Difference between revisions of "BLO file"
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== Types of BLO == | == Types of BLO == | ||
− | The | + | The <code>BLO</code> filetype is used by several Nintendo games such as ''Pikmin'', ''Pikmin 2'', ''Super Mario Sunshine'', and ''The Legend of Zelda: The Wind Waker'' to control screen data, such as which sprites appear and where. There are 3 main types of a blo file, <code>scrnblo1</code> (which ''Sunshine'' and ''Wind Waker'' use), <code>scrnblo2</code> (which ''Pikmin 2'' uses), and the format ''Pikmin'' uses, sometimes called <code>scrnblo0</code>. There are several differences between them and they are not interchangeable. This page will focus on <code>scrnblo2</code>, the flavour ''Pikmin 2'' uses. |
== TEX1 == | == TEX1 == | ||
− | The first main segment of a | + | The first main segment of a <code>scrnblo2</code> file, this is where the game loads BTI textures in <code>/new_screen/eng/*screen szs*/timg</code>. You can change the filenames of the textures to be loaded, and possibly add or remove entries. The number of textures to load is defined in a BE 32 bit integer 0x08 away from the sections magic <code>TEX1</code>. |
== FNT1 == | == FNT1 == | ||
− | This section is dedicated to loading fonts, hence the name FNT1. In Pikmin 2, this only ever loads piki2_font00.bfn. | + | This section is dedicated to loading fonts, hence the name <code>FNT1</code>. In ''Pikmin 2'', this only ever loads <code>piki2_font00.bfn</code>. |
== MAT1 == | == MAT1 == | ||
− | This section creates screen "objects" with internal names that the game uses to control them. Its by far the biggest segment of the BLO. The important part is where the names of the materials are listed. They always follow the naming convention of mat_name_v. The main makeup of this section is padding. | + | This section creates screen "objects" with internal names that the game uses to control them. Its by far the biggest segment of the <code>BLO</code>. The important part is where the names of the materials are listed. They always follow the naming convention of <code>mat_name_v</code>. The main makeup of this section is padding. |
== PAN2 == | == PAN2 == | ||
− | This section acts like a group, it holds many PIC2 and TBX2 segments together so you can easily move a whole object as one piece. There is always a PAN2 section called ROOT in every | + | This section acts like a group, it holds many <code>PIC2</code> and <code>TBX2</code> segments together so you can easily move a whole object as one piece. There is always a <code>PAN2</code> section called <code>ROOT</code> in every <code>scrnblo2</code>, and sometimes even more. Every <code>PIC2</code> segment has a string which contains <code>pan2</code>. |
− | < | + | * <code>0x12</code>: The name of the material being controlled. |
− | < | + | * <code>0x20</code>: 2 floats representing x and y something. Don't seem to do anything. |
− | < | + | * <code>0x28</code>: 2 floats representing x and y scale. Usually 1. |
− | < | + | * <code>0x3C</code>: 2 floats representing x and y coordinates relative to root. |
− | + | ||
+ | They seem to always end with a <code>BGN1</code>, but I'm not sure what its for. | ||
== PIC2 == | == PIC2 == | ||
− | This is very similar to the last segment, but for an individual sprite object. They are notably longer than PAN2 segments. You probably shouldn't change their parameters if you have the option to edit their whole PAN2 segment instead. | + | This is very similar to the last segment, but for an individual sprite object. They are notably longer than <code>PAN2</code> segments. You probably shouldn't change their parameters if you have the option to edit their whole <code>PAN2</code> segment instead. Here's some info about them: |
− | < | + | |
− | < | + | * <code>0x07</code>: string for <code>pan2</code>, could be what connects the single <code>pic2</code> to a <code>pan2</code>. |
− | < | + | * <code>0x19</code>: Name of material being edited, it likes to have <code>RE</code> before it, but that's not part of the name. |
− | < | + | * <code>0x28</code>: 2 more floats, again not sure what they do. |
− | < | + | * <code>0x30</code>: x and y scale. |
− | < | + | * <code>0x45</code>: x and y coordinates relative to <code>PAN2</code> entry. |
+ | After that is some data I don't get, then a whole row of <code>0xFF</code>. | ||
== TBX2 == | == TBX2 == | ||
− | These are a lot like PIC2, and are also part of a PAN2. The difference is they write text using the loaded font. | + | These are a lot like <code>PIC2</code>, and are also part of a <code>PAN2</code>. The difference is they write text using the loaded font. |
− | < | + | * <code>0x07</code>: string for <code>pan2</code>, could be what connects the single <code>tbx2</code> to a <code>pan2</code>. |
− | < | + | * <code>0x1A</code>: internal name of material being used. |
− | < | + | * <code>0x21</code>: text ID used. The developers like to put placeholder text IDs here when the screen could show multiple messages, so it only really works for fully static text. |
− | < | + | * <code>0x27</code>: x and y coordinates? |
− | < | + | * <code>0x30</code>: x and y scale. |
− | < | + | * <code>0x43</code>: more x and y stuff. |
− | |||
+ | After that is some random data, followed by the text itself, in an early version where things like color and size change and text box terminators are called by their internal names. Can show early scripts of the games text in some areas. | ||
== Ending == | == Ending == | ||
+ | After the last <code>PIC2</code> or <code>TBX2</code> are multiple <code>END1</code> and an <code>EXT1</code> with padding to align it. If there's anything I need to correct, let me know on the Discord. Thanks for reading! PikHacker | ||
− | + | [[Category:File formats]] | |
+ | [[Category:Pikmin 2]] |
Revision as of 17:08, 16 February 2019
Types of BLO
The BLO
filetype is used by several Nintendo games such as Pikmin, Pikmin 2, Super Mario Sunshine, and The Legend of Zelda: The Wind Waker to control screen data, such as which sprites appear and where. There are 3 main types of a blo file, scrnblo1
(which Sunshine and Wind Waker use), scrnblo2
(which Pikmin 2 uses), and the format Pikmin uses, sometimes called scrnblo0
. There are several differences between them and they are not interchangeable. This page will focus on scrnblo2
, the flavour Pikmin 2 uses.
TEX1
The first main segment of a scrnblo2
file, this is where the game loads BTI textures in /new_screen/eng/*screen szs*/timg
. You can change the filenames of the textures to be loaded, and possibly add or remove entries. The number of textures to load is defined in a BE 32 bit integer 0x08 away from the sections magic TEX1
.
FNT1
This section is dedicated to loading fonts, hence the name FNT1
. In Pikmin 2, this only ever loads piki2_font00.bfn
.
MAT1
This section creates screen "objects" with internal names that the game uses to control them. Its by far the biggest segment of the BLO
. The important part is where the names of the materials are listed. They always follow the naming convention of mat_name_v
. The main makeup of this section is padding.
PAN2
This section acts like a group, it holds many PIC2
and TBX2
segments together so you can easily move a whole object as one piece. There is always a PAN2
section called ROOT
in every scrnblo2
, and sometimes even more. Every PIC2
segment has a string which contains pan2
.
0x12
: The name of the material being controlled.0x20
: 2 floats representing x and y something. Don't seem to do anything.0x28
: 2 floats representing x and y scale. Usually 1.0x3C
: 2 floats representing x and y coordinates relative to root.
They seem to always end with a BGN1
, but I'm not sure what its for.
PIC2
This is very similar to the last segment, but for an individual sprite object. They are notably longer than PAN2
segments. You probably shouldn't change their parameters if you have the option to edit their whole PAN2
segment instead. Here's some info about them:
0x07
: string forpan2
, could be what connects the singlepic2
to apan2
.0x19
: Name of material being edited, it likes to haveRE
before it, but that's not part of the name.0x28
: 2 more floats, again not sure what they do.0x30
: x and y scale.0x45
: x and y coordinates relative toPAN2
entry.
After that is some data I don't get, then a whole row of 0xFF
.
TBX2
These are a lot like PIC2
, and are also part of a PAN2
. The difference is they write text using the loaded font.
0x07
: string forpan2
, could be what connects the singletbx2
to apan2
.0x1A
: internal name of material being used.0x21
: text ID used. The developers like to put placeholder text IDs here when the screen could show multiple messages, so it only really works for fully static text.0x27
: x and y coordinates?0x30
: x and y scale.0x43
: more x and y stuff.
After that is some random data, followed by the text itself, in an early version where things like color and size change and text box terminators are called by their internal names. Can show early scripts of the games text in some areas.
Ending
After the last PIC2
or TBX2
are multiple END1
and an EXT1
with padding to align it. If there's anything I need to correct, let me know on the Discord. Thanks for reading! PikHacker