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.
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/.
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| 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.
| 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.
| 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
| 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. |
| 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.
| 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) |
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 |
- Command Reference & New Tools Guide: Complete guide to all new standalone tools, wszst subcommands, and extended CLI workflows.
- Workflow & Modding Guide: Recursive game directory tree traversal, asset modification, and incremental repacking.
- Format Specifications & Technical Reference: Deep technical index of all supported formats.
- Official Wiimms SZS Tools Documentation: Original command reference, parameters, and documentation.
- 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.