====== Formats ====== {searchform} Many of the proprietary FromSoftware formats are accessible in [[https://github.com/JKAnderson/SoulsFormats|SoulsFormats]] for programmatic browsing or editing and [[https://github.com/JKAnderson/SoulsTemplates|SoulsTemplates]] for hex browsing. See also the [[https://github.com/JKAnderson/SoulsFormats/blob/master/FORMATS.md|SoulsFormats format summary]] for even more obscure formats and usage details. ===== Compression ===== These types are appended to the end of an existing file to denote it is compressed. |< 100% 10% 90% >| ^ Format ^ Description ^ | [[DCX]] | Found as .dcx, a generic file compression format. Can be unpacked with WitchyBND | ===== Binders ===== These types are the file containers that typically contain multiple other file types within. |< 100% 10% 90% >| ^ Format ^ Description ^ | [[BDT]] | The data file for a dvdbnd archive containing nearly all game data | | [[BHT]] | The header file for a dvdbnd archives containing nearly all game data | | [[BND]] | Usually found as [something]bnd.dcx, a generic file archive format | | [[TPF]] | Texture archive containing DDS files. Can be unpacked with WitchyBND. | ===== General ===== These file types are non-specific types used by the games. |< 100% 10% 90% >| ^ Format ^ Description ^ | [[DDS]] | Image texture format. Can be edited with photo editing programs. | | [[SL2]] | Save files | | [[RMB]] | Collection of controller rumble effects. | | [[EXPB]] | | ===== Game ===== These file types are related to game elements, such as player behavior, the levels themselves, etc. |< 100% 10% 90% >| ^ Format ^ Description ^ | [[ACB]] | Rendering configuration file (namely lighting for models). Only used in Dark Souls 2. | | [[AIP]] | Auto-invasion point configuration. Used in Elden Ring. | | [[BREAKGEOM]] | Configuration file for breakable assets. Used in Elden Ring and Armored Core VI. | | [[BREAKOBJ]] | Configuration file for breakable objects. Used in Dark Souls 1, 2, 3, Bloodborne and Sekiro. | | [[BHV]] | Behavior configuration file introduced in Armored Core VI. | | [[BTAB]] | Lightmap atlasing configuration file used since Dark Souls 2. | | [[BTPB]] | Collection of spherical harmonics light probes for lighting characters and objects in a map. | | [[BTL]] | Configuration file for all the light sources in maps. | | [[EDD]] | A description format for ESDs. It is not read by the game. | | [[EDGE]] | A file that defines grapple points and hangable edges for a model. Only used in Sekiro. | | [[ENTRYFILELIST]] | Configuration file that determines which map elements must be loaded before the load screen can end. | | [[EMELD]] | A companion file to EMEVD that assigns names to different events. | | [[EMEVD]] | Scripting file used in all games. Typically controls the world state. | | [[ESD]] | Scripting file based on state machines used for character behavior, dialog trees, and enemy AI, depending on the game. | | [[GPARAM]] | Graphical configuration file that tweaks post-processing effects. | | [[GRASS]] | Defines a dynamic grass mesh attached to a model. | | [[HKX]] | Havok archive. Can contain configuration for animations, behavior, collision, etc. | | [[HKXPWV]] | Ragdoll-related container. Defines weak-points on a model. | | [[HKS]] | Lua script used by Havok for to configure an's actor behavior graph. | | [[LUA]] | Lua file, used for enemy AI, or event scripts in earlier games. | | [[LUAGNL]] | A list of global variable names for Lua scripts. | | [[LUAINFO]] | A list of AI goals for Lua scripts. | | [[MSB]] | Map file containing all map object placements. | | [[MCG]] | Navigation format used in Demon's Souls and Dark Souls that defines a coarse graph for moving around the map. | | [[MCP]] | Navigation format used in Demon's Souls and Dark Souls that defines a basic graph of connected volumes. | | [[MQB]] | Configuration file used to compose all elements of a cutscenes. | | [[NGP]] | Navigation mesh file. Used in Dark Souls II. | | [[NVA]] | Defines the placement and properties of navigation meshes. Used from Bloodborne onwards. | | [[NVC]] | | | [[NVM]] | Navigation format used in Demon's Souls and Dark Souls. | | [[ONAV]] | | | [[PARAM]] | Game data configuration files. | | [[SCN]] | Configuration file used to compose all elements of a cutscenes. Only used in Dark Souls 2. | | [[format:tae|TAE]] | Defines animation events such as sounds, effects, and hitboxes | ===== FaceGen ===== These file types are related to the FaceGen middleware used in some of the FromSoftware games. |< 100% 10% 90% >| ^ Format ^ Description ^ | [[CTL]] | A facegen format. From their website: "Controls & distribution densities. A binary file format. Valid for all SAMs with the same BasisKey." | | [[EGM]] | A facegen format. From their website: "A binary format containing the principal component modes as one standard deviation vertex deltas." | | [[EGT]] | A facegen format. From their website: "A binary file format containing texture statistics data for each pixel for each mode." | | [[FLVER2TRI]] | A format that indicates which vertices of a FLVER are relevant for FaceGen. | | [[TRI]] | A facegen format. From their website: "A binary format containing a polygonal model composed of triangles and quads and, optionally, texture coordinates, either per-vertex or per-facet (indexed). Normal information is not stored, as normals must be dynamically computed in a SSM." | ===== Visuals ===== These file types are related to the game's interface and visual elements. |< 100% 10% 90% >| ^ Format ^ Description ^ | [[CCM]] | A font layout file used in Demon's Souls, Dark Souls 1, 2, and 3; determines the texture used for each different character code. | | [[CLM2]] | Companion file to a FLVER. Related to cloth simulation if the FLVER uses it. | | [[DRB]] | Mysterious UI format | | [[FLVER]] | Output model format used by all games. | | [[FFX]] | Visual effect files used in DS1| | [[FFXResList]] | Lists resources (textures, models, or animations) for FXR in Elden Ring. Can be edited with a text editor. | | [[FMG]] | Generic text containers for localization | | [[FXR]] | Visual effect files used in DS3 and Elden Ring| | [[GFX]] | SWF variant used for UIs | | [[MTD]] | Material definition file. | | [[MATBIN]] | Material configuration file. Used in Elden Ring and Armored Core VI. | | [[PMDCL]] | Defines static decals. Used in Dark Souls III. | | [[FPO]] | A shader file: fragment program objects. | | [[PPO]] | A shader file: pixel program objects. | | [[VPO]] | A shader file: vertex program objects. | ===== Sounds ===== These file types are related to the game's auditory elements. |< 100% 10% 90% >| ^ Format ^ Description ^ | [[FSB]] | FMOD sound archives | | [[FEV]] | FMOD sound archives | | [[ITL]] | FMOD sound archives | | [[BNK]] | A Wwise bank file. | | [[PCK]] | A Wwise package file. | | [[WEM]] | A Wwise Encoded Media file that contains digital audio. | | [[MOAEI]] | |