File Formats Documentation (Go back)

Please note that this is Work in Progress, information may be incomplete, inaccurate and even invalid. Contributions can be posted in the LMHack Forums, you will be credited appropriately, thanks.


Credits to: nya - Revision & Corrections | opey & LMFinish - Original Documentation.


Last updated: 2019-05-21



Archive / Compression Related

Ext Title Description Document
arc RARC Archive RARC archives are packed / archived files and folders, these work in the same way as zip files.
szp Yay0 Compressed Data SZP files usually just contain raw Yay0 compressed RARC data; 'Yay0' is the compression algorithm and SZP are 'containers' used to store the compressed data. TODO - Reword..

Audio Related

Ext Title Description Document
AAF Audio Information The aaf file contains a bunch of audio-related stuff. One of the things it contains is BMS names and lengths. It also contains the offsets in which where to find each particular BMS sequence in JaiArcS.arc (Note - This is NOT an actual RARC archive despite it's extension)
AFC Audio Format Cache The only two afc files currently found in LM is TMansion.afc and TMOpen.afc, these are used in the opening sequence of the game. AFC stands for Audio Format Cache, it's a codec used for streaming audio.
AW Wave Archive AW is a archive format used to store the sounds (waves) for all the instruments used to build up songs for the game, aswell as other sounds (such as luigi's voice, event sounds, sound effects, ghost sounds etc). The sounds may be dumped as wavs with the tool wwdumpsnd04.
BMS Binary Music Sequence BMS' are binary sequences used for most of the music in the game. TODO - Add more info.
BAS Binary Audio Script BAS is a format which is giving most MDL/BIN-based characters or objects their sound(s). There's not much information about how the format works internally. It probably gathers some data from Jailnit.aaf, or from the soundbanks themselves.

Model Related

Ext Title Description Document
BIN Binary Model BIN is a model format used for room models or furniture models. (Including textures++)
BMD Binary Model BMD is a model format used for some objects, examples of objects that use this format are coins and King Boo's shiny crown. (IOW - BMD's seem to mostly be used for shiny / glowing things)
MDL Actor Model MDL is a model format used for actors (characters, ghosts, objects..) in the game. The format seem to be used for models that needs more complex animation than what's usual found in BINs.
MP Collision Map MP is a model format used to specify a entire map's collision mesh. TODO - Add more info.

Animation Related

Ext Title Description Document
ANM BIN Animation AMN files are used for BIN model animations. TODO - Further research.
KEY MDL Animation KEY files are used for MDL model animations. TODO - Further research.

Image Related

Ext Title Description Document
BTI Binary Texture Image BTI is most likely Nintendo's most commonly used image file format. It is used in multiple games, and on multiple consoles (GC, WII..) and is used for everything from UI elements to model textures.

Game Related

Ext Title Description Document
J3D Map Properties JMP files (Sometimes referred to as "infofiles") are files used to specify a bunch of in-game information, this includes ghost spawns, furniture positions, event zones and a bunch more. A lot of modding can be done through editing these files.
CMN Camera CMN files are cameras used for in-game cutscenes. TODO - Further research.
GEB Ghost Entity Beacon GEB files are files used to specify options and paramters for the glow coming from portrait ghosts. What it really does is to just color and scale a 2D sprite.
PCR Particles PCR files are particle files used to specify different particle variants to be used in the game.
LIG Lights LIG files are lighting used for in-game cutscenes. TODO - Further research.