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		<id>http://fileformats.archiveteam.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hamhock666</id>
		<title>Just Solve the File Format Problem - User contributions [en]</title>
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		<updated>2026-05-15T19:43:35Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2017-05-03T20:31:54Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* External links */ Removed broken link and two links unrelated to game data files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Allegro (game programming library)&lt;br /&gt;
** [[Allegro packfile]]&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Model Format]] (.mdl)&lt;br /&gt;
**[[Valve Collision Model]] (.phy)&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
**[[Valve Vertex Data]] (.vvd)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
* 7 Days to Die&lt;br /&gt;
** [[TTS Prefab]] (.tts)&lt;br /&gt;
** [[7DTD Map File]] (.map)&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* Arma&lt;br /&gt;
** [[Arma PBO]] (.pbo)&lt;br /&gt;
* Barony&lt;br /&gt;
** [[Barony Voxel]] (.vox)&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]] (.act)&lt;br /&gt;
** [[Electronic Arts INF‎]] (.inf)&lt;br /&gt;
** [[Electronic Arts MOV]] (.mov)&lt;br /&gt;
** [[Electronic Arts MUS]] (.mus)&lt;br /&gt;
* Cities Skylines&lt;br /&gt;
** [[Cities Skylines CRP]] (.crp)&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]] (.rbj)&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]] (.snd)&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]] (.mus)&lt;br /&gt;
** [[Doom WAD]] (.wad)&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]] (.gcd)&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* Grand Theft Auto&lt;br /&gt;
** [[RAGE Package Format]] (.rpf)&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]] (.pck)&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Lego Island&lt;br /&gt;
** [[Lego Island World Database]] (.wdb)&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
*Stronghold&lt;br /&gt;
**[[Stronghold GM1]] (.gm1)&lt;br /&gt;
**[[TGX Graphics]] (.tgx)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]] (.dat)&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (.pud) (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/7DTD_Map_File</id>
		<title>7DTD Map File</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/7DTD_Map_File"/>
				<updated>2017-03-29T21:32:57Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;{{FormatInfo |formattype=electronic |subcat=Game data files |extensions={{ext|map}} }}  Map files are binary files that contain image data for the player's map in the game [ht...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|map}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Map files are binary files that contain image data for the player's map in the game [https://en.wikipedia.org/wiki/7_Days_to_Die 7 Days to Die].&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
The map data stored is only what the player has explored so far. The file contains tile segments, each being 16x16 tiles. Each tile has color data attached to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
char[4] header&lt;br /&gt;
uint32 version&lt;br /&gt;
uint32 number_of_segments&lt;br /&gt;
&lt;br /&gt;
struct coordinates[number_of_segments]&lt;br /&gt;
    int16 x&lt;br /&gt;
    int16 y&lt;br /&gt;
&lt;br /&gt;
seek 524300&lt;br /&gt;
&lt;br /&gt;
struct tile_segments[number_of_segments]&lt;br /&gt;
    struct rows[16]&lt;br /&gt;
        struct tiles[16]&lt;br /&gt;
            uint16 tile_color_data&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each tiles color on the map is represented by a 16 bit number where each color is 5 bits and the MSB is meaningless:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MSB          LSB&lt;br /&gt;
0001000101000101&lt;br /&gt;
 | r || g || b |&lt;br /&gt;
   32   80   40&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://github.com/nicolas-f/7DTD-leaflet Tool to view and export maps]&lt;br /&gt;
*[https://7daystodie.com/forums/showthread.php?14947-Export-discovered-map-to-png 7dtd forum about exporting maps]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2017-03-29T21:32:37Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Individual Game Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Allegro (game programming library)&lt;br /&gt;
** [[Allegro packfile]]&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Model Format]] (.mdl)&lt;br /&gt;
**[[Valve Collision Model]] (.phy)&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
**[[Valve Vertex Data]] (.vvd)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
* 7 Days to Die&lt;br /&gt;
** [[TTS Prefab]] (.tts)&lt;br /&gt;
** [[7DTD Map File]] (.map)&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* Arma&lt;br /&gt;
** [[Arma PBO]] (.pbo)&lt;br /&gt;
* Barony&lt;br /&gt;
** [[Barony Voxel]] (.vox)&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]] (.act)&lt;br /&gt;
** [[Electronic Arts INF‎]] (.inf)&lt;br /&gt;
** [[Electronic Arts MOV]] (.mov)&lt;br /&gt;
** [[Electronic Arts MUS]] (.mus)&lt;br /&gt;
* Cities Skylines&lt;br /&gt;
** [[Cities Skylines CRP]] (.crp)&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]] (.rbj)&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]] (.snd)&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]] (.mus)&lt;br /&gt;
** [[Doom WAD]] (.wad)&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]] (.gcd)&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* Grand Theft Auto&lt;br /&gt;
** [[RAGE Package Format]] (.rpf)&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]] (.pck)&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Lego Island&lt;br /&gt;
** [[Lego Island World Database]] (.wdb)&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
*Stronghold&lt;br /&gt;
**[[Stronghold GM1]] (.gm1)&lt;br /&gt;
**[[TGX Graphics]] (.tgx)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]] (.dat)&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (.pud) (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.newstatesman.com/culture/2014/03/all-these-years-later-there%E2%80%99s-still-nothing-better-doom All these years later, there’s still nothing better than Doom]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://mirror.us.oneandone.net/projects/media.ccc.de/congress/2010/mp4-h264-HQ/27c3-4087-en-console_hacking_2010.mp4 Video on hacking game consoles]&lt;br /&gt;
* [http://www.playfuljs.com/a-first-person-engine-in-265-lines/ First person game engine in 265 lines of JavaScript]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/TTS_Prefab</id>
		<title>TTS Prefab</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/TTS_Prefab"/>
				<updated>2017-03-19T23:06:21Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: added tool link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|tts}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Prefabs are used in [https://en.wikipedia.org/wiki/7_Days_to_Die 7 Days to Die] to store block information for things like buildings.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
http://7daystodie.gamepedia.com/Prefabs&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://github.com/LiamBrandt/tts_decode Tool to extract TTS files]&lt;br /&gt;
*[https://7daystodie.com/forums/showthread.php?28057-Compo-Pack-for-Random-Gen Some custom prefabs]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.fsb</id>
		<title>Category:File formats with extension .fsb</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.fsb"/>
				<updated>2017-01-22T06:06:21Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;F&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:File formats by extension|F]]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/FMOD_Sample_Bank</id>
		<title>FMOD Sample Bank</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/FMOD_Sample_Bank"/>
				<updated>2017-01-22T06:05:46Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;{{FormatInfo |formattype=electronic |subcat=Audio and Music |extensions={{ext|fsb}} }}  '''FMOD Sample Bank''' files are containers for other audio files primarily used in vid...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Audio and Music&lt;br /&gt;
|extensions={{ext|fsb}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''FMOD Sample Bank''' files are containers for other audio files primarily used in video games. The audio files contained inside of the FSB can be a variety of different encodings. FMOD Sample Banks can be read and interpreted by the [https://en.wikipedia.org/wiki/FMOD FMOD sound effects engine].&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://aezay.dk/aezay/fsbextractor/ Extractor for FSB files]&lt;br /&gt;
*[https://github.com/HearthSim/python-fsb5 Python library for extracting FSB files (FSB5)]&lt;br /&gt;
*[https://en.wikipedia.org/wiki/FMOD FMOD on Wikipedia]&lt;br /&gt;
*[http://www.fmod.org/documentation/#content/generated/overview/studio_banks.html Description of FSB on fmod.org]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Audio_and_Music</id>
		<title>Audio and Music</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Audio_and_Music"/>
				<updated>2017-01-22T06:05:14Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Game audio and music */ Added FMOD sample bank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Audio and Music&lt;br /&gt;
|image=Music.jpg&lt;br /&gt;
|caption=Musical notation&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[Electronic_File_Formats|Electronic Formats]] concerned with audio and musical data, including sound recording, instrument control, musical notation, etc.&lt;br /&gt;
&lt;br /&gt;
* For an excellent introduction to the issues around audio and video formats, see [http://www.avpreserve.com/blog/a-primer-on-codecs-for-moving-image-and-sound-archives-2/ A Primer on Codecs for Moving Image and Sound Archives - and 10 Recommendations for Codec Selection &amp;amp; Management] [http://www.avpreserve.com/wp-content/uploads/2010/04/AVPS_Codec_Primer.pdf PDF version]&lt;br /&gt;
* [http://www.garymcgath.com/streamingprotocols.html Basics of streaming protocols]&lt;br /&gt;
&lt;br /&gt;
== Audio and sequencer software ==&lt;br /&gt;
&lt;br /&gt;
* Ableton&lt;br /&gt;
** [[Ableton Live]]&lt;br /&gt;
* Aldrin&lt;br /&gt;
** [[Creative Commons Module]] (.ccm)&lt;br /&gt;
* [[Audacity Project Format]] (.aup)&lt;br /&gt;
* Cakewalk&lt;br /&gt;
** [[Cakewalk Project (CWP)]] (.cwp)&lt;br /&gt;
** [[Cakewalk Project (WRK)]] (.wrk)&lt;br /&gt;
** [[Cakewalk Sample Definition File]] (.sfz)&lt;br /&gt;
* [[Cool Edit / Audition Multi Track Session file]] (.sss)&lt;br /&gt;
* [[CPS project]] (.cps)&lt;br /&gt;
* FruityLoops / FL Studio&lt;br /&gt;
** [[DrumSynth Preset]] (.ds)&lt;br /&gt;
** [[FL Studio Score File]] (.fsc)&lt;br /&gt;
** [[FL Studio State File]] (.fst)&lt;br /&gt;
** [[Humanize Preset]] (.fpr)&lt;br /&gt;
** [[Raw FL Studio Project]] (.flp)&lt;br /&gt;
** [[SimSynth Preset]] (.syn)&lt;br /&gt;
** [[Speech Preset]] (.speech)&lt;br /&gt;
* GarageBand (Mac)&lt;br /&gt;
** [[GarageBand project]] (.band, .gbproj)&lt;br /&gt;
** [[Magic GarageBand template]] (.wand)&lt;br /&gt;
** [[GarageBand MagicMentor template]] (.mwand)&lt;br /&gt;
&lt;br /&gt;
* [[Jacker song]]&lt;br /&gt;
* Jeskola Buzz&lt;br /&gt;
** [[Jeskola Buzz machine]] (.dll)&lt;br /&gt;
** [[Jeskola Buzz machine preset]] (.prs)&lt;br /&gt;
** [[Jeskola Buzz song]] (.bmx)&lt;br /&gt;
* [[LMMS]] (Linux MultiMedia Studio) (.mmp, .mmpz)&lt;br /&gt;
* [[LOGIC]] (Logic)&lt;br /&gt;
* [[Maestro]] (RISC OS)&lt;br /&gt;
* [[Make-A-Melody]] (''Big Blue Disk'' #42) (.mus)&lt;br /&gt;
* Piston Collage&lt;br /&gt;
** [[Piston Collage noise]] (.ptnoise)&lt;br /&gt;
** [[Piston Collage song]] (.ptcop, .pttune)&lt;br /&gt;
** [[Piston Collage voice]] (.ptvoice)&lt;br /&gt;
* Pro Tools&lt;br /&gt;
** [[PTS]] (Pro Tools 7-9) &lt;br /&gt;
** [[PTX]] (Pro Tools 10)&lt;br /&gt;
* Propellerhead Reason&lt;br /&gt;
** [[Propellerhead Reason NN-XT Patch File]] (.sx2)&lt;br /&gt;
** [[Propellerhead Reason Reason Project File]] (.rsn)&lt;br /&gt;
** [[Propellerhead Reason Reason Song File]](.rns)&lt;br /&gt;
** [[Propellerhead Reason REX2 Audio File]] (.rx2)&lt;br /&gt;
** [[Propellerhead Reason ReCycle Loop File]] (.rex)&lt;br /&gt;
** [[Propellerhead Reason ReFill Sound Bank]] (.rfl)&lt;br /&gt;
* Renoise&lt;br /&gt;
** [[Renoise song]] (.xrns)&lt;br /&gt;
** [[Renoise instrument]] (.xrni)&lt;br /&gt;
** [[Renoise DSP device-chain]] (.xrnt)&lt;br /&gt;
* SeaTone&lt;br /&gt;
** [[SeaTone song]] (.pxt)&lt;br /&gt;
* Steinberg&lt;br /&gt;
** [[CUBASE]]&lt;br /&gt;
*** [[ALL]] - A Steinberg [[CUBASE]] VST file for saving songs (pre 2002).&lt;br /&gt;
*** [[ARR]]  - A Steinberg [[CUBASE]] VST file for saving arrangements (pre 2002). &lt;br /&gt;
*** [[CPR]] - A Steinberg [[CUBASE]] SX file for saving projects (2002 - ).&lt;br /&gt;
*** [[NPR]] - A Steinberg [[NUENDO]] file for saving arrangements (2002 - ).&lt;br /&gt;
** Wavelab&lt;br /&gt;
*** [[MON]] (Audio montage)&lt;br /&gt;
* [[(Super) Studio Session song]] (.sss)&lt;br /&gt;
&lt;br /&gt;
== Audio recording and sound waves ==&lt;br /&gt;
&lt;br /&gt;
* Lossless compression&lt;br /&gt;
** [[ATRAC Advanced Lossless]] (.aal)&lt;br /&gt;
** [[ADA]]  (Advanced Digital Audio)&lt;br /&gt;
** [[ALAC]] (Apple Lossless Audio Codec)&lt;br /&gt;
** [[APAC]] (Marian's A-pac)&lt;br /&gt;
** [[Dakx Wav]]&lt;br /&gt;
** [[Dolby TrueHD]]&lt;br /&gt;
** [[DTS-HD]] (Lossless variant of DTS- DTS-HD Master Audio)&lt;br /&gt;
** [[FLAC]] (Free Lossless Audio Codec)&lt;br /&gt;
** [[LA]] (Lossless Audio)&lt;br /&gt;
** [[LiteWave]]&lt;br /&gt;
** [[LPAC]] (Lossless Predictive Audio Coding)&lt;br /&gt;
** [[MLP]] (Meridian Lossless Packing Audio)&lt;br /&gt;
** [[Monkey's Audio]] (.ape)&lt;br /&gt;
** [[MPEG-4 ALS]] (MPEG-4 Audio Lossless Coding)&lt;br /&gt;
** [[MPEG-4 SLS]] (MPEG-4 Scalable lossless coding mode)&lt;br /&gt;
** [[MQA]] (Master Quality Authenticated)&lt;br /&gt;
** [[OptimFROG]] (.ofr, .ofs)&lt;br /&gt;
** [[Perfect Clarity Audio]] (.pca)&lt;br /&gt;
** [[RALF]] (Real Lossless Audio Codec)&lt;br /&gt;
** [[RK Audio]] (.rka)&lt;br /&gt;
** [[Shorten]] (.shn)&lt;br /&gt;
** [[Sonarc]]&lt;br /&gt;
** [[Split2000]]&lt;br /&gt;
** [[TAK]] (.tak)&lt;br /&gt;
** [[True Audio]] (.tta)&lt;br /&gt;
** [[VocPack]]&lt;br /&gt;
** [[WavArc]]&lt;br /&gt;
** [[WavPack]] (.wv)&lt;br /&gt;
** [[WMA Lossless]] (Windows Media Audio 9 Lossless)&lt;br /&gt;
* Lossy compression&lt;br /&gt;
** [[AAC]] (Advanced Audio Coding)&lt;br /&gt;
** Adaptive differential pulse-code modulation&lt;br /&gt;
*** [[ACT]]&lt;br /&gt;
*** [[MNF]] (Yamaha ADPCM)&lt;br /&gt;
*** [[SPB]] (Yamaha ADPCM)&lt;br /&gt;
*** [[VOX]]&lt;br /&gt;
** [[Adaptive Multi-Rate WideBand Audio]]&lt;br /&gt;
** ATRAC or [[Adaptive Transform Acoustic Coding]] (.aa3, .oma, .at3)&lt;br /&gt;
** [[Audible Audiobook]] (.aa, .aax)&lt;br /&gt;
** [[CELT]] (.ogg)&lt;br /&gt;
** [[Dolby Digital]] (AC-3 or ATSC A/52)&lt;br /&gt;
** [[Digital Theater Systems]] (.dts)&lt;br /&gt;
** [[GSM]] (GSM 6.10 RPE-LTP)&lt;br /&gt;
** [[MPEG-4 Audio]] (.m4a, .m4b, .m4p, .m4r, .mp4)&lt;br /&gt;
** [[M4B]] (iTunes Audio Book)&lt;br /&gt;
** [[M4P]] (Fairplay DRM Encrypted [[M4A]])&lt;br /&gt;
** [[MPC (Musepack)|MP+]] (MPEGplus Audio)&lt;br /&gt;
** [[MP1]] (MPEG Audio Layer 1)&lt;br /&gt;
** [[MP2]] (MPEG-1 Audio Layer II)&lt;br /&gt;
** [[MP3]] (MPEG-1 / MPEG-2 Audio Layer III)&lt;br /&gt;
** [[MPA]] (MPEG Audio)&lt;br /&gt;
** [[Musepack Audio]] (.mpc)&lt;br /&gt;
** [[Opus]] (.opus)&lt;br /&gt;
** [[RealAudio]] (.ra)&lt;br /&gt;
** [[Speex]] (.spx)&lt;br /&gt;
** [[Vorbis]] (.logg, .oga, .ogg)&lt;br /&gt;
** [[WMA]] (Windows Media Audio)&lt;br /&gt;
* Proprietary&lt;br /&gt;
** [[DCT]] (Dictation format by NCH Software)&lt;br /&gt;
** [[Digital Speech Standard]] (.dss)&lt;br /&gt;
** [[Digital Voice File]] (.dvf)&lt;br /&gt;
** [[IC Sound]] (.ics)&lt;br /&gt;
** [[IKLAX]] (iKlax Media)&lt;br /&gt;
** [[Memory Stick Voice]] (.msv)&lt;br /&gt;
** [[Pono]]&lt;br /&gt;
* Separated parts of tracks&lt;br /&gt;
** [[Stems]]&lt;br /&gt;
* Uncompressed audio&lt;br /&gt;
** [[AIFF|AIF / AIFF]] (Audio Interchange File Format)&lt;br /&gt;
** [[Berkeley/IRCAM/Carl Sound Format]] (.sf)&lt;br /&gt;
** [[BWF]] (Broadcast Wave Format; variant of WAV)&lt;br /&gt;
** [[DSD]] (Direct Stream Digital) (.dsf)&lt;br /&gt;
** [[LPCM]] (Linear Pulse Code Modulated Audio)&lt;br /&gt;
** [[RAW (Audio)|RAW]] (.raw, .pcm)&lt;br /&gt;
** [[RF64]] (extended variant of BWF)&lt;br /&gt;
** [[Sony Wave64]] (.w64)&lt;br /&gt;
** [[WAV]] (Waveform Audio File Format)&lt;br /&gt;
* Various encodings&lt;br /&gt;
** [[AIFC]] ([[AIFF]] Compressed)&lt;br /&gt;
** [[AU]] (Sun Microsystems audio format)&lt;br /&gt;
** [[Computerized Speech Lab NSP]] (.nsp)&lt;br /&gt;
** [[Bonk]] (lossy/lossless audio compression)&lt;br /&gt;
** [[INRS-Telecom file]] (.aud)&lt;br /&gt;
** [[SPPACK]] (.d)&lt;br /&gt;
** [[WVE (Psion)]]&lt;br /&gt;
&lt;br /&gt;
== Chiptune ==&lt;br /&gt;
&lt;br /&gt;
* [[SAM Coupé song]] (.cop, .sng)&lt;br /&gt;
&lt;br /&gt;
== Configuration files ==&lt;br /&gt;
&lt;br /&gt;
* [[X2A]] (Yamaha S70xs/S90xs keyboard workstations)&lt;br /&gt;
&lt;br /&gt;
== Container formats ==&lt;br /&gt;
&lt;br /&gt;
* [[ASF]] (Advanced Systems Format)&lt;br /&gt;
* [[Core Audio Format]] (.caf)&lt;br /&gt;
* [[Extensible Music Format]] (.xmf)&lt;br /&gt;
* [[Matroska Audio]] (.mka)&lt;br /&gt;
* [[MP4]] (MPEG-4 Part 14 media container)&lt;br /&gt;
* [[Ogg]] (.ogg, .oga, .ogx, .spx, .opus)&lt;br /&gt;
* [[Rich Music Format]] (.rmf)&lt;br /&gt;
* [[RealMedia]] (.rm)&lt;br /&gt;
* [[WebM]] (.webm) (also used for video)&lt;br /&gt;
&lt;br /&gt;
== Converters ==&lt;br /&gt;
&lt;br /&gt;
* [[Konvertor]]&lt;br /&gt;
&lt;br /&gt;
== Emulated music ==&lt;br /&gt;
&lt;br /&gt;
* [[2SF]] (Nintendo DS [[PSF]])&lt;br /&gt;
* [[3G2]] (3GPP, also a video format)&lt;br /&gt;
* [[3GP]] (3GPP, also a video format)&lt;br /&gt;
* [[Atari SoundHeader]] (.sndh)&lt;br /&gt;
* [[AY]] (Amstrad CPC / ZX Spectrum)&lt;br /&gt;
* [[DSF]] (Dreamcast [[Portable Sound Format|PSF]])&lt;br /&gt;
* [[EPSGMOD]] (.epsgmod, Mod2PSG)&lt;br /&gt;
* [[Fuxoft AY Language]] (.fmx)&lt;br /&gt;
* [[GBR]] (Game Boy Sound)&lt;br /&gt;
* [[Game Boy Sound]] (.gbs)&lt;br /&gt;
* [[GSF]] (Game Boy Advance [[PSF]])&lt;br /&gt;
* [[GSR]] (Gens Sound Record)&lt;br /&gt;
* [[HES]] (Hudson Entertainment System)&lt;br /&gt;
* [[KSS]] (MSX)&lt;br /&gt;
* [[KSSX]] (Possible expansion of [[KSS]])&lt;br /&gt;
* [[MDX]] (Sharp X68000 / MXDRV)&lt;br /&gt;
* [[NES Sound Format]] (.nsf)&lt;br /&gt;
* [[NES Sound Format Extended]] (.nsfe)&lt;br /&gt;
* [[Portable Sound Format|PSF]] (Portable Sound Format)&lt;br /&gt;
* [[PSF1]] (Playstation [[PSF]])&lt;br /&gt;
* [[PSF2]] (Playstation 2 [[PSF]])&lt;br /&gt;
* [[QSF]] (Capcom Q-Sound [[PSF]])&lt;br /&gt;
* [[SGC]] (Sega Master System / Game Gear / Colecovision)&lt;br /&gt;
* [[SID]] (Commodore)&lt;br /&gt;
* [[SND]] (Atari ST)&lt;br /&gt;
* [[SPC (Audio)|SPC]] (Super Nintendo SPC700)&lt;br /&gt;
* [[SSF]] (Sega Saturn [[Portable Sound Format|PSF]])&lt;br /&gt;
* [[USF]] (Nintendo 64 [[Portable Sound Format|PSF]])&lt;br /&gt;
* [[YM]] (Amstrad CPC / Spectrum ZX / Atari ST)&lt;br /&gt;
* [[ZXAYEMUL Sound]] (.cpc)&lt;br /&gt;
&lt;br /&gt;
== Game audio and music ==&lt;br /&gt;
&lt;br /&gt;
(see also [[Game data files]])&lt;br /&gt;
&lt;br /&gt;
* [[4X IMA ADPCM]]&lt;br /&gt;
* Accolade&lt;br /&gt;
** [[Accolade MIDI File Format]]&lt;br /&gt;
* Adept Software&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* [[AFC]] (AFX Audio File) -- used in Mass Effect 2&lt;br /&gt;
* Apogee&lt;br /&gt;
** [[Crystal Caves Sound format]]&lt;br /&gt;
* Atari&lt;br /&gt;
** [[Slight Atari Player]] (Atari POKEY)&lt;br /&gt;
* [[BAF]] (Blur ADPCM)&lt;br /&gt;
* [[BAKA]] (PCM 16 bit)&lt;br /&gt;
* Bandai&lt;br /&gt;
** [[WSR]] (WonderSwan / WonderSwan Color)&lt;br /&gt;
* [[BH2PCM]]&lt;br /&gt;
* [[BNSF]] (G.722.1)&lt;br /&gt;
* Cave Story&lt;br /&gt;
** [[Organya]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[A.M. Composer v1.2]] (.amc)&lt;br /&gt;
** [[AC1D-DC1A Packer]] (.ac1d)&lt;br /&gt;
** [[Actionamics Sound Tool]] (.ast)&lt;br /&gt;
** [[AMOS Music Bank]] (.abk)&lt;br /&gt;
** [[AMOS Memory Bank#AMOS Samples Bank|AMOS Samples Bank]] (.abk)&lt;br /&gt;
** [[Art &amp;amp; Magic]] (.aam)&lt;br /&gt;
** [[Audio Sculpture]] (.as)&lt;br /&gt;
** [[Beathoven Synthesiser]] (.bss)&lt;br /&gt;
** [[Benn Daglish]] (.bd)&lt;br /&gt;
** [[Benn Daglish SID]] (.bds)&lt;br /&gt;
** [[Channel Players]] (.chan)&lt;br /&gt;
** [[Cinemaware]] (.cin)&lt;br /&gt;
** [[Core Design]] (.core)&lt;br /&gt;
** [[CustomMade]] (.cm)&lt;br /&gt;
** [[Darius Zendeh]] (.dz)&lt;br /&gt;
** [[Dave Lowe]] (.dl)&lt;br /&gt;
** [[Dave Lowe New]] (.dln)&lt;br /&gt;
** [[David Hanney]] (.dh)&lt;br /&gt;
** [[David Whittaker]] (.dw)&lt;br /&gt;
** [[Desire]] (.dsr)&lt;br /&gt;
** [[Digital Illusions]] (.di)&lt;br /&gt;
** [[Digital Sonix &amp;amp; Chrome]] (.dsc)&lt;br /&gt;
** [[Digital Sound Creations]] (.han)&lt;br /&gt;
** [[Dirk Bialluch]] (.tpu)&lt;br /&gt;
** [[Dynamic Synthesizer]] (.dns)&lt;br /&gt;
** [[Editeur Musical Sequentiel]] (.ems)&lt;br /&gt;
** [[Follin Player II]] (.tf)&lt;br /&gt;
** [[Fred Editor]] (.fred)&lt;br /&gt;
** [[Fred Gray]] (.fg)&lt;br /&gt;
** [[Future Player]] (.fp)&lt;br /&gt;
** [[FWMP]] (.fw)&lt;br /&gt;
** [[Game Music Creator]] (.gmc)&lt;br /&gt;
** [[Hippel]] (.hip)&lt;br /&gt;
** [[Hippel-COSO]] (.hipc)&lt;br /&gt;
** [[Howie Davies]] (.hd)&lt;br /&gt;
** [[IFF-MAUD]]&lt;br /&gt;
** [[Images Music System]] (.ims)&lt;br /&gt;
** [[Infogrames INS]] (.ins)&lt;br /&gt;
** [[Janko Mrsic-Flogel]] (.jmf)&lt;br /&gt;
** [[Jason Brooke]] (.jcb)&lt;br /&gt;
** [[Jason Page]] (.jp)&lt;br /&gt;
** [[Jeroen Tel]] (.jt)&lt;br /&gt;
** [[Jesper Olsen]] (.jo)&lt;br /&gt;
** [[Jochen Hippel]] (.hip)&lt;br /&gt;
** [[Kris Hatlelid]] (.kh)&lt;br /&gt;
** [[Leggless Music Editor]] (.lme)&lt;br /&gt;
** [[Magnetic Fields Packer]] (.mfp)&lt;br /&gt;
** [[Maniacs of Noise]] (.mon, .jt)&lt;br /&gt;
** [[Mark Cooksey]] (.mc)&lt;br /&gt;
** [[Mark II Sound-System]] (.mii, .mk2, .mkii)&lt;br /&gt;
** [[Martin Walker]] (.mw)&lt;br /&gt;
** [[MaxTrax]] (.mxtx)&lt;br /&gt;
** [[Mike Davies]] (.md)&lt;br /&gt;
** [[MMDC]] (Module packer)&lt;br /&gt;
** [[Mugician]] (.mug)&lt;br /&gt;
** [[Mugician II]] (.mug2)&lt;br /&gt;
** [[NovoTrade Packer]] (.ntp)&lt;br /&gt;
** [[Pierre Adane Packer]] (.pap)&lt;br /&gt;
** [[Professional Sound Artists]] (.psa)&lt;br /&gt;
** [[Promizer]] (.pr1)&lt;br /&gt;
** [[ProPacker 2.1]] (.pp21)&lt;br /&gt;
** [[ProPacker 3.0]] (.pp30)&lt;br /&gt;
** [[Prorunner 1.0]] (.prun)&lt;br /&gt;
** [[Prorunner 2.0]] (.pru2)&lt;br /&gt;
** [[Richard Joseph]] or Vectordean (.rjp)&lt;br /&gt;
** [[Rob Hubbard]] (.rh, .rho)&lt;br /&gt;
** [[Ron Klaren]] (.rk)&lt;br /&gt;
** [[Sean Connolly]] (.scn)&lt;br /&gt;
** [[Sean Conran]] (.scr)&lt;br /&gt;
** [[Sidmon]] (.sid)&lt;br /&gt;
** [[Sidmon II]] (.sid2)&lt;br /&gt;
** [[Silmarils]] (.mok)&lt;br /&gt;
** [[Sonic Arranger]] (.sa)&lt;br /&gt;
** [[Sound Images]] (.tw)&lt;br /&gt;
** [[Sound Master]] (.sm)&lt;br /&gt;
** [[Sound Programming Language]] (.spl)&lt;br /&gt;
** [[Soundcontrol]] (.sct)&lt;br /&gt;
** [[Soundfactory]] (.psf)&lt;br /&gt;
** [[SoundPlayer]] (.sjs)&lt;br /&gt;
** [[Special FX]] (.jd)&lt;br /&gt;
** [[Speedy System]] (.ss)&lt;br /&gt;
** [[Steve Barrett]] (.sb)&lt;br /&gt;
** [[Jason Page|Steve Turner]] (.jpo)&lt;br /&gt;
** [[Synth Dream]] (.sdr)&lt;br /&gt;
** [[Synth Pack]] (.osp)&lt;br /&gt;
** [[The Musical Enlightenment]] (.tme)&lt;br /&gt;
** [[The Player 4.x]] (.p4x)&lt;br /&gt;
** [[The Player 6.x]] (.p6x)&lt;br /&gt;
** [[Thomas Hermann]] (.thm)&lt;br /&gt;
** [[Wally Beben]] (.wb)&lt;br /&gt;
* CRI Middleware&lt;br /&gt;
** [[ADX]]&lt;br /&gt;
** [[AFS]] (container format for [[ADX]] / [[AHX (CRI)]])&lt;br /&gt;
** [[AHX (CRI)]]&lt;br /&gt;
** [[AIX]]&lt;br /&gt;
* [[DCS]] (ADPCM)&lt;br /&gt;
* [[Death Rally Archive]] (.bpa)&lt;br /&gt;
* [[DMSG]] (PCM 16 bit)&lt;br /&gt;
* [[EACS IMA ADPCM]] (.kcey)&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[8-Bit Sampled Voice]] (.8svx, .iff)&lt;br /&gt;
** [[Asylum Music Format]] (.amf, used in Crusader: No Remorse / Crusader: No Regret)&lt;br /&gt;
** [[Electronic Arts AS4 / ASF Music]] (.as4, .asf)&lt;br /&gt;
** [[Electronic Arts KSF Music]] (.ksf)&lt;br /&gt;
** [[Electronic Arts MUS]] (.mus)&lt;br /&gt;
** [[Electronic Arts SCxl]]&lt;br /&gt;
** [[Electronic Arts Sound Effects]] (.bnk, .crd)&lt;br /&gt;
** [[Electronic Arts Sound / Speech Files]] (.eas, .sph)&lt;br /&gt;
** [[IFF]] (Amiga 8SVX)&lt;br /&gt;
*** [[IFF-MAUD]]&lt;br /&gt;
** [[Sonix Music Driver]] (.smus)&lt;br /&gt;
* [[EMFF]] (ADPCM)&lt;br /&gt;
* Epic Megagames&lt;br /&gt;
** [[Epic Megagames MASI]] (.masi, .psm)&lt;br /&gt;
* [[Final Fantasy XI Music file]] (.bgw)&lt;br /&gt;
* [[FMOD Sample Bank]] (.fsb)&lt;br /&gt;
* [[Funcom ISS]]&lt;br /&gt;
* Galaxy Music System&lt;br /&gt;
** [[Galaxy Music System v4.0]]&lt;br /&gt;
** [[Galaxy Music System v5.0]] (.j2b)&lt;br /&gt;
* [[GCW]] (PCM 16 bit)&lt;br /&gt;
* [[Generic Header]] (.genh, Generic Header Creator)&lt;br /&gt;
* Herad Music System&lt;br /&gt;
** [[Herad Music System AGD]] (.agd)&lt;br /&gt;
** [[Herad Music System SDB]] (.sdb)&lt;br /&gt;
** [[Herad Music System SQX]] (.sqx)&lt;br /&gt;
* [[HIS]] (PCM 8 bit)&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software DNF]] (.dnf)&lt;br /&gt;
** [[id Software Music Format]] (.imf)&lt;br /&gt;
** [[id Software WLF]] (.wlf)&lt;br /&gt;
* [[IMA ADPCM]] (.bar, .dvi, .hwas, .idvi, .ivaud, .myspd, .stma, .strm)&lt;br /&gt;
* [[Interplay ACM]] (.acm)&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[iXMF]] (Interactive [[Extensible Music Format]])&lt;br /&gt;
* Ken Silverman&lt;br /&gt;
** [[Ken's Adlib Music]] (.ksm)&lt;br /&gt;
** [[Ken's Digital Music]] (.kdm)&lt;br /&gt;
** [[SM (Ken Silverman)]] (.sm)&lt;br /&gt;
** [[SND (Ken Silverman)]] (.snd)&lt;br /&gt;
* [[LOUDNESS Sound System]] (.lds)&lt;br /&gt;
* LucasArts&lt;br /&gt;
** [[LucasArts Adlib Audio]] (.laa)&lt;br /&gt;
** [[SCUMM]] (SCUMM)&lt;br /&gt;
* [[Martin Fernandez]] (.adlib)&lt;br /&gt;
* Microsoft&lt;br /&gt;
** [[0x0069]] (Xbox ADPCM)&lt;br /&gt;
** [[2DX]]&lt;br /&gt;
** [[2DX9]] (ADPCM)&lt;br /&gt;
** [[DE2]] (ADPCM)&lt;br /&gt;
** [[Xbox IMA ADPCM]] (.matx, .wavm, .wvs, .xmu, .xvas, .xwav)&lt;br /&gt;
* Nintendo&lt;br /&gt;
** [[Advanced Mario Sequencer file]] (.mss)&lt;br /&gt;
** [[BRSTMPSM]] (Super Paper Mario)&lt;br /&gt;
** [[Donkey Konga 2 DSP]] (Donkey Konga 2)&lt;br /&gt;
** [[Mario Paint Composer]] (MPC)&lt;br /&gt;
** [[Mario Sequencer file]] (.msq)&lt;br /&gt;
** [[Nintendo GameCube / Wii AAAP]]&lt;br /&gt;
** [[Nintendo GameCube / Wii ADP]] (Nintendo Gamecube) (.adp)&lt;br /&gt;
** [[Nintendo GameCube / Wii AFC]] (Nintendo Gamecube)&lt;br /&gt;
** [[Nintendo GameCube / Wii AGSC]] (.agsc)&lt;br /&gt;
** [[Nintendo GameCube / Wii AMTS]]&lt;br /&gt;
** [[Nintendo GameCube / Wii ASN]] (Nintendo Gamecube)&lt;br /&gt;
** [[Nintendo GameCube / Wii ASR]] (Nintendo Wii)&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]] (Nintendo Wii sound format)&lt;br /&gt;
** [[Nintendo GameCube / Wii BNS]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BO2]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]] (Nintendo Wii streaming format)&lt;br /&gt;
** [[Nintendo GameCube / Wii CAPDSP]]&lt;br /&gt;
** [[Nintendo GameCube / Wii CFN]]&lt;br /&gt;
** [[Nintendo GameCube / Wii DDSP]]&lt;br /&gt;
** [[Nintendo GameCube / Wii DSP]]&lt;br /&gt;
** [[Nintendo GameCube / Wii GCA]] (Nintendo Wii)&lt;br /&gt;
** [[Nintendo GameCube / Wii GCM]]&lt;br /&gt;
** [[Nintendo GameCube / Wii GSP]]&lt;br /&gt;
** [[Nintendo GameCube / Wii HPS]]&lt;br /&gt;
** [[Nintendo GameCube / Wii IDSP]]&lt;br /&gt;
** [[Nintendo GameCube / Wii ISD]]&lt;br /&gt;
** [[Nintendo GameCube / Wii ISH]]&lt;br /&gt;
** [[Nintendo GameCube / Wii KRAW]] (Nintendo Wii)&lt;br /&gt;
** [[Nintendo GameCube / Wii LPS]]&lt;br /&gt;
** [[Nintendo GameCube / Wii MPDS]]&lt;br /&gt;
** [[Nintendo GameCube / Wii MPDSP]]&lt;br /&gt;
** [[Nintendo GameCube / Wii MSS]]&lt;br /&gt;
** [[Nintendo GameCube / Wii MUS]]&lt;br /&gt;
** [[Nintendo GameCube / Wii PDT]]&lt;br /&gt;
** [[Nintendo GameCube / Wii SDT]]&lt;br /&gt;
** [[Nintendo GameCube / Wii SMP]]&lt;br /&gt;
** [[Nintendo GameCube / Wii SNS]]&lt;br /&gt;
** [[Nintendo GameCube / Wii SPD]]&lt;br /&gt;
** [[Nintendo GameCube / Wii SPT]]&lt;br /&gt;
** [[Nintendo GameCube / Wii SSM]]&lt;br /&gt;
** [[Nintendo GameCube / Wii STM]]&lt;br /&gt;
** [[Nintendo GameCube / Wii STR]]&lt;br /&gt;
** [[Nintendo GameCube / Wii STS]]&lt;br /&gt;
** [[Nintendo GameCube / Wii SWD]]&lt;br /&gt;
** [[Nintendo GameCube / Wii THP]]&lt;br /&gt;
** [[Nintendo GameCube / Wii TYDSP]]&lt;br /&gt;
** [[Nintendo GameCube / Wii VJDSP]]&lt;br /&gt;
** [[Nintendo GameCube / Wii WAS]]&lt;br /&gt;
** [[Nintendo GameCube / Wii WSD]]&lt;br /&gt;
** [[Nintendo GameCube / Wii WSI]]&lt;br /&gt;
** [[Nintendo GameCube / Wii YDSP]]&lt;br /&gt;
** [[Nintendo GameCube / Wii YMF]]&lt;br /&gt;
** [[Nintendo GameCube / Wii ZWDSP]]&lt;br /&gt;
** [[SHI]] ([http://battleofthebits.org/lyceum/View/ShroomTool ShroomTool] Instrument, used for Mario Paint instruments)&lt;br /&gt;
** [[SHO]] (ShroomTool, used for Mario Paint sounds)&lt;br /&gt;
* Origin Software&lt;br /&gt;
** [[Ultima 6 Music]] (.m)&lt;br /&gt;
* Pixel&lt;br /&gt;
** [[PMD (Pixel)]]&lt;br /&gt;
* [[Pixel Painters]] (.fmf)&lt;br /&gt;
* [[Ragnarok Online 2 RMP]]&lt;br /&gt;
* [[Shadowlands]] (.cal)&lt;br /&gt;
* Sierra&lt;br /&gt;
** [[Sierra AGI]] (Sierra AGI)&lt;br /&gt;
** [[Sierra SCI]] (Used in Sierra PC games)&lt;br /&gt;
* Sony&lt;br /&gt;
** [[Sony Playstation ADS]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation ASS]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation AST]]&lt;br /&gt;
** [[Sony Playstation BG00]]&lt;br /&gt;
** [[Sony Playstation BMDX]]&lt;br /&gt;
** [[Sony Playstation CCC]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation CNK]]&lt;br /&gt;
** [[Sony Playstation DXH]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation ENTH]]&lt;br /&gt;
** [[Sony Playstation FAG]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation FILP]]&lt;br /&gt;
** [[Sony Playstation FSB]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation GCM]]&lt;br /&gt;
** [[Sony Playstation GMS]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation HGC1]]&lt;br /&gt;
** [[Sony Playstation I100]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation I400]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation I80]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation IKM]]&lt;br /&gt;
** [[Sony Playstation ILD]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation IVB]]&lt;br /&gt;
** [[Sony Playstation JOE]]&lt;br /&gt;
** [[Sony Playstation KCES]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation KHV]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation LEG]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation MCG]]&lt;br /&gt;
** [[Sony Playstation MI4]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation MIB]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation MIC]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation MIH]]&lt;br /&gt;
** [[Sony Playstation MIHB]] (merged [[Sony Playstation MIB|MIB]] &amp;amp; [[Sony Playstation MIH|MIH]])&lt;br /&gt;
** [[Sony Playstation MSA]]&lt;br /&gt;
** [[Sony Playstation MSVP]]&lt;br /&gt;
** [[Sony Playstation MUSC]]&lt;br /&gt;
** [[Sony Playstation NPSF]]&lt;br /&gt;
** [[Sony Playstation PNB]]&lt;br /&gt;
** [[Sony Playstation PSH]]&lt;br /&gt;
** [[Sony Playstation RKV]]&lt;br /&gt;
** [[Sony Playstation RND]]&lt;br /&gt;
** [[Sony Playstation RSTM]]&lt;br /&gt;
** [[Sony Playstation RWS]]&lt;br /&gt;
** [[Sony Playstation SFS]]&lt;br /&gt;
** [[Sony Playstation SIR]]&lt;br /&gt;
** [[Sony Playstation SL3]]&lt;br /&gt;
** [[Sony Playstation SMPL]]&lt;br /&gt;
** [[Sony Playstation SND]]&lt;br /&gt;
** [[Sony Playstation SPU]] (Sony Playstation)&lt;br /&gt;
** [[Sony Playstation STER]]&lt;br /&gt;
** [[Sony Playstation STH]]&lt;br /&gt;
** [[Sony Playstation STR]]&lt;br /&gt;
** [[Sony Playstation STS]]&lt;br /&gt;
** [[Sony Playstation SVAG]]&lt;br /&gt;
** [[Sony Playstation SVS]]&lt;br /&gt;
** [[Sony Playstation TEC]]&lt;br /&gt;
** [[Sony Playstation TK5]]&lt;br /&gt;
** [[Sony Playstation VAS]]&lt;br /&gt;
** [[Sony Playstation VAG]]&lt;br /&gt;
** [[Sony Playstation VB2]] (Playstation / PS2)&lt;br /&gt;
** [[Sony Playstation VGS]]&lt;br /&gt;
** [[Sony Playstation VIG]]&lt;br /&gt;
** [[Sony Playstation VPK]]&lt;br /&gt;
** [[Sony Playstation VS]]&lt;br /&gt;
** [[Sony Playstation VSF]]&lt;br /&gt;
** [[Sony Playstation WP2]]&lt;br /&gt;
** [[Sony Playstation XA2]]&lt;br /&gt;
** [[Sony Playstation XA30]]&lt;br /&gt;
** [[Sony Playstation 2 MI2]] (Sony Playstation 2)&lt;br /&gt;
* [[Sound Images Generation 2]] (.sig)&lt;br /&gt;
* [[Sound Interface System]] (.lem)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
* [[Unreal Music Format]] (.umx)&lt;br /&gt;
* Union Logic Software Publishing&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* [[Unique Development Studios]] (.uds)&lt;br /&gt;
* [[Video Game Music]] (.vgm, .vgz)&lt;br /&gt;
* Westwood Studios&lt;br /&gt;
** [[Westwood Studios ADL]] (.adl)&lt;br /&gt;
** [[Westwood Studios AUD]] (.aud)&lt;br /&gt;
* [[Whacky Wheels]] (.klm)&lt;br /&gt;
* [[XMP Game Module]] (.j2b)&lt;br /&gt;
&lt;br /&gt;
== Metadata formats and related data ==&lt;br /&gt;
&lt;br /&gt;
* [[APE tag]]&lt;br /&gt;
* [[Exif]]&lt;br /&gt;
* [[ID3]]&lt;br /&gt;
* [[ISRC]] (International Standard Recording Code)&lt;br /&gt;
* [[MDZ]] - strictly not itself a music format, but a metadata file for other music files used by Open Cubic Player. See http://www.cubic.org/player/doc/node72.htm&lt;br /&gt;
* [[Monkey's Audio metadata]] (.apl)&lt;br /&gt;
* [[Vorbis comment]]&lt;br /&gt;
&lt;br /&gt;
== Music trackers ==&lt;br /&gt;
&lt;br /&gt;
* [[1tracker module]] (.1tm)&lt;br /&gt;
* [[AHX (Abyss)]] (Abyss Highest eXperience)&lt;br /&gt;
* [[Aley's Module]] (.alm)&lt;br /&gt;
* [[All Sound Tracker module]] (.ast)&lt;br /&gt;
* [[Amiga Module]] (.mod)&lt;br /&gt;
* [[AProSys module]] (.aps)&lt;br /&gt;
* [[Archimedes Tracker module]]&lt;br /&gt;
* [[Arkos Tracker]] (.aks)&lt;br /&gt;
* [[Art of Noise module]] (.aon)&lt;br /&gt;
* [[ASC Sound Master module]] (.asc)&lt;br /&gt;
* [[B's Pro Tracker module]] (.bpm, .bps)&lt;br /&gt;
* [[Beepola song]] (.bbsong)&lt;br /&gt;
* [[BeRoTracker module]] (.br)&lt;br /&gt;
* [[BoyScout Tracker module]] (.bsf)&lt;br /&gt;
* Brian Postma SoundMon&lt;br /&gt;
** [[Brian Postma SoundMon v1.x module]] (.bp)&lt;br /&gt;
** [[Brian Postma SoundMon v2.x &amp;amp; v3.x module]] (.bp3)&lt;br /&gt;
** [[BS]]&lt;br /&gt;
* Buzzic&lt;br /&gt;
** [[Buzzic v1.x]] (.buz)&lt;br /&gt;
** [[Buzzic v2.0]] (.buz2)&lt;br /&gt;
* Chaos Music Composer&lt;br /&gt;
** [[CM3]] ([[CMC]] &amp;quot;3/4&amp;quot;)&lt;br /&gt;
** [[CMC]] (Chaos Music Composer)&lt;br /&gt;
** [[CMR]] ([[CMC]] &amp;quot;Rzog&amp;quot;)&lt;br /&gt;
** [[CMS]] (Stereo Double [[CMC]])&lt;br /&gt;
** [[DMC]] (Double ChaosMusicComposer)&lt;br /&gt;
* [[Chuck Biscuits/Black Artist module]] (.cba)&lt;br /&gt;
* [[Coconizer module]]&lt;br /&gt;
* [[Composer 669 module]] (.669)&lt;br /&gt;
* [[craptracker ii module]] (.ct2)&lt;br /&gt;
* [[Custom Amiga Module]] (.cus. .custom)&lt;br /&gt;
* CyberTracker&lt;br /&gt;
** [[CyberTracker instrument]] (.ci)&lt;br /&gt;
** [[CyberTracker module]] (.ct)&lt;br /&gt;
* [[DeliTracker custom]] (.cust)&lt;br /&gt;
* [[DeltaMusic module]] (.dta)&lt;br /&gt;
* Delta Music Composer&lt;br /&gt;
** [[Delta Music Composer module]] (.dlt)&lt;br /&gt;
** [[Delta Music 2.0 module]] (.dl2)&lt;br /&gt;
* [[Desktop Tracker module]] (.dtt)&lt;br /&gt;
* DigiBooster / DigiBooster PRO&lt;br /&gt;
** [[DigiBooster v1.x module]] (.digi)&lt;br /&gt;
** [[DigiBooster PRO v2.x / DigiBooster 3 module]] (.dbm)&lt;br /&gt;
* [[Digital Symphony module]] (.dsym)&lt;br /&gt;
* Digitrakker&lt;br /&gt;
** [[Digitrakker instrument]] (.ist)&lt;br /&gt;
** [[Digitrakker module]] (.mdl)&lt;br /&gt;
** [[Digitrakker sample]] (.spl)&lt;br /&gt;
* [[DigiTrekker module]] (.dtm)&lt;br /&gt;
* [[Digital Tracker module]] (.dtm)&lt;br /&gt;
* [[DisorderTracker 2 module]] (.plm)&lt;br /&gt;
* [[Dual Module Player DSMI]] (.amf)&lt;br /&gt;
* [[Eureka Packer module]] (.eu)&lt;br /&gt;
* [[Extended MOD]] (.emd)&lt;br /&gt;
* [[Extreme's Tracker module]] (.ams)&lt;br /&gt;
* [[FAC Soundtracker]] (MSX, extension unknown)&lt;br /&gt;
* [[Face the Music module]] (.ftm)&lt;br /&gt;
* Famitracker&lt;br /&gt;
** [[FamiTracker module]] (.ftm)&lt;br /&gt;
** [[FamiTracker instrument]] (.fti)&lt;br /&gt;
* Farandole Composer&lt;br /&gt;
** [[Farandole Form 2.0]] (.f2r)&lt;br /&gt;
** [[Farandole Composer module]] (.far)&lt;br /&gt;
** [[Farandole Composer pattern]] (.fpt)&lt;br /&gt;
** [[Farandole Composer sample]] (.fsm, .usm)&lt;br /&gt;
* [[Fashion Tracker module]] (.ex)&lt;br /&gt;
* FastTracker / FastTracker 2&lt;br /&gt;
** [[FastTracker module]] (.ft, .ftc)&lt;br /&gt;
** [[Extended instrument]] (.xi)&lt;br /&gt;
** [[Extended Module]] (.xm)&lt;br /&gt;
* [[FC-M Packer module]] (.fcm)&lt;br /&gt;
* [[Flash Tracker module]] (.fls)&lt;br /&gt;
* [[Flex Tracker module]] (.flx)&lt;br /&gt;
* [[Fuchs Tracker]] (.fchs)&lt;br /&gt;
* [[FunkTracker module]] (.fnk)&lt;br /&gt;
* Future Composer&lt;br /&gt;
** [[Future Composer v1.x module]] (.fc)&lt;br /&gt;
* Future Composer (BSI)&lt;br /&gt;
** [[Future Composer (BSI) module]]&lt;br /&gt;
* [[Fuzzac Packer module]] (.fuzz)&lt;br /&gt;
* [[General Digital Music module]] (.gdm)&lt;br /&gt;
* [[GoatTracker module]] (.sng)&lt;br /&gt;
* [[Grave Composer module]] (.wow)&lt;br /&gt;
* Graoumf Tracker&lt;br /&gt;
** [[Graoumf Tracker module]] (.gtk)&lt;br /&gt;
** [[Graoumf Tracker 2 module]] (.gt2)&lt;br /&gt;
* [[Global Tracker v1.x module]] (.gtr)&lt;br /&gt;
* [[HeatSeeker Module Cruncher v1.0]] (.crb)&lt;br /&gt;
* [[Hively Tracker module]] (.hvl)&lt;br /&gt;
* [[Ice Tracker module]]&lt;br /&gt;
* [[Imago Orpheus module]] (.imf)&lt;br /&gt;
* Impulse Tracker&lt;br /&gt;
** [[Impulse Tracker module]] (.it, .itbz, .itgz, .itr, .itz)&lt;br /&gt;
** [[Impulse Tracker sample]] (.its)&lt;br /&gt;
* [[JAMCracker Pro module]] (.jam)&lt;br /&gt;
* klystrack&lt;br /&gt;
** [[klystrack instrument]] (.ki)&lt;br /&gt;
** [[klystrack module]] (.kt)&lt;br /&gt;
* [[KRIS Packer / ChipTracker module]] (.kris)&lt;br /&gt;
* Liquid Tracker&lt;br /&gt;
** [[Liquid Digitized Sample]] (.lds)&lt;br /&gt;
** [[Liquid Tracker module]] (.liq)&lt;br /&gt;
* MadTracker 2&lt;br /&gt;
** [[MadTracker 2 envelope]] (.mte)&lt;br /&gt;
** [[MadTracker 2 extension]] (.mtx)&lt;br /&gt;
** [[MadTracker 2 instrument]] (.mti)&lt;br /&gt;
** [[MadTracker 2 module]] (.mt2)&lt;br /&gt;
** [[MadTracker 2 pattern]] (.mtp)&lt;br /&gt;
** [[MadTracker 2 sample]] (.mts)&lt;br /&gt;
* maxYMiser&lt;br /&gt;
** [[maxYMiser instrument]] (.myi)&lt;br /&gt;
** [[maxYMiser module]] (.snd)&lt;br /&gt;
* [[Megatracker module]] (.mgt)&lt;br /&gt;
* [[MO3]] (MP3 / Vorbis compressed module)&lt;br /&gt;
* [[MOD Edit sample]] (.sam)&lt;br /&gt;
* [[Module Protector + noID]] (.mp)&lt;br /&gt;
* Moonblaster (MSX)&lt;br /&gt;
** [[Moonblaster music]] (.mbm)&lt;br /&gt;
** [[Moonblaster sample kit]] (.mbk)&lt;br /&gt;
* [[Multi Track Module]] (.mtm)&lt;br /&gt;
* Muse Tracker / Pornotracker&lt;br /&gt;
** [[Musetracker / Pornotracker instrument]] (.poi)&lt;br /&gt;
** [[Musetracker / Pornotracker module]] (.pom)&lt;br /&gt;
* Music Pro Tracker&lt;br /&gt;
** [[Music Pro Tracker DoublePlay]] (.mpd)&lt;br /&gt;
** [[Music Pro Tracker module (MD1)]] (.md1)&lt;br /&gt;
** [[Music Pro Tracker module (MD2)]] (.md2)&lt;br /&gt;
** [[Music Pro Tracker module (MPT)]] (.mpt)&lt;br /&gt;
* [[Nerdtracker II module]] (.ned)&lt;br /&gt;
* [[NesTracker module]] (.nest)&lt;br /&gt;
* NoisePacker&lt;br /&gt;
** [[NoisePacker 2.x]] (.np2)&lt;br /&gt;
** [[NoisePacker 3.x]] (.np3)&lt;br /&gt;
* [[NoiseTracker module]] (.mod)&lt;br /&gt;
* [[Noisetrekker module]] (.ntk)&lt;br /&gt;
* OctaMED&lt;br /&gt;
** [[OctaMED module (MED)]] (.med)&lt;br /&gt;
** [[OctaMED module (MMD1)]] (.mmd1)&lt;br /&gt;
** [[OctaMED v2.00 module]] (.med3)&lt;br /&gt;
** [[OctaMED v2.10 module (MED4)]] (.med4)&lt;br /&gt;
** [[OctaMED v2.10 module (MMD0)]] (.mmd0)&lt;br /&gt;
** [[OctaMED v5 module]] (.mmd2)&lt;br /&gt;
** [[OctaMED SS module]] (.mmd3)&lt;br /&gt;
* Oktalyzer&lt;br /&gt;
** [[Oktalyzer module]] (.okt, .okta)&lt;br /&gt;
* [[Onyx Music File]] (.omf)&lt;br /&gt;
* [[Open MODPlug Tracker module]] (.mptm)&lt;br /&gt;
* [[Oracle module]] (.orc)&lt;br /&gt;
* [[Pha Packer]] (.pha)&lt;br /&gt;
* PlayerPRO&lt;br /&gt;
** [[Extended PlayerPRO module]] (.madx)&lt;br /&gt;
** [[PlayerPRO module]] (.mad)&lt;br /&gt;
* [[Polly Tracker module]]&lt;br /&gt;
* [[Pro Sound Creator v1.xx]] (.psc, ZX Spectrum)&lt;br /&gt;
* [[Pro Sound Maker]] (.psm)&lt;br /&gt;
* Pro Tracker&lt;br /&gt;
** [[Pro Tracker v1.xx module]] (.pt1)&lt;br /&gt;
** [[Pro Tracker v2.xx module]] (.pt2)&lt;br /&gt;
** [[Pro Tracker v3.xx module]] (.pt3) &lt;br /&gt;
* [[Pro Tracker (MSX)]] (MSX-Music, extension unknown)&lt;br /&gt;
* [[Poly Tracker module]] (.ptm)&lt;br /&gt;
* [[Pumatracker module]] (.puma)&lt;br /&gt;
* [[Quadra Composer module]] (.emod)&lt;br /&gt;
* [[RASTER Music Tracker module]] (.rmt)&lt;br /&gt;
* Real Tracker&lt;br /&gt;
** [[Real Tracker instrument]] (.rti)&lt;br /&gt;
** [[Real Tracker module]] (.rtm)&lt;br /&gt;
** [[Real Tracker sample]] (.rts)&lt;br /&gt;
* Renoise&lt;br /&gt;
** [[Renoise Song (NTK)]] (.ntk)&lt;br /&gt;
** [[Renoise Song (PTK]] (.ptk)&lt;br /&gt;
** [[Renoise Song (RNS]] (.rns)&lt;br /&gt;
** [[Renoise Song (XRNS)]] (.xrns)&lt;br /&gt;
* [[SBStudio module]] (.pac, .son, .sou)&lt;br /&gt;
* SCC Blaffer NT&lt;br /&gt;
** [[SCC Blaffer NT music]] (.sbm, MSX)&lt;br /&gt;
** [[SCC Blaffer NT instrument kit]] (.sbk)&lt;br /&gt;
* Scream Tracker&lt;br /&gt;
** [[Scream Tracker Music Interface Kit module]]&lt;br /&gt;
** [[Scream Tracker 1 &amp;amp; 2 module]] (.stm)&lt;br /&gt;
** [[Scream Tracker 3 Adlib module]] (.as3m)&lt;br /&gt;
** [[Scream Tracker 3 module]] (.s3m)&lt;br /&gt;
** [[Scream Tracker 3 / DigiTracker sample]] (.s31)&lt;br /&gt;
** [[Scream Tracker 3 / DigiTracker sample]] (.smp)&lt;br /&gt;
* [[SoundFX module]] (.sfx, .sfx2)&lt;br /&gt;
* Sound Tracker&lt;br /&gt;
** [[Soundtracker v2.6 / Ice Tracker module]] (.mtn)&lt;br /&gt;
** [[SoundTracker v2.6 module]] (.st26)&lt;br /&gt;
** [[Sound Tracker / Super Sonic module]] (.stc)&lt;br /&gt;
** [[Sound Tracker Pro module]] (.stp)&lt;br /&gt;
* [[SoundSmith module]] (.mtp)&lt;br /&gt;
* Soundtrakker&lt;br /&gt;
** [[Soundtrakker 128 instrument]] (.ins)&lt;br /&gt;
** [[Soundtrakker 128 module]] (.128)&lt;br /&gt;
** [[Soundtrakker v1.x instrument]] (.ins)&lt;br /&gt;
** [[Soundtrakker v1.x module]] (.sng)&lt;br /&gt;
* [[SQ-Tracker module]] (.sqt)&lt;br /&gt;
* [[Starkos Tracker module]] (.sks)&lt;br /&gt;
* [[StarTrekker / Star Tracker module]] (.mod, .nt)&lt;br /&gt;
* [[SunVox module]] (.sunvox)&lt;br /&gt;
* TFMX&lt;br /&gt;
** [[TFMX pattern data]] (.mdat)&lt;br /&gt;
** [[TFMX 7V pattern data]] (.mdat)&lt;br /&gt;
** [[TFMX Pro pattern data]] (.mdat)&lt;br /&gt;
** [[TFMX sample data]] (.smpl)&lt;br /&gt;
* Theta Music Composer&lt;br /&gt;
** [[Theta Music Composer 8-channel stereo module]] (.tm8)&lt;br /&gt;
** [[Theta Music Composer v1.x module]] (.tmc)&lt;br /&gt;
** [[Theta Music Composer v2.x module]] (.tm2)&lt;br /&gt;
* [[Trackerpacker 3 module]] (.tp3)&lt;br /&gt;
* [[Ultra Tracker]] (.ult)&lt;br /&gt;
* [[Velvet Studio AMS v1.x module]] (.ams)&lt;br /&gt;
* [[VIC-TRACKER module]] (.vt)&lt;br /&gt;
* [[Vortex Tracker module]] (.vtx)&lt;br /&gt;
* X-Tracker&lt;br /&gt;
** [[D-Lusion Music File]] (.dmf)&lt;br /&gt;
** [[D-Lusion Sound File]] (.dms)&lt;br /&gt;
&lt;br /&gt;
== Musical instrument control ==&lt;br /&gt;
&lt;br /&gt;
* [[ELECTONE]] - For Yamaha Electone Range Electronic Organs&lt;br /&gt;
** [[BOO]] - Part of the [[ELECTONE]] format. &lt;br /&gt;
** [[EVT]] - Part of the [[ELECTONE]] format.&lt;br /&gt;
* MIDI &amp;amp; Clones&lt;br /&gt;
** [[GMD]] ([[MIDI]] clone)&lt;br /&gt;
** [[Gravis Ultrasound patch]] (used by MIDI synthesizers)&lt;br /&gt;
** [[HMI]] ([[MIDI]] clone)&lt;br /&gt;
** [[HMP]] ([[MIDI]] clone)&lt;br /&gt;
** [[HMZ]] (Compressed [[MIDI]])&lt;br /&gt;
** [[KAR]] ([[MIDI]] Audio)&lt;br /&gt;
** [[MIDI]] (Musical Instrument Digital Interface)&lt;br /&gt;
** [[MIDS]] ([[MIDI]] clone)&lt;br /&gt;
** [[MIZ]] (Compressed [[MIDI]])&lt;br /&gt;
** [[MSS (MIDI)|MSS]] ([[MIDI]] Clone)&lt;br /&gt;
** [[RIFF MIDI]]&lt;br /&gt;
** [[Scalable Polyphony MIDI]]&lt;br /&gt;
** [[SFARK]] (SoundFont archive compressed file)&lt;br /&gt;
** [[SoundFont 1.0]]&lt;br /&gt;
** [[SoundFont 2.0]] (.sf2)&lt;br /&gt;
** [[XMI (Extended MIDI)]]&lt;br /&gt;
** [[ZIPI]] (proposed MIDI replacement)&lt;br /&gt;
* Hardware specific&lt;br /&gt;
** AdLib Sound Cards&lt;br /&gt;
*** [[AdLib instrument]] (.ins)&lt;br /&gt;
*** [[AdLib instrument bank]] (.bnk)&lt;br /&gt;
*** [[AdLib MSCplay]] (.msc)&lt;br /&gt;
*** [[AdLib music]] (.mus)&lt;br /&gt;
*** Adlib Tracker&lt;br /&gt;
**** [[Adlib Tracker instrument]] (.ins)&lt;br /&gt;
**** [[Adlib Tracker module]] (.sng)&lt;br /&gt;
**** [[Adlib Tracker II instrument]] (.a2i)&lt;br /&gt;
**** [[Adlib Tracker II instrument|Adlib Tracker II instrument with fm-register macro]] (.a2f)&lt;br /&gt;
**** [[Adlib Tracker II instrument bank]] (.a2b)&lt;br /&gt;
**** [[Adlib Tracker II instrument bank|Adlib Tracker II instrument bank with macros]] (.a2w)&lt;br /&gt;
**** [[Adlib Tracker II module]] (.a2m)&lt;br /&gt;
**** [[Adlib Tracker II pattern]] (.a2p)&lt;br /&gt;
**** [[Adlib Tracker II module|Adlib Tracker II tiny module]] (.a2t)&lt;br /&gt;
*** [[AdLib Visual Composer / Roland Synthesizer song]] (.rol)&lt;br /&gt;
*** AMusic&lt;br /&gt;
**** [[AMusic module]] (.amd)&lt;br /&gt;
**** [[AMusic XMS]] (.xms)&lt;br /&gt;
*** [[Beni Tracker module]] (.pis)&lt;br /&gt;
*** [[Bob's Adlib Music]] (.bam)&lt;br /&gt;
*** Boom Tracker v4.0&lt;br /&gt;
**** [[Boom Tracker v4.0 instrument]] (.cif)&lt;br /&gt;
**** [[Boom Tracker v4.0 module]] (.cff)&lt;br /&gt;
*** [[DeFy Adlib Tracker module]] (.dtm)&lt;br /&gt;
*** [[Digital FM module]] (.dfm)&lt;br /&gt;
*** [[Drum Traker module]] (.dtl)&lt;br /&gt;
*** [[EdLib packed module]] (.d00)&lt;br /&gt;
*** [[Exotic AdLib module]] (.xad)&lt;br /&gt;
*** [[Extra Simple Music]] (.xsm)&lt;br /&gt;
*** [[Faust Music Creator module]] (.sng)&lt;br /&gt;
*** [[FM Tracker module]] (.fmt)&lt;br /&gt;
*** FM-Kingtracker&lt;br /&gt;
**** [[FM-Kingtracker bank]] (.fib)&lt;br /&gt;
**** [[FM-Kingtracker instrument]] (.fin)&lt;br /&gt;
**** [[FM-Kingtracker module]] (.fmk)&lt;br /&gt;
*** HSC AdLib Composer / HSC-Tracker&lt;br /&gt;
**** [[HSC AdLib Composer / HSC-Tracker module]] (.hsc)&lt;br /&gt;
**** [[HSC AdLib Composer / HSC-Tracker packed module]] (.hsp)&lt;br /&gt;
*** [[JBM Adlib Music]] (.jbl)&lt;br /&gt;
*** JCH&lt;br /&gt;
**** [[JCH-D00]] (.d00)&lt;br /&gt;
**** [[JCH-D01]] (.d01)&lt;br /&gt;
*** [[Johannes Bjerregård module]] (.jbm)&lt;br /&gt;
*** [[Master Tracker module]] (.mtr)&lt;br /&gt;
*** [[MK-Jamz audio]] (.mkj)&lt;br /&gt;
*** [[Mlat Adlib Tracker module]] (.mad)&lt;br /&gt;
*** [[MPU-401 Trakker module]] (.mtk)&lt;br /&gt;
*** [[Palladix module]] (.plx)&lt;br /&gt;
*** [[RAW (Adlib)|RAW]] (AdLib Sound Card)&lt;br /&gt;
*** [[Reality AdLib Tracker module]] (.rad)&lt;br /&gt;
*** [[SNG Player module]] (.sng)&lt;br /&gt;
*** Surprise! Adlib Tracker&lt;br /&gt;
**** [[Surprise! AdLib Tracker v1, 5, 6 module]] (.sat)&lt;br /&gt;
**** [[Surprise! Adlib Tracker v2.0]] (.sa2)&lt;br /&gt;
*** [[Twin TrackPlayer module]] (.dmo)&lt;br /&gt;
*** [[Vibrants module]] (.vib)&lt;br /&gt;
*** [[XMS-Tracker module]] (.xms)&lt;br /&gt;
** Akai&lt;br /&gt;
*** [[Akai S-series MESA multi file]] (.mlt)&lt;br /&gt;
*** [[Akai S-series MESA I program]] (.prg)&lt;br /&gt;
*** [[Akai S-series MESA II program]] (.s3p)&lt;br /&gt;
** [[Codisk Audio File]]&lt;br /&gt;
** Creative Labs&lt;br /&gt;
*** [[Creative Music Format]] (.cmf)&lt;br /&gt;
*** [[Creative Voice File]]&lt;br /&gt;
*** [[Sound Blaster Instrument]] (.sbi)&lt;br /&gt;
** [[Disney Sound Source]]&lt;br /&gt;
** [[DOSBox Raw OPL]] (.dro)&lt;br /&gt;
** [[Downloadable Sounds Banks]] (.dls)&lt;br /&gt;
** Gravis Ultrasound&lt;br /&gt;
*** [[UltraSound GF1 patch]] (.pat)&lt;br /&gt;
** [[Instrument Bank]] (Instrument Bank)&lt;br /&gt;
** [[Software Music Synthesis System]] (for 8080/Z-80 systems with S-100 bus)&lt;br /&gt;
** [[TRS-80 Orchestra-90]] (.orc)&lt;br /&gt;
** [[Voice Sequence]] (.vsq)&lt;br /&gt;
** Yamaha sound chips&lt;br /&gt;
*** [[Callus OPL Register Log]] (YM2151, .cym)&lt;br /&gt;
*** [[GYM]] (YM2612 / Sega Genesis)&lt;br /&gt;
* Software Synthesizers&lt;br /&gt;
** [[Farbrausch BR404 music]] (.bmf)&lt;br /&gt;
** [[iZotope iDrum]] (.idrum)&lt;br /&gt;
** Native Instruments&lt;br /&gt;
*** [[Native Instruments Reaktor ensemble]] (.ens)&lt;br /&gt;
** Steinberg VST Presets&lt;br /&gt;
*** [[FXB]] (Bank of presets)&lt;br /&gt;
*** [[FXP]] (single preset)&lt;br /&gt;
&lt;br /&gt;
== Musical notation ==&lt;br /&gt;
&lt;br /&gt;
* [[Guitar tablatures]]&lt;br /&gt;
** [[ASCII tab]] (.tab, .btab, .txt)&lt;br /&gt;
** [[Guitar Pro]] (.gtp)&lt;br /&gt;
*** [[Guitar Pro 3]] (.gp3)&lt;br /&gt;
*** [[Guitar Pro 4]] (.gp4)&lt;br /&gt;
*** [[Guitar Pro 5]] (.gp5)&lt;br /&gt;
*** [[Guitar Pro 6]] (.gp6)&lt;br /&gt;
** [[KGuitar]] (.kg)&lt;br /&gt;
** [[Power Tab]] (.ptb)&lt;br /&gt;
** [[Progression]]&lt;br /&gt;
** [[Rich MIDI Tablature Format]] (.rmtf)&lt;br /&gt;
** [[TablEdit]] (.tef)&lt;br /&gt;
** [[VexTab]]&lt;br /&gt;
&lt;br /&gt;
* [[Musical notation]]&lt;br /&gt;
** [[ABC (musical notation)]]&lt;br /&gt;
** [[ANSI Music]]&lt;br /&gt;
** Capella&lt;br /&gt;
*** [[CAP]]&lt;br /&gt;
*** [[CapXML]] (.capx)&lt;br /&gt;
** [[ChordML]]&lt;br /&gt;
** Copyist&lt;br /&gt;
*** [[CP4]]&lt;br /&gt;
*** [[CP6]]&lt;br /&gt;
** [[Encore]] (.enc)&lt;br /&gt;
** [[Extensible Music Notation Markup Language]]&lt;br /&gt;
** [[Finale]] (.mus)&lt;br /&gt;
** [[Forte]] (.fnf)&lt;br /&gt;
** Guido&lt;br /&gt;
*** [[GUIDO]]&lt;br /&gt;
*** [[GUIDO XML]]&lt;br /&gt;
** JMSL&lt;br /&gt;
*** [[JMSL]]&lt;br /&gt;
*** [[JMSL Score]]&lt;br /&gt;
** [[JScoreML]]&lt;br /&gt;
** [[LilyPond]]&lt;br /&gt;
** [[MEI]]&lt;br /&gt;
** [[MHTML]]&lt;br /&gt;
** [[MidiXML]]&lt;br /&gt;
** [[minimusic]]&lt;br /&gt;
** [[MPEG4-SMR]]&lt;br /&gt;
** [[Mup]]&lt;br /&gt;
** [[MuseScore]]&lt;br /&gt;
*** [[MSC]] -(old file format)&lt;br /&gt;
*** [[MSCX]] - [[XML file format]]&lt;br /&gt;
*** [[MSCZ]] - [[GZIP]] compressed [[MSCX]]&lt;br /&gt;
** [[Music Description Language]]&lt;br /&gt;
** [[Music Markup Language]]&lt;br /&gt;
** [[Music Time]] (.mus)&lt;br /&gt;
** [[Music Time Pro]] (.mts)&lt;br /&gt;
** [[Musical Notation Markup Language]]&lt;br /&gt;
** [[MusicML]]&lt;br /&gt;
** [[MusicWrite]] (.mwk)&lt;br /&gt;
** [[MusicXML]]&lt;br /&gt;
** [[MusicXML compressed]] (.mxl)&lt;br /&gt;
** [[Musink]] (.musink)&lt;br /&gt;
** [[MusiqueXML]]&lt;br /&gt;
** [[MusiXML]]&lt;br /&gt;
** [[Myriad Software]] (.msf)&lt;br /&gt;
** [[NeumesXML]]&lt;br /&gt;
** [[Neuratron Photoscore Format]] (.opt)&lt;br /&gt;
** [[Notation Interchange File Format]]&lt;br /&gt;
** [[NoteAbility Pro]]&lt;br /&gt;
** [[Noteworthy Composer and Music Publisher]] (.nwc)&lt;br /&gt;
** [[NoteWriter]]&lt;br /&gt;
** [[Notion]]&lt;br /&gt;
** [[NtEd]]&lt;br /&gt;
** [[Overture]] (.ove)&lt;br /&gt;
** [[PriMus]]&lt;br /&gt;
** [[Rhapsody Notation Program File]] (.rhp)&lt;br /&gt;
** [[Rhapsody 2/3]] (RISC OS.  Unrelated to the above &amp;quot;Rhapsody Notation Program File&amp;quot;)&lt;br /&gt;
** [[Rhapsody 4]] (RISC OS, .c00)&lt;br /&gt;
** [[Rosegarden]] (.rg)&lt;br /&gt;
** [[QuickScore Elite]] (.qsd)&lt;br /&gt;
** [[SCORE]] (.mus)&lt;br /&gt;
** [[Score Perfect]] (.spp)&lt;br /&gt;
** [[ScoreML]]&lt;br /&gt;
** [[ScoreWriter]] (.scw)&lt;br /&gt;
** [[Sibelius]]&lt;br /&gt;
** [[SMDL]]&lt;br /&gt;
** [[SongWrite]]&lt;br /&gt;
** [[Studio Session Song]] (.sss)&lt;br /&gt;
** [[Theta]]&lt;br /&gt;
** [[Tilia]]&lt;br /&gt;
** [[Virtual Musician Markup Language]]&lt;br /&gt;
** [[WEDELMUSIC]]&lt;br /&gt;
** [[XMF]]&lt;br /&gt;
** [[XMusic]]&lt;br /&gt;
** [[XScore]] (eXtensible Score Language)&lt;br /&gt;
&lt;br /&gt;
== Playlists, music libraries, music store downloaders ==&lt;br /&gt;
&lt;br /&gt;
* [[Amazon downloader file]] (.amz)&lt;br /&gt;
* [[B4S]] (Winamp 3 playlist)&lt;br /&gt;
* [[FPL]] (foobar2000 playlist)&lt;br /&gt;
* [[iTunes Music Library]]&lt;br /&gt;
* [[Kapsule]] (Kazaa XML Manifest)&lt;br /&gt;
* [[KPL]] (Kazaa Playlist Format)&lt;br /&gt;
* [[M3U]] (Multimedia Playlist Format)&lt;br /&gt;
* [[MAGMA]] ([[Magnet URI]])&lt;br /&gt;
* [[MOD4WIN Module List]] (.mol)&lt;br /&gt;
* [[PLS]] (Multimedia Playlist)&lt;br /&gt;
* [[RAM]] (RealAudio)&lt;br /&gt;
* [[SMIL]] (W3C open standard)&lt;br /&gt;
* [[WPL]] (Windows Media Playlist)&lt;br /&gt;
* [[XML Sharable Playlist]]&lt;br /&gt;
&lt;br /&gt;
== Programming languages and APIs (audio/music-specific) ==&lt;br /&gt;
&lt;br /&gt;
* [[Music Macro Language]]&lt;br /&gt;
* [[WaveGL]]&lt;br /&gt;
* [[Web Audio API]]&lt;br /&gt;
&lt;br /&gt;
== Ringtones ==&lt;br /&gt;
&lt;br /&gt;
* [[i Melody]]&lt;br /&gt;
* [[M4R]] (Apple iPhone Ringtones - see [[M4A]])&lt;br /&gt;
* [[Polyphonic ringtone]]&lt;br /&gt;
* [[RTTTL]]&lt;br /&gt;
&lt;br /&gt;
== Sound card related formats ==&lt;br /&gt;
&lt;br /&gt;
* [[CMS (Creative Music System)]]&lt;br /&gt;
&lt;br /&gt;
== Speech synthesis ==&lt;br /&gt;
&lt;br /&gt;
* [[VoiceDescription]] (OS X)&lt;br /&gt;
&lt;br /&gt;
== Unclassified (need to move to other categories) ==&lt;br /&gt;
&lt;br /&gt;
* [[ACM]] (Audio Compression Manager)&lt;br /&gt;
* [[ADM]] (ADM Audio File)&lt;br /&gt;
* [[B1S]]&lt;br /&gt;
* [[BDSP]] (BotDetect Sound Package)&lt;br /&gt;
* [[BVG]]&lt;br /&gt;
* [[CBD2]]&lt;br /&gt;
* [[DSM]] (DSIK Internal)&lt;br /&gt;
* [[DSPW]]&lt;br /&gt;
* [[DTK]]&lt;br /&gt;
* [[FFW]]&lt;br /&gt;
* [[First Rate Music Hall]] (.pck, MSX-Music song editor using [[Music Macro Language]])&lt;br /&gt;
* [[GBTS]]&lt;br /&gt;
* [[GCUB]]&lt;br /&gt;
* [[GSB]]&lt;br /&gt;
* [[HLWAV]]&lt;br /&gt;
* [[IAB]]&lt;br /&gt;
* [[IADP]]&lt;br /&gt;
* [[INT]] (RAW File)&lt;br /&gt;
* [[ISWS]]&lt;br /&gt;
* [[JSTM]]&lt;br /&gt;
* [[KOVS]]&lt;br /&gt;
* [[MA]] (Music Assembler)&lt;br /&gt;
* [[MNSTR]]&lt;br /&gt;
* [[MSF]]&lt;br /&gt;
* [[MTAF]]&lt;br /&gt;
* [[S98]] (NEC PC-98)&lt;br /&gt;
* [[SD]] (ESPS sampled data file)&lt;br /&gt;
* [[SGI]] (Sound Generator 3.0 instrument)&lt;br /&gt;
* [[SNG (SCC Musixx)|SNG]] (SCC Musixx)&lt;br /&gt;
* [[Sound Effect Editor]] (.see, MSX)&lt;br /&gt;
* [[TFMX]] (TFMX)&lt;br /&gt;
* [[Vivaldi]] (RISC OS)&lt;br /&gt;
&lt;br /&gt;
See the Open Cubic Player homepage for a list of demo formats: http://www.cubic.org/player/features.html&lt;br /&gt;
&lt;br /&gt;
See also [[Piano Rolls]] (which is under the [[Physical File Formats]]).&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://boingboing.net/2013/09/20/kickstarting-free-open-record.html Kickstarting free, open recordings of Bach's &amp;quot;Well-Tempered Clavier, Book 1&amp;quot;]&lt;br /&gt;
* [http://mpc-hc.org/ MPC-HC: media player for Windows handling just about all video/audio formats]&lt;br /&gt;
* [http://boingboing.net/2013/09/27/david-byrnes-how-music-wor.html How Music Works]&lt;br /&gt;
* [http://www.textfiles.com/programming/FORMATS/admusfmt.pro Some discussion of &amp;quot;advanced music formats&amp;quot; from 1994]&lt;br /&gt;
* [http://www.textfiles.com/programming/FORMATS/audiof23.txt FAQ on audio file formats (1992-07-09)]&lt;br /&gt;
* [http://boingboing.net/2013/11/03/this-must-be-the-8-bit-place.html Chiptune version of Talking Heads song]&lt;br /&gt;
* [http://www.youtube.com/watch?v=3Z2vU8M6CYI Beatles 3000: humorous video of how the future might misunderstand 20th century pop culture if artifacts decay as happened in the past]&lt;br /&gt;
* [http://publicdomainreview.tumblr.com/post/76437123224/chaoscontrolled123-luke-and-i-were-looking-at The Music Written on This Dude's Butt]&lt;br /&gt;
* [http://vimeo.com/58200103 &amp;quot;Eye of the tiger&amp;quot; played on a modified dot matrix printer]&lt;br /&gt;
* [http://chipflip.wordpress.com/2014/03/09/a-short-history-of-hardcore-chipmusic/ A Short History of Hardcore Chipmusic]&lt;br /&gt;
* [https://medium.com/message/you-need-to-hear-this-extremely-rare-recording-27619411e077 You Need to Hear This Extremely Rare Recording]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/audio.html Library of Congress Recommended Format Specifications: Audio Works]&lt;br /&gt;
* [http://betaboston.com/news/2014/07/17/in-a-bid-for-more-emotional-snacking-frito-lay-patents-culinary-theme-songs/ In a bid for more emotional snacking, Frito-Lay patents culinary theme songs]&lt;br /&gt;
* [http://www.theverge.com/2014/8/4/5968243/mit-turns-recorded-vibrations-back-into-speech-and-music Scientists reconstruct speech through soundproof glass by watching a bag of potato chips]&lt;br /&gt;
* [http://www.palmbeachpost.com/ap/ap/business/apple-releases-tool-to-remove-free-u2-album/nhNG9/ Apple releases tool to remove free U2 album] (which they gave you whether you wanted it or not)&lt;br /&gt;
* [https://github.com/AyrA/ExcelPlayer Excel sheet that plays video and audio]&lt;br /&gt;
* [http://webaudio.github.io/web-audio-api/ Web Audio API (W3C)]&lt;br /&gt;
* [http://www.wonderingsound.com/feature/why-collecting-music-matters/ Why Collecting Matters: Citizen Archivists and the Battle for Future Pasts]&lt;br /&gt;
* [http://mediaarea.net/en/MediaInfo MediaInfo: software that shows metadata for audio/video files]&lt;br /&gt;
* [http://www.bl.uk/projects/save-our-sounds Save our Sounds]&lt;br /&gt;
* [http://www.davidsystems.com/#tools David Systems tools: includes online loudness analysis of sound files]&lt;br /&gt;
* [http://createdigitalmusic.com/2015/07/next-web-standard-music-notation/ The next Web standard could be music notation]&lt;br /&gt;
* [https://www.youtube.com/watch?v=q_3d1x2VPxk How Oldschool Sound/Music worked] (video)&lt;br /&gt;
* [http://www.crutchfield.com/S-ulligiNLBZf/learn/learningcenter/home/hometheater_surround.html Understanding surround sound formats]&lt;br /&gt;
&lt;br /&gt;
[[Category:Audio and Music| ]]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Barony_Voxel</id>
		<title>Barony Voxel</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Barony_Voxel"/>
				<updated>2017-01-20T03:50:17Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;{{FormatInfo |formattype=electronic |subcat=Game data files |extensions={{ext|vox}} |released=2015 }}  '''Barony Voxel''' files are used by the game [http://www.baronygame.com...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|vox}}&lt;br /&gt;
|released=2015&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Barony Voxel''' files are used by the game [http://www.baronygame.com/ Barony] to store voxel model data. Each file is a three dimensional array of indexes to voxel colors. If a voxel index is 255 or 0xFF, then the voxel is transparent. There can only be 256 different colors including transparency in a Barony voxel model.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
uint32 size_x&lt;br /&gt;
uint32 size_y&lt;br /&gt;
uint32 size_z&lt;br /&gt;
&lt;br /&gt;
struct rows[size_x]&lt;br /&gt;
    struct columns[size_y]&lt;br /&gt;
        struct voxels[size_z]&lt;br /&gt;
            uint8 voxel_color_index&lt;br /&gt;
&lt;br /&gt;
struct colors[256]&lt;br /&gt;
    uint8 red&lt;br /&gt;
    uint8 green&lt;br /&gt;
    uint8 blue&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
[http://www.baronygame.com/ Barony website]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2017-01-20T03:41:31Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Individual Game Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Allegro (game programming library)&lt;br /&gt;
** [[Allegro packfile]]&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Model Format]] (.mdl)&lt;br /&gt;
**[[Valve Collision Model]] (.phy)&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
**[[Valve Vertex Data]] (.vvd)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
* 7 Days to Die&lt;br /&gt;
** [[TTS Prefab]] (.tts)&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* Arma&lt;br /&gt;
** [[Arma PBO]] (.pbo)&lt;br /&gt;
* Barony&lt;br /&gt;
** [[Barony Voxel]] (.vox)&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]] (.act)&lt;br /&gt;
** [[Electronic Arts INF‎]] (.inf)&lt;br /&gt;
** [[Electronic Arts MOV]] (.mov)&lt;br /&gt;
** [[Electronic Arts MUS]] (.mus)&lt;br /&gt;
* Cities Skylines&lt;br /&gt;
** [[Cities Skylines CRP]] (.crp)&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]] (.rbj)&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]] (.snd)&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]] (.mus)&lt;br /&gt;
** [[Doom WAD]] (.wad)&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]] (.gcd)&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* Grand Theft Auto&lt;br /&gt;
** [[RAGE Package Format]] (.rpf)&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]] (.pck)&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Lego Island&lt;br /&gt;
** [[Lego Island World Database]] (.wdb)&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
*Stronghold&lt;br /&gt;
**[[Stronghold GM1]] (.gm1)&lt;br /&gt;
**[[TGX Graphics]] (.tgx)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]] (.dat)&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (.pud) (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.newstatesman.com/culture/2014/03/all-these-years-later-there%E2%80%99s-still-nothing-better-doom All these years later, there’s still nothing better than Doom]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://mirror.us.oneandone.net/projects/media.ccc.de/congress/2010/mp4-h264-HQ/27c3-4087-en-console_hacking_2010.mp4 Video on hacking game consoles]&lt;br /&gt;
* [http://www.playfuljs.com/a-first-person-engine-in-265-lines/ First person game engine in 265 lines of JavaScript]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Lego_Island_World_Database</id>
		<title>Lego Island World Database</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Lego_Island_World_Database"/>
				<updated>2017-01-15T08:27:02Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|wdb}}&lt;br /&gt;
|released=1997&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Lego Island World Database''' format is for a particular file in the [https://en.wikipedia.org/wiki/Mindscape Mindscape] game [https://en.wikipedia.org/wiki/Lego_Island Lego Island]. This file stores all of the models and textures used in the game. The path to the file from the Lego Island installation directory is &amp;lt;code&amp;gt;&amp;quot;LEGO Island\lego\data\WORLD.WDB&amp;quot;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
This format is not complete in that not every model can be extracted using this method, but it is the closest description of the format that works at this time.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Documentation info&lt;br /&gt;
// struct groups[x] -&amp;gt; A data structure called groups that is repeated x number of times.&lt;br /&gt;
// uint32 -&amp;gt; An unsigned integer that is 32 bits in size.&lt;br /&gt;
// float32 -&amp;gt; a floating point number that is 32 bits in size.&lt;br /&gt;
// char[x] -&amp;gt; A string of characters that is x characters long.&lt;br /&gt;
// if (INDEX/subgroups) == 1 -&amp;gt; If the index of the subgroups data structure is 1 execute the following indented.&lt;br /&gt;
// SEEK 10 -&amp;gt; Seek to byte 10 in the binary file.&lt;br /&gt;
// SEEKREL -1 -&amp;gt; Seek 1 byte backwards in the binary file.&lt;br /&gt;
// MARKER HELLO -&amp;gt; A marker definition that can be accessed with GOTO HELLO.&lt;br /&gt;
// GOTO HELLO -&amp;gt; Go to the marker HELLO.&lt;br /&gt;
&lt;br /&gt;
uint32 number_of_groups&lt;br /&gt;
&lt;br /&gt;
struct groups[number_of_groups]&lt;br /&gt;
  uint32 size_of_group_title&lt;br /&gt;
  char[size_of_group_title] group_title&lt;br /&gt;
&lt;br /&gt;
  struct subgroups[2]&lt;br /&gt;
    uint32 num_sub_items&lt;br /&gt;
    struct sub_items[num_sub_items]&lt;br /&gt;
      uint32 size_of_sub_item_title&lt;br /&gt;
      char[size_of_sub_item_title] sub_item_title&lt;br /&gt;
      uint32 size_of_item&lt;br /&gt;
      uint32 item_offset&lt;br /&gt;
&lt;br /&gt;
      if (INDEX/subgroups) == 1&lt;br /&gt;
        size_of_presenter_title I&lt;br /&gt;
        presenter_title s size_of_presenter_title&lt;br /&gt;
        byte[37] unknown&lt;br /&gt;
&lt;br /&gt;
uint32 gif_chunk_size&lt;br /&gt;
byte[gif_chunk_size] unknown&lt;br /&gt;
uint32 model_chunk_size&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//gifchunk&lt;br /&gt;
uint32 num_images&lt;br /&gt;
struct images[num_images]&lt;br /&gt;
  uint32 size_of_string&lt;br /&gt;
  char[size_of_string] gif_name&lt;br /&gt;
  uint32 width&lt;br /&gt;
  uint32 height&lt;br /&gt;
  uint32 num_colors&lt;br /&gt;
&lt;br /&gt;
  struct colors[num_colors]&lt;br /&gt;
    uint8 r&lt;br /&gt;
    uint8 g&lt;br /&gt;
    uint8 b&lt;br /&gt;
&lt;br /&gt;
  struct rows[height]&lt;br /&gt;
    struct pixels[width]&lt;br /&gt;
      uint8 color_index&lt;br /&gt;
&lt;br /&gt;
	  &lt;br /&gt;
//modelchunk&lt;br /&gt;
uint32 size_of_chunk&lt;br /&gt;
uint32 num_bins&lt;br /&gt;
struct bins[num_bins]&lt;br /&gt;
  uint32 size_of_string&lt;br /&gt;
  char[size_of_string] bin_name&lt;br /&gt;
  uint32 num_models&lt;br /&gt;
  uint32 end_bin_offset&lt;br /&gt;
  SEEK end_bin_offset&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//model&lt;br /&gt;
uint32 magic_number&lt;br /&gt;
uint32 bytes_left_in_subgroup&lt;br /&gt;
uint32 version&lt;br /&gt;
byte[8] unknown&lt;br /&gt;
uint32 size_of_file_name&lt;br /&gt;
char[size_of_file_name] file_name&lt;br /&gt;
&lt;br /&gt;
uint32 u1&lt;br /&gt;
&lt;br /&gt;
struct unknowns1[u1]&lt;br /&gt;
  float32 some_float1&lt;br /&gt;
  float32 some_float2&lt;br /&gt;
  float32 some_float3&lt;br /&gt;
  float32 some_float4&lt;br /&gt;
&lt;br /&gt;
uint32 u2&lt;br /&gt;
&lt;br /&gt;
struct unknowns2[u2]&lt;br /&gt;
  uint32 some_int1&lt;br /&gt;
  uint32 some_int2&lt;br /&gt;
  uint32 some_int3&lt;br /&gt;
  uint32 some_int4&lt;br /&gt;
&lt;br /&gt;
uint32 number_of_components&lt;br /&gt;
&lt;br /&gt;
struct component_header[number_of_components]&lt;br /&gt;
  uint32 size_of_string&lt;br /&gt;
  char[size_of_string] component_header_name&lt;br /&gt;
&lt;br /&gt;
  uint16 num_things&lt;br /&gt;
  struct things[num_things]&lt;br /&gt;
    uint16 unknown1&lt;br /&gt;
    uint16 unknown2&lt;br /&gt;
    float32 ufloat1&lt;br /&gt;
    float32 ufloat2&lt;br /&gt;
    float32 ufloat3&lt;br /&gt;
&lt;br /&gt;
  uint16 num_things2&lt;br /&gt;
  struct things2[num_things2]&lt;br /&gt;
    uint16 unknown1&lt;br /&gt;
    uint16 unknown2&lt;br /&gt;
    float32 ufloat1&lt;br /&gt;
    float32 ufloat2&lt;br /&gt;
    float32 ufloat3&lt;br /&gt;
    float32 ufloat4&lt;br /&gt;
&lt;br /&gt;
  uint16 num_things3&lt;br /&gt;
  uint16 num_things4&lt;br /&gt;
&lt;br /&gt;
  uint32 some_int&lt;br /&gt;
&lt;br /&gt;
//components&lt;br /&gt;
struct components[number_of_components+1]&lt;br /&gt;
  uint32 size_of_string&lt;br /&gt;
  char[size_of_string] component_name&lt;br /&gt;
&lt;br /&gt;
  struct random_floats2[10]&lt;br /&gt;
    float32 random_float2&lt;br /&gt;
&lt;br /&gt;
  byte[4] unknown&lt;br /&gt;
  uint8 defined_elsewhere&lt;br /&gt;
  if (defined_elsewhere) == 1&lt;br /&gt;
    byte[4] unknown&lt;br /&gt;
    GOTO ENDCOMP&lt;br /&gt;
&lt;br /&gt;
  //number of lod models in this component&lt;br /&gt;
  uint32 number_of_models&lt;br /&gt;
&lt;br /&gt;
  if (number_of_models) == 0&lt;br /&gt;
    GOTO SKIPCOMPOFFSET&lt;br /&gt;
&lt;br /&gt;
  uint32 end_component_offset&lt;br /&gt;
  MARKER SKIPCOMPOFFSET&lt;br /&gt;
&lt;br /&gt;
  //this means lod, all models in a chunk are the same, just different poly&lt;br /&gt;
  struct models[number_of_models]&lt;br /&gt;
    byte[4] unknown&lt;br /&gt;
    uint16 number_of_parts&lt;br /&gt;
    byte[2] unknown&lt;br /&gt;
    uint16 number_of_verts&lt;br /&gt;
    uint16 number_of_normals&lt;br /&gt;
    uint16 number_of_coordinates&lt;br /&gt;
    byte[2] unknown&lt;br /&gt;
&lt;br /&gt;
    struct vertices[number_of_verts]&lt;br /&gt;
      float32 x&lt;br /&gt;
      float32 y&lt;br /&gt;
      float32 z&lt;br /&gt;
&lt;br /&gt;
    struct normals[number_of_normals/2]&lt;br /&gt;
      float32 x&lt;br /&gt;
      float32 y&lt;br /&gt;
      float32 z&lt;br /&gt;
&lt;br /&gt;
    struct coordinates[number_of_coordinates]&lt;br /&gt;
      float32 u&lt;br /&gt;
      float32 v&lt;br /&gt;
&lt;br /&gt;
    struct parts[number_of_parts]&lt;br /&gt;
      uint16 num_tris&lt;br /&gt;
      uint16 num_index_definitions&lt;br /&gt;
&lt;br /&gt;
      struct indices[num_tris]&lt;br /&gt;
        struct axis[3]&lt;br /&gt;
          uint16 first&lt;br /&gt;
          uint16 second&lt;br /&gt;
&lt;br /&gt;
      uint32 num_coordinate_indices&lt;br /&gt;
&lt;br /&gt;
      struct coordinate_indices[num_coordinate_indices/3]&lt;br /&gt;
        struct axis[3]&lt;br /&gt;
          uint32 coordinate_index&lt;br /&gt;
&lt;br /&gt;
      uint8 part_color_red&lt;br /&gt;
      uint8 part_color_green&lt;br /&gt;
      uint8 part_color_blue&lt;br /&gt;
      byte[8] unknown&lt;br /&gt;
      uint32 size_of_texture_name&lt;br /&gt;
      char[size_of_texture_name] texture_name&lt;br /&gt;
      uint32 size_of_material_name&lt;br /&gt;
      char[size_of_material_name] material_name&lt;br /&gt;
&lt;br /&gt;
  byte[4] unknown&lt;br /&gt;
  MARKER ENDCOMP&lt;br /&gt;
&lt;br /&gt;
//modelgifs&lt;br /&gt;
uint32 num_images&lt;br /&gt;
byte[4] unknown&lt;br /&gt;
struct images[num_images]&lt;br /&gt;
  uint32 size_of_string&lt;br /&gt;
  //store gif_char for later use, then go back and read entire gif_name&lt;br /&gt;
  uint8 gif_char&lt;br /&gt;
  SEEKREL -1&lt;br /&gt;
  char[size_of_string] gif_name&lt;br /&gt;
&lt;br /&gt;
  uint32 width&lt;br /&gt;
  uint32 height&lt;br /&gt;
  uint32 num_colors&lt;br /&gt;
&lt;br /&gt;
  struct colors[num_colors]&lt;br /&gt;
    uint8 r&lt;br /&gt;
    uint8 g&lt;br /&gt;
    uint8 b&lt;br /&gt;
&lt;br /&gt;
  struct rows[height]&lt;br /&gt;
    struct pixels[width]&lt;br /&gt;
      uint8 color_index&lt;br /&gt;
	  &lt;br /&gt;
  //for special textures beggining with &amp;quot;^&amp;quot;&lt;br /&gt;
  if (gif_char) == 94&lt;br /&gt;
    struct  extra_images[1]&lt;br /&gt;
      uint32 width&lt;br /&gt;
      uint32 height&lt;br /&gt;
      uint32 num_colors&lt;br /&gt;
&lt;br /&gt;
      struct colors[num_colors]&lt;br /&gt;
        uint8 r&lt;br /&gt;
        uint8 g&lt;br /&gt;
	uint8 b&lt;br /&gt;
&lt;br /&gt;
      struct rows[height]&lt;br /&gt;
        struct pixels[width]&lt;br /&gt;
          uint8 color_index&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://github.com/LiamBrandt/WDBRipper Tool to extract wdb files]&lt;br /&gt;
*[http://www.rockraidersunited.com/topic/6458-lego-island-wdb-extractor/ RRU thread on wdb format]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Lego_Island_World_Database</id>
		<title>Lego Island World Database</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Lego_Island_World_Database"/>
				<updated>2017-01-06T04:33:28Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|wdb}}&lt;br /&gt;
|released=1997&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Lego Island World Database''' format is for a particular file in the [https://en.wikipedia.org/wiki/Mindscape Mindscape] game [https://en.wikipedia.org/wiki/Lego_Island Lego Island]. This file stores all of the models and textures used in the game.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Documentation info&lt;br /&gt;
// struct groups[x] -&amp;gt; A data structure called groups that is repeated x number of times.&lt;br /&gt;
// uint32 -&amp;gt; An unsigned integer that is 32 bits in size.&lt;br /&gt;
// float32 -&amp;gt; a floating point number that is 32 bits in size.&lt;br /&gt;
// char[x] -&amp;gt; A string of characters that is x characters long.&lt;br /&gt;
// if (INDEX/subgroups) == 1 -&amp;gt; If the index of the subgroups data structure is 1 execute the following indented.&lt;br /&gt;
// SEEK 10 -&amp;gt; Seek to byte 10 in the binary file.&lt;br /&gt;
// SEEKREL -1 -&amp;gt; Seek 1 byte backwards in the binary file.&lt;br /&gt;
// MARKER HELLO -&amp;gt; A marker definition that can be accessed with GOTO HELLO.&lt;br /&gt;
// GOTO HELLO -&amp;gt; Go to the marker HELLO.&lt;br /&gt;
&lt;br /&gt;
uint32 number_of_groups&lt;br /&gt;
&lt;br /&gt;
struct groups[number_of_groups]&lt;br /&gt;
  uint32 size_of_group_title&lt;br /&gt;
  char[size_of_group_title] group_title&lt;br /&gt;
&lt;br /&gt;
  struct subgroups[2]&lt;br /&gt;
    uint32 num_sub_items&lt;br /&gt;
    struct sub_items[num_sub_items]&lt;br /&gt;
      uint32 size_of_sub_item_title&lt;br /&gt;
      char[size_of_sub_item_title] sub_item_title&lt;br /&gt;
      uint32 size_of_item&lt;br /&gt;
      uint32 item_offset&lt;br /&gt;
&lt;br /&gt;
      if (INDEX/subgroups) == 1&lt;br /&gt;
        size_of_presenter_title I&lt;br /&gt;
        presenter_title s size_of_presenter_title&lt;br /&gt;
        byte[37] unknown&lt;br /&gt;
&lt;br /&gt;
uint32 gif_chunk_size&lt;br /&gt;
byte[gif_chunk_size] unknown&lt;br /&gt;
uint32 model_chunk_size&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//gifchunk&lt;br /&gt;
uint32 num_images&lt;br /&gt;
struct images[num_images]&lt;br /&gt;
  uint32 size_of_string&lt;br /&gt;
  char[size_of_string] gif_name&lt;br /&gt;
  uint32 width&lt;br /&gt;
  uint32 height&lt;br /&gt;
  uint32 num_colors&lt;br /&gt;
&lt;br /&gt;
  struct colors[num_colors]&lt;br /&gt;
    uint8 r&lt;br /&gt;
    uint8 g&lt;br /&gt;
    uint8 b&lt;br /&gt;
&lt;br /&gt;
  struct rows[height]&lt;br /&gt;
    struct pixels[width]&lt;br /&gt;
      uint8 color_index&lt;br /&gt;
&lt;br /&gt;
	  &lt;br /&gt;
//modelchunk&lt;br /&gt;
uint32 size_of_chunk&lt;br /&gt;
uint32 num_bins&lt;br /&gt;
struct bins[num_bins]&lt;br /&gt;
  uint32 size_of_string&lt;br /&gt;
  char[size_of_string] bin_name&lt;br /&gt;
  uint32 num_models&lt;br /&gt;
  uint32 end_bin_offset&lt;br /&gt;
  SEEK end_bin_offset&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//model&lt;br /&gt;
uint32 magic_number&lt;br /&gt;
uint32 bytes_left_in_subgroup&lt;br /&gt;
uint32 version&lt;br /&gt;
byte[8] unknown&lt;br /&gt;
uint32 size_of_file_name&lt;br /&gt;
char[size_of_file_name] file_name&lt;br /&gt;
&lt;br /&gt;
uint32 u1&lt;br /&gt;
&lt;br /&gt;
struct unknowns1[u1]&lt;br /&gt;
  float32 some_float1&lt;br /&gt;
  float32 some_float2&lt;br /&gt;
  float32 some_float3&lt;br /&gt;
  float32 some_float4&lt;br /&gt;
&lt;br /&gt;
uint32 u2&lt;br /&gt;
&lt;br /&gt;
struct unknowns2[u2]&lt;br /&gt;
  uint32 some_int1&lt;br /&gt;
  uint32 some_int2&lt;br /&gt;
  uint32 some_int3&lt;br /&gt;
  uint32 some_int4&lt;br /&gt;
&lt;br /&gt;
uint32 number_of_components&lt;br /&gt;
&lt;br /&gt;
struct component_header[number_of_components]&lt;br /&gt;
  uint32 size_of_string&lt;br /&gt;
  char[size_of_string] component_header_name&lt;br /&gt;
&lt;br /&gt;
  uint16 num_things&lt;br /&gt;
  struct things[num_things]&lt;br /&gt;
    uint16 unknown1&lt;br /&gt;
    uint16 unknown2&lt;br /&gt;
    float32 ufloat1&lt;br /&gt;
    float32 ufloat2&lt;br /&gt;
	float32 ufloat3&lt;br /&gt;
&lt;br /&gt;
  uint16 num_things2&lt;br /&gt;
  struct things2[num_things2]&lt;br /&gt;
    uint16 unknown1&lt;br /&gt;
    uint16 unknown2&lt;br /&gt;
    float32 ufloat1&lt;br /&gt;
    float32 ufloat2&lt;br /&gt;
	float32 ufloat3&lt;br /&gt;
	float32 ufloat4&lt;br /&gt;
&lt;br /&gt;
  uint16 num_things3&lt;br /&gt;
  uint16 num_things4&lt;br /&gt;
&lt;br /&gt;
  uint32 some_int&lt;br /&gt;
&lt;br /&gt;
//components&lt;br /&gt;
struct components[number_of_components+1]&lt;br /&gt;
  uint32 size_of_string&lt;br /&gt;
  char[size_of_string] component_name&lt;br /&gt;
&lt;br /&gt;
  struct random_floats2[10]&lt;br /&gt;
    float32 random_float2&lt;br /&gt;
&lt;br /&gt;
  byte[4] unknown&lt;br /&gt;
  uint8 defined_elsewhere&lt;br /&gt;
  if (defined_elsewhere) == 1&lt;br /&gt;
    byte[4] unknown&lt;br /&gt;
    GOTO ENDCOMP&lt;br /&gt;
&lt;br /&gt;
  //number of lod models in this component&lt;br /&gt;
  uint32 number_of_models&lt;br /&gt;
&lt;br /&gt;
  if (number_of_models) == 0&lt;br /&gt;
    GOTO SKIPCOMPOFFSET&lt;br /&gt;
&lt;br /&gt;
  uint32 end_component_offset&lt;br /&gt;
  MARKER SKIPCOMPOFFSET&lt;br /&gt;
&lt;br /&gt;
  //this means lod, all models in a chunk are the same, just different poly&lt;br /&gt;
  struct models[number_of_models]&lt;br /&gt;
    byte[4] unknown&lt;br /&gt;
    uint16 number_of_parts&lt;br /&gt;
    byte[2] unknown&lt;br /&gt;
    uint16 number_of_verts&lt;br /&gt;
    uint16 number_of_normals&lt;br /&gt;
    uint16 number_of_coordinates&lt;br /&gt;
    byte[2] unknown&lt;br /&gt;
&lt;br /&gt;
    struct vertices[number_of_verts]&lt;br /&gt;
      float32 x&lt;br /&gt;
      float32 y&lt;br /&gt;
	  float32 z&lt;br /&gt;
&lt;br /&gt;
    struct normals[number_of_normals/2]&lt;br /&gt;
      float32 x&lt;br /&gt;
      float32 y&lt;br /&gt;
	  float32 z&lt;br /&gt;
&lt;br /&gt;
    struct coordinates[number_of_coordinates]&lt;br /&gt;
      float32 u&lt;br /&gt;
      float32 v&lt;br /&gt;
&lt;br /&gt;
    struct parts[number_of_parts]&lt;br /&gt;
      uint16 num_tris&lt;br /&gt;
      uint16 num_index_definitions&lt;br /&gt;
&lt;br /&gt;
      struct indices[num_tris]&lt;br /&gt;
        struct axis[3]&lt;br /&gt;
          uint16 first&lt;br /&gt;
          uint16 second&lt;br /&gt;
&lt;br /&gt;
      uint32 num_coordinate_indices&lt;br /&gt;
&lt;br /&gt;
      struct coordinate_indices[num_coordinate_indices/3]&lt;br /&gt;
        struct axis[3]&lt;br /&gt;
          uint32 coordinate_index&lt;br /&gt;
&lt;br /&gt;
      uint8 part_color_red&lt;br /&gt;
      uint8 part_color_green&lt;br /&gt;
      uint8 part_color_blue&lt;br /&gt;
      byte[8] unknown&lt;br /&gt;
      uint32 size_of_texture_name&lt;br /&gt;
      char[size_of_texture_name] texture_name&lt;br /&gt;
      uint32 size_of_material_name&lt;br /&gt;
      char[size_of_material_name] material_name&lt;br /&gt;
&lt;br /&gt;
  byte[4] unknown&lt;br /&gt;
  MARKER ENDCOMP&lt;br /&gt;
&lt;br /&gt;
//modelgifs&lt;br /&gt;
uint32 num_images&lt;br /&gt;
byte[4] unknown&lt;br /&gt;
struct images[num_images]&lt;br /&gt;
  uint32 size_of_string&lt;br /&gt;
  //store gif_char for later use, then go back and read entire gif_name&lt;br /&gt;
  uint8 gif_char&lt;br /&gt;
  SEEKREL -1&lt;br /&gt;
  char[size_of_string] gif_name&lt;br /&gt;
&lt;br /&gt;
  uint32 width&lt;br /&gt;
  uint32 height&lt;br /&gt;
  uint32 num_colors&lt;br /&gt;
&lt;br /&gt;
  struct colors[num_colors]&lt;br /&gt;
    uint8 r&lt;br /&gt;
    uint8 g&lt;br /&gt;
    uint8 b&lt;br /&gt;
&lt;br /&gt;
  struct rows[height]&lt;br /&gt;
    struct pixels[width]&lt;br /&gt;
      uint8 color_index&lt;br /&gt;
	  &lt;br /&gt;
  //for special textures beggining with &amp;quot;^&amp;quot;&lt;br /&gt;
  if (gif_char) == 94&lt;br /&gt;
    struct  extra_images[1]&lt;br /&gt;
      uint32 width&lt;br /&gt;
      uint32 height&lt;br /&gt;
      uint32 num_colors&lt;br /&gt;
&lt;br /&gt;
      struct colors[num_colors]&lt;br /&gt;
        uint8 r&lt;br /&gt;
        uint8 g&lt;br /&gt;
		uint8 b&lt;br /&gt;
&lt;br /&gt;
      struct rows[height]&lt;br /&gt;
        struct pixels[width]&lt;br /&gt;
          uint8 color_index&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://github.com/LiamBrandt/WDBRipper Tool to extract wdb files]&lt;br /&gt;
*[http://www.rockraidersunited.com/topic/6458-lego-island-wdb-extractor/ RRU thread on wdb format]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Lego_Island_World_Database</id>
		<title>Lego Island World Database</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Lego_Island_World_Database"/>
				<updated>2017-01-06T04:30:09Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;{{FormatInfo |formattype=electronic |subcat=Game data files |extensions={{ext|wdb}} |released=1997 }}  The '''Lego Island World Database''' format is for a particular file in ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|wdb}}&lt;br /&gt;
|released=1997&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Lego Island World Database''' format is for a particular file in the [https://en.wikipedia.org/wiki/Mindscape Mindscape] game [https://en.wikipedia.org/wiki/Lego_Island Lego Island]. This file stores all of the models and textures used in the game.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Documentation info&lt;br /&gt;
// struct groups[x] -&amp;gt; A data structure called groups that is repeated x number of times.&lt;br /&gt;
// uint32 -&amp;gt; An unsigned integer that is 32 bits in size.&lt;br /&gt;
// float32 -&amp;gt; a floating point number that is 32 bits in size.&lt;br /&gt;
// char[x] -&amp;gt; A string of characters that is x characters long.&lt;br /&gt;
// if (INDEX) == 1 -&amp;gt; If the index of the current data structure is 1 execute the following indented.&lt;br /&gt;
// SEEK 10 -&amp;gt; Seek to byte 10 in the binary file.&lt;br /&gt;
// SEEKREL -1 -&amp;gt; Seek 1 byte backwards in the binary file.&lt;br /&gt;
// MARKER HELLO -&amp;gt; A marker definition that can be accessed with GOTO HELLO.&lt;br /&gt;
// GOTO HELLO -&amp;gt; Go to the marker HELLO.&lt;br /&gt;
&lt;br /&gt;
uint32 number_of_groups&lt;br /&gt;
&lt;br /&gt;
struct groups[number_of_groups]&lt;br /&gt;
  uint32 size_of_group_title&lt;br /&gt;
  char[size_of_group_title] group_title&lt;br /&gt;
&lt;br /&gt;
  struct subgroups[2]&lt;br /&gt;
    uint32 num_sub_items&lt;br /&gt;
    struct sub_items[num_sub_items]&lt;br /&gt;
      uint32 size_of_sub_item_title&lt;br /&gt;
      char[size_of_sub_item_title] sub_item_title&lt;br /&gt;
      uint32 size_of_item&lt;br /&gt;
      uint32 item_offset&lt;br /&gt;
&lt;br /&gt;
      if (INDEX/subgroups) == 1&lt;br /&gt;
        size_of_presenter_title I&lt;br /&gt;
        presenter_title s size_of_presenter_title&lt;br /&gt;
        byte[37] unknown&lt;br /&gt;
&lt;br /&gt;
uint32 gif_chunk_size&lt;br /&gt;
byte[gif_chunk_size] unknown&lt;br /&gt;
uint32 model_chunk_size&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//gifchunk&lt;br /&gt;
uint32 num_images&lt;br /&gt;
struct images[num_images]&lt;br /&gt;
  uint32 size_of_string&lt;br /&gt;
  char[size_of_string] gif_name&lt;br /&gt;
  uint32 width&lt;br /&gt;
  uint32 height&lt;br /&gt;
  uint32 num_colors&lt;br /&gt;
&lt;br /&gt;
  struct colors[num_colors]&lt;br /&gt;
    uint8 r&lt;br /&gt;
    uint8 g&lt;br /&gt;
    uint8 b&lt;br /&gt;
&lt;br /&gt;
  struct rows[height]&lt;br /&gt;
    struct pixels[width]&lt;br /&gt;
      uint8 color_index&lt;br /&gt;
&lt;br /&gt;
	  &lt;br /&gt;
//modelchunk&lt;br /&gt;
uint32 size_of_chunk&lt;br /&gt;
uint32 num_bins&lt;br /&gt;
struct bins[num_bins]&lt;br /&gt;
  uint32 size_of_string&lt;br /&gt;
  char[size_of_string] bin_name&lt;br /&gt;
  uint32 num_models&lt;br /&gt;
  uint32 end_bin_offset&lt;br /&gt;
  SEEK end_bin_offset&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//model&lt;br /&gt;
uint32 magic_number&lt;br /&gt;
uint32 bytes_left_in_subgroup&lt;br /&gt;
uint32 version&lt;br /&gt;
byte[8] unknown&lt;br /&gt;
uint32 size_of_file_name&lt;br /&gt;
char[size_of_file_name] file_name&lt;br /&gt;
&lt;br /&gt;
uint32 u1&lt;br /&gt;
&lt;br /&gt;
struct unknowns1[u1]&lt;br /&gt;
  float32 some_float1&lt;br /&gt;
  float32 some_float2&lt;br /&gt;
  float32 some_float3&lt;br /&gt;
  float32 some_float4&lt;br /&gt;
&lt;br /&gt;
uint32 u2&lt;br /&gt;
&lt;br /&gt;
struct unknowns2[u2]&lt;br /&gt;
  uint32 some_int1&lt;br /&gt;
  uint32 some_int2&lt;br /&gt;
  uint32 some_int3&lt;br /&gt;
  uint32 some_int4&lt;br /&gt;
&lt;br /&gt;
uint32 number_of_components&lt;br /&gt;
&lt;br /&gt;
struct component_header[number_of_components]&lt;br /&gt;
  uint32 size_of_string&lt;br /&gt;
  char[size_of_string] component_header_name&lt;br /&gt;
&lt;br /&gt;
  uint16 num_things&lt;br /&gt;
  struct things[num_things]&lt;br /&gt;
    uint16 unknown1&lt;br /&gt;
    uint16 unknown2&lt;br /&gt;
    float32 ufloat1&lt;br /&gt;
    float32 ufloat2&lt;br /&gt;
	float32 ufloat3&lt;br /&gt;
&lt;br /&gt;
  uint16 num_things2&lt;br /&gt;
  struct things2[num_things2]&lt;br /&gt;
    uint16 unknown1&lt;br /&gt;
    uint16 unknown2&lt;br /&gt;
    float32 ufloat1&lt;br /&gt;
    float32 ufloat2&lt;br /&gt;
	float32 ufloat3&lt;br /&gt;
	float32 ufloat4&lt;br /&gt;
&lt;br /&gt;
  uint16 num_things3&lt;br /&gt;
  uint16 num_things4&lt;br /&gt;
&lt;br /&gt;
  uint32 some_int&lt;br /&gt;
&lt;br /&gt;
//components&lt;br /&gt;
struct components[number_of_components+1]&lt;br /&gt;
  uint32 size_of_string&lt;br /&gt;
  char[size_of_string] component_name&lt;br /&gt;
&lt;br /&gt;
  struct random_floats2[10]&lt;br /&gt;
    float32 random_float2&lt;br /&gt;
&lt;br /&gt;
  byte[4] unknown&lt;br /&gt;
  uint8 defined_elsewhere&lt;br /&gt;
  if (defined_elsewhere) == 1&lt;br /&gt;
    byte[4] unknown&lt;br /&gt;
    GOTO ENDCOMP&lt;br /&gt;
&lt;br /&gt;
  //number of lod models in this component&lt;br /&gt;
  uint32 number_of_models&lt;br /&gt;
&lt;br /&gt;
  if (number_of_models) == 0&lt;br /&gt;
    GOTO SKIPCOMPOFFSET&lt;br /&gt;
&lt;br /&gt;
  uint32 end_component_offset&lt;br /&gt;
  MARKER SKIPCOMPOFFSET&lt;br /&gt;
&lt;br /&gt;
  //this means lod, all models in a chunk are the same, just different poly&lt;br /&gt;
  struct models[number_of_models]&lt;br /&gt;
    byte[4] unknown&lt;br /&gt;
    uint16 number_of_parts&lt;br /&gt;
    byte[2] unknown&lt;br /&gt;
    uint16 number_of_verts&lt;br /&gt;
    uint16 number_of_normals&lt;br /&gt;
    uint16 number_of_coordinates&lt;br /&gt;
    byte[2] unknown&lt;br /&gt;
&lt;br /&gt;
    struct vertices[number_of_verts]&lt;br /&gt;
      float32 x&lt;br /&gt;
      float32 y&lt;br /&gt;
	  float32 z&lt;br /&gt;
&lt;br /&gt;
    struct normals[number_of_normals/2]&lt;br /&gt;
      float32 x&lt;br /&gt;
      float32 y&lt;br /&gt;
	  float32 z&lt;br /&gt;
&lt;br /&gt;
    struct coordinates[number_of_coordinates]&lt;br /&gt;
      float32 u&lt;br /&gt;
      float32 v&lt;br /&gt;
&lt;br /&gt;
    struct parts[number_of_parts]&lt;br /&gt;
      uint16 num_tris&lt;br /&gt;
      uint16 num_index_definitions&lt;br /&gt;
&lt;br /&gt;
      struct indices[num_tris]&lt;br /&gt;
        struct axis[3]&lt;br /&gt;
          uint16 first&lt;br /&gt;
          uint16 second&lt;br /&gt;
&lt;br /&gt;
      uint32 num_coordinate_indices&lt;br /&gt;
&lt;br /&gt;
      struct coordinate_indices[num_coordinate_indices/3]&lt;br /&gt;
        struct axis[3]&lt;br /&gt;
          uint32 coordinate_index&lt;br /&gt;
&lt;br /&gt;
      uint8 part_color_red&lt;br /&gt;
      uint8 part_color_green&lt;br /&gt;
      uint8 part_color_blue&lt;br /&gt;
      byte[8] unknown&lt;br /&gt;
      uint32 size_of_texture_name&lt;br /&gt;
      char[size_of_texture_name] texture_name&lt;br /&gt;
      uint32 size_of_material_name&lt;br /&gt;
      char[size_of_material_name] material_name&lt;br /&gt;
&lt;br /&gt;
  byte[4] unknown&lt;br /&gt;
  MARKER ENDCOMP&lt;br /&gt;
&lt;br /&gt;
//modelgifs&lt;br /&gt;
uint32 num_images&lt;br /&gt;
byte[4] unknown&lt;br /&gt;
struct images[num_images]&lt;br /&gt;
  uint32 size_of_string&lt;br /&gt;
  //store gif_char for later use, then go back and read entire gif_name&lt;br /&gt;
  uint8 gif_char&lt;br /&gt;
  SEEKREL -1&lt;br /&gt;
  char[size_of_string] gif_name&lt;br /&gt;
&lt;br /&gt;
  uint32 width&lt;br /&gt;
  uint32 height&lt;br /&gt;
  uint32 num_colors&lt;br /&gt;
&lt;br /&gt;
  struct colors[num_colors]&lt;br /&gt;
    uint8 r&lt;br /&gt;
    uint8 g&lt;br /&gt;
    uint8 b&lt;br /&gt;
&lt;br /&gt;
  struct rows[height]&lt;br /&gt;
    struct pixels[width]&lt;br /&gt;
      uint8 color_index&lt;br /&gt;
	  &lt;br /&gt;
  //for special textures beggining with &amp;quot;^&amp;quot;&lt;br /&gt;
  if (gif_char) == 94&lt;br /&gt;
    struct  extra_images[1]&lt;br /&gt;
      uint32 width&lt;br /&gt;
      uint32 height&lt;br /&gt;
      uint32 num_colors&lt;br /&gt;
&lt;br /&gt;
      struct colors[num_colors]&lt;br /&gt;
        uint8 r&lt;br /&gt;
        uint8 g&lt;br /&gt;
		uint8 b&lt;br /&gt;
&lt;br /&gt;
      struct rows[height]&lt;br /&gt;
        struct pixels[width]&lt;br /&gt;
          uint8 color_index&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://github.com/LiamBrandt/WDBRipper Tool to extract wdb files]&lt;br /&gt;
*[http://www.rockraidersunited.com/topic/6458-lego-island-wdb-extractor/ RRU thread on wdb format]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2017-01-06T03:47:21Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Individual Game Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Allegro (game programming library)&lt;br /&gt;
** [[Allegro packfile]]&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Model Format]] (.mdl)&lt;br /&gt;
**[[Valve Collision Model]] (.phy)&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
**[[Valve Vertex Data]] (.vvd)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
* 7 Days to Die&lt;br /&gt;
** [[TTS Prefab]] (.tts)&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* Arma&lt;br /&gt;
** [[Arma PBO]] (.pbo)&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]] (.act)&lt;br /&gt;
** [[Electronic Arts INF‎]] (.inf)&lt;br /&gt;
** [[Electronic Arts MOV]] (.mov)&lt;br /&gt;
** [[Electronic Arts MUS]] (.mus)&lt;br /&gt;
* Cities Skylines&lt;br /&gt;
** [[Cities Skylines CRP]] (.crp)&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]] (.rbj)&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]] (.snd)&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]] (.mus)&lt;br /&gt;
** [[Doom WAD]] (.wad)&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]] (.gcd)&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* Grand Theft Auto&lt;br /&gt;
** [[RAGE Package Format]] (.rpf)&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]] (.pck)&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Lego Island&lt;br /&gt;
** [[Lego Island World Database]] (.wdb)&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
*Stronghold&lt;br /&gt;
**[[Stronghold GM1]] (.gm1)&lt;br /&gt;
**[[TGX Graphics]] (.tgx)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]] (.dat)&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (.pud) (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.newstatesman.com/culture/2014/03/all-these-years-later-there%E2%80%99s-still-nothing-better-doom All these years later, there’s still nothing better than Doom]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://mirror.us.oneandone.net/projects/media.ccc.de/congress/2010/mp4-h264-HQ/27c3-4087-en-console_hacking_2010.mp4 Video on hacking game consoles]&lt;br /&gt;
* [http://www.playfuljs.com/a-first-person-engine-in-265-lines/ First person game engine in 265 lines of JavaScript]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Garry%27s_Mod_Addon</id>
		<title>Garry's Mod Addon</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Garry%27s_Mod_Addon"/>
				<updated>2016-09-27T19:21:40Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: made the format look prettier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|gma}}&lt;br /&gt;
|released=2010&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Garry's Mod Addon''' files are used in the PC game Garry's Mod for storing downloadable game content. They store game files in a hierarchy of folders, so gma files can be created from a folder, or extracted into a hierarchy of folders.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
char[4] ident (&amp;quot;GMAD&amp;quot;)&lt;br /&gt;
uint8 version&lt;br /&gt;
uint64 steam_id (unused)&lt;br /&gt;
uint64 timestamp&lt;br /&gt;
uint8 zero (0)&lt;br /&gt;
char addon_name (null terminated string of variable size)&lt;br /&gt;
char addon_description (null terminated string of variable size)&lt;br /&gt;
char addon_author (null terminated string of variable size) (&amp;quot;Author Name&amp;quot;)&lt;br /&gt;
uint32 addon_version&lt;br /&gt;
&lt;br /&gt;
struct file_table[]&lt;br /&gt;
  uint32 file_number&lt;br /&gt;
  char file_path (null terminated string of variable size)&lt;br /&gt;
  uint64 file_size&lt;br /&gt;
  uint32 file_crc&lt;br /&gt;
&lt;br /&gt;
uint32 zero (0)&lt;br /&gt;
&lt;br /&gt;
struct files[]&lt;br /&gt;
  byte file (file data based on information from the file table)&lt;br /&gt;
&lt;br /&gt;
uint32 addon_crc&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[https://facepunch.com/showthread.php?t=1242185 How to create and extract gma files]&lt;br /&gt;
*[https://github.com/garrynewman/gmad Source code for gmad to create and extract gma files]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/User_talk:Dan_Tobias</id>
		<title>User talk:Dan Tobias</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/User_talk:Dan_Tobias"/>
				<updated>2016-09-25T05:03:37Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Pages in multiple categories */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CSS ==&lt;br /&gt;
&lt;br /&gt;
We need to figure out how to deal with disambiguation pages. It is obvious that [[CSS]] can be either [[Cascading Style Sheets]] or [[Content Scramble System]], and I don't think this particular wiki should give preference to one known value over another if the abbreviation can be expanded to an unambiguous name. That's why I linked to [[CSS]] on the [[DVD]] page, rather than linking directly to [[Content Scramble System]]. Unless we plan to sort this out immediately, it might be best to leave that link in place, so that we don't lose track of it. Thoughts? [[User:Gphemsley|Gphemsley]] ([[User talk:Gphemsley|talk]]) 02:05, 29 November 2012 (UTC)&lt;br /&gt;
:Perhaps the current CSS article should be moved to Cascading Style Sheets, and a Content Scramble System article created, with [[CSS]] as a disambig article linking to both. But in that case, any specific links to a particular kind of CSS should link directly to the proper one of the articles, not the disambig one. [[User:Dan Tobias|Dan Tobias]] ([[User talk:Dan Tobias|talk]]) 02:18, 29 November 2012 (UTC)&lt;br /&gt;
:: Done. And created [[Template:Disambiguation]] to keep track of disambiguation pages. [[User:Gphemsley|Gphemsley]] ([[User talk:Gphemsley|talk]]) 16:00, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Interwiki links ==&lt;br /&gt;
&lt;br /&gt;
Just a heads-up: You can link to Wikipedia (and a select number of other wikis) using the regular wikilinking syntax by using the relevant wikiprefix. For example: [[Wikipedia:User:GPHemsley]] or [[Wikipedia:Archive Team]]. That way you can differentiate more intimate links to Wikipedia from truly external links to other websites. [[User:Gphemsley|GPHemsley]] ([[User talk:Gphemsley|talk]]) 17:48, 17 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Given this site's founder's opinions of Wikipedia, I'm not sure he'd like to get &amp;quot;more intimate&amp;quot; with it, but I'll keep that in mind anyway. [[User:Dan Tobias|Dan Tobias]] ([[User talk:Dan Tobias|talk]]) 23:07, 17 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Re: Wikipedia -  I had a paid writing gig last year and in the guidlines there was a strict prohibition from using or citing Wikipedia.  &lt;br /&gt;
They had good reasons for that... [[User:Cipher|Cipher]] ([[User talk:Cipher|talk]])&lt;br /&gt;
:It's still a useful reference if you take it with a big grain of salt. [[User:Dan Tobias|Dan Tobias]] ([[User talk:Dan Tobias|talk]]) 01:51, 26 January 2013 (UTC)&lt;br /&gt;
::If you take Wikipedia with a big grain of salt, then you must take every other wiki (including this one) with a whole salt mine. [[User:Gphemsley|GPHemsley]] ([[User talk:Gphemsley|talk]]) 15:07, 26 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sidebar ==&lt;br /&gt;
&lt;br /&gt;
Another wikitip: You can change the links in the sidebar by editing [[MediaWiki:Sidebar]] (admins only). You might choose to remove &amp;quot;Current events&amp;quot; and &amp;quot;Help&amp;quot; and add some of the links from the Main page, for example. It takes a somewhat special syntax, though, so you'll probably want to consult [[mw:Manual:Interface/Sidebar]] for guidance. [[User:Gphemsley|GPHemsley]] ([[User talk:Gphemsley|talk]]) 22:26, 22 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the tips. [[User:Dan Tobias|Dan Tobias]] ([[User talk:Dan Tobias|talk]]) 23:40, 22 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== re [[Talk:Text-based_data]] ==&lt;br /&gt;
&lt;br /&gt;
How do you feel about splitting the Markup languages section out of [[Document]] and a few of the file formats out of [[Text-based data]] into a [[Markup]] page/category?  For instance [[textile]] and [[markdown]] have different ontologies but are more similar than not.  I'm willing to move stuff over if you define the category.  As you mentioned  on [[Talk:Text-based data]], 'Categorization is getting pretty chaotic' [[User:Sethwoodworth|Sethwoodworth]] ([[User talk:Sethwoodworth|talk]]) 00:58, 18 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:A lot of stuff in the ontology probably needs rethinking... any attempt to categorize things starts to get messy and inconsistent after a while, and shows the biases of whoever set them up in the first place and whatever lines of thought they happened to be having at the time, which might not end up being relevant later. (See the Dewey Decimal System categories, for instance; it devotes lots of number space to different aspects of Christian churches, then shoves all &amp;quot;Other Religions&amp;quot; in a small section.) Yes, markup probably deserves its own category (though HTML then would belong there, but it's also in the Web category; should things be in just one category or multiple ones?) [[User:Dan Tobias|Dan Tobias]] ([[User talk:Dan Tobias|talk]]) 02:01, 18 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hrrm, I see. Maybe things need multiple categories. The CDC's public health image library uses multiple ontologies pretty effectively [http://imgur.com/lqd6p]  For now I wont sweat it too much.  Search works pretty well. [[User:Sethwoodworth|Sethwoodworth]] ([[User talk:Sethwoodworth|talk]]) 16:14, 18 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:OK, I added a [[Markup]] page. [[User:Dan Tobias|Dan Tobias]] ([[User talk:Dan Tobias|talk]]) 15:58, 19 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== IPA ==&lt;br /&gt;
&lt;br /&gt;
I noticed that you created [[IPA]] to describe some iOS/iTunes format that I'm not familiar with. However, IPA can also refer to the [[Wikipedia:International Phonetic Alphabet|International Phonetic Alphabet]], which probably falls under the text encoding/language script portion of this project. It should probably be disambiguated. [[User:Gphemsley|GPHemsley]] ([[User talk:Gphemsley|talk]]) 03:23, 3 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deletion request ==&lt;br /&gt;
&lt;br /&gt;
Hey Dan, [[:Category:File_formats_with_extension_.dcs|this category was created in error]]. Would you mind nuking it for me? [[User:Lewis Collard|Lewis Collard]] ([[User talk:Lewis Collard|talk]]) 22:42, 16 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Self-links ==&lt;br /&gt;
&lt;br /&gt;
You may not be aware, but explicitly bolded &amp;quot;self-links&amp;quot; (like this - '''[[User talk:Dan Tobias]]''') aren't handled consistently by different web browsers. In some they are bold, and in some (IE, and sometimes Firefox) they are really-really bold. I don't think the wiki software expects you to do that.&lt;br /&gt;
&lt;br /&gt;
:Yes, I've noticed that... I kind of like the font Firefox (sometimes) uses for this, which is what got me to start doing it (in imitation of somebody else who first started doing it here a while back; I don't remember who), but perhaps that's an unintended effect? On Firefox on a different machine it doesn't show up, so it seems to depend on system-specific things (like what fonts are installed maybe?). It would be good to be consistent in style, though, so how do you think main titles should be marked up? [[User:Dan Tobias|Dan Tobias]] ([[User talk:Dan Tobias|talk]]) 18:25, 4 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I have no preference as to how they're marked up, but I do prefer to see them rendered as normal bold (like Wikipedia), not extra bold. [[User:Jsummers|Jsummers]] ([[User talk:Jsummers|talk]]) 18:56, 4 January 2014 (UTC)&lt;br /&gt;
:::Fair enough. I think I'll do it that way from now on; my main concern is to stay consistent, not so much to favor one style or another. [[User:Dan Tobias|Dan Tobias]] ([[User talk:Dan Tobias|talk]]) 19:08, 4 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== SVG uploads ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
As you have noticed i've been doing error codes, fault codes, and other messages and i have now come across [http://www.appliancepartspros.com/repair-help/kitchenaid-fault-codes.html#Kitchen%20Aid%20Cooktop%20Fault%20Codes%2030%20in this]. As you see there are icons displaying an indicator, but i wouldn't want to copy it from their site. I do think that it can be argued that simple shapes are not protected by copyright, but their quality is shit, and i have already recreated the display in SVG (proper SVG, not one of those 'picture-to-svg' things). However, when i attempt to upload it here i find that this wiki doesn't accept SVG at all, which is very strange.&lt;br /&gt;
&lt;br /&gt;
You are the only active admin at the moment, and i was hoping you can help me with this or at least tell me who do i need to sexually gratify to allow me to help this project by uploading some circles )))&lt;br /&gt;
&lt;br /&gt;
Thanks in advance. [[User:VolodyA! V Anarhist|VolodyA! V Anarhist]] ([[User talk:VolodyA! V Anarhist|talk]]) 15:36, 19 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I don't think I have any way of changing that; at least, I don't see anything about it in the array of tools I can see as an admin. Maybe it's a sysadmin-level config thing requiring access to the server. Jason Scott is the owner of the site, but he doesn't show up here much. [[User:Dan Tobias|Dan Tobias]] ([[User talk:Dan Tobias|talk]]) 17:13, 19 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yeah, it is in the LocalSettings file... will ask Jason Scott for help. [[User:VolodyA! V Anarhist|VolodyA! V Anarhist]] ([[User talk:VolodyA! V Anarhist|talk]]) 19:13, 19 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DISPLAYTITLE ==&lt;br /&gt;
&lt;br /&gt;
Hi, i see you tried to add DISPLAYTITLE to [[C Sharp]] and noticed that it didn't work. Just wanted to explain why (if you are wondering). Basically the default MediaWiki settings only permit to change the display title if it was potentially possible to interpret title this way. For example, when you change the case of the first letter (that gets altered automatically) or when you change space into an underscore (because software would otherwise do the opposite). It is potentially possible to change [https://www.mediawiki.org/wiki/Manual:$wgRestrictDisplayTitle $wgRestrictDisplayTitle] to false, but that would open us to trolling and other bad things. [[User:VolodyA! V Anarhist|VolodyA! V Anarhist]] ([[User talk:VolodyA! V Anarhist|talk]]) 05:50, 12 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:OK, thanks. [[User:Dan Tobias|Dan Tobias]] ([[User talk:Dan Tobias|talk]]) 12:01, 12 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== FTM ==&lt;br /&gt;
Just came back to create those additional Family tree maker categories and found that you'd done it, Thank you [[User:Sam888|Sam888]] ([[User talk:Sam888|talk]]) 00:38, 9 March 2016 (UTC)&lt;br /&gt;
:You're welcome! [[User:Dan Tobias|Dan Tobias]] ([[User talk:Dan Tobias|talk]]) 02:30, 9 March 2016 (UTC)&lt;br /&gt;
::Thanks again, lighting Dan :) [[User:Sam888|Sam888]] ([[User talk:Sam888|talk]]) 23:06, 29 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pages in multiple categories ==&lt;br /&gt;
&lt;br /&gt;
Hey, I noticed you just created a [[Saved Games]] page. I assume any game save formats from the [[Game data files]] page should be moved over, but what about if a format falls into both of these categories? For example, [[Cities Skylines CRP]] files are used for both save games, as well as community made mods and maps. Can a page be in multiple subcategories, or should it remain in the category it fits best? I'm not really sure who to turn to on formatting issues, so hopefully im in the right place.&lt;br /&gt;
--[[User:Hamhock666|Hamhock666]] ([[User talk:Hamhock666|talk]]) 05:03, 25 September 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Cities_Skylines_CRP</id>
		<title>Cities Skylines CRP</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Cities_Skylines_CRP"/>
				<updated>2016-09-16T14:15:54Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|crp}}&lt;br /&gt;
|released=2015&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
CRP (Colossal Raw Asset Package) files are used in the game [https://en.wikipedia.org/wiki/Cities:_Skylines Cities: Skylines] to store Unity game data like meshes, textures and game objects. CRPs act like archives to store multiple pieces of media. Textures are usually stored in [[DirectDraw Surface]] (.dds) format.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
char[4] crap_header (&amp;quot;CRAP&amp;quot;)&lt;br /&gt;
uint16 version&lt;br /&gt;
uint8 size_of_steam_id&lt;br /&gt;
char[size_of_steam_id] steam_id&lt;br /&gt;
uint8 size_of_unknown&lt;br /&gt;
char[size_of_unknown] unknown&lt;br /&gt;
uint32 unknown&lt;br /&gt;
uint8 size_of_name_of_mod&lt;br /&gt;
char[size_of_name_of_mod] name_of_mod&lt;br /&gt;
uint32 number_of_files&lt;br /&gt;
uint64 end_header_offset&lt;br /&gt;
&lt;br /&gt;
struct file_headers[number_of_files]&lt;br /&gt;
  uint8 size_of_file_name&lt;br /&gt;
  char[size_of_file_name] file_name&lt;br /&gt;
  uint8 size_of_unknown&lt;br /&gt;
  char[size_of_unknown] unknown&lt;br /&gt;
  uint32 unknown&lt;br /&gt;
  uint64 offset_from_header&lt;br /&gt;
  uint64 file_size&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This information can be used to export each section of the CRP to different files based on the offset from header and file size.&lt;br /&gt;
&lt;br /&gt;
*On Windows systems, you can generally find your saved game files under &amp;lt;code&amp;gt;c:/Users/''[username]''/AppData/Local/Colossal Order/Cities_Skylines/Saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://steamcommunity.com/app/255710/workshop/ Cities: Skylines workshop]&lt;br /&gt;
*[https://github.com/LiamBrandt/crp-extract Tool to extract CRPs]&lt;br /&gt;
*[http://www.skylineswiki.com/User_path Paths to CRPs]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Data_Resource_File</id>
		<title>Data Resource File</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Data_Resource_File"/>
				<updated>2016-08-23T05:41:42Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Format */ made format section prettier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|drs}}&lt;br /&gt;
|released=1997&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Data Resource Files''' are used in the PC game [https://en.wikipedia.org/wiki/Age_of_Empires_(video_game) Age of Empires] and [https://en.wikipedia.org/wiki/Age_of_Empires_II Age of Empires II] for storing game files such as graphics and sound. It is an archive, so a drs file stores other files which then need to be interpreted in their own unique way.&lt;br /&gt;
&lt;br /&gt;
Common files found archived in a drs file:&lt;br /&gt;
*[[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
*[[WAV]] (.wav)&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
char[36] copyright&lt;br /&gt;
uint32 version&lt;br /&gt;
char[16] unknown&lt;br /&gt;
uint32 number_of_groups&lt;br /&gt;
uint32 files_offset&lt;br /&gt;
&lt;br /&gt;
struct groups[number_of_groups]&lt;br /&gt;
  char[4] extension (reversed with an ASCII space character at the end)&lt;br /&gt;
  uint32 table_offset&lt;br /&gt;
  uint32 num_table_entries&lt;br /&gt;
&lt;br /&gt;
  struct entries[num_table_entries]&lt;br /&gt;
    uint32 id&lt;br /&gt;
    uint32 offset&lt;br /&gt;
    uint32 size&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Files can then be read from the drs file and written to disk using the offset and size of the file given under each entry.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://wiki.xentax.com/index.php?title=Age_Of_Empires_DRSArchive Xentax]&lt;br /&gt;
*[http://artho.com/age/files/drs.html Tool and more documentation]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Cities_Skylines_CRP</id>
		<title>Cities Skylines CRP</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Cities_Skylines_CRP"/>
				<updated>2016-08-12T05:38:27Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|crp}}&lt;br /&gt;
|released=2015&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
CRP files are used in the game [https://en.wikipedia.org/wiki/Cities:_Skylines Cities: Skylines] to store Unity game data like meshes, textures and game objects. CRPs act like archives to store multiple pieces of media. Textures are usually stored in [[DirectDraw Surface]] (.dds) format.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
char[4] crap_header (&amp;quot;CRAP&amp;quot;)&lt;br /&gt;
uint16 version&lt;br /&gt;
uint8 size_of_steam_id&lt;br /&gt;
char[size_of_steam_id] steam_id&lt;br /&gt;
uint8 size_of_unknown&lt;br /&gt;
char[size_of_unknown] unknown&lt;br /&gt;
uint32 unknown&lt;br /&gt;
uint8 size_of_name_of_mod&lt;br /&gt;
char[size_of_name_of_mod] name_of_mod&lt;br /&gt;
uint32 number_of_files&lt;br /&gt;
uint64 end_header_offset&lt;br /&gt;
&lt;br /&gt;
struct file_headers[number_of_files]&lt;br /&gt;
  uint8 size_of_file_name&lt;br /&gt;
  char[size_of_file_name] file_name&lt;br /&gt;
  uint8 size_of_unknown&lt;br /&gt;
  char[size_of_unknown] unknown&lt;br /&gt;
  uint32 unknown&lt;br /&gt;
  uint64 offset_from_header&lt;br /&gt;
  uint64 file_size&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This information can be used to export each section of the CRP to different files based on the offset from header and file size.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://steamcommunity.com/app/255710/workshop/ Cities: Skylines workshop]&lt;br /&gt;
*[https://github.com/LiamBrandt/crp-extract Tool to extract CRPs]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Cities_Skylines_CRP</id>
		<title>Cities Skylines CRP</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Cities_Skylines_CRP"/>
				<updated>2016-08-11T21:49:22Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|crp}}&lt;br /&gt;
|released=2015&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
CRP files are used in the game [https://en.wikipedia.org/wiki/Cities:_Skylines Cities: Skylines] to store Unity game data like meshes, textures and game objects. CRPs act like archives to store multiple pieces of media. Textures are usually stored in [[DirectDraw Surface]] (.dds) format.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
:char[4] crap_header (&amp;quot;CRAP&amp;quot;)&lt;br /&gt;
:uint16 version&lt;br /&gt;
:uint8 size_of_steam_id&lt;br /&gt;
:char[size_of_steam_id] steam_id&lt;br /&gt;
:uint8 size_of_unknown&lt;br /&gt;
:char[size_of_unknown] unknown&lt;br /&gt;
:uint32 unknown&lt;br /&gt;
:uint8 size_of_name_of_mod&lt;br /&gt;
:char[size_of_name_of_mod] name_of_mod&lt;br /&gt;
:uint32 number_of_files&lt;br /&gt;
:uint64 end_header_offset&lt;br /&gt;
&lt;br /&gt;
:'''struct file_headers[number_of_files]'''&lt;br /&gt;
::uint8 size_of_file_name&lt;br /&gt;
::char[size_of_file_name] file_name&lt;br /&gt;
::uint8 size_of_unknown&lt;br /&gt;
::char[size_of_unknown] unknown&lt;br /&gt;
::uint32 unknown&lt;br /&gt;
::uint64 offset_from_header&lt;br /&gt;
::uint64 file_size&lt;br /&gt;
&lt;br /&gt;
*This information can be used to export each section of the CRP to different files based on the offset from header and file size.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://steamcommunity.com/app/255710/workshop/ Cities: Skylines workshop]&lt;br /&gt;
*[https://github.com/LiamBrandt/crp-extract Tool to extract CRPs]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2016-08-11T07:14:06Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Individual Game Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Model Format]] (.mdl)&lt;br /&gt;
**[[Valve Collision Model]] (.phy)&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
**[[Valve Vertex Data]] (.vvd)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
* 7 Days to Die&lt;br /&gt;
** [[TTS Prefab]] (.tts)&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* Arma&lt;br /&gt;
** [[Arma PBO]] (.pbo)&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]] (.act)&lt;br /&gt;
** [[Electronic Arts INF‎]] (.inf)&lt;br /&gt;
** [[Electronic Arts MOV]] (.mov)&lt;br /&gt;
** [[Electronic Arts MUS]] (.mus)&lt;br /&gt;
* Cities Skylines&lt;br /&gt;
** [[Cities Skylines CRP]] (.crp)&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]] (.rbj)&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]] (.snd)&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]] (.mus)&lt;br /&gt;
** [[Doom WAD]] (.wad)&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]] (.gcd)&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* Grand Theft Auto&lt;br /&gt;
** [[RAGE Package Format]] (.rpf)&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]] (.pck)&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
*Stronghold&lt;br /&gt;
**[[Stronghold GM1]] (.gm1)&lt;br /&gt;
**[[TGX Graphics]] (.tgx)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]] (.dat)&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (.pud) (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.newstatesman.com/culture/2014/03/all-these-years-later-there%E2%80%99s-still-nothing-better-doom All these years later, there’s still nothing better than Doom]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://mirror.us.oneandone.net/projects/media.ccc.de/congress/2010/mp4-h264-HQ/27c3-4087-en-console_hacking_2010.mp4 Video on hacking game consoles]&lt;br /&gt;
* [http://www.playfuljs.com/a-first-person-engine-in-265-lines/ First person game engine in 265 lines of JavaScript]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.rpf</id>
		<title>Category:File formats with extension .rpf</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.rpf"/>
				<updated>2016-08-11T07:13:57Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;R&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:File formats by extension|R]]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/RAGE_Package_Format</id>
		<title>RAGE Package Format</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/RAGE_Package_Format"/>
				<updated>2016-08-11T07:13:38Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;{{FormatInfo |formattype=electronic |subcat=Game data files |extensions={{ext|rpf}} |released=2008? }}  RPF files are used to store all of the game data in Grand Theft Auto V ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|rpf}}&lt;br /&gt;
|released=2008?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
RPF files are used to store all of the game data in Grand Theft Auto V and IV. They are archives that store other files.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
http://www.gtamodding.com/wiki/RPF_archive&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://openiv.com/ Tool to edit RPF files]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2016-08-11T06:38:03Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Individual Game Formats */ added extensions that were missing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Model Format]] (.mdl)&lt;br /&gt;
**[[Valve Collision Model]] (.phy)&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
**[[Valve Vertex Data]] (.vvd)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
* 7 Days to Die&lt;br /&gt;
** [[TTS Prefab]] (.tts)&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* Arma&lt;br /&gt;
** [[Arma PBO]] (.pbo)&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]] (.act)&lt;br /&gt;
** [[Electronic Arts INF‎]] (.inf)&lt;br /&gt;
** [[Electronic Arts MOV]] (.mov)&lt;br /&gt;
** [[Electronic Arts MUS]] (.mus)&lt;br /&gt;
* Cities Skylines&lt;br /&gt;
** [[Cities Skylines CRP]] (.crp)&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]] (.rbj)&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]] (.snd)&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]] (.mus)&lt;br /&gt;
** [[Doom WAD]] (.wad)&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]] (.gcd)&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]] (.pck)&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
*Stronghold&lt;br /&gt;
**[[Stronghold GM1]] (.gm1)&lt;br /&gt;
**[[TGX Graphics]] (.tgx)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]] (.dat)&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (.pud) (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.newstatesman.com/culture/2014/03/all-these-years-later-there%E2%80%99s-still-nothing-better-doom All these years later, there’s still nothing better than Doom]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://mirror.us.oneandone.net/projects/media.ccc.de/congress/2010/mp4-h264-HQ/27c3-4087-en-console_hacking_2010.mp4 Video on hacking game consoles]&lt;br /&gt;
* [http://www.playfuljs.com/a-first-person-engine-in-265-lines/ First person game engine in 265 lines of JavaScript]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Supaplex_Level_format</id>
		<title>Supaplex Level format</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Supaplex_Level_format"/>
				<updated>2016-08-11T06:36:33Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: added extension dat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|released=1991&lt;br /&gt;
|extensions={{ext|dat}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The freeware DOS puzzle game [[wikipedia:Supaplex|Supaplex]] has a file called &amp;quot;levels.dat&amp;quot; which contains all the levels for the game.&lt;br /&gt;
&lt;br /&gt;
==Format details==&lt;br /&gt;
This is a very simple, uncompressed format where each level is stored sequentially and takes up 1536 bytes each.&lt;br /&gt;
&lt;br /&gt;
The original levels.dat distributed with the game is 170496 bytes in size (111 levels).&lt;br /&gt;
&lt;br /&gt;
===Level===&lt;br /&gt;
Offsets are relative to the beginning of each level.&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
! Offset !! Length !! Contents !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1440 || Tile data || 60x24 in size, one byte per tile.&lt;br /&gt;
|-&lt;br /&gt;
| 1440 || 4 || Unknown || Unused&lt;br /&gt;
|-&lt;br /&gt;
| 1444 || 1 || Gravity || 0 = off, 1 = on.&lt;br /&gt;
|-&lt;br /&gt;
| 1445 || 1 || Unknown || Used by the SpeedFix-version as a version indicator. In the original version it's always 0x20.&lt;br /&gt;
|-&lt;br /&gt;
| 1446 || 23 || Title || Always 23 characters, no null-termination, normally padded with spaces.&lt;br /&gt;
|-&lt;br /&gt;
| 1469 || 1 || Freeze zonks || 0 = off, 2 = on.&lt;br /&gt;
|-&lt;br /&gt;
| 1470 || 1 || Infotrons needed || The minimum number of infotrons needed to be able to clear the level. 0 = all of them.&lt;br /&gt;
|-&lt;br /&gt;
| 1471 || 1 || Gravity port count || Maximum of 10 ports.&lt;br /&gt;
|-&lt;br /&gt;
| 1472 || 60 || Gravity ports || 10 ports, 6 bytes each. Count up to the value specified in &amp;quot;gravity port count&amp;quot; and ignore the rest. See &amp;quot;Gravity port&amp;quot; section for more information.&lt;br /&gt;
|-&lt;br /&gt;
| 1532 || 4 || Unknown || Used by the SpeedFix-version to store important demo information. Unused in the original version.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gravity ports===&lt;br /&gt;
{| border=1&lt;br /&gt;
! Offset !! Length !! Contents !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 2 || Coordinates || Formula: 2 * (x + y * 60). Stored as a 16-bit big-endian unsigned integer.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || Gravity || 0 = off, 1 = on.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || Freeze zonks || 0 = off, 2 = on.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 || Freeze enemies || 0 = off, 1 = on.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 || Unknown || Unused&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tiles==&lt;br /&gt;
{| border=1&lt;br /&gt;
! Hex !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 00 || Empty ||&lt;br /&gt;
|-&lt;br /&gt;
| 01 || Base ||&lt;br /&gt;
|-&lt;br /&gt;
| 02 || Zonk || Falls down. If standing on other zonks, infotrons or RAM chips it'll fall over to the side if possible.&lt;br /&gt;
|-&lt;br /&gt;
| 03 || Murphy || Defines the player start.&lt;br /&gt;
|-&lt;br /&gt;
| 04 || Infotron ||&lt;br /&gt;
|-&lt;br /&gt;
| 05 || RAM chip - Chip ||&lt;br /&gt;
|-&lt;br /&gt;
| 06 || Wall ||&lt;br /&gt;
|-&lt;br /&gt;
| 07 || Exit ||&lt;br /&gt;
|-&lt;br /&gt;
| 08 || Floppy - Orange || Falls and explodes if it hits something.&lt;br /&gt;
|-&lt;br /&gt;
| 09 || Port - Right ||&lt;br /&gt;
|-&lt;br /&gt;
| 0A || Port - Down ||&lt;br /&gt;
|-&lt;br /&gt;
| 0B || Port - Left ||&lt;br /&gt;
|-&lt;br /&gt;
| 0C || Port - Up ||&lt;br /&gt;
|-&lt;br /&gt;
| 0D || Gravity port - Right ||&lt;br /&gt;
|-&lt;br /&gt;
| 0E || Gravity port - Down ||&lt;br /&gt;
|-&lt;br /&gt;
| 0F || Gravity port - Left ||&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Gravity port - Up ||&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Snik snak || Enemy that follows the left edge in it's moving direction.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Floppy - Yellow || Explodes when player touches a terminal.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Terminal || Touching it causes yellow floppies to explode.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Floppy - Red || Can be picked up and placed. Explodes a short while after having been placed.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Port - Two-way vertical ||&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Port - Two-way horizontal ||&lt;br /&gt;
|-&lt;br /&gt;
| 17 || Port - 4-way ||&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Electron || Enemy that follows the left edge in it's moving direction. Generates infotrons when killed.&lt;br /&gt;
|-&lt;br /&gt;
| 19 || Bug || Periodically sparks. Kills player if walking over when sparking.&lt;br /&gt;
|-&lt;br /&gt;
| 1A || RAM chip - Left ||&lt;br /&gt;
|-&lt;br /&gt;
| 1B || RAM chip - Right ||&lt;br /&gt;
|-&lt;br /&gt;
| 1C || Hardware (decoration) ||&lt;br /&gt;
|-&lt;br /&gt;
| 1D || Hardware (decoration) ||&lt;br /&gt;
|-&lt;br /&gt;
| 1E || Hardware (decoration) ||&lt;br /&gt;
|-&lt;br /&gt;
| 1F || Hardware (decoration) ||&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Hardware (decoration) ||&lt;br /&gt;
|-&lt;br /&gt;
| 21 || Hardware (decoration) ||&lt;br /&gt;
|-&lt;br /&gt;
| 22 || Hardware (decoration) ||&lt;br /&gt;
|-&lt;br /&gt;
| 23 || Hardware (decoration) ||&lt;br /&gt;
|-&lt;br /&gt;
| 24 || Hardware (decoration) ||&lt;br /&gt;
|-&lt;br /&gt;
| 25 || Hardware (decoration) ||&lt;br /&gt;
|-&lt;br /&gt;
| 26 || RAM chip - Top ||&lt;br /&gt;
|-&lt;br /&gt;
| 27 || RAM chip - Bottom ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.elmerproductions.com/sp/ ''Supaplex'' homepage (incl. level format information)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Puzzles]]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2016-08-11T06:03:43Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Individual Game Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Model Format]] (.mdl)&lt;br /&gt;
**[[Valve Collision Model]] (.phy)&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
**[[Valve Vertex Data]] (.vvd)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
* 7 Days to Die&lt;br /&gt;
** [[TTS Prefab]] (.tts)&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* Arma&lt;br /&gt;
** [[Arma PBO]] (.pbo)&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]]&lt;br /&gt;
** [[Electronic Arts INF‎]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* Cities Skylines&lt;br /&gt;
** [[Cities Skylines CRP]] (.crp)&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]]&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]]&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]]&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]]&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
*Stronghold&lt;br /&gt;
**[[TGX Graphics]] (.tgx)&lt;br /&gt;
**[[Stronghold GM1]] (.gm1)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]]&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.newstatesman.com/culture/2014/03/all-these-years-later-there%E2%80%99s-still-nothing-better-doom All these years later, there’s still nothing better than Doom]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://mirror.us.oneandone.net/projects/media.ccc.de/congress/2010/mp4-h264-HQ/27c3-4087-en-console_hacking_2010.mp4 Video on hacking game consoles]&lt;br /&gt;
* [http://www.playfuljs.com/a-first-person-engine-in-265-lines/ First person game engine in 265 lines of JavaScript]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.crp</id>
		<title>Category:File formats with extension .crp</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.crp"/>
				<updated>2016-08-11T06:03:27Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;C&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:File formats by extension|C]]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Cities_Skylines_CRP</id>
		<title>Cities Skylines CRP</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Cities_Skylines_CRP"/>
				<updated>2016-08-11T06:03:04Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;{{FormatInfo |formattype=electronic |subcat=Game data files |extensions={{ext|crp}} |released=2015 }}  CRP files are used in the game [https://en.wikipedia.org/wiki/Cities:_Sk...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|crp}}&lt;br /&gt;
|released=2015&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
CRP files are used in the game [https://en.wikipedia.org/wiki/Cities:_Skylines Cities: Skylines] to store Unity game data like meshes, textures and game objects. CRPs act like archives to store multiple pieces of media. Textures are usually stored in [[DirectDraw Surface]] (.dds) format.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
:char[4] crap_header (&amp;quot;CRAP&amp;quot;)&lt;br /&gt;
:uint16 version&lt;br /&gt;
:uint8 size_of_steam_id&lt;br /&gt;
:char[size_of_steam_id] steam_id&lt;br /&gt;
:uint8 size_of_unknown&lt;br /&gt;
:char[size_of_unknown] unknown&lt;br /&gt;
:uint32 unknown&lt;br /&gt;
:uint8 size_of_name_of_mod&lt;br /&gt;
:char[size_of_name_of_mod] name_of_mod&lt;br /&gt;
:uint32 number_of_files&lt;br /&gt;
:uint64 end_header_offset&lt;br /&gt;
&lt;br /&gt;
:'''struct file_headers[number_of_files]'''&lt;br /&gt;
::uint8 size_of_file_name&lt;br /&gt;
::char[size_of_file_name] file_name&lt;br /&gt;
::uint8 size_of_unknown&lt;br /&gt;
::char[size_of_unknown] unknown&lt;br /&gt;
::uint32 unknown&lt;br /&gt;
::uint64 offset_from_header&lt;br /&gt;
::uint64 file_size&lt;br /&gt;
&lt;br /&gt;
*This information can be used to export each section of the CRP to different files based on the offset from header and file size.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://steamcommunity.com/app/255710/workshop/ Cities: Skylines workshop]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2016-08-11T03:45:12Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Individual Game Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Model Format]] (.mdl)&lt;br /&gt;
**[[Valve Collision Model]] (.phy)&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
**[[Valve Vertex Data]] (.vvd)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
* 7 Days to Die&lt;br /&gt;
** [[TTS Prefab]] (.tts)&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* Arma&lt;br /&gt;
** [[Arma PBO]] (.pbo)&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]]&lt;br /&gt;
** [[Electronic Arts INF‎]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]]&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]]&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]]&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]]&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
*Stronghold&lt;br /&gt;
**[[TGX Graphics]] (.tgx)&lt;br /&gt;
**[[Stronghold GM1]] (.gm1)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]]&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.newstatesman.com/culture/2014/03/all-these-years-later-there%E2%80%99s-still-nothing-better-doom All these years later, there’s still nothing better than Doom]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://mirror.us.oneandone.net/projects/media.ccc.de/congress/2010/mp4-h264-HQ/27c3-4087-en-console_hacking_2010.mp4 Video on hacking game consoles]&lt;br /&gt;
* [http://www.playfuljs.com/a-first-person-engine-in-265-lines/ First person game engine in 265 lines of JavaScript]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.pbo</id>
		<title>Category:File formats with extension .pbo</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.pbo"/>
				<updated>2016-08-11T03:45:03Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;P&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:File formats by extension|P]]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Arma_PBO</id>
		<title>Arma PBO</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Arma_PBO"/>
				<updated>2016-08-11T03:44:35Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;{{FormatInfo |formattype=electronic |subcat=Game data files |extensions={{ext|pbo}} |released=2006 }}  Arma PBO files are the main format for storing game data in the [https:/...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|pbo}}&lt;br /&gt;
|released=2006&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Arma PBO files are the main format for storing game data in the [https://en.wikipedia.org/wiki/ARMA_(series) Arma series] of games. They act as an archive to store other game files.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://forums.bistudio.com/topic/117535-pbo-tools-pboview-cpbo/ Forum post on best editor to use]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2016-08-10T21:57:54Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Individual Game Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Model Format]] (.mdl)&lt;br /&gt;
**[[Valve Collision Model]] (.phy)&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
**[[Valve Vertex Data]] (.vvd)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
*7 Days to Die&lt;br /&gt;
**[[TTS Prefab]] (.tts)&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]]&lt;br /&gt;
** [[Electronic Arts INF‎]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]]&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]]&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]]&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]]&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
*Stronghold&lt;br /&gt;
**[[TGX Graphics]] (.tgx)&lt;br /&gt;
**[[Stronghold GM1]] (.gm1)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]]&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.newstatesman.com/culture/2014/03/all-these-years-later-there%E2%80%99s-still-nothing-better-doom All these years later, there’s still nothing better than Doom]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://mirror.us.oneandone.net/projects/media.ccc.de/congress/2010/mp4-h264-HQ/27c3-4087-en-console_hacking_2010.mp4 Video on hacking game consoles]&lt;br /&gt;
* [http://www.playfuljs.com/a-first-person-engine-in-265-lines/ First person game engine in 265 lines of JavaScript]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2016-08-10T20:42:26Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Individual Game Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Model Format]] (.mdl)&lt;br /&gt;
**[[Valve Collision Model]] (.phy)&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
**[[Valve Vertex Data]] (.vvd)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
*7 Days to Die&lt;br /&gt;
**[[TTS Prefab]]&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]]&lt;br /&gt;
** [[Electronic Arts INF‎]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]]&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]]&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]]&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]]&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
*Stronghold&lt;br /&gt;
**[[TGX Graphics]] (.tgx)&lt;br /&gt;
**[[Stronghold GM1]] (.gm1)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]]&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.newstatesman.com/culture/2014/03/all-these-years-later-there%E2%80%99s-still-nothing-better-doom All these years later, there’s still nothing better than Doom]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://mirror.us.oneandone.net/projects/media.ccc.de/congress/2010/mp4-h264-HQ/27c3-4087-en-console_hacking_2010.mp4 Video on hacking game consoles]&lt;br /&gt;
* [http://www.playfuljs.com/a-first-person-engine-in-265-lines/ First person game engine in 265 lines of JavaScript]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.tts</id>
		<title>Category:File formats with extension .tts</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.tts"/>
				<updated>2016-08-10T20:42:13Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;T&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:File formats by extension|T]]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/TTS_Prefab</id>
		<title>TTS Prefab</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/TTS_Prefab"/>
				<updated>2016-08-10T20:41:56Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;{{FormatInfo |formattype=electronic |subcat=Game data files |extensions={{ext|tts}} }}  Prefabs are used in [https://en.wikipedia.org/wiki/7_Days_to_Die 7 Days to Die] to stor...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|tts}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Prefabs are used in [https://en.wikipedia.org/wiki/7_Days_to_Die 7 Days to Die] to store block information for things like buildings.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
http://7daystodie.gamepedia.com/Prefabs&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://7daystodie.com/forums/showthread.php?28057-Compo-Pack-for-Random-Gen Some custom prefabs]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2016-08-10T19:47:28Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Individual Game Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Model Format]] (.mdl)&lt;br /&gt;
**[[Valve Collision Model]] (.phy)&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
**[[Valve Vertex Data]] (.vvd)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]]&lt;br /&gt;
** [[Electronic Arts INF‎]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]]&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]]&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]]&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]]&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
*Stronghold&lt;br /&gt;
**[[TGX Graphics]] (.tgx)&lt;br /&gt;
**[[Stronghold GM1]] (.gm1)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]]&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.newstatesman.com/culture/2014/03/all-these-years-later-there%E2%80%99s-still-nothing-better-doom All these years later, there’s still nothing better than Doom]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://mirror.us.oneandone.net/projects/media.ccc.de/congress/2010/mp4-h264-HQ/27c3-4087-en-console_hacking_2010.mp4 Video on hacking game consoles]&lt;br /&gt;
* [http://www.playfuljs.com/a-first-person-engine-in-265-lines/ First person game engine in 265 lines of JavaScript]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.gm1</id>
		<title>Category:File formats with extension .gm1</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.gm1"/>
				<updated>2016-08-10T19:46:38Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;G&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:File formats by extension|G]]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Stronghold_GM1</id>
		<title>Stronghold GM1</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Stronghold_GM1"/>
				<updated>2016-08-10T19:46:07Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;{{FormatInfo |formattype=electronic |subcat=Game data files |extensions={{ext|gm1}} |released=2001 }}  GM1 files contain game data used in the [https://en.wikipedia.org/wiki/S...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|gm1}}&lt;br /&gt;
|released=2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
GM1 files contain game data used in the [https://en.wikipedia.org/wiki/Stronghold_(2001_video_game) Stronghold] series of games.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
http://stronghold.wikia.com/wiki/GM1_file_format&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://stronghold.heavengames.com/downloads/showfile.php?fileid=4766&amp;amp;f=&amp;amp;st=20&amp;amp;ci= Stronghold Crusader Mod]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2016-08-10T19:36:20Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Individual Game Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Model Format]] (.mdl)&lt;br /&gt;
**[[Valve Collision Model]] (.phy)&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
**[[Valve Vertex Data]] (.vvd)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]]&lt;br /&gt;
** [[Electronic Arts INF‎]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]]&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]]&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]]&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]]&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
*Stronghold&lt;br /&gt;
**[[TGX Graphics]] (.tgx)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]]&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.newstatesman.com/culture/2014/03/all-these-years-later-there%E2%80%99s-still-nothing-better-doom All these years later, there’s still nothing better than Doom]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://mirror.us.oneandone.net/projects/media.ccc.de/congress/2010/mp4-h264-HQ/27c3-4087-en-console_hacking_2010.mp4 Video on hacking game consoles]&lt;br /&gt;
* [http://www.playfuljs.com/a-first-person-engine-in-265-lines/ First person game engine in 265 lines of JavaScript]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.tgx</id>
		<title>Category:File formats with extension .tgx</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.tgx"/>
				<updated>2016-08-10T19:35:59Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;T&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:File formats by extension|T]]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/TGX_Graphics</id>
		<title>TGX Graphics</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/TGX_Graphics"/>
				<updated>2016-08-10T19:35:37Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;{{FormatInfo |formattype=electronic |subcat=Game data files |extensions={{ext|tgx}} |released=2001 }}  TGX Graphics are used in the [https://en.wikipedia.org/wiki/Stronghold_(...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|tgx}}&lt;br /&gt;
|released=2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
TGX Graphics are used in the [https://en.wikipedia.org/wiki/Stronghold_(2001_video_game) Stronghold] series of games to store graphics.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
http://stronghold.wikia.com/wiki/TGX_file_format&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://stronghold.heavengames.com/downloads/showfile.php?fileid=4766&amp;amp;f=&amp;amp;st=20&amp;amp;ci= Stronghold Crusader Mod]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2016-08-07T17:31:15Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Model Format]] (.mdl)&lt;br /&gt;
**[[Valve Collision Model]] (.phy)&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
**[[Valve Vertex Data]] (.vvd)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]]&lt;br /&gt;
** [[Electronic Arts INF‎]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]]&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]]&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]]&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]]&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]]&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.newstatesman.com/culture/2014/03/all-these-years-later-there%E2%80%99s-still-nothing-better-doom All these years later, there’s still nothing better than Doom]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://mirror.us.oneandone.net/projects/media.ccc.de/congress/2010/mp4-h264-HQ/27c3-4087-en-console_hacking_2010.mp4 Video on hacking game consoles]&lt;br /&gt;
* [http://www.playfuljs.com/a-first-person-engine-in-265-lines/ First person game engine in 265 lines of JavaScript]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2016-08-07T17:12:32Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* Other */ added vvd&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
**[[Valve Vertex Data]] (.vvd)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]]&lt;br /&gt;
** [[Electronic Arts INF‎]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]]&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]]&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]]&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]]&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]]&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.newstatesman.com/culture/2014/03/all-these-years-later-there%E2%80%99s-still-nothing-better-doom All these years later, there’s still nothing better than Doom]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://mirror.us.oneandone.net/projects/media.ccc.de/congress/2010/mp4-h264-HQ/27c3-4087-en-console_hacking_2010.mp4 Video on hacking game consoles]&lt;br /&gt;
* [http://www.playfuljs.com/a-first-person-engine-in-265-lines/ First person game engine in 265 lines of JavaScript]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.vvd</id>
		<title>Category:File formats with extension .vvd</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.vvd"/>
				<updated>2016-08-07T17:12:02Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;V&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:File formats by extension|V]]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Valve_Vertex_Data</id>
		<title>Valve Vertex Data</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Valve_Vertex_Data"/>
				<updated>2016-08-07T17:11:35Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;{{FormatInfo |formattype=electronic |subcat=Game data files |extensions={{ext|vvd}} |released=2004 }}  '''Valve Vertex Data''' files contain the vertex data for models used in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|vvd}}&lt;br /&gt;
|released=2004&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Valve Vertex Data''' files contain the vertex data for models used in valve's [https://developer.valvesoftware.com/wiki/Source source engine].&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
https://developer.valvesoftware.com/wiki/VVD&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.wunderboy.org/valve-hl2source-sdk-tools/guistudiomdl-2-0/ GUI StudioMDL for creating source engine models]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.smk</id>
		<title>Category:File formats with extension .smk</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.smk"/>
				<updated>2016-07-23T01:08:09Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;S&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:File formats by extension|S]]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Smacker</id>
		<title>Smacker</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Smacker"/>
				<updated>2016-07-23T01:05:17Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;{{FormatInfo |formattype=electronic |subcat=Video |extensions={{ext|smk}} |released=1994 |image=smacker_video.jpg }}  The smacker video format was created by Rad Game Tools, a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Video&lt;br /&gt;
|extensions={{ext|smk}}&lt;br /&gt;
|released=1994&lt;br /&gt;
|image=smacker_video.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The smacker video format was created by Rad Game Tools, and is used for video in lots of video games. Most of the video data is stored in [https://en.wikipedia.org/wiki/Huffman_coding Huffman Trees].&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
*https://wiki.multimedia.cx/index.php?title=Smacker&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.radgametools.com/smkdown.htm Tools for playing smacker files]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/File:Smacker_video.jpg</id>
		<title>File:Smacker video.jpg</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/File:Smacker_video.jpg"/>
				<updated>2016-07-23T01:04:41Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.vmf</id>
		<title>Category:File formats with extension .vmf</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Category:File_formats_with_extension_.vmf"/>
				<updated>2016-07-18T14:21:05Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;V&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:File formats by extension|V]]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Valve_Map_Format</id>
		<title>Valve Map Format</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Valve_Map_Format"/>
				<updated>2016-07-18T14:20:29Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;{{FormatInfo |formattype=electronic |subcat=Game data files |extensions={{ext|vmf}} |released=2004 }}  '''Valve Map Format''' is the format used for maps made in the [https://...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Game data files&lt;br /&gt;
|extensions={{ext|vmf}}&lt;br /&gt;
|released=2004&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Valve Map Format''' is the format used for maps made in the [https://developer.valvesoftware.com/wiki/Valve_Hammer_Editor Hammer Editor]. The file is all plain text, and describes the level, geometry, entities, and other details. Hammer can compile the map into a [[BSP]].&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
https://developer.valvesoftware.com/wiki/Valve_Map_Format&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
[https://developer.valvesoftware.com/wiki/Decompiling_Maps How to decompile maps]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/Game_data_files</id>
		<title>Game data files</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/Game_data_files"/>
				<updated>2016-07-17T06:04:49Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: /* General Game Formats */ added source engine formats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|thiscat=Game data files&lt;br /&gt;
|image=Arcade-gaming-1361761483gDu.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Many popular games use proprietary file formats to store their assets. These include custom image, sound and video formats and custom archive formats. There is no way that all of these can be enumerated here in some way or another. And as long as the games can still be run by an [[Emulation_Software|Emulator]] it's not that much of a deal. However, a lot of work has been put into deciphering, decrypting and hacking these files, and that work should be preserved.&lt;br /&gt;
&lt;br /&gt;
See also: [[Interactive Fiction]] for data formats related to text adventure games, [[Puzzles]] for puzzle-game files, and [[Saved Games]] for data saved by games to store a player's game status.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [http://wiki.xentax.com Xentax Wiki]&lt;br /&gt;
* [http://rewiki.regengedanken.de ReWiki]&lt;br /&gt;
* [http://aluigi.altervista.org/quickbms.htm QuickBMS], a tool suite to describe archives in an abstract BASIC-like language, and lots of scripts for even more games&lt;br /&gt;
&lt;br /&gt;
==General Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats such as [[Interplay ACM]] and [[Unreal Music Format]] which are used in a number of games.&lt;br /&gt;
&lt;br /&gt;
===Audio / Music===&lt;br /&gt;
&lt;br /&gt;
* beatmania / IIDX simulation&lt;br /&gt;
** [[BMS]]&lt;br /&gt;
* Commodore Amiga&lt;br /&gt;
** [[AC1D-DC1A Packer]]&lt;br /&gt;
** [[AMOS Music Bank]]&lt;br /&gt;
** [[Channel Players]]&lt;br /&gt;
** [[Digital Illusions]]&lt;br /&gt;
** [[Game Music Creator]]&lt;br /&gt;
** [[Jason Page]]&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* [[Epic Megagames MASI]]&lt;br /&gt;
* id Software&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[id Software Music Format]]&lt;br /&gt;
* [[Interplay ACM]]&lt;br /&gt;
* [[Inverse Frequency Sound format]]&lt;br /&gt;
* [[Ken's Adlib Music]]&lt;br /&gt;
* [[Sierra AGI]]&lt;br /&gt;
* [[Sierra SCI]]&lt;br /&gt;
* [[Westwood Studios ADL]]&lt;br /&gt;
* [[Westwood Studios AUD]]&lt;br /&gt;
* [[Xbox IMA ADPCM]]&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[Nintendo GameCube / Wii AST]]&lt;br /&gt;
** [[Nintendo GameCube / Wii BRSTM]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* Electronic Arts&lt;br /&gt;
** [[Electronic Arts INF]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
&lt;br /&gt;
* id Software&lt;br /&gt;
** [[BSP]] (map format used in Quake)&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* NetImmerse / Gamebryo Engine&lt;br /&gt;
** [[KF]]&lt;br /&gt;
** [[NIF]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube&lt;br /&gt;
** [[Nintendo GameCube Opening.bnr]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo GameCube / Wii&lt;br /&gt;
** [[DOL (Nintendo)]]&lt;br /&gt;
** [[RARC (Nintendo)]]&lt;br /&gt;
** [[Yaz0 (Nintendo)]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[Mii Data]]&lt;br /&gt;
** [[Nintendo Wii BRLAN]]&lt;br /&gt;
** [[Nintendo Wii BRLYT]]&lt;br /&gt;
** [[Nintendo Wii BRRES]]&lt;br /&gt;
** [[Nintendo Wii Content.bin]]&lt;br /&gt;
** [[Nintendo Wii Data.bin]]&lt;br /&gt;
** [[Nintendo Wii Opening.bnr]]&lt;br /&gt;
** [[Nintendo Wii PAC]]&lt;br /&gt;
** [[Nintendo Wii PCS]]&lt;br /&gt;
** [[Nintendo Wii REL]]&lt;br /&gt;
** [[Nintendo Wii Savegame]]&lt;br /&gt;
** [[Nintendo Wii SEL]]&lt;br /&gt;
** [[Nintendo Wii Ticket]]&lt;br /&gt;
** [[Nintendo Wii Title Metadata]]&lt;br /&gt;
** [[Nintendo Wii TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Nintendo Wii WAD]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
*Valve Source Engine&lt;br /&gt;
**[[Valve Map Format]] (.vmf)&lt;br /&gt;
**[[Valve Texture Format]] (.vtf)&lt;br /&gt;
**[[Valve Material Type]] (.vmt)&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
==Individual Game Formats==&lt;br /&gt;
&lt;br /&gt;
This section details formats which are specific to a single game (or perhaps a game series), such as [[God of Thunder Music Format]].&lt;br /&gt;
* Age of Empires&lt;br /&gt;
** [[Data Resource File]] (.drs)&lt;br /&gt;
** [[Age of Empires Graphics File]] (.slp)&lt;br /&gt;
* Age of Mythology&lt;br /&gt;
** [[BAR (Age of Mythology)]] (.bar archive)&lt;br /&gt;
* Alter Ego (1986)&lt;br /&gt;
** [[Alter Ego Vignette Script format]]&lt;br /&gt;
* BVE, OpenBVE, Boso View Express (railroad simulator)&lt;br /&gt;
** [[BVE object formats]]&lt;br /&gt;
** [[BVE route formats]]&lt;br /&gt;
** [[BVE train.dat file]]&lt;br /&gt;
* Cartooners&lt;br /&gt;
** [[Cartooners actor file]]&lt;br /&gt;
** [[Electronic Arts INF‎]]&lt;br /&gt;
** [[Electronic Arts MOV]]&lt;br /&gt;
** [[Electronic Arts MUS]]&lt;br /&gt;
* Commander Keen 1&lt;br /&gt;
** [[Commander Keen 1 Level format]] (.ck1)&lt;br /&gt;
* Core Wars&lt;br /&gt;
** [[RBJ (Redcode oBJect)]]&lt;br /&gt;
* Crystal Caves&lt;br /&gt;
** [[Crystal Caves Sound format]]&lt;br /&gt;
* Dance With Intensity&lt;br /&gt;
** [[Dance With Intensity simfile]] (.dwi)&lt;br /&gt;
* Dangerous Dave&lt;br /&gt;
** [[Dangerous Dave level format]]&lt;br /&gt;
** [[Dangerous Dave tileset format]]&lt;br /&gt;
** (also uses [[Inverse Frequency Sound format]])&lt;br /&gt;
* Dofus&lt;br /&gt;
** [[Dofus localization]]&lt;br /&gt;
* Donkey Konga 2&lt;br /&gt;
** [[Donkey Konga 2 DSP]]&lt;br /&gt;
* Doom&lt;br /&gt;
** [[Doom MUS]]&lt;br /&gt;
** [[Doom WAD]]&lt;br /&gt;
* DTX Mania&lt;br /&gt;
** [[DTX Mania simfile]]&lt;br /&gt;
* Duke Nukem&lt;br /&gt;
** [[Duke Nukem level format]]&lt;br /&gt;
** [[Duke Nukem graphics format]]&lt;br /&gt;
* Fallout&lt;br /&gt;
** [[Fallout character description]]&lt;br /&gt;
* Garry's Mod&lt;br /&gt;
** [[Garry's Mod Addon]] (.gma)&lt;br /&gt;
* God of Thunder&lt;br /&gt;
** [[DAT (God of Thunder)]]&lt;br /&gt;
** [[God of Thunder Music Format]]&lt;br /&gt;
* In the Groove&lt;br /&gt;
** [[In the Groove PCK]]&lt;br /&gt;
* Kick It Up&lt;br /&gt;
** [[Kick It Up simfile]] (.ksf)&lt;br /&gt;
* Mario Kart Wii&lt;br /&gt;
** [[Wii BRFNT]]&lt;br /&gt;
** [[Wii BTI]]&lt;br /&gt;
* Mario Paint&lt;br /&gt;
** [[Mario Paint Composer]]&lt;br /&gt;
** [[SHI]]&lt;br /&gt;
** [[SHO]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* StarCraft&lt;br /&gt;
** [[StarCraft group file]] (.grp)&lt;br /&gt;
* StepMania&lt;br /&gt;
** [[StepMania simfile]] (.sm)&lt;br /&gt;
** [[StepMania 5 simfile]] (.ssc)&lt;br /&gt;
** [[StepMania AMX simfile]] (.sma)&lt;br /&gt;
* Supaplex&lt;br /&gt;
** [[Supaplex Level format]]&lt;br /&gt;
* Super Mario Galaxy&lt;br /&gt;
** [[Super Mario Galaxy savefile]]&lt;br /&gt;
* Super Paper Mario&lt;br /&gt;
** [[BRSTMPSM]] (music data)&lt;br /&gt;
* Total War&lt;br /&gt;
** [[Total War ESF]] (.esf)&lt;br /&gt;
* Vinyl Goddess From Mars&lt;br /&gt;
** [[Vinyl Goddess From Mars Instrument Format]]&lt;br /&gt;
** [[Vinyl Goddess From Mars Music Format]]&lt;br /&gt;
* Warcraft&lt;br /&gt;
** [[Warcraft II PUD]] (custom maps)&lt;br /&gt;
* Wiggle Planet&lt;br /&gt;
** [[Wiglet]]&lt;br /&gt;
* Wii Fit / Wii Fit Plus&lt;br /&gt;
** [[Wii Fit BMG]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.osti.gov/accomplishments/videogame.html Possibly the first video game, in 1958]&lt;br /&gt;
* [https://archive.org/details/Nintendo_Ultra64_Programming_Manual Nintendo Ultra64 Programming Manual]&lt;br /&gt;
* [http://ukvac.com/forum/topic335921.html Sega Pengo: bug found in maze generating algorithm]&lt;br /&gt;
* [http://www.stavros.io/posts/winning-candy-crush/ How to 'hack' Candy Crush]&lt;br /&gt;
* [http://www.glitchthegame.com/public-domain-game-art/ Glitch game files, released into the public domain]&lt;br /&gt;
* [https://github.com/jmechner/Prince-of-Persia-Apple-II Prince of Persia source code (Apple II)]&lt;br /&gt;
* [http://sourceforge.net/projects/dice/ DICE: emulator of early discrete-circuit video games]&lt;br /&gt;
* [http://www.newstatesman.com/culture/2014/03/all-these-years-later-there%E2%80%99s-still-nothing-better-doom All these years later, there’s still nothing better than Doom]&lt;br /&gt;
* [http://www.polygon.com/2014/4/22/5640114/maze-invaders-atari-arcade-source-code-strong-museum-icheg Museum acquires 'virtually complete' source code from Atari's arcade heyday]&lt;br /&gt;
* [https://archive.org/details/pdp1_spacewar Spacewar! for the PDP-1 (1962)] (with in-browser emulation)&lt;br /&gt;
* [http://tcrf.net/Category:Games_with_hidden_developer_messages Games with hidden developer messages]&lt;br /&gt;
* [http://mirror.us.oneandone.net/projects/media.ccc.de/congress/2010/mp4-h264-HQ/27c3-4087-en-console_hacking_2010.mp4 Video on hacking game consoles]&lt;br /&gt;
* [http://www.playfuljs.com/a-first-person-engine-in-265-lines/ First person game engine in 265 lines of JavaScript]&lt;br /&gt;
* [http://www.loc.gov/preservation/resources/rfs/softgame.html Library of Congress Recommended Format Specifications: Software/Gaming]&lt;br /&gt;
* [https://github.com/keendreams/keen Keen Dreams Source Code (open-source release)]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/WBFS</id>
		<title>WBFS</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/WBFS"/>
				<updated>2016-07-15T20:00:18Z</updated>
		
		<summary type="html">&lt;p&gt;Hamhock666: Created page with &amp;quot;{{FormatInfo |formattype=electronic |subcat=Filesystem |extensions={{ext|wbfs}} |released=2009 }}  '''WBFS''' stands for Wii Backup File System, and it is generally used as an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Filesystem&lt;br /&gt;
|extensions={{ext|wbfs}}&lt;br /&gt;
|released=2009&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''WBFS''' stands for Wii Backup File System, and it is generally used as an alternate to [[ISO image]] to store games for the Nintendo Wii.&lt;br /&gt;
&lt;br /&gt;
==Specification==&lt;br /&gt;
*http://wbfs.codeplex.com/wikipage?title=WBFS%20Format%20Specification&amp;amp;referringTitle=Home&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://wbfs.codeplex.com/ WBFS project home]&lt;br /&gt;
*[https://en.wikipedia.org/wiki/WBFS Wikipedia]&lt;/div&gt;</summary>
		<author><name>Hamhock666</name></author>	</entry>

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