used for things like walk or attack animation.

.nsbtp

  • Other common extensions: .btp, .BTP, .BTP0
  • First four bytes in hex editor: BTP0

These hold pattern animations that swap the textures used in a model, flipbook-style.

They only work in the viewer; you can't convert them.

.nsbta

  • Other common extensions: .bta, .BTA, .BTA0
  • First four bytes in hex editor: BTA0

These hold material animations that animate material properties in a model. Currently the only part that is understood is animation of the UV offsets. Used for texture scrolling animation, eg. for water effects.

They only work in the viewer; you can't convert them.

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