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nintoolbox

A fast, unified command-line toolkit to extract, modify, convert, and rebuild game archives, textures, 3D models, audio, and layouts across GameCube, Wii, Nintendo DS, 3DS, Wii U, and Nintendo Switch.


Quick Start

Installation & Building

git clone https://github.com/quatric/wiimms-szs-tools-plus.git
cd wiimms-szs-tools-plus/project
make all -j$(nproc)

Compiled binaries (wszst, wimgt, wmdlt, wbrsar, wbmgt, wlayt, wctct, wkclt, wkmpt) will be placed in project/bin/.


Common Commands

This program lets you unpack a whole game recursively (with wszst xx) and then pack it back up recursively (with wszst CREATE). Note that the latter functionality is quite experimental

# 1. Extract any archive or ROM (SZS, U8, RARC, SARC, NARC, DARC, NDS, etc.)
wszst xx Track.szs
wszst xx Game.nds

# 2. Rebuild an extracted directory back into an archive
wszst CREATE Track.d --dest Track.szs

# 3. Convert 3D models to standard GLB (.glb)
wmdlt DECODE Mario.mdl0 --dest Mario.glb
wmdlt DECODE Course.bfres --dest Course.glb
wmdlt DECODE Model.bmd --dest Model.glb        # GameCube/Wii J3D (SuperBMD-compatible)
wmdlt ENCODE Mario.glb --dest Mario.hsf
wmdlt ENCODE custom.glb --dest custom.bmd      # GameCube/Wii J3D BMD (or .bdl)

# 4. Convert Nintendo textures to PNG
wimgt DECODE texture.tpl --dest texture.png
wimgt DECODE texture.bntx --dest texture.png
wimgt DECODE animation.cmab --dest texture.png # emits one PNG per embedded texture
wimgt ENCODE texture.png --dest texture.tpl

# 5. Extract sound archives and convert audio streams
wbrsar unpack Sound.brsar --dest Sound.d
wbrstm DECODE music.brstm --dest music.wav
wseqt DECODE sequence.sseq --dest sequence.mid

# 6. Convert a whole sound archive to a playable SoundFont + MIDI set
#    (BRSAR / BFSAR / BCSAR / SDAT -> one .sf2 plus every sequence as .mid)
wbrsar Sound.brsar --dest Sound.d
wbrsar Sound.sdat --dls --dest Sound.d      # DLS instead of SF2
wbrsar Sound.sdat --both --dest Sound.d

Supported Formats by Category

Archives & Containers

Format Extensions Decode Tested Encode Tested Byte-Exact Roundtrip Retail Source Tested Middleware / Engine / Platform Context
ABE BigFile .bf ✅ — — ✅ Ubisoft Rabbids Go Home BigFile archive (ABE\0 with segmented LZO1X chunks).
AGI .pak ✅ — — ✅ Toys for Bob archive (Skylanders: Swap Force, Wii); audio-bank members extract to FSB5 → WAV, raw .igz/.igx model/material members; both known entry-table record layouts (pure audio and mixed audio+model) are supported (100% of 2339 retail .pak files sampled).
ALAR .alar ✅ — — ✅ Nintendo DS Nitro ALAR archive (Jump Ultimate Stars).
And-Kensaku .rz ✅ — — — CyberConnect2 "Pres" archive with LZ77 wrapping (Nintendo DS, And-Kensaku family).
APAK .apak ✅ ✅ ✅ — Nintendo / Pokémon APAK archive format (Wii U / Switch)
ARC / U8 .arc, .szs ✅ ✅ ✅ — Nintendo standard U8 archive (Wii / GameCube NintendoWare & EAD)
ARC0 .fa 🟡 — — 🟡 Level-5 flat archive (Yo-Kai Watch, 3DS).
ARCV .arc ✅ ✅ ✅ — Namco / Tose Wii archive format
Arika Archive INFO.DAT, GAME.DAT, .arika ✅ ✅ ✅ — Arika DS / DSi / Wii archive system
Asobo BigFile .drv ✅ — — ✅ Asobo Studio volume (Ratatouille, Wii): textures to PNG, sounds to WAV, meshes to GLB.
AST .ast ✅ — — ✅ I Spy Spooky Mansion (Wii) asset-bundle container.
AT7 .at7 ✅ ✅ ✅ — Koei Tecmo container format (Wii / PS2)
ATB .atb ✅ — — — Hudson Soft Animation Texture Bank (Mario Party 4-8).
Atomic Planet PUB .pub ✅ — — ✅ AMF Bowling: Pinbusters! (Wii): textures to PNG, meshes to GLB.
Avalanche THB/TBB .thb + .tbb ✅ — — ✅ Avalanche Software texture pair (Cars 2, Wii); single textures and atlases to PNG
Battle of the Bands BAG .bag ✅ — — — Battle of the Bands (Wii) asset container: fixed 32-byte "1.00 <N>" text header over a payload of concatenated sub-resources; an embedded plain-text manifest of name,size,offset records is decoded and every record whose offset begins a zlib stream is verified to inflate (confirmed across all 215 .bag samples on the retail disc). Individual sub-resource binary layouts (textures, level geometry) not further decoded.
Havok HKX (classic packfile) .hkx, .HKX ✅ — — — Tenchu: Shadow Assassins (Wii) Havok 4.6.1 skeleton/animation/ragdoll data (Common/Motion/*.HKX): the pre-2011 self-describing binary packfile (magic 0x57E0E057). Header, full section table, and every embedded Havok class name (from the reflection data in __classnames__) are decoded; the __data__ section's binary content is not deserialized.
T4-RES (Tenchu: Shadow Assassins) .b ✅ — — — Tenchu: Shadow Assassins (Wii) "T4-*" tagged resource family (Common/Camera/*.b, Common/AI/*.b: camera sets, AI voice/status/script tables). Shared "T4-<TypeName>" tag and packed-BCD date header decoded; per-type record tables not yet decoded. .b is otherwise reused by this title for several unrelated, unmagicked layouts (movie subtitle-cue tables, plain event tables) not covered by this entry.
HDVOICE (Tenchu: Shadow Assassins) .hd ✅ — — — Tenchu: Shadow Assassins (Wii) per-character voice-line manifest ({FR,SP,US}/Sound/<CHARACTER>.hd, 102 real samples). Magic-less; a fixed slot table (category/variant → parameter-table index, or unrecorded) plus a matching parameter table (volume/pitch/priority/etc.) fully decode with zero leftover bytes on every real sample.
BCGRP .bcgrp ✅ ✅ — — Nintendo 3DS Sound Group (CGRP).
BEA .bea, .nx.bea ✅ — — — Nintendo EAD Bezel Engine Archive (SCNE, WarioWare / Mario Party).
BFGRP .bfgrp ✅ ✅ — — Nintendo Wii U / Switch Sound Group (FGRP).
BFMA .bfma ✅ ✅ — — Nintendo Wii U manual archive (SARC-based).
BFSHA / BNSH .bfsha, .bnsh ✅ — — ✅ NintendoWare shader archive (Wii U / Switch).
BG4 .bg4 ✅ ✅ ✅ — AlphaDream 3DS flat archive with BLZ member compression
BIGF .big ✅ ✅ ✅ — Electronic Arts Wii asset archive
Bj engine .tx1/.tx2, .mtm, .bsi, .bsm ✅ — — ✅ Super Karts (Wii): textures to PNG, meshes to GLB, sounds and music to WAV.
Blue Tongue TRB .trb ✅ — — ✅ de Blob 2 (Wii): ttex textures (I4 to CMPR, paletted) to PNG, embedded XUR UI scenes, tcmd level and prop geometry to GLB (positions, normals, UVs; no materials; some batch variants skipped).
BNS Archive .bns ✅ — — ✅ Koei Tecmo Samurai Warriors 3 multi-file asset archive (LINKDATA*.BNS).
BombShell data pack .xwi, .xdx9 ✅ — — ✅ Smart Bomb Interactive engine (Bee Movie Game, Wii / PC): textures to PNG, sounds to FSB / WAV, Wii models to textured GLB.
CA01 / SA01 .ca01, .sa01 ✅ ✅ ✅ — Nintendo Network Mii & amiibo system archive (3DS / Wii U)
CCF .ccf ✅ ✅ ✅ — Nintendo Virtual Console container (Wii / Switch)
CDGaCube CAR .car ✅ — — ✅ Cat Daddy Games archive (Birthday Party Bash, Wii); stored and zlib members
CHDp / C3Dp .chd, .c3d + .cbd ✅ — — ✅ Donkey Konga / Donkey Konga 2 / Donkey Konga 3 (GameCube) hit-sound bank: CHDp/C3Dp header plus a fixed 176-byte entry table (per-clip .cbd byte offset, ADPCM nibble count, sample rate, and a standard GameCube DSP-ADPCM coefficient table) describing raw ADPCM streams packed end-to-end into a paired .cbd; .c3d additionally carries one extra, always byte-identical, 20-byte 3D-emitter default block per entry (not decoded further). Reuses this repo's existing DSP-ADPCM decoder (build a standard in-memory .dsp buffer per clip, decode that) rather than reimplementing ADPCM. Verified against every se/*.chd+.cbd and .c3d triplet on all three retail discs (164 header files, 742 decoded clips, no crashes): every clip's declared (offset, length) range is bounds-checked against the paired .cbd (135 of 138 banks reconstruct their .cbd exactly byte-for-byte with zero gap/overlap; the other 3 merely have two header entries alias the same clip), and every decoded WAV has a correct non-zero sample rate/duration and non-silent PCM (742/742).
CNUT .cnut ✅ ✅ ✅ ✅ Wii Party compiled Squirrel script & message container (SQIR).
COD PAK0 .pak ✅ ✅ ✅ ✅ Call of Duty: Black Ops / MW3 (Wii) sound archive (PAK0).
CPK .cpk ✅ — — ✅ CRIWARE CPK archive (Star Fox Zero, Wii U)
CRAM .arc, .cram ✅ ✅ ✅ — Monolith Soft 3DS flat archive container
DARC / BCMA .darc, .bcma, .arc ✅ ✅ ✅ ✅ NintendoWare NW4C directory archive & 3DS electronic manual archive (3DS).
DC2 DCX / DCT .dcx, .dct ✅ — — — Jakers! Kart Racing (Wii): directory archives; GX CMPR / RGBA8 textures → PNG
DIG .dig ✅ — — ✅ Bomberman Land (Wii) streaming resource package (files/cddata.dig, cddata1.dig .. cddata14.dig): flat, magic-less sector-table container, members carry no on-disk name and extract as numbered blobs. Only the flat-table variant is supported (10 of 15 real retail files); the rarer nested "type == 2" composite table (5 files) is detected and rejected rather than guessed at.
DKZF .tpl.dkz ✅ — — ✅ Donkey Konga (GameCube, disc 1 only) trivial zlib texture wrapper: 8-byte big-endian header (magic + decompressed size) over a standard raw zlib stream; the revealed file (always a .tpl in every sample seen) is handed back into this repo's ordinary decode path, so it comes out as a .png the same way any other plain .tpl already does. Verified against all 64 retail .tpl.dkz files on the disc: 64/64 inflate to exactly the declared decompressed size with a valid TPL signature. Donkey Konga 2 and 3 ship plain .nut textures instead and carry no .dkz files at all.
DTLS dt00, ls00, .ls ✅ ✅ ✅ ✅ Bandai Namco composite package & lookup archive (Super Smash Bros. 4, Wii U / 3DS)
EFFN .eff, .effn ✅ ✅ ✅ ✅ Bandai Namco Super Smash Bros. 4 / Ultimate particle effect container archive (EFFN).
F9RES .res ✅ ✅ ✅ — GameCube resource archive container
FBTI .Mod, .Mot ✅ — — ✅ Rune Factory: Frontier (Wii) model/motion section container.
FMOD FSB .fsb ✅ — — ✅ FMOD sound bank (FSB3 / FSB4 / FSB5, Wii); DSP-ADPCM and PCM16 samples decoded to WAV
FSYS .fsys ✅ ✅ ✅ — Genius Sonority archive system (GameCube / Wii)
GAR / ZAR .zar, .gar ✅ ✅ ✅ ✅ Grezzo Zelda & Luigi's Mansion archive (OoT3D, MM3D, LM3DS).
GFA .gfa ✅ ✅ ✅ ✅ Good-Feel GFAC container (Wii / 3DS / Wii U).
GFLX .gflxpack ✅ — — — Game Freak Switch GFLXPACK archive (SPICA GFLXPack): raw-LZ4 members (BNTX/BNSH/gfbmdl/raw).
GFMPACK .gfpack ✅ — — — Game Freak 3DS model / texture / shader pack (Pokémon X/Y/ORAS).
GFPAK .gfpak ✅ — — — Game Freak Pokémon archive (GFLXPACK).
GFPKG .gfpkg, .bin, .pak ✅ — — — Game Freak Gen6/Gen7 package (SPICA GFPackage; 2-letter magic + offset table).
Goliath GS Package .pkz ✅ — — ✅ Goliath engine asset package (Skylanders: SuperChargers Racing, Wii): self-checking big-endian chunk tree; named resource manifest, GameCube CMPR/RGB5A3 textures to PNG (+ separate I8 alpha plane), RIFX DSP-ADPCM voice/SFX streams to WAV. Unrelated to the PlatinumGames .pkz archive already in this repo (different magic). Verified against all 782 retail packages on the disc (760 with extractable content: 7031/7055 textures, 4994/4994 audio streams, 73900 names).
Grip RES .res ✅ — — — Sesame Street: Elmo's Musical Monsterpiece (Wii): resource packages, surf textures to PNG.
h.a.n.d. FBC .fbc ✅ — — ✅ Oyako de Asobo: Miffy no Omochabako (Wii): nested file bundles unpacked by name.
HBDF .hbdf, .hsdf ✅ — — — Hudson Soft Nitro 3D model container (Mario Party DS), decoded to GLB.
Heavy Iron HO .ho ✅ — — ✅ Good Engine package (WALL-E, Up, Wii); assets with debug names, GX textures to PNG
Humongous Resource.rez .rez ✅ — — ✅ Backyard Football '10 (Wii): textures to PNG, sounds to WAV, models and animations to GLB, THP videos.
Hyrule Warriors .idx, .bin ✅ ✅ ✅ — Koei Tecmo / Omega Force split index archive (3DS)
IPK .ipk ✅ — — — Ubisoft UbiArt archive (Just Dance, Rayman Origins/Legends; Wii / Wii U / Switch / PC).
IQIPACK .pak ✅ — — — NVIDIA Shield iQiyi PAK archive with XXTEA encryption
JARC .jarc ✅ ✅ ✅ — Level-5 DS archive container (DS)
KPBIN .kpbin ✅ ✅ — — Koopatlas binary world map (KP_m, New Super Mario Bros. Wii level-editor community format).
kRAW music .kRAW ✅ — — ✅ Kuju streamed music (Geometry Wars: Galaxies, Wii): headerless big-endian PCM16, one mono file per stereo channel, decoded to 32 kHz WAV
LSPK .pk, .pkh, .lspk ✅ ✅ ✅ ✅ Level-5 / Mistwalker flat package (The Last Story).
LZBIN .bin, .lzbin ✅ — — — Hudson Soft Nitro compressed archive (Mario Party DS).
MDR .mdr ✅ ✅ ✅ — Dance Dance Revolution Mario Mix chunk archive with per-chunk zlib streams
MKGPDX PAC .pac, .mkgpdx ✅ ✅ ✅ ✅ Mario Kart Arcade GP DX layout archive (pack).
MPBIN .bin ✅ ✅ ✅ ✅ Hudson Soft Mario Party archive container (GameCube / Wii)
MPR PACK .pak ✅ — — ✅ Retro Studios asset container (Metroid Prime Remastered, Switch).
MSR .pkg, .bin ✅ — — ✅ Metroid: Samus Returns (3DS) flat archive container (.pkg).
MTXT .mtxt ✅ ✅ ✅ — Nintendo Switch MTXT texture archive (gzip-wrapped XTX).
NARC .narc ✅ ✅ ✅ ✅ Nintendo DS Nitro standard archive (DS / DSi)
NCCARC .nccarc ✅ ✅ ✅ — Nintendo DS flat blob container
NDS / SRL / DSI .nds, .srl, .dsi ✅ — — — Nintendo DS & DSi ROM images and executables
NIF (Gamebryo 20.6, Wii) .nif ✅ — — — Pocoyo Racing (Wii): textures to PNG, NiMesh scenes to textured GLB.
NLG DICT .dict, .data ✅ — — ✅ Next Level Games dictionary archive (Federation Force, Luigi's Mansion 2/3, Strikers).
NXARC .nxarc ✅ ✅ ✅ — Nintendo Switch NX archive (RAXN)
PAC (Nd Cube) .bin ✅ ✅ ✅ ✅ Nd Cube Wii U flat container (PAC\0, Mario Party 10 / Animal Crossing: amiibo Festival).
PAC / MRG .pac, .mrg ✅ ✅ ✅ — HAL Laboratory / Game Arts Wii archive container
PKG (Barking Lizards) .pkg ✅ — — ✅ Nickelodeon: The Naked Brothers Band - The Video Game (Wii) script/data archive (pkg\0); gzip-compressed and stored members, extracted by content-sniffed magic to avoid colliding with the unrelated .pkg format above. Verified against all 256 retail .pkg files (scripts, actors, menus, songs, world/entities, gameboards, instruments, venues): every entry's declared size/offset matches its real gzip stream length or stored-byte span byte-for-byte.
PKG / GPKG / GPAK .pkg, .pak, .gpak ✅ ✅ ✅ ✅ Gorilla Games Bonsai Barber, 2D Boy World of Goo and Sonic Team Storybook archives.
PKI .PKI ✅ — — ✅ Bermuda Triangle: Saving the Coral (Wii) texture-pack container.
PKZ .pkz ✅ ✅ ✅ — PlatinumGames archive format (Bayonetta, Astral Chain)
PRC .prc, .param ✅ — — — Smash parameter binary (Ultimate paracobn decoded to ParamXML; Smash 4 variants recognised).
PTD .ptd, .pdt ✅ ✅ ✅ — Hudson Soft DSP-ADPCM audio archive (Mario Party 4-8); streams extract to .dsp.
PVOL .pvol 🟡 ✅ ✅ 🟡 Pikmin 1 & 2 model & resource container archive.
RARC .rarc, .arc ✅ ✅ ✅ — Nintendo standard resource archive (GameCube / Wii)
RFL_Res RFL_Res.dat, .dat ✅ ✅ ✅ ✅ Revolution Face Library Mii resource database (Wii / 3DS / Wii U).
RKET .rck, .spa 🟡 — — ✅ Aqua Panic! (Wii) per-level scene / localized-pack resource container.
RPAK .rpak, .pak ✅ ✅ — ✅ Retro Studios asset container (Donkey Kong Country Returns, Wii).
RSO .rso ✅ — — ✅ Nintendo relocatable PowerPC module (Skylanders: SuperChargers Racing, Wii); raw code/data sections extracted, BSS skipped.
RST / TOC .rst, .toc ✅ ✅ ✅ ✅ Monster Games archive & table of contents (Excite Truck / Excitebots).
RWS / MTD .RWS, .mtd ✅ — — ✅ DreamWorks How to Train Your Dragon (Wii) chunk-tree container.
RZPK .rzpk ✅ ✅ ✅ — Mario Party 3DS compressed archive (zlib members).
SARC .sarc, .szs ✅ ✅ ✅ ✅ NintendoWare NW4F & NintendoSDK sorted archive (Wii U / Switch / 3DS).
SEC .sec ✅ — — ✅ Octomania (Wii) scene/demo resource container.
SFZDAT .dat ✅ 🟡 — ✅ Star Fox Zero (Wii U) flat archive (DAT\0).
SHARC / SHARCFB .sharc, .sharcfb ✅ ✅ — ✅ NintendoWare shader source and binary archive (Wii U / Switch).
SIR0 .sir0 ✅ ✅ ✅ ✅ Pokémon Mystery Dungeon resource container (DS / 3DS).
SMASH-ARC .arc ✅ ✅ — — Super Smash Bros. Ultimate data.arc (Switch).
Storybook ONE .one ✅ ✅ — ✅ Sonic Team Sonic and the Secret Rings / Black Knight PRS-compressed container.
STPK .srd, .stpk ✅ ✅ ✅ 🟡 Jump Super Stars & Jump Ultimate Stars DS resource archive.
Sumo STZ .stz ✅ — — ✅ Sumo Digital tool-resource container (Sonic & Sega All-Stars Racing, Wii; Resource/SumoToolResources/*.stz): single big-endian header wrapping a raw zlib stream, inflated (into a buffer that grows to fit, not preallocated from the header's undersized size hint on some samples) to its inner FourCC-tagged chunk blob (PTEX font/UI texture atlas in every sample seen; the chunk format itself is not decoded further). Verified against all 1442 retail .stz files on the disc: 1442/1442 decode.
Sumo WAS .was ✅ — — ✅ Sumo Digital multi-channel DSP-ADPCM audio stream (Sonic & Sega All-Stars Racing, Wii; Resource/Audio/wav/**/*.was): iSWS header, one .dsp-identical per-channel sub-header, then sample data block-interleaved BRSTM-style across channels (fixed 0x8000-byte blocks, last block zero-padded), reusing this repo's existing DSP-ADPCM decoder and decoding to interleaved 16-bit PCM WAV. Verified against mono voice-line and stereo music .was files on the disc from a few KB to 10+ MB: on-disk file size reconstructs exactly from the block layout, and decoded output has correct declared sample counts/durations, non-silent/non-clipping levels, and no channel-desync artifacts at block boundaries.
Terminal Reality POD .pod ✅ — — ✅ POD3/4/5 archive (Nickelodeon Dance, Wii); stored members with a directory tree
TMPK .pack, .tmpk ✅ ✅ ✅ ✅ The Legend of Zelda: Twilight Princess HD archive (TMPK).
Torus Games hunkfile .hnk ✅ — — ✅ Barbie & Her Sisters: Puppy Rescue (Wii): textures to PNG, DSP-ADPCM streams to WAV.
Toshi TSFB .ttl, .tkl (.trb) ✅ — — ✅ Nickelodeon Barnyard (Wii): compressed containers, .ttl texture libraries to PNG, .tkl keyframe libraries to YAML.
TRPAK .trpak ✅ — — — Nintendo Switch "tr Package" FlatBuffers archive (no magic; recognized by extension).
UE4 PAK .pak ✅ ✅ — — Unreal Engine 4 archive (Mario & Luigi: Brothership, Switch).
Vblank BFP / BAP .bfp, .bap ✅ — — ✅ Vblank Entertainment Wii packages (Retro City Rampage DX, Shakedown: Hawaii): game data, audio, chiptune modules.
VCRA .bin, .vcra ✅ ✅ ✅ ✅ Bandai Namco Museum Remix archive format (Wii).
VFF .vff ✅ — — — Nintendo VFF virtual FAT volume (PrFILE2 / eSOL), used by Wii channels and save data.
VFXB / PTCL .ptcl, .eset, .vfxb ✅ ✅ ✅ ✅ NintendoWare particle effect binary archive (Wii U / Switch).
VIBS .vibs ✅ ✅ ✅ — Nintendo Switch Joy-Con vibration archive
WADH .wad (DataWII.wad) ✅ — — — Data Design Interactive archive (Ninjabread Man, Wii); stored members with a directory tree
WARC .warc ✅ ✅ ✅ ✅ Nintendo / Intelligent Systems flat archive (Wii U).
WTA / WTP .wta + .wtp ✅ — — ✅ PlatinumGames texture bundle (Star Fox Zero, Wii U)
WUD / WUX .wud, .wux ✅ — — — Nintendo Wii U optical disc images (raw & compressed)
XMSG .bin ✅ ✅ — — Wii Party message / text archive (mess.bin, XMSG).
XPCK .xc, .xpck ✅ ✅ ✅ ✅ Level-5 container archive (Inazuma Eleven, Professor Layton, Yo-kai Watch).
ZDAT .zdat ✅ ✅ — ✅ Animal Crossing: Pocket Camp asset container (DeNA/Nintendo, mobile).
ZLARC .zlarc ✅ ✅ ✅ ✅ indieszero compressed package archive (NES Remix, NES Remix 2, NES Remix Pack).
ZTAB .ztab, .tab ✅ ✅ ✅ ✅ Camelot archive table (Mario Golf: Toadstool Tour, Mario Power Tennis)

Byte-Exact Roundtrip = build → extract → rebuild reproduces the archive's bytes identically, so the writer's canonical layout is a fixed point of its own reader. Exercised by t_container_roundtrip() in tests/regress.sh.


3D Models & Geometry

Format Extensions Target Output Decode Tested Encode Tested Byte-Exact Roundtrip Retail Source Tested Middleware / Engine / Platform Context
ADJB .adjb TXT manifest ✅ — — — Bandai Namco mesh adjacency sidecar (Super Smash Bros. Ultimate).
BCH .bch GLB ✅ ✅ ✅ ✅ NintendoWare NW4C H3D binary character model (3DS)
BCMDL / CGFX .bcmdl, .cgfx GLB ✅ ✅ ✅ ✅ NintendoWare NW4C CGFX 3D model (3DS): skinned GLB, textures to PNG.
BCRES .bcres GLB ✅ ✅ ✅ ✅ NintendoWare NW4C CGFX graphics and model container (3DS).
BFRES .bfres GLB ✅ — — ✅ Nintendo GX2 / NintendoSDK 3D model & surface resource archive (Wii U / Switch).
BMD .bmd, .bdhc GLB ✅ ✅ ✅ — Early Nintendo DS 3D model format (DS)
BNFM .bnfm GLB ✅ ✅ ✅ ✅ Nd Cube Wii U 3D model (Mario Party 10, Animal Crossing: amiibo Festival) with .bnfmsa animations.
CSB .csb GLB ✅ ✅ — ✅ Paper Mario collision scene (TTYD, Origami King, Color Splash): meshes and trigger volumes.
CTB .ctb (text dump) ✅ — — ✅ Paper Mario collision search table, regenerated beside every CSB.
FEDMODEL .fedmodel GLB ✅ — — — Next Level Games model container (Federation Force / LM2 / LM3), decoded to GLB.
FEDSKEL .fedskel GLB ✅ — — — Next Level Games skeleton container (Federation Force / LM2 / LM3), joints exported to GLB.
G1M .g1m GLB ✅ — — ❌ Koei Tecmo 3D model format (Hyrule Warriors Legends, 3DS; Fire Emblem Warriors).
G4PKM .g4pkm — — — — — Unidentified.
GF1MOT .gf1mot (text dump) ✅ — — — Game Freak XY/ORAS bone-motion pack.
GFBANM .gfbanm (identification only) — — — — Game Freak FlatBuffer animation (recognized for extraction boundaries; not decoded).
GFBMDL .gfbmdl (identification only) — — — — Game Freak FlatBuffer model (recognized for extraction boundaries; not decoded).
GFMODEL .gfmodel GLB ✅ — — — Game Freak 3DS model (Pokémon X/Y/ORAS): skeleton, materials, skinned geometry.
GFMOT .gfmot (text dump) ✅ — — — Game Freak 3DS skeletal / material / visibility motion.
GLG / RLG .glg, .rlg GLB ✅ ✅ ✅ ✅ Next Level Games 3D model format (Super Mario Strikers, Mario Strikers Charged)
HSD .dat GLB ✅ ✅ ✅ ✅ HAL Laboratory sysdolphin object graph (GameCube), exported to GLB.
HSF .hsf GLB ✅ ✅ ✅ ✅ Hudson Soft 3D model format (GameCube / Wii)
J3D BDL .bdl GLB ✅ ✅ — — Nintendo GameCube / Wii binary display-list model (J3D2bdl4); same coverage as BMD.
J3D BMD .bmd GLB ✅ ✅ — — Nintendo GameCube / Wii binary model (J3D2bmd3, bmd2): geometry, skinning, materials, GX textures.
LMD .lmd — — — — — Unidentified.
MBN .mbn GLB ✅ — — — ModelBinary companion buffers applied onto the sibling .bch scene.
MDL0 / BRRES .mdl0, .brres GLB ✅ ✅ ✅ ✅ NintendoWare NW4R binary resource model (Wii).
MOD .mod GLB ✅ ✅ ✅ ✅ Monster Games NDL3/NDL2 display list model (Wii)
MPR CMDL / SMDL / WMDL .cmdl, .smdl, .wmdl GLB ✅ — — ✅ Retro Studios static, skinned & world models (Metroid Prime Remastered, Switch; DKCTF).
MPR SKEL .skel GLB ✅ — — ✅ Retro Studios skeletal hierarchy (Metroid Prime Remastered, Switch; DKCTF).
MSH (PMsh) .msh GLB ✅ ✅ ✅ ✅ Monster Games collision mesh format (Wii)
MTMOD .mod GLB ✅ — — — Capcom MT Framework Mobile model (3DS Resident Evil / Monster Hunter era).
NSBMD .nsbmd, .bmd GLB ✅ ✅ ✅ ✅ Nintendo DS Nitro 3D model format (DS).
NUANMB .nuanmb (text dump) ✅ — — 🟡 Bandai Namco SSBH animation (Super Smash Bros. Ultimate); keyframe data not unpacked.
NUD .nud GLB ✅ ✅ ✅ ✅ Bandai Namco 3D model (Super Smash Bros. 4, Pokkén Tournament).
NUFXLB .nufxlb (text dump) ✅ — — 🟡 Bandai Namco SSBH shader-effects library: shader programs, render passes and vertex attributes.
NUHLPB .nuhlpb (text dump) ✅ — — 🟡 Bandai Namco SSBH helper-bone aim/orient constraints.
NULSTB .nulstb (text dump) ✅ — — 🟡 Bandai Namco SSBH file-name list.
NUMATB .numatb (text dump) ✅ — — 🟡 Bandai Namco SSBH material container: materials, shader labels and named parameters.
NUMDLB .numdlb (text dump) ✅ — — 🟡 Bandai Namco SSBH model descriptor (Super Smash Bros. Ultimate).
NUMSHB .numshb GLB ✅ — — ✅ Bandai Namco SSBH 3D mesh model (Super Smash Bros. Ultimate, Switch)
NURPDB .nurpdb (text dump) ✅ — — 🟡 Bandai Namco SSBH render-pass data (framebuffers, state objects, passes; partially understood upstream).
NUSHDB .nushdb (text dump) ✅ — — ✅ Bandai Namco SSBH compiled-shader container (entries listed; NVN GPU binaries are not disassembled).
NUSKTB .nusktb (text dump) ✅ — — ✅ Bandai Namco SSBH skeleton (Super Smash Bros. Ultimate).
PERS .pers (raw payload) ✅ — — ✅ Pokémon Stadium (N64) PERS-SZP container
SANIM .sanim (text dump) ✅ — — — Mario Strikers skeleton animation stream.
TTMODEL .model GLB ✅ — — — TT Games NTT engine model (LEGO Star Wars: The Skywalker Saga).
WMB .wmb GLB ✅ — — ✅ PlatinumGames model (Star Fox Zero, Wii U)

Byte-Exact Roundtrip = decode → GLB → re-encode reproduces the original file's bytes identically (canonical fixed-point verified), not just a successful encode.


Textures & 2D Graphics

Format Extensions Decode Tested Encode Tested Byte-Exact Roundtrip Retail Source Tested Middleware / Engine / Platform Context
AJPG / ODH .ajpg ✅ ✅ — — ActImagine baseline-JPEG-derived still image format (GBA / Wii Message Board)
ART / IMG .art, .img ✅ ✅ ✅ ✅ Monster Games GUI image format (Wii)
ASTC .astc ✅ ✅ — — Adaptive Scalable Texture Compression (ARM ASTC) files.
BCFNT / BFFNT / BRFNT .bcfnt, .bffnt, .brfnt ✅ ✅ ✅ ✅ NintendoWare font resource (3DS / Wii U / Wii).
BCLIM .bclim ✅ ✅ ✅ ✅ NintendoWare NW4C texture container (3DS)
BFLIM .bflim ✅ ✅ ✅ ✅ NintendoWare NW4F texture format (Wii U)
BNR .bnr ✅ — — — Nintendo GameCube & Wii game opening banner icon (RGB5A3)
BNSTX .bnstx ✅ — — — Nintendo Switch texture package.
BNTX .bntx ✅ ✅ ✅ ✅ NintendoSDK Tegra block-linear texture container (Switch); DDS / ASTC export and DDS encode.
BREFT .breft, .bt-img ✅ ✅ ✅ ✅ NintendoWare NW4R particle effect texture (Wii)
BTGA / LGA .btga, .lga ✅ ✅ — — Nintendo 3DS PICA texture wrapper (Lego titles)
BTI / TPL .bti, .tpl ✅ ✅ ✅ ✅ Nintendo standard texture palette library (GameCube / Wii)
Camelot GX bank (none), .stpl, .sbn ✅ — — ✅ Camelot GX texture bank (Mario Golf: Toadstool Tour, Mario Power Tennis, We Love Golf!).
CAN .can ✅ — — ✅ Monster Games skeletal animation (Excite Truck / ExciteBots, Wii)
CMAB .cmab ✅ — — — Grezzo Nintendo 3DS material animation (Ocarina of Time 3D, Majora's Mask 3D).
CMB .cmb ✅ ✅ — — Grezzo Nintendo 3DS model container (Ocarina of Time 3D, Majora's Mask 3D, Ever Oasis).
CTPK .ctpk ✅ ✅ ✅ ✅ NintendoWare NW4C texture package (3DS)
CTXB .ctxb ✅ ✅ ✅ ✅ Grezzo 3DS texture container (Ocarina of Time 3D, Majora's Mask 3D).
DDS .dds ✅ ✅ — — Microsoft DirectDraw Surface texture.
DMPBM .dmpbm ✅ ✅ — — Atlus Nintendo 3DS tiled bitmap (Shin Megami Tensei: Devil Survivor Overclocked).
DSB / TXTR .dsb ✅ ✅ ✅ — Animal Crossing: Wild World DS menu texture: 32-entry RGB555 palette + A3I5 texels.
FEDTEX .fedtex ✅ — — — Next Level Games texture container (Federation Force / LM2 / LM3), decoded to PNG.
G1T .g1t ✅ — — ✅ Koei Tecmo texture container (Hyrule Warriors Legends, 3DS; Fire Emblem Warriors)
GFTEX .gftex ✅ — — — Game Freak 3DS texture (SPICA GFTexture; Pokémon X/Y/ORAS): PICA200 payloads incl. ETC1/ETC1A4.
GTX .gtx ✅ ✅ ✅ ✅ Nintendo Wii U GX2 surface container (Wii U)
GVR .gvr ✅ — — ✅ Sega GameCube & Wii texture container (GCIX / GVRT).
MPR TXTR .txtr / .mpr.txtr ✅ ✅ ✅ ✅ Retro Studios texture, Remastered revision (Metroid Prime Remastered, Switch)
MTTEX .tex ✅ — — — Capcom MT Framework Mobile texture (3DS): PICA200 payloads including ETC1 / ETC1A4.
MWT .MWT ✅ — — ✅ Bermuda Triangle: Saving the Coral (Wii) texture envelope format.
NCER / NANR .ncer, .nanr ✅ ✅ ✅ ✅ Nintendo DS Nitro cell & animation resources (DS)
NCGR / NCLR .ncgr, .nclr ✅ ✅ ✅ ✅ Nintendo DS Nitro 2D graphics & palette (DS)
NDS banner banner.bin ✅ — — ✅ Nintendo DS ROM banner (DS / DSi)
NSBCA / NSBTA / NSBTP / NSBVA / NSBMA .nsbca, .nsbta, .nsbtp, .nsbva, .nsbma ✅ — — ✅ Nintendo DS Nitro animation family (joint, texture SRT, texture pattern, visibility, material colour).
NSBTX .nsbtx ✅ ✅ ✅ ✅ Nintendo DS Nitro 3D texture container (DS)
NSCR .nscr ✅ — — ✅ Nintendo DS Nitro screen/tilemap resource, rendered against its NCGR tiles and NCLR palette (DS)
NTTF .nttf, .bnttf ✅ — — — Nintendo DS / DSi manual texture.
NUT .nut ✅ ✅ ✅ ✅ Bandai Namco texture package (Super Smash Bros. 4, Wii U / 3DS)
NUTEXB .nutexb ✅ ✅ ✅ — Bandai Namco / Nintendo Switch texture wrapper (Switch)
PLT0 .plt0 — — — — Nintendo DS / Wii palette file (identification only).
PST .pst 🟡 — — ✅ Mercury Meltdown Revolution (Wii) paletted texture format.
PTLG .glt, .rlt ✅ ✅ ✅ ✅ Next Level Games texture container, extracted as TPL (Super Mario Strikers, Mario Strikers Charged).
Retro TXTR .txtr ✅ ✅ ✅ ✅ Retro Studios texture, old revision (Metroid Prime 1-3, Donkey Kong Country Returns, Wii)
SMDH .smdh ✅ ✅ — ✅ Nintendo 3DS application icon, publisher info & title metadata.
STEX .stex ✅ ✅ — — Atlus Nintendo 3DS PICA texture (Etrian Odyssey IV, Shin Megami Tensei IV).
TEX .tex ✅ ✅ ✅ ✅ Monster Games GX texture format (Wii)
TEX0 .tex0 ✅ ✅ ✅ ✅ NintendoWare NW4R texture resource (Wii)
TEX3DS .tex — — — — Nintendo 3DS proprietary texture (identification only)
TM0 .tm0 ✅ — — ✅ Monster Games high-resolution texture (Excite Truck, Wii)
Tropical TXTR .txtr ✅ — — — Retro Studios texture, new revision (Donkey Kong Country: Tropical Freeze, Wii U)
TVOL .tvol ✅ — — — Koei Tecmo / Gust texture volume archive.
TXE .txe ✅ — — — Pikmin 1 texture (decodes to PNG).
TXTG .txtg ✅ — — — Next Level Games Texture To Go (6PK0).
WIBN banner.bin, .bnr ✅ — — — Wii save game banner (Wii)
Wii banner opening.bnr, IMET, IMD5 ✅ — — ✅ Wii channel/disc banner (Wii)
WTB .wta, .wtb ✅ — — — Nintendo Switch texture archive (texture headers + image data).
XIMG .xi — — — — Level-5 3DS/Switch image & texture container
XTX .xtx ✅ — — — Nintendo Switch intermediate texture container (Tegra block-linear RGBA8 / BCn / ASTC).

Byte-Exact Roundtrip = encode → decode → re-encode to the same destination name reproduces the file's bytes. Exercised by t_byte_fixed_points() in tests/regress.sh


Audio, Sound & Music

Format Extensions Decode Tested Encode Tested Retail Source Tested Middleware / Engine / Platform Context
BARS .bars ✅ — — Nintendo Binary Audio Resource Archive (Wii U / Switch)
BCSAR / BCWAR / BCWAV .bcsar, .bcwar, .bcwav ✅ ✅ ✅ NintendoWare NW4C sound archive & wave format (3DS).
BFSAR / BFWAR / BFWAV .bfsar, .bfwar, .bfwav ✅ ✅ ✅ NintendoWare NW4F & NintendoSDK sound archive & wave format (Wii U / Switch).
BRSAR / RBNK / RWAV .brsar, .rbnk, .rwav ✅ ✅ ✅ NintendoWare NW4R sound archive, instrument bank & wave format (Wii)
BRSTM / BCSTM / BFSTM .brstm, .bcstm, .bfstm ✅ ✅ ✅ Nintendo multi-channel stream audio (Wii / 3DS / Wii U / Switch)
EID .eid ✅ — ✅ I Spy Spooky Mansion (Wii) sound-event/effect table.
NUS3AUDIO .nus3audio, .nus3bank ✅ ✅ — Bandai Namco NUS3 audio archive (Super Smash Bros. Ultimate, Switch)
RSEQ / CSEQ / FSEQ / SSEQ .rseq, .cseq, .fseq, .sseq ✅ ✅ ✅ Nintendo sequence music format (Wii / 3DS / Wii U / DS).
SADL .sad, .sadl ✅ — ✅ Level-5 / Professor Layton audio stream container (DS)
SDAT .sdat ✅ ✅ ✅ Nintendo DS Nitro sound archive (DS)
WT .wt ✅ — ✅ Octomania (Wii) wavetable sample-offset index.

Layouts, Text & Game Data

Format Extensions Decode Tested Encode Tested Byte-Exact Roundtrip Retail Source Tested Middleware / Engine / Platform Context
AAMP .aamp ✅ ✅ ✅ — Nintendo binary parameter archive (Wii U / Switch); YAML/JSON text conversion.
BCLYT / BCLAN .bclyt, .bclan ✅ ✅ ✅ — NintendoWare NW4C 2D layout & animation (3DS)
BFLYT / BFLAN .bflyt, .bflan ✅ ✅ ✅ ✅ NintendoWare NW4F 2D layout & animation (Wii U)
BGLPBD .bglpbd ✅ ✅ ✅ — AGL light-probe data (Wii U / Switch).
BMG .bmg ✅ ✅ ✅ ✅ Nintendo standard binary message format (GameCube / Wii)
BRLYT / BRLAN .brlyt, .brlan ✅ ✅ ✅ ✅ NintendoWare NW4R 2D layout & animation (Wii; Super Mario 3D All-Stars TYLR/NALR reversed definitions)
BYAML / BYML .byaml, .byml, .sbyml, .smubin + other BotW S-prefixed Yaz0 containers ✅ ✅ ✅ ✅ Nintendo binary YAML (Wii / Wii U / Switch); Yaz0-wrapped inputs decode transparently.
COL / CAM .col, .cam ✅ — — ✅ Mercury Meltdown Revolution (Wii) collision/camera table.
GES .ges ✅ — ✅ ✅ I Spy Spooky Mansion (Wii) Wiimote gesture recording.
HMT .Hmt 🟡 — — ✅ Rune Factory: Frontier (Wii) HX-engine triangle/points index.
HVB .Hvb 🟡 — — ✅ Rune Factory: Frontier (Wii) HX-engine animation family.
HVC .Hvc 🟡 — — ✅ Rune Factory: Frontier (Wii) HX-engine collision-box family.
HVG .Hvg 🟡 — — ✅ Rune Factory: Frontier (Wii) HX-engine geometry family.
HVH .Hvh 🟡 — — ✅ Rune Factory: Frontier (Wii) HX-engine hull/height family.
HVM .Hvm 🟡 — — ✅ Rune Factory: Frontier (Wii) HX-engine map/motion family.
HVT .hvt, .Hvt ✅ — — ✅ Rune Factory: Frontier (Wii) HX-engine table/entry directory.
KPMAP .kpmap ✅ ✅ — — Koopatlas map project (JSON; New Super Mario Bros. Wii level-editor community format).
KRV .KRV ✅ — — ✅ DreamWorks How to Train Your Dragon (Wii) localization string table.
LIT .lit ✅ — — ✅ Aqua Panic! (Wii) single-light record format.
MAT (Aqua Panic) .mat ✅ — — ✅ Aqua Panic! (Wii) material chunk table.
MAT (Mercury Meltdown) .mat 🟡 — — ✅ Mercury Meltdown Revolution (Wii) material float-record table.
MB2 .mb2 ✅ — — ✅ Aqua Panic! (Wii) bone/node name-string table.
MIO .mio ✅ — — ✅ WarioWare: D.I.Y. / Made in Ore Game, Comic & Record data (DS / Wii)
MPBOARD .bin, .csv, .xml ✅ ✅ ✅ — Mario Party board data (GameCube / Wii binary, Super Mario Party CSV, Mario Party 10 XML).
MPMESS .dat ✅ ✅ ✅ — Mario Party 4-7 GameCube message files, extracted to text / JSON.
MSBT / MSBP / MSBF .msbt, .msbp, .msbf ✅ ✅ ✅ ✅ Nintendo Message Studio binary text, project & flow (3DS / Wii U / Switch)
MTMFX .mfx, .lfx ✅ — — — Capcom MT Framework Mobile shader effects (3DS): input-layout tables.
MTMRL .mrl ✅ — — — Capcom MT Framework Mobile materials (SPICA MTMaterials; 3DS): CRC32-keyed texture bindings as text.
MWG / MSP .MWG, .MSP 🟡 — — ✅ Bermuda Triangle: Saving the Coral (Wii) tagged-object resource.
NAV .nav 🟡 — — ✅ Mercury Meltdown Revolution (Wii) navigation-mesh table.
PGF .pgf 🟡 — — ✅ Bermuda Triangle: Saving the Coral (Wii) font resource.
SDF .sdf ✅ — — ✅ I Spy Spooky Mansion (Wii) asset-type registry table.
VIS .vis ✅ — — ✅ Aqua Panic! (Wii) visibility/flag record format.
XB .xml (binary) ✅ ✅ ✅ — Nd Cube Binary XML (Mario Party 10), decoded to XML text.
XMB .xmb ✅ — — — Smash XMB material / LOD metadata (Smash 4 / Ultimate).
ZEN .zen ✅ — — ✅ Mercury Meltdown Revolution (Wii) scene file format.

Byte-Exact Roundtrip = encode → semantic text → re-encode reproduces the file's bytes. Exercised by t_byte_fixed_points() in tests/regress.sh. BRLYT/BRLAN canonical fixed point and semantic roundtrips are validated against retail Wii layouts.


Compression & Encoding Formats

Algorithm / Codec Identifiers / Headers Decode Tested Encode Tested Platform / Engine Context
ALZ1 ALZ1 ✅ ✅ Hudson Soft Mario Party / Bomberman LZ77 (GameCube / Wii)
ASH0 ASH0 ✅ ✅ Nintendo Huffman+LZSS stream (Wii System Menu, Animal Crossing, My Pokémon Ranch)
BLZ ARM9 overlay trailer ✅ ✅ Nintendo DS Nitro backward LZ overlay compression
BPE / GFCP GFCP (zip mode 1) ✅ ✅ Good-Feel Byte Pair Encoding (Wii Kirby's Epic Yarn / Yoshi's Woolly World)
Bzip2 BZh ✅ ✅ Standard high-compression block-sorting codec
Camelot LZ 0x01 / 0x02 prefix ✅ ✅ Camelot Software Planning LZ77 compression (Mario Golf, Mario Tennis GameCube / Wii)
CMP .cmp (0x11 prefix) ✅ ✅ HAL Laboratory LZ11-compressed file wrapper
Deflate / Zlib 78 01, 78 9C, 78 DA ✅ ✅ Standard RFC 1950 / 1951 stream compression
Diff8 / Diff16 0x81, 0x82 ✅ ✅ Nintendo DS differential delta filter encoding
FZIP FZIP ✅ ✅ Game & Wario Zlib stream container (Wii U).
Huffman (4-bit / 8-bit) 0x24, 0x28 ✅ ✅ Nintendo DS Huffman stream compression
LZ10 0x10 (LZSS) ✅ ✅ Nintendo standard LZ77 (GameCube / Wii / DS / GBA)
LZ11 0x11 (Extended LZSS) ✅ ✅ Nintendo extended LZSS with 4-byte match lengths (DS / 3DS)
LZ4 04 22 4D 18 ✅ ✅ Standard LZ4 frame compression
LZO / LZOvl Overlay trailer ✅ ✅ Nintendo DS reverse LZO overlay compression
LZX LZX ✅ ✅ Capcom Ace Attorney / Ghost Trick LZSS (DS)
MVDK MVDK ✅ ✅ Nintendo Mario vs. Donkey Kong LZSS (DS)
PSDK PSDK / AT4PX ✅ ✅ Chunsoft Pokémon Mystery Dungeon Explorers LZSS (DS)
PuCrunch 0x50 0x75 (Pu) ✅ ✅ Retro / Nitro hybrid LZ + RLE stream compression
QuickLZ QLZ ✅ ✅ Fast byte-oriented block compression (Level 1 / 3)
RLE 0x30 ✅ ✅ Nintendo DS run-length encoding
RNC1 / RNC2 RNC\1, RNC\2 ✅ ✅ Rob Northen Computing ProPack Method 1 / Method 2
SSZL SSZL ✅ ✅ Bandai Namco Museum Remix LZSS0 stream compression (Wii)
VLX VLX ✅ ✅ Level-5 Professor Layton / Inazuma Eleven LZSS (DS)
Yay0 (SZP) Yay0 ✅ ✅ Nintendo early LZSS container (Nintendo 64 / GameCube)
Yaz0 (SZS) Yaz0 ✅ ✅ Nintendo standard byte-aligned LZSS (GameCube / Wii / Switch)
Zstandard (Zstd) 28 B5 2F FD ✅ ✅ Modern high-ratio dictionary compression (Switch / F-Zero 99)

Passthrough & External Tool Delegation

When extracting or repacking game trees with wszst xx / wszst create, unsupported container formats, optical disc images, and proprietary media are transparently delegated to external tools (configurable via --with-<tool>=... or --no-passthrough):

Category / Format Extensions & Types Delegated Tool Description & Integration
7-Zip / RAR / Tar / Gzip Archives .7z, .rar, .cb7, .tar, .tgz, .tbz2, .txz, .gz 7z / 7zz / 7za / unar (--with-7z) General archive unpacking
Custom Binary Containers Arbitrary formats QuickBMS (--bms=<script.bms>) Direct execution of QuickBMS extraction scripts
DSP-ADPCM Audio Streams .brstm, .bcstm, .bfstm, .bns, .btsnd, .ast, .dsp mobipeg Bit-exact Nintendo THP ADPCM coefficient search & stream encoding
Mobiclip Video & Cutscenes .mo, .mods, .moflex, .MOC, .MOD mobipeg (--with-mobipeg) / ffmpeg Nintendo DS / 3DS / Wii Mobiclip video decoding to MP4
Nintendo 3DS Containers .3ds, .cci, .cxi, .cfa, .cia, .app ctrtool (bundled) / makerom (--with-ctrtool) NCCH/NCSD partition extraction, ExeFS/RomFS unpacking & CIA installation packages
Nintendo DS / DSi ROMs .nds, .srl, .dsi ndstool (--with-ndstool) Nitro ROM header, banner, arm9/arm7 binary & NitroFS extraction/rebuild
Nintendo Switch Packages .nsp, .xci, .nca, .nsz, .xcz hactool / hacbrewpack / nsz (--with-hactool, --with-hacbrewpack, --with-nsz) PFS0 / HFS0 / NCA content extraction, NSZ/XCZ decompression & homebrew NSP repacking
SFX .sfx mobipeg / ffmpeg Monster Games DSP-ADPCM audio (Excite Truck, ExciteBots, Wii).
Sound Archives .brsar, .sdat, .bfsar, .bcsar wbrsar / vgmtrans (bundled; --with-vgmtrans) Nintendo sound archive translation to MIDI + SoundFont, asset pack/unpack
THP & Media Video .thp, .h4m, .vid, .dpg, .fv, .ppm, .kwz, .mmstr, .rvid, .vx, .bik mobipeg / ffmpeg GameCube/Wii THP, HVQM4, DPG, Bink, FastVideo & Flipnote animation decoding.
Wii / GameCube Disc Images .iso, .wbfs, .wdf, .ciso, .wia wit (--with-wit) Disc partition extraction & scrubbed disc creation
Wii U Optical Discs .wud, .wux wud2app + cdecrypt Automated compressed WUX disc decompression, partition dump & decryption
Wii WAD Packages .wad, .app sharpii (--with-sharpii) Wii title & IOS WAD archive unpacking and repacking
Flash SWF Files .swf ffdec (bundled; --with-ffdec) Decompile ActionScript 1/2/3 and extract shapes, images, sounds, fonts, and binary assets via JPEXS Free Flash Decompiler

Documentation & Guides


License & Credits

  • Based on Wiimms SZS Tools by Dirk Clemens (Wiimm).
  • Licensed under the GNU General Public License v2 (see project/gpl-2.0.txt).
  • See CREDITS.md for full attributions of incorporated libraries and research projects.

About

A fast, unified command-line toolkit to extract, modify, convert, and rebuild game archives, textures, 3D models, audio, and layouts across GameCube, Wii, Nintendo DS, 3DS, Wii U, and Nintendo Switch.

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