Difference between revisions of "BLO file"

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(Cleanup.)
(slightly less terrible now)
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== PAN2 ==
 
== PAN2 ==
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>.
+
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 more.
  
* <code>0x12</code>: The name of the material being controlled.
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* <code>0x12</code>: The name of the material.
* <code>0x20</code>: 2 floats representing x and y something. Don't seem to do anything.
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* <code>0x20</code>: 2 floats representing x and y size coordinates. Does nothing in PAN2.
* <code>0x28</code>: 2 floats representing x and y scale. Usually 1.
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* <code>0x28</code>: 2 floats representing x and y scale. Often 1.
* <code>0x3C</code>: 2 floats representing x and y coordinates relative to root.
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* <code>0x3C</code>: 2 floats representing x and y coordinates, relative to parent PAN2.
  
They seem to always end with a <code>BGN1</code>, but I'm not sure what its for.
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A PAN2 is like an opening curly bracket, everything after it will be a child of it, until you reach and "END1" command, which acts like the closing bracket. You can have PAN2 objects nested in other PAN2s as well.
  
 
== PIC2 ==
 
== PIC2 ==
 
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:
 
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>.
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* <code>0x07</code>: string saying <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.
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* <code>0x19</code>: Name of material, it likes to have <code>RE</code> before it for some reason, but that's not part of the name.
* <code>0x28</code>: 2 more floats, again not sure what they do.
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* <code>0x28</code>: x and y pixel dimensions.
 
* <code>0x30</code>: x and y scale.
 
* <code>0x30</code>: x and y scale.
* <code>0x45</code>: x and y coordinates relative to <code>PAN2</code> entry.
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* <code>0x45</code>: x and y coordinates relative to parent <code>PAN2</code> entry.
  
After that is some data I don't get, then a whole row of <code>0xFF</code>.
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After that is a whole row for the RGBA gradient colors for each corner of the sprite.
  
 
== TBX2 ==
 
== TBX2 ==
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* <code>0x1A</code>: internal name of material being used.
 
* <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>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?
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* <code>0x27</code>: x and y dimensions of containing box
 
* <code>0x30</code>: x and y scale.
 
* <code>0x30</code>: x and y scale.
* <code>0x43</code>: more x and y stuff.
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* <code>0x43</code>: x and y offset to parent.
  
 
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.
 
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 <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:File formats]]
 
[[Category:Pikmin 2]]
 
[[Category:Pikmin 2]]

Revision as of 01:08, 6 September 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 more.

  • 0x12: The name of the material.
  • 0x20: 2 floats representing x and y size coordinates. Does nothing in PAN2.
  • 0x28: 2 floats representing x and y scale. Often 1.
  • 0x3C: 2 floats representing x and y coordinates, relative to parent PAN2.

A PAN2 is like an opening curly bracket, everything after it will be a child of it, until you reach and "END1" command, which acts like the closing bracket. You can have PAN2 objects nested in other PAN2s as well.

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 saying pan2
  • 0x19: Name of material, it likes to have RE before it for some reason, but that's not part of the name.
  • 0x28: x and y pixel dimensions.
  • 0x30: x and y scale.
  • 0x45: x and y coordinates relative to parent PAN2 entry.

After that is a whole row for the RGBA gradient colors for each corner of the sprite.

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 for pan2, could be what connects the single tbx2 to a pan2.
  • 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 dimensions of containing box
  • 0x30: x and y scale.
  • 0x43: x and y offset to parent.

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.