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		<id>http://fileformats.archiveteam.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lempamo</id>
		<title>Just Solve the File Format Problem - User contributions [en]</title>
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		<updated>2026-04-16T09:57:20Z</updated>
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	<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>2021-08-24T04:24:04Z</updated>
		
		<summary type="html">&lt;p&gt;Lempamo: /* Playlists, music libraries, music store downloaders */&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;
[[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 additional multimedia formats that may contain audio, see [[Video]].&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&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;
== Album formats ==&lt;br /&gt;
(files containing entire music albums, with some track structure)&lt;br /&gt;
* [[Connected Media Experience]] (CME, CMX)&lt;br /&gt;
* [[iTunes LP]]&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;
* Adobe Audition&lt;br /&gt;
** [[Cool Edit / Audition Multi Track Session file]] (.ses)&lt;br /&gt;
** [[Audition]] (.sesx)&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 Bundle (BUN)]] (.bun)&lt;br /&gt;
** [[Cakewalk Bundle (CWB)]] (.cwb)&lt;br /&gt;
** [[Cakewalk Dump Request Macro]] (.drm)&lt;br /&gt;
** [[Cakewalk Instrument Definition File]] (.ins)&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;
* [[CPS project]] (.cps)&lt;br /&gt;
* [[Digital Performer]]&lt;br /&gt;
* [[Dynamic Studio Professional module]]&lt;br /&gt;
* FruityLoops / FL Studio&lt;br /&gt;
** [[BeatCreator/BeatSlicer Grid File]] (.zgr)&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;
* [[Hydrogen]] (.h2song, .h2pattern)&lt;br /&gt;
* Jeskola Buzz&lt;br /&gt;
** [[Jeskola Buzz machine]] (.dll)&lt;br /&gt;
** [[Jeskola Buzz machine preset]] (.prs, .prs.xml)&lt;br /&gt;
** [[Jeskola Buzz song]] (.bmx, .bmw)&lt;br /&gt;
* [[LMMS]] (Linux MultiMedia Studio) (.mmp, .mmpz)&lt;br /&gt;
* Logic Pro / Logic / Notator Logic&lt;br /&gt;
** [[Logic Pro project file]] (.logic, .logicx)&lt;br /&gt;
* [[Maestro]] (RISC OS)&lt;br /&gt;
* [[Make-A-Melody]] (''Big Blue Disk'' #42) (.mus)&lt;br /&gt;
* [[Nero SoundTrax]] (.npf)&lt;br /&gt;
* [[Nero WaveEditor]] (.nwf)&lt;br /&gt;
* Piston Collage / PxTone&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;
** [[Pro Tools (Mac)]] (.pt5, .p24, .pt4, .pt3)&lt;br /&gt;
** [[PTS]] (Pro Tools 5.1-6.9)&lt;br /&gt;
** [[PTF]] (Pro Tools 7-9) &lt;br /&gt;
** [[PTX (Pro Tools)|PTX]] (Pro Tools 10)&lt;br /&gt;
* Propellerhead (Reason, ReCycle)&lt;br /&gt;
** [[Propellerhead Reason NN-XT Patch File]] (.sx2)&lt;br /&gt;
** [[Propellerhead Reason Project File]] / song file (.reason, .rns, others)&lt;br /&gt;
** [[Propellerhead Reason ReFill Sound Bank]] (.rfl)&lt;br /&gt;
** [[Propellerhead ReCycle Loop File]] (.rex)&lt;br /&gt;
** [[Reason Studios REX2 Audio File]] (.rx2)&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;
* [[ROXIO|Roxio]]&lt;br /&gt;
** [[DMSE]] (Sound Editor project) &lt;br /&gt;
** [[DMSA]] (Music Disc Creator project)&lt;br /&gt;
* SeaTone / PixTone&lt;br /&gt;
** [[PXT]] (.pxt)&lt;br /&gt;
* [[SoundDesigner II]] (.sd2)&lt;br /&gt;
* [[Soundtrack Pro]] (.stmp)&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;
** [[Nuendo]]&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;
** [[Kexis]] (.kxs)&lt;br /&gt;
** [[LA]] (Lossless Audio)&lt;br /&gt;
** [[LiteWave]]&lt;br /&gt;
** [[LPAC]] (Lossless Predictive Audio Coding)&lt;br /&gt;
** [[MKW]]&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;
** [[ADPCM|Adaptive differential pulse-code modulation]]&lt;br /&gt;
*** [[ACT]]&lt;br /&gt;
*** [[ADPCM-A]] (Yamaha)&lt;br /&gt;
*** [[ADPCM-B]] (Yamaha)&lt;br /&gt;
*** [[VOX]]&lt;br /&gt;
** [[Adaptive Multi-Rate WideBand Audio]]&lt;br /&gt;
** [[Adaptive Multi-Rate Audio]] (.amr)&lt;br /&gt;
** [[Archimedes VIDC audio]]&lt;br /&gt;
** ATRAC or [[Adaptive Transform Acoustic Coding]] (.aa3, .oma, .at3)&lt;br /&gt;
** [[Audible Audiobook]] (.aa, .aax)&lt;br /&gt;
** [[Audition Loop]] (.cel)&lt;br /&gt;
** [[CELT]] (.ogg)&lt;br /&gt;
** [[Digital Theater Systems]] (.dts)&lt;br /&gt;
** [[Dolby Digital]] (AC-3 or ATSC A/52)&lt;br /&gt;
** [[GSM]] (GSM 6.10 RPE-LTP)&lt;br /&gt;
** [[M4B]] (iTunes Audio Book)&lt;br /&gt;
** [[M4P]] (Fairplay DRM Encrypted [[M4A]])&lt;br /&gt;
** MP1: See [[MPEG Audio Layer I]]&lt;br /&gt;
** MP2: See [[MPEG Audio Layer II]]&lt;br /&gt;
** [[MP3]] (MPEG-1 / MPEG-2 Audio Layer III)&lt;br /&gt;
*** [[packMP3]]&lt;br /&gt;
** MPA (MPEG Audio): See [[MPEG Audio Layer II]]&lt;br /&gt;
** MP+ (MPEGplus Audio): See [[Musepack Audio]]&lt;br /&gt;
** MPEG-4 Audio: Can refer to various formats connected with [[MPEG-4]], including [[AAC]]. (.m4a, .m4b, .m4p, .m4r, .mp4, .aac)&lt;br /&gt;
** [[MPEG Audio Layer I]] (MP1)&lt;br /&gt;
** [[MPEG Audio Layer II]] (MP2; MPEG-1 Audio Layer II)&lt;br /&gt;
** [[Musepack Audio]] (.mpc)&lt;br /&gt;
** [[Opus]] (.opus)&lt;br /&gt;
** [[RealAudio]] (.ra)&lt;br /&gt;
** [[Speex]] (.spx)&lt;br /&gt;
** [[SWA]]&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;
** [[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;
** [[DiamondWare Digitized]] (.dwd)&lt;br /&gt;
** [[Bonk]] (lossy/lossless audio compression)&lt;br /&gt;
** [[INRS-Telecom file]] (.aud)&lt;br /&gt;
** [[SIFF]] (.son)&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;
* [[AAF]] (Advanced Authoring Format)&lt;br /&gt;
* [[ASF]] (Advanced Systems Format)&lt;br /&gt;
* [[Core Audio Format]] (.caf)&lt;br /&gt;
* [[Extensible Music Format]] (.xmf)&lt;br /&gt;
* [[IFF]]&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;
* [[OMF Interchange]] (Open Media Framework Interchange format)&lt;br /&gt;
* [[Qualcomm QCP]] (Purevoice)&lt;br /&gt;
* [[Rich Music Format]] (.rmf)&lt;br /&gt;
* [[RealMedia]] (.rm)&lt;br /&gt;
* [[WAV]]&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 / ZXAYEMUL)&lt;br /&gt;
* [[AZX]] (ZX Spectrum)&lt;br /&gt;
* [[Custom Amiga Module]] (CUST)&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;
* [[Game Boy Sound]] (.gbs)&lt;br /&gt;
* [[GBR]] (Game Boy Sound)&lt;br /&gt;
* [[Gens Sound Record]] (GSR)&lt;br /&gt;
* [[GSF]] (Game Boy Advance [[PSF]])&lt;br /&gt;
* [[HES]] (Hudson Entertainment System)&lt;br /&gt;
* [[KSS]] (MSX)&lt;br /&gt;
* [[KSSX]] (Possible expansion of [[KSS]])&lt;br /&gt;
* [[MDX (X68000)|MDX]] (Sharp X68000 / MXDRV)&lt;br /&gt;
* [[NES Sound Format]] (.nsf)&lt;br /&gt;
* [[NES Sound Format Extended]] (.nsfe)&lt;br /&gt;
* [[NSD (audio)|NSD]]&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;
* [[SC68]] (Atari ST / Atari STE / Amiga)&lt;br /&gt;
* [[SGC]] (Sega Master System / Game Gear / Colecovision)&lt;br /&gt;
* [[SID]] (Commodore 64)&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;
&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;
** [[Amos Basic Konverter]] (.ambk)&lt;br /&gt;
** [[Art &amp;amp; Magic]] (.aam)&lt;br /&gt;
** [[Audio Sculpture]] (.as)&lt;br /&gt;
** [[Beathoven Synthesiser]] (.bss)&lt;br /&gt;
** [[Ben Replay]] (.ben)&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;
** [[Gnu Player]] (.gp)&lt;br /&gt;
** [[Hippel]] (.hip)&lt;br /&gt;
** [[Hippel-COSO]] (.hipc)&lt;br /&gt;
** [[Hornet Packer]] (.hrt)&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;
** [[Kefrens Sound Machine]] (.ksm)&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;
** [[NoiseRunner]] (.nr)&lt;br /&gt;
** [[NovoTrade Packer]] (.ntp)&lt;br /&gt;
** [[Pierre Adane Packer]] (.pap)&lt;br /&gt;
** [[Power Music]] (.pm)&lt;br /&gt;
** [[Professional Sound Artists]] (.psa)&lt;br /&gt;
** [[Promizer 0.1]] (.pm01)&lt;br /&gt;
** [[Promizer 1.0c]] (.pm10)&lt;br /&gt;
** [[Promizer 1.8a]] (.pm18)&lt;br /&gt;
** [[Promizer 2.0]] (.pm20)&lt;br /&gt;
** [[Promizer 4.0]] (.pm40)&lt;br /&gt;
** [[ProPacker 1.0]] (.pp10)&lt;br /&gt;
** [[ProPacker 2.1]] (.pp21)&lt;br /&gt;
** [[ProPacker 3.0]] (.pp30)&lt;br /&gt;
** [[Prorunner]] (.prun1, .prun2)&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, .sid2)&lt;br /&gt;
** [[Silmarils]] (.mok)&lt;br /&gt;
** [[SKYT Packer]] (.skyt)&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;
* [[Star Trekker Packer]] (.stpk)&lt;br /&gt;
** [[Synth Dream]] (.sdr)&lt;br /&gt;
** [[Synth Pack]] (.osp)&lt;br /&gt;
** [[The Musical Enlightenment]] (.tme)&lt;br /&gt;
** [[The Player]] (.p22a, .p30a, .p40a, .p40b, .p50a, .p60a, .p61a)&lt;br /&gt;
** [[Titanics Player]] (.ttp)&lt;br /&gt;
** [[Tracker Packer 1]] (.tp1)&lt;br /&gt;
** [[Tracker Packer 2]] (.tp2)&lt;br /&gt;
** [[Tracker Packer 3]] (.tp3)&lt;br /&gt;
** [[Thomas Hermann]] (.thm)&lt;br /&gt;
** [[Wally Beben]] (.wb)&lt;br /&gt;
** [[Wanton Packer]] (.wn)&lt;br /&gt;
** [[XANN Packer]] (.xann)&lt;br /&gt;
** [[Zen Packer]] (.zen)&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;
* Mojang AB (Minecraft)&lt;br /&gt;
** [[Minecraft sounds.json]]&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;
* PC-98 and PC-88&lt;br /&gt;
** [[Professional Music Driver PMD]] (.m, .m2)&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;
== Identifiers of musical works, recordings, artists, etc. ==&lt;br /&gt;
* [[International Standard Musical Work Code]] (ISWC)&lt;br /&gt;
* [[International Standard Recording Code]] (ISRC)&lt;br /&gt;
* [[MusicBrainz Identifier]]&lt;br /&gt;
&lt;br /&gt;
== Metadata formats and related data ==&lt;br /&gt;
&lt;br /&gt;
* [[APE tag]]&lt;br /&gt;
* Cue Sheet - See [[CUE and BIN]]&lt;br /&gt;
* [[ELAN Annotation Format]]&lt;br /&gt;
* [[Exif]]&lt;br /&gt;
* [[ID3]]&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;
(For more on this subject, listen to [https://www.youtube.com/watch?v=v0nNuUKeh6o Jason Scott Talks His Way Out Of It: The Music Tracker Episode].)&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]] (.musx)&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 v1.3 module]] (.fc13)&lt;br /&gt;
** [[Future Composer v1.4 module]] (.fc14)&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;
* jacker-tracker&lt;br /&gt;
** [[Jacker song]]&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;
* Microdeal Quartet&lt;br /&gt;
** [[4V]]&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;
* [[The Music Studio|Music Studio, The]] (Activision / Audio Light) (.sng, .song, .mss, .snd, .sound)&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;
** [[MED Packer]] (.mmdc)&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|Renoise song (XRNS)]] (.xrns)&lt;br /&gt;
** [[Renoise|Renoise instrument (XRNS)]] (.xrni)&lt;br /&gt;
** [[Renoise|Renoise effect chain (XRNT)]] (.xrnt)&lt;br /&gt;
** [[Renoise Song (NTK)]] (.ntk)&lt;br /&gt;
** [[Renoise Song (PTK)]] (.ptk)&lt;br /&gt;
** [[Renoise Song (RNS)]] (.rns)&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;
* [[SMUS]]&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, .flt4)&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;
* [[Unic Tracker 1.0]] (.unic1)&lt;br /&gt;
* [[Unic Tracker 2.0]] (.unic2)&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;
** [[Compact MIDI]]&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;
*** [[MIDI Instrument Definition File]]&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;
** [[RIFF MIDS]]&lt;br /&gt;
** [[Sample Vision]] (.smp)&lt;br /&gt;
** [[Scalable Polyphony MIDI]]&lt;br /&gt;
** [[SFARK]] (SoundFont archive compressed file)&lt;br /&gt;
** [[SoundFont 1.0]] (.sbk)&lt;br /&gt;
** [[SoundFont 2.0]] (.sf2)&lt;br /&gt;
** [[Synthetic Music Application Format]]&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;
** [[Ensoniq Concert Wavetable]] (.ecw)&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;
* [[Drum tablature]]&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;
** [[ConcertWare]]&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]] (.etf, .mus, .musx)&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;
** [[VexTab]]&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;
* [[MusicBee Library]] (.mbl)&lt;br /&gt;
* [[PLS]] (Multimedia Playlist)&lt;br /&gt;
* [[RAM (RealAudio)]]&lt;br /&gt;
* [[SMIL]] (W3C open standard)&lt;br /&gt;
* [[Windows Media Metafile]] (.asx, .wax, .wxv)&lt;br /&gt;
* [[Windows Media Playlist]] (.wpl)&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;
* [[ChucK]] (.ck)&lt;br /&gt;
* [[Csound]] (.csd, .orc, .sco)&lt;br /&gt;
* Cycling 74 [[Max]] (.maxpat, .max)&lt;br /&gt;
* [[FAUST]] (.dsp)&lt;br /&gt;
* [[Music Macro Language]]&lt;br /&gt;
* Native Instruments [[Reaktor]] (.rkplr)&lt;br /&gt;
* [[Pure Data]] (.pd)&lt;br /&gt;
* [[Scala (music software)]] (.kbm, .scl, .cmd)&lt;br /&gt;
* [[SuperCollider]] (.scd, .sc)&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;
== Signal processing ==&lt;br /&gt;
&lt;br /&gt;
These aren't specific file formats, but generic mathematical methods used by other file formats.&lt;br /&gt;
&lt;br /&gt;
* [[A-law]]&lt;br /&gt;
* [[ADPCM]]&lt;br /&gt;
* [[DPCM]]&lt;br /&gt;
* [[LPCM]]&lt;br /&gt;
* [[Pulse code modulation]]&lt;br /&gt;
* [[µ-law]] (u-law)&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;
* [[Speech Synthesis Markup Language]] (SSML)&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;
* [[Audfprint fingerprint file]] (.afpk)&lt;br /&gt;
* [[AVR]]&lt;br /&gt;
* [[B1S]]&lt;br /&gt;
* [[BDSP]] (BotDetect Sound Package)&lt;br /&gt;
* [[BVG]]&lt;br /&gt;
* [[CBD2]]&lt;br /&gt;
* [[DeskMate Music]] (.sng)&lt;br /&gt;
* [[DeskMate Sound]] (.snd)&lt;br /&gt;
* [[DSM]] (DSIK Internal)&lt;br /&gt;
* [[DSPW]]&lt;br /&gt;
* [[DTK]]&lt;br /&gt;
* [[EUPHONY]] (FM Towns computer system)&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)|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;
* [[SoundHelix XML]]&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;
* [http://www.righto.com/2017/04/reverse-engineering-76477-space.html Reverse engineering the 76477 &amp;quot;Space Invaders&amp;quot; sound effect chip from die photos]&lt;br /&gt;
&lt;br /&gt;
[[Category:Audio and Music| ]]&lt;/div&gt;</summary>
		<author><name>Lempamo</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/MusicBee_Library</id>
		<title>MusicBee Library</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/MusicBee_Library"/>
				<updated>2021-08-24T04:23:06Z</updated>
		
		<summary type="html">&lt;p&gt;Lempamo: Created page with &amp;quot;{{FormatInfo |formattype=electronic |subcat=Audio and Music |extensions={{ext|mbl}} }} MusicBee is a freeware music player and library manager for Windows written in Visual Ba...&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|mbl}}&lt;br /&gt;
}}&lt;br /&gt;
MusicBee is a freeware music player and library manager for Windows written in Visual Basic. The '''MusicBee Library''' file keeps track of all the media that MusicBee considers part of a person's collection. This includes all the metadata about each file, so MusicBee does not have to read the actual files every time to get that information.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
The format of MusicBee's library starts with the amount of files in the library, encoded as a signed 32-bit integer that has been left-shifted by 8. This is then followed by the blocks that represent each of the files.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data&lt;br /&gt;
! Format&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| File Designation? (if 1, the end of the file has been reached) || byte || 1&lt;br /&gt;
|-&lt;br /&gt;
| Status? || byte || 1&lt;br /&gt;
|-&lt;br /&gt;
| ? (always seems to be 0xFF) || byte || 1&lt;br /&gt;
|-&lt;br /&gt;
| Play Count || uint16 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Date Last Played || int64 (.NET DateTime) || 8&lt;br /&gt;
|-&lt;br /&gt;
| Skip Count || uint16 || 2&lt;br /&gt;
|-&lt;br /&gt;
| File Path || pascal string (length is 7-bit) || variable&lt;br /&gt;
|-&lt;br /&gt;
| File Size (in bytes) || int32 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Sample Rate || int32 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Channel Indicator || byte || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bitrate Type (CBR, VBR, etc.) || byte || 1&lt;br /&gt;
|-&lt;br /&gt;
| Bitrate || int16 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Track Length (in ms) || int32 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Date Added || int64 (.NET DateTime) || 8&lt;br /&gt;
|-&lt;br /&gt;
| Date Modified || int64 (.NET DateTime) || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Following this are blocks representing the artwork associated with the file.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data&lt;br /&gt;
! Format&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| Artwork Type (if 0xFE or 0xFF, move on) || byte || 1&lt;br /&gt;
|-&lt;br /&gt;
| ? || pascal string (length is 7-bit) || variable&lt;br /&gt;
|-&lt;br /&gt;
| Storage Mode || byte || 1&lt;br /&gt;
|-&lt;br /&gt;
| ? || pascal string (length is 7-bit) || variable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After the artwork we have tags listed with the code for the tag as a byte, followed by a pascal string containing the value of the tag. If the tag code is 0, then you move on to the next file block. If the tag code is 255 however, there are some unknown values pertaining to .cue files that are repeated per the value of an int16.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data&lt;br /&gt;
! Format&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| ? || byte || 1&lt;br /&gt;
|-&lt;br /&gt;
| ? || uint16 || 2&lt;br /&gt;
|-&lt;br /&gt;
| ? || int64 || 8&lt;br /&gt;
|-&lt;br /&gt;
| ? || uint16 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
https://gist.github.com/lempamo/6e8977065da593e372e45d4c628e7fc7 - Proof of Concept .MBL parser in Python&lt;br /&gt;
&lt;br /&gt;
[[Category:File formats with a distinctive filename]]&lt;/div&gt;</summary>
		<author><name>Lempamo</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/D3TV</id>
		<title>D3TV</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/D3TV"/>
				<updated>2021-08-23T21:27:57Z</updated>
		
		<summary type="html">&lt;p&gt;Lempamo: &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|sht}}, others&lt;br /&gt;
}}&lt;br /&gt;
'''D3TV''' files are game data files used by the v3.x of the D.U.N.E (Developers Universal Non-programming Environment) Engine, which added support for CD Audio with the Commodore CDTV, and is well known for being the engine used by &amp;quot;The Town With No Name&amp;quot; and &amp;quot;Psycho Killer&amp;quot;. These files usually correspond to individual &amp;quot;shots&amp;quot; in a DUNE game, and are based on the [[IFF]] metaformat.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
D3TV files begin with &amp;lt;code&amp;gt;FORM&amp;lt;/code&amp;gt;, have the file-size in bytes starting at offset 4, and have a type indicator of &amp;lt;code&amp;gt;D3TV&amp;lt;/code&amp;gt; at offset 8.&lt;br /&gt;
&lt;br /&gt;
== Chunks ==&lt;br /&gt;
These files contain many different chunks for different types of game data. All offsets mentioned are relative to the start of the chunk identifier.&lt;br /&gt;
&lt;br /&gt;
=== AFRM ===&lt;br /&gt;
The purpose of this chunk is currently unknown.&lt;br /&gt;
&lt;br /&gt;
=== AVNE ===&lt;br /&gt;
This chunk contains information about &amp;quot;avenues&amp;quot;, which are links to other shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;AVNE&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Shot path || unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== BPNT ===&lt;br /&gt;
This chunk contains information about where a button is, and is followed by the connected AVNE chunk. Point fields are repeated for each point in the button.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;BPNT&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (minimum of &amp;lt;code&amp;gt;0C&amp;lt;/code&amp;gt;, goes up by 4 for each point) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Point X || 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A || Point Y || 2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CAUD ===&lt;br /&gt;
This chunk sets the audio sample or module to be played when entering a shot, or when activating a button.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;CAUD&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Audio path || unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CDTV ===&lt;br /&gt;
This chunk refers to CD Audio that is played immediately when a shot is entered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;CDTV&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;1C&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x09 || CD Track || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D || Start point minutes || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || Start point seconds || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F || Start point CDDA frames || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x11 || End point minutes || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || End point seconds || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x13 || End point CDDA frames || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EVNT ===&lt;br /&gt;
This chunk seems to related an avenue to either a button press or time elapsing. Usually followed by an AVNE and sometimes a BPNT.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;EVNT&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;2C&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x15 || Timer length (?) || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GRPH ===&lt;br /&gt;
This chunk gets the image or animation for the shot, and sets some extra details about it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;GRPH&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;9C&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Graphic path (null-terminated string) || unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x8E || Frames || 2&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lempamo</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/D3TV</id>
		<title>D3TV</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/D3TV"/>
				<updated>2020-10-17T05:21:45Z</updated>
		
		<summary type="html">&lt;p&gt;Lempamo: /* GRPH */&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|sht}}, others&lt;br /&gt;
}}&lt;br /&gt;
'''D3TV''' files are game data files used by the v3.x of the D.U.N.E (Developers Universal Non-programming Environment) Engine, which added support for CD Audio with the Commodore CDTV. These files usually correspond to individual &amp;quot;shots&amp;quot; in a DUNE game, and are based on the [[IFF]] metaformat.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
D3TV files begin with &amp;lt;code&amp;gt;FORM&amp;lt;/code&amp;gt;, have the file-size in bytes starting at offset 4, and have a type indicator of &amp;lt;code&amp;gt;D3TV&amp;lt;/code&amp;gt; at offset 8.&lt;br /&gt;
&lt;br /&gt;
== Chunks ==&lt;br /&gt;
These files contain many different chunks for different types of game data. All offsets mentioned are relative to the start of the chunk identifier.&lt;br /&gt;
&lt;br /&gt;
=== AFRM ===&lt;br /&gt;
The purpose of this chunk is currently unknown.&lt;br /&gt;
&lt;br /&gt;
=== AVNE ===&lt;br /&gt;
This chunk contains information about &amp;quot;avenues&amp;quot;, which are links to other shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;AVNE&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Shot path || unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== BPNT ===&lt;br /&gt;
This chunk contains information about where a button is, and is followed by the connected AVNE chunk. Point fields are repeated for each point in the button.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;BPNT&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (minimum of &amp;lt;code&amp;gt;0C&amp;lt;/code&amp;gt;, goes up by 4 for each point) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Point X || 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A || Point Y || 2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CAUD ===&lt;br /&gt;
This chunk sets the audio sample or module to be played when entering a shot, or when activating a button.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;CAUD&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Audio path || unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CDTV ===&lt;br /&gt;
This chunk refers to CD Audio that is played immediately when a shot is entered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;CDTV&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;1C&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x09 || CD Track || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D || Start point minutes || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || Start point seconds || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F || Start point CDDA frames || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x11 || End point minutes || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || End point seconds || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x13 || End point CDDA frames || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EVNT ===&lt;br /&gt;
This chunk seems to related an avenue to either a button press or time elapsing. Usually followed by an AVNE and sometimes a BPNT.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;EVNT&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;2C&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x15 || Timer length (?) || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GRPH ===&lt;br /&gt;
This chunk gets the image or animation for the shot, and sets some extra details about it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;GRPH&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;9C&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Graphic path (null-terminated string) || unknown&lt;br /&gt;
|-&lt;br /&gt;
| 0x8E || Frames || 2&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lempamo</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/D3TV</id>
		<title>D3TV</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/D3TV"/>
				<updated>2020-10-16T20:08:26Z</updated>
		
		<summary type="html">&lt;p&gt;Lempamo: &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|sht}}, others&lt;br /&gt;
}}&lt;br /&gt;
'''D3TV''' files are game data files used by the v3.x of the D.U.N.E (Developers Universal Non-programming Environment) Engine, which added support for CD Audio with the Commodore CDTV. These files usually correspond to individual &amp;quot;shots&amp;quot; in a DUNE game, and are based on the [[IFF]] metaformat.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
D3TV files begin with &amp;lt;code&amp;gt;FORM&amp;lt;/code&amp;gt;, have the file-size in bytes starting at offset 4, and have a type indicator of &amp;lt;code&amp;gt;D3TV&amp;lt;/code&amp;gt; at offset 8.&lt;br /&gt;
&lt;br /&gt;
== Chunks ==&lt;br /&gt;
These files contain many different chunks for different types of game data. All offsets mentioned are relative to the start of the chunk identifier.&lt;br /&gt;
&lt;br /&gt;
=== AFRM ===&lt;br /&gt;
The purpose of this chunk is currently unknown.&lt;br /&gt;
&lt;br /&gt;
=== AVNE ===&lt;br /&gt;
This chunk contains information about &amp;quot;avenues&amp;quot;, which are links to other shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;AVNE&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Shot path || unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== BPNT ===&lt;br /&gt;
This chunk contains information about where a button is, and is followed by the connected AVNE chunk. Point fields are repeated for each point in the button.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;BPNT&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (minimum of &amp;lt;code&amp;gt;0C&amp;lt;/code&amp;gt;, goes up by 4 for each point) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Point X || 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A || Point Y || 2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CAUD ===&lt;br /&gt;
This chunk sets the audio sample or module to be played when entering a shot, or when activating a button.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;CAUD&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Audio path || unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CDTV ===&lt;br /&gt;
This chunk refers to CD Audio that is played immediately when a shot is entered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;CDTV&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;1C&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x09 || CD Track || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D || Start point minutes || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || Start point seconds || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F || Start point CDDA frames || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x11 || End point minutes || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || End point seconds || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x13 || End point CDDA frames || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EVNT ===&lt;br /&gt;
This chunk seems to related an avenue to either a button press or time elapsing. Usually followed by an AVNE and sometimes a BPNT.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;EVNT&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;2C&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x15 || Timer length (?) || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GRPH ===&lt;br /&gt;
This chunk gets the image or animation for the shot, and sets some extra details about it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;GRPH&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;9C&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Graphic path || unknown&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lempamo</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/D3TV</id>
		<title>D3TV</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/D3TV"/>
				<updated>2020-10-16T19:36:52Z</updated>
		
		<summary type="html">&lt;p&gt;Lempamo: &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|sht}}, others&lt;br /&gt;
}}&lt;br /&gt;
'''D3TV''' files are game data files used by the v3.x of the D.U.N.E (Developers Universal Non-programming Environment) Engine, which added support for CD Audio with the Commodore CDTV. These files usually correspond to individual &amp;quot;shots&amp;quot; in a DUNE game, and are based on the [[IFF]] metaformat.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
D3TV files begin with &amp;lt;code&amp;gt;FORM&amp;lt;/code&amp;gt;, have the file-size in bytes starting at offset 4, and have a type indicator of &amp;lt;code&amp;gt;D3TV&amp;lt;/code&amp;gt; at offset 8.&lt;br /&gt;
&lt;br /&gt;
== Chunks ==&lt;br /&gt;
These files contain many different chunks for different types of game data. All offsets mentioned are relative to the start of the chunk identifier.&lt;br /&gt;
&lt;br /&gt;
=== AFRM ===&lt;br /&gt;
The purpose of this chunk is currently unknown.&lt;br /&gt;
&lt;br /&gt;
=== AVNE ===&lt;br /&gt;
This chunk contains information about &amp;quot;avenues&amp;quot;, which are links to other shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;AVNE&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Shot path || unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== BPNT ===&lt;br /&gt;
This chunk contains information about where a button is, and is followed by the connected AVNE chunk. Point fields are repeated for each point in the button.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;CDTV&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (minimum of &amp;lt;code&amp;gt;0C&amp;lt;/code&amp;gt;, goes up by 4 for each point) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Point X || 2&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A || Point Y || 2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CAUD ===&lt;br /&gt;
This chunk sets the audio sample or module to be played when entering a shot, or when activating a button.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;CAUD&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Audio path || unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CDTV ===&lt;br /&gt;
This chunk refers to CD Audio that is played immediately when a shot is entered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;CDTV&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;1C&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x09 || CD Track || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D || Start point minutes || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || Start point seconds || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F || Start point CDDA frames || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x11 || End point minutes || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || End point seconds || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x13 || End point CDDA frames || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EVNT ===&lt;br /&gt;
What this chunk does is currently unknown.&lt;br /&gt;
&lt;br /&gt;
=== GRPH ===&lt;br /&gt;
This chunk gets the image or animation for the shot, and sets some extra details about it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;GRPH&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;9C&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Graphic path || unknown&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lempamo</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/D3TV</id>
		<title>D3TV</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/D3TV"/>
				<updated>2020-10-16T17:18:53Z</updated>
		
		<summary type="html">&lt;p&gt;Lempamo: added info about other chunks, still incomplete&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|sht}}, others&lt;br /&gt;
}}&lt;br /&gt;
'''D3TV''' files are game data files used by the v3.x of the D.U.N.E (Developers Universal Non-programming Environment) Engine, which added support for CD Audio with the Commodore CDTV. These files usually correspond to individual &amp;quot;shots&amp;quot; in a DUNE game, and are based on the [[IFF]] metaformat.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
D3TV files begin with &amp;lt;code&amp;gt;FORM&amp;lt;/code&amp;gt;, have the file-size in bytes starting at offset 4, and have a type indicator of &amp;lt;code&amp;gt;D3TV&amp;lt;/code&amp;gt; at offset 8.&lt;br /&gt;
&lt;br /&gt;
== Chunks ==&lt;br /&gt;
These files contain many different chunks for different types of game data. All offsets mentioned are relative to the start of the chunk identifier.&lt;br /&gt;
&lt;br /&gt;
=== AVNE ===&lt;br /&gt;
This chunk contains information about &amp;quot;avenues&amp;quot;, which are links to other shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;AVNE&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Shot path || unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== BPNT ===&lt;br /&gt;
This chunk contains information about where a button is, and presumably what avenue it is tied to.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;CDTV&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (usually &amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;14&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CAUD ===&lt;br /&gt;
This chunk sets the audio sample or module to be played when entering a shot, or when activating a button.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;CAUD&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Audio path || unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== CDTV ===&lt;br /&gt;
This chunk refers to CD Audio that is played immediately when a shot is entered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;CDTV&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;1C&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x09 || CD Track || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D || Start point minutes || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || Start point seconds || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F || Start point CDDA frames || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x11 || End point minutes || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || End point seconds || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x13 || End point CDDA frames || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GRPH ===&lt;br /&gt;
This chunk gets the image or animation for the shot, and sets some extra details about it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;GRPH&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (always &amp;lt;code&amp;gt;9C&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Graphic path || unknown&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lempamo</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/D3TV</id>
		<title>D3TV</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/D3TV"/>
				<updated>2020-10-16T07:06:29Z</updated>
		
		<summary type="html">&lt;p&gt;Lempamo: got my offsets slightly off&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|sht}}, others&lt;br /&gt;
}}&lt;br /&gt;
'''D3TV''' files are game data files used by the v3.x of the D.U.N.E (Developers Universal Non-programming Environment) Engine, which added support for CD Audio with the Commodore CDTV. These files usually correspond to individual &amp;quot;shots&amp;quot; in a DUNE game, and are based on the [[IFF]] metaformat.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
D3TV files begin with &amp;lt;code&amp;gt;FORM&amp;lt;/code&amp;gt;, have the file-size in bytes starting at offset 4, and have a type indicator of &amp;lt;code&amp;gt;D3TV&amp;lt;/code&amp;gt; at offset 8.&lt;br /&gt;
&lt;br /&gt;
== Chunks ==&lt;br /&gt;
These files contain many different chunks for different types of game data. All offsets mentioned are relative to the start of the chunk identifier.&lt;br /&gt;
&lt;br /&gt;
=== CDTV ===&lt;br /&gt;
This chunk refers to CD Audio that is played immediately when a shot is entered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;CDTV&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (usually &amp;lt;code&amp;gt;1C&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x09 || CD Track || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D || Start point minutes || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || Start point seconds || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F || Start point CDDA frames || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x11 || End point minutes || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || End point seconds || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x13 || End point CDDA frames || 1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lempamo</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/D3TV</id>
		<title>D3TV</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/D3TV"/>
				<updated>2020-10-16T07:05:24Z</updated>
		
		<summary type="html">&lt;p&gt;Lempamo: &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|sht}}, others&lt;br /&gt;
}}&lt;br /&gt;
'''D3TV''' files are game data files used by the v3.x of the D.U.N.E (Developers Universal Non-programming Environment) Engine, which added support for CD Audio with the Commodore CDTV. These files usually correspond to individual &amp;quot;shots&amp;quot; in a DUNE game, and are based on the [[IFF]] metaformat.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
D3TV files begin with &amp;lt;code&amp;gt;FORM&amp;lt;/code&amp;gt;, have the file-size in bytes starting at offset 4, and have a type indicator of &amp;lt;code&amp;gt;D3TV&amp;lt;/code&amp;gt; at offset 8.&lt;br /&gt;
&lt;br /&gt;
== Chunks ==&lt;br /&gt;
These files contain many different chunks for different types of game data. All offsets mentioned are relative to the start of the chunk identifier.&lt;br /&gt;
&lt;br /&gt;
=== CDTV ===&lt;br /&gt;
This chunk refers to CD Audio that is played immediately when a shot is entered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;CDTV&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (usually &amp;lt;code&amp;gt;1C&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x09 || CD Track || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || Start point minutes || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F || Start point seconds || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Start point CDDA frames || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x11 || End point minutes || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || End point seconds || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x13 || End point CDDA frames || 1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lempamo</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/D3TV</id>
		<title>D3TV</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/D3TV"/>
				<updated>2020-10-16T07:05:16Z</updated>
		
		<summary type="html">&lt;p&gt;Lempamo: added cdtv chunk info&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|sht}}, others&lt;br /&gt;
}}&lt;br /&gt;
'''D3TV''' files are game data files used by the v3.x of the D.U.N.E (Developers Universal Non-programming Environment) Engine, which added support for CD Audio with the Commodore CDTV. These files usually correspond to individual &amp;quot;shots&amp;quot; in a DUNE game, and are based on the [[IFF]] metaformat.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
D3TV files begin with &amp;lt;code&amp;gt;FORM&amp;lt;/code&amp;gt;, have the file-size in bytes starting at offset 4, and have a type indicator of &amp;lt;code&amp;gt;D3TV&amp;lt;/code&amp;gt; at offset 8.&lt;br /&gt;
&lt;br /&gt;
== Chunks ==&lt;br /&gt;
These files contain many different chunks for different types of game data. All offsets mentioned are relative to the start of the chunk identifier.&lt;br /&gt;
&lt;br /&gt;
=== CDTV ===&lt;br /&gt;
This chunk refers to CD Audio that is played immediately when a shot is entered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset&lt;br /&gt;
! Data&lt;br /&gt;
! Size (in bytes)&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Chunk identifier (&amp;lt;code&amp;gt;CDTV&amp;lt;/code&amp;gt;) || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Chunk size (usually &amp;lt;code&amp;gt;1C&amp;lt;/code&amp;gt; || 4&lt;br /&gt;
|-&lt;br /&gt;
| 0x09 || CD Track || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || Start point minutes || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F || Start point seconds || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Start point CDDA frames || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x11 || End point minutes || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || End point seconds || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x13 || End point CDDA frames || 1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lempamo</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/IFF</id>
		<title>IFF</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/IFF"/>
				<updated>2020-10-16T06:38:42Z</updated>
		
		<summary type="html">&lt;p&gt;Lempamo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FormatInfo&lt;br /&gt;
|formattype=electronic&lt;br /&gt;
|subcat=Metaformats&lt;br /&gt;
|extensions={{ext|iff}}, many others&lt;br /&gt;
|locfdd={{LoCFDD|fdd000115}}&lt;br /&gt;
|pronom={{PRONOM|x-fmt/157}}&lt;br /&gt;
|released=1985&lt;br /&gt;
}}&lt;br /&gt;
:''This article is about the generic IFF metaformat. For the IFF '''image format''', see [[ILBM]]. For Sun IFF, see [[Sun TAAC image]].''&lt;br /&gt;
&lt;br /&gt;
'''IFF''' ('''Interchange File Format''') is a general-purpose binary file format introduced by Electronic Arts on the Commodore Amiga computer in 1985. It is sometimes known as '''IFF 85'''.&lt;br /&gt;
&lt;br /&gt;
== Format details ==&lt;br /&gt;
An IFF file is composed of elements called &amp;quot;chunks&amp;quot;. Each chunk consists of a [[FourCC|4-byte type identifier]] (represented by four ASCII characters), a 4-byte length, and the chunk's payload data. Some types of chunks contain a sequence of nested chunks. Multi-byte numeric values are [[Endianness|big-endian]].&lt;br /&gt;
&lt;br /&gt;
IFF defines a number of standard chunks types. Additional types are invented as needed by IFF-based formats.&lt;br /&gt;
&lt;br /&gt;
Of particular significance is chunk type &amp;lt;code&amp;gt;FORM&amp;lt;/code&amp;gt;. Most IFF-based files are formatted as a single &amp;lt;code&amp;gt;FORM&amp;lt;/code&amp;gt; chunk. A &amp;lt;code&amp;gt;FORM&amp;lt;/code&amp;gt; chunk's data contains a four-byte &amp;quot;FORM type&amp;quot; code, indicating the data type, followed by a sequence of nested chunks.&lt;br /&gt;
&lt;br /&gt;
An IFF-based format whose FORM type is ''xxxx'' might be referred to as &amp;quot;FORM ''xxxx''&amp;quot;. FORM types may also be used as filename extensions.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
Most IFF files begin with the ASCII characters &amp;quot;&amp;lt;code&amp;gt;FORM&amp;lt;/code&amp;gt;&amp;quot;. The file type is then indicated by the 4-byte ASCII code beginning at offset 8.&lt;br /&gt;
&lt;br /&gt;
There are also aggregate formats that begin with &amp;quot;&amp;lt;code&amp;gt;LIST&amp;lt;/code&amp;gt;&amp;quot; or &amp;quot;&amp;lt;code&amp;gt;CAT&amp;amp;nbsp;&amp;lt;/code&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== FORM type cross-reference ==&lt;br /&gt;
Selected FORM types, and related articles, are listed below. See also [[:Category:IFF based file formats]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! FORM type&lt;br /&gt;
! Refer to&lt;br /&gt;
! Remarks&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8SVX&amp;lt;/code&amp;gt; || [[8-Bit Sampled Voice]] || 8-bit sampled sound voice; listed in the original IFF spec.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ACBM&amp;lt;/code&amp;gt; || [[ILBM#ACBM]] ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AIFC&amp;lt;/code&amp;gt; || [[AIFC]] ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AIFF&amp;lt;/code&amp;gt; || [[AIFF]] ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AMFF&amp;lt;/code&amp;gt; || [[Amiga Metafile]] ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ANBM&amp;lt;/code&amp;gt; || || Animated bitmap; listed in the original IFF spec.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ANIM&amp;lt;/code&amp;gt; || [[ANIM]] ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;D3TV&amp;lt;/code&amp;gt; || [[D3TV]] ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DEEP&amp;lt;/code&amp;gt; || [[IFF-DEEP]] ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FAXX&amp;lt;/code&amp;gt; || [[FAXX]] ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FNTR&amp;lt;/code&amp;gt; || || Raster font; listed in the original IFF spec.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FNTV&amp;lt;/code&amp;gt; || || Vector font; listed in the original IFF spec.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FTXT&amp;lt;/code&amp;gt; || || Formatted text; listed in the original IFF spec.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;GSCR&amp;lt;/code&amp;gt; || || General-use musical score; listed in the original IFF spec.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ICON&amp;lt;/code&amp;gt; || [[GlowIcons]] ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;IFRS&amp;lt;/code&amp;gt; || [[Blorb]] ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ILBM&amp;lt;/code&amp;gt; || [[ILBM]] || Interleaved raster bitmap image; listed in the original IFF spec.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LWLO&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;LWOB&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;LWO2&amp;lt;/code&amp;gt; || [[LightWave Object]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MAUD&amp;lt;/code&amp;gt; || [[IFF-MAUD]] || Amiga sound format&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PBM&amp;lt;/code&amp;gt; || [[ILBM#PBM]] ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PDEF&amp;lt;/code&amp;gt; || || Deluxe Print page definition; listed in the original IFF spec.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PICS&amp;lt;/code&amp;gt; || || Macintosh picture; listed in the original IFF spec.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PLBM&amp;lt;/code&amp;gt; || || (obsolete); listed in the original IFF spec.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SCDH&amp;lt;/code&amp;gt; || || Sim City 2000 saved city (*.sc2)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;SMUS&amp;lt;/code&amp;gt; || [[SMUS]] || Simple musical score; listed in the original IFF spec. [http://1fish2.github.io/IFF/IFF%20docs%20with%20Commodore%20revisions/SMUS.pdf]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TDDD&amp;lt;/code&amp;gt; || [[TDDD]], [[Imagine Object File]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;USCR&amp;lt;/code&amp;gt; || || Uhuru Sound Software musical score; listed in the original IFF spec.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;UVOX&amp;lt;/code&amp;gt; || || Uhuru Sound Software Macintosh voice; listed in the original IFF spec.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;VDEO&amp;lt;/code&amp;gt; || [[VDEO]] || Deluxe Video Construction Set video; listed in the original IFF spec.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Variant formats ==&lt;br /&gt;
Some other formats are largely or heavily influenced by the IFF standard, but are not compatible. These include, for example:&lt;br /&gt;
* Erlang [[BEAM]] compiled modules: Uses 4 byte alignment instead of 2 byte, and the root chunk has a different ID (&amp;lt;code&amp;gt;FOR1&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;FORM&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Microsoft's [[RIFF]] and [[RIFX]] formats are based on IFF (RIFF uses [[Endianness|little-endian]] byte order instead, and the root chunk is called &amp;lt;code&amp;gt;RIFF&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;FORM&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Apple's [[AIFF]] and [[AIFC]] formats are similar to IFF/RIFF as well&lt;br /&gt;
* [[Maya IFF]]&lt;br /&gt;
* [[IFF (The Sims)]]&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
* [http://1fish2.github.io/IFF/ The EA IFF-85 Repository]&lt;br /&gt;
** [http://1fish2.github.io/IFF/IFF%20docs%20with%20Commodore%20revisions/EA%20IFF%2085.pdf EA IFF 85] - January 14, 1985 (Updated Oct, 1988 Commodore-Amiga, Inc.)&lt;br /&gt;
** [http://1fish2.github.io/IFF/IFF%20docs%20with%20Commodore%20revisions/IFF%20Quick%20Intro.pdf A Quick Introduction to IFF]&lt;br /&gt;
** [https://github.com/1fish2/IFF/blob/master/IFF%20retrospective.md IFF Retrospective] by Jerry Morrison, 2013&lt;br /&gt;
** [https://github.com/1fish2/IFF/blob/master/64-bit%20IFF.md 64-bit IFF] (abandoned)&lt;br /&gt;
* [http://wiki.amigaos.net/wiki/EA_IFF_85_Standard_for_Interchange_Format_Files EA IFF 85] (Updated October, 1988 Amiga, Inc.) - From AmigaOS Documentation Wiki&lt;br /&gt;
* [http://www.martinreddy.net/gfx/2d/IFF.txt The original EA spec]&lt;br /&gt;
** [http://www.textfiles.com/programming/FORMATS/ea.iff Another copy at textfiles.com]&lt;br /&gt;
* [http://wiki.amigaos.net/wiki/FTXT_IFF_Formatted_Text FTXT IFF Formatted Text] - From AmigaOS Documentation Wiki ''[Ed. note: This is the supplemental FTXT document mentioned in the IFF spec. TODO: Find a copy of this document that is closer to its original form.]''&lt;br /&gt;
** [http://amigadev.elowar.com/read/ADCD_2.1/Devices_Manual_guide/node0167.html Another copy of the above document]&lt;br /&gt;
* [http://www.fileformat.info/format/iff/spec/7866a9f0e53c42309af667c5da3bd426/view.htm IFF.TXT] - A concatenation of about a dozen IFF-related documents, from FileFormat.Info&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://wiki.amigaos.net/wiki/IFF_FORM_and_Chunk_Registry IFF chunk registry], defining all known chunks&lt;br /&gt;
* [http://wiki.amigaos.net/wiki/IFF_Source_Code IFF Source Code]&lt;br /&gt;
* [http://rewiki.regengedanken.de/wiki/.IFF REWiki: .IFF]&lt;br /&gt;
* {{EGFF|iff|IFF File Format Summary}}, from the [[Encyclopedia of Graphics File Formats]]&lt;br /&gt;
* [http://www.textfiles.com/programming/FORMATS/admusfmt.pro 1994 &amp;quot;advanced music formats&amp;quot; discussion that covers some IFF formats]&lt;br /&gt;
* [http://www.ibm.com/developerworks/library/pa-spec16/ IBM developerWorks: The Interchange File Format]&lt;br /&gt;
* [http://sandervanderburg.blogspot.com/2012/06/iff-file-format-experiments.html IFF file format experiments]&lt;br /&gt;
&lt;br /&gt;
[[Category:IFF based file formats| ]]&lt;br /&gt;
[[Category:Audio and Music]]&lt;br /&gt;
[[Category:Graphics]]&lt;br /&gt;
[[Category:Video]]&lt;br /&gt;
[[Category:Amiga]]&lt;br /&gt;
[[Category:Electronic Arts]]&lt;/div&gt;</summary>
		<author><name>Lempamo</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>2020-10-16T06:38:10Z</updated>
		
		<summary type="html">&lt;p&gt;Lempamo: /* 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.awiki.org 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;
=== Archiving / Compression ===&lt;br /&gt;
* [[CFL]]&lt;br /&gt;
* [[FAR (The Sims)]]&lt;br /&gt;
* [[Unity package file]]&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;
=== Game programming languages ===&lt;br /&gt;
&lt;br /&gt;
* [[Blitz3D]]&lt;br /&gt;
** [[Blitz3D Model]]&lt;br /&gt;
&lt;br /&gt;
(see also [[Programming Languages]])&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;
* Blizzard Entertainment&lt;br /&gt;
** [[BLP]]&lt;br /&gt;
** [[MDX (Blizzard)|MDX]]&lt;br /&gt;
** [[MoPaQ]]&lt;br /&gt;
&lt;br /&gt;
* [[D3TV]]&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;
* Free Hero Mesh&lt;br /&gt;
** [[Free Hero Mesh class definition file]] (.class)&lt;br /&gt;
** [[Free Hero Mesh class resource file]] (.xclass)&lt;br /&gt;
** [[Free Hero Mesh level file]] (.level)&lt;br /&gt;
** [[Free Hero Mesh solution file]] (.solution)&lt;br /&gt;
&lt;br /&gt;
* Hero Mesh&lt;br /&gt;
** [[Hero Mesh puzzle set]] (.mb)&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;
** [[Quake PAK]]&lt;br /&gt;
** [[Quake PK3]] (actually [[ZIP]])&lt;br /&gt;
&lt;br /&gt;
* Infinity Engine&lt;br /&gt;
** [[BAM]]&lt;br /&gt;
&lt;br /&gt;
* [[MegaZeux]]&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]]&lt;br /&gt;
** [[Yaz0]]&lt;br /&gt;
&lt;br /&gt;
* Nintendo Wii&lt;br /&gt;
** [[BootMii NAND Dump]]&lt;br /&gt;
** [[BRFNT]]&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 TPL]]&lt;br /&gt;
** [[Nintendo Wii U8]]&lt;br /&gt;
** [[Nintendo Wii Update.inf]]&lt;br /&gt;
** [[Nintendo Wii VFF]]&lt;br /&gt;
** [[Title metadata]]&lt;br /&gt;
** [[Virtual Console CCF]]&lt;br /&gt;
** [[WAD (Wii)]]&lt;br /&gt;
** [[WiiConnect24 file]]&lt;br /&gt;
&lt;br /&gt;
* [[OHRRPGCE]]&lt;br /&gt;
&lt;br /&gt;
* [[Outerra engine]] (.otx) (used in Anteworld game)&lt;br /&gt;
&lt;br /&gt;
* Raven Software game engine&lt;br /&gt;
** [[GLA]] - Ghoul animation (.gla)&lt;br /&gt;
** [[GLM]] - Ghoul mesh (.glm)&lt;br /&gt;
&lt;br /&gt;
* [[STOS memory bank]] (.mbk)&lt;br /&gt;
&lt;br /&gt;
* Tiled&lt;br /&gt;
** [[Tiled JSON]]&lt;br /&gt;
** [[Tiled TMX]]&lt;br /&gt;
** [[Tiled TSX]]&lt;br /&gt;
&lt;br /&gt;
* Torque 3D game engine&lt;br /&gt;
** [[DTS]] (.dts)&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;
* Xtremeworlds&lt;br /&gt;
** [[Xtremeworlds PWX]]&lt;br /&gt;
** [[Xtremeworlds map]]&lt;br /&gt;
&lt;br /&gt;
* [[ZZT]]&lt;br /&gt;
&lt;br /&gt;
* [[ZZ Zero]]&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 cheat code encryption]]&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;
** [[RenderWare binary stream file]] (.dff)&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;
* Magic &amp;amp; Mayhem&lt;br /&gt;
** [[Magic &amp;amp; Mayhem sprites file]]&lt;br /&gt;
* Mario Kart Wii&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;
* MegaZeux&lt;br /&gt;
** [[MegaZeux Property List]]&lt;br /&gt;
* Minecraft&lt;br /&gt;
** [[Minecraft Alpha level format]]&lt;br /&gt;
** [[Minecraft Anvil format]]&lt;br /&gt;
** [[Minecraft Bedrock Edition level format]]&lt;br /&gt;
** [[Minecraft chunk format]]&lt;br /&gt;
** [[Minecraft classic level format]]&lt;br /&gt;
** [[Minecraft classic server protocol]]&lt;br /&gt;
** [[Minecraft generated structures format]]&lt;br /&gt;
** [[Minecraft Indev level format]]&lt;br /&gt;
** [[Minecraft Java Edition level format]]&lt;br /&gt;
** [[Minecraft loot table]]&lt;br /&gt;
** [[Minecraft map item format]]&lt;br /&gt;
** [[Minecraft model]]&lt;br /&gt;
** [[Minecraft NBT format]]&lt;br /&gt;
** [[Minecraft player format]]&lt;br /&gt;
** [[Minecraft raids.dat format]]&lt;br /&gt;
** [[Minecraft Region format]]&lt;br /&gt;
** [[Minecraft server_level.dat]]&lt;br /&gt;
** [[Minecraft server list format]]&lt;br /&gt;
** [[Minecraft structure block file format]]&lt;br /&gt;
** [[Minecraft scoreboard format]]&lt;br /&gt;
** [[Minecraft sounds.json]]&lt;br /&gt;
** [[Minecraft villages.dat format]]&lt;br /&gt;
** [[Schematic file format]]&lt;br /&gt;
* Mortal Kombat 4&lt;br /&gt;
** [[Mortal Kombat 4 filesys.dat]]&lt;br /&gt;
* Pokémon&lt;br /&gt;
** [[Pokémon Mystery Dungeon]]&lt;br /&gt;
** [[Pokémon ROM]]&lt;br /&gt;
* Quake&lt;br /&gt;
** [[MD2]] - Quake 2 model format (.md2)&lt;br /&gt;
** [[MD3]] - Quake 3 model format (.md3)&lt;br /&gt;
** [[MD4 (Quake)|MD4]] - Quake MD4 model format (used in later Quake 3 versions) (.md4)&lt;br /&gt;
* Rise of the Triad&lt;br /&gt;
** [[Rise of the Triad level format]]&lt;br /&gt;
** (also uses [[Doom WAD]])&lt;br /&gt;
* RobotWar&lt;br /&gt;
** [[RobotWar|RobotWar programming language]]&lt;br /&gt;
* Sims, The&lt;br /&gt;
** [[CFP]] (Compressed Floating Point)&lt;br /&gt;
** [[CMX/BCF]]&lt;br /&gt;
** [[FAR (The Sims)]]&lt;br /&gt;
** [[IFF (The Sims)]] (.iff, .flr, .wll, .spf, .stx)&lt;br /&gt;
** [[SKN/BMF]]&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;
== Game hints ==&lt;br /&gt;
* [[UHS]]&lt;br /&gt;
&lt;br /&gt;
== Board/card games ==&lt;br /&gt;
* [[Magic Set Editor]]&lt;br /&gt;
** [[Magic Set Editor card set]] (.mse-set)&lt;br /&gt;
** [[Magic Set Editor export template]] (.mse-export-template)&lt;br /&gt;
** [[Magic Set Editor game definition]] (.mse-game)&lt;br /&gt;
** [[Magic Set Editor include package]] (.mse-include)&lt;br /&gt;
** [[Magic Set Editor installer]] (???)&lt;br /&gt;
** [[Magic Set Editor style sheet]] (.mse-style)&lt;br /&gt;
** [[Magic Set Editor symbol font]] (.mse-symbol-font)&lt;br /&gt;
* [[TeXnicard]]&lt;br /&gt;
** [[TeXnicard card database]]&lt;br /&gt;
** [[TeXnicard template]]&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>Lempamo</name></author>	</entry>

	<entry>
		<id>http://fileformats.archiveteam.org/wiki/D3TV</id>
		<title>D3TV</title>
		<link rel="alternate" type="text/html" href="http://fileformats.archiveteam.org/wiki/D3TV"/>
				<updated>2020-10-16T06:37:45Z</updated>
		
		<summary type="html">&lt;p&gt;Lempamo: Created page with &amp;quot;{{FormatInfo |formattype=electronic |subcat=Game data files |extensions={{ext|sht}}, others }} '''D3TV''' files are game data files used by the v3.x of the D.U.N.E (Developers...&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|sht}}, others&lt;br /&gt;
}}&lt;br /&gt;
'''D3TV''' files are game data files used by the v3.x of the D.U.N.E (Developers Universal Non-programming Environment) Engine, which added support for CD Audio with the Commodore CDTV. These files usually correspond to individual &amp;quot;shots&amp;quot; in a DUNE game, and are based on the [[IFF]] metaformat.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
D3TV files begin with &amp;lt;code&amp;gt;FORM&amp;lt;/code&amp;gt;, have the file-size in bytes starting at offset 4, and have a type indicator of &amp;lt;code&amp;gt;D3TV&amp;lt;/code&amp;gt; at offset 8.&lt;br /&gt;
&lt;br /&gt;
== Chunks ==&lt;br /&gt;
These files contain many different chunks for different types of game data. All offsets mentioned are relative to the start of the chunk identifier.&lt;br /&gt;
&lt;br /&gt;
W.I.P.&lt;/div&gt;</summary>
		<author><name>Lempamo</name></author>	</entry>

	</feed>