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	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2521</id>
		<title>Nintendo DS</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2521"/>
		<updated>2020-09-03T14:32:19Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* NITRO File Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NintendoDS.png|right|link=]]&lt;br /&gt;
The Nintendo DS is a portable handheld created by Nintendo in 2004. &lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
===DS Tools===&lt;br /&gt;
* Wood Dumper (latest is r89)&lt;br /&gt;
* NDS Backup Tool (creates bad dumps)&lt;br /&gt;
&lt;br /&gt;
===PC Tools===&lt;br /&gt;
* [https://github.com/scurest/apicula Apicula] (Command line tool to convert nsbmd to Collada DAE with rigging &amp;amp; animations) [https://www.vg-resource.com/thread-30547.html Dev&amp;#039;s Forum Post]&lt;br /&gt;
* Tinke&lt;br /&gt;
* DSLazy&lt;br /&gt;
* Oil of Vitriol&lt;br /&gt;
* Every File Explorer (AKA EFE)&lt;br /&gt;
* NDSHeader (aka NDS Header Viewer)&lt;br /&gt;
* NSMBe (aka New Super Mario Bros. Editor) (Can view, edit and export NCG, NCL, NSC and NSBTX files and supports NARC/ARC archives. It can also view, edit and export icons.)&lt;br /&gt;
* SM64DSe (aka Super Mario 64 DS Editor) (Can view and edit NCG, NCL and NSC files.)&lt;br /&gt;
* [https://drive.google.com/file/d/0B_yBl-184usmZUpoSTNYX3g2Q2s/view?usp=sharing 54634564&amp;#039;s NDS Icon Ripper]&lt;br /&gt;
* NFTREdit (Can edit, view and export NFTR font files.)&lt;br /&gt;
* NitroStudio (Can edit, view and export most files contained in SDAT files.)&lt;br /&gt;
* VGMtrans (Made specifically for ripping. The only tool that can export SBNK and SWAR files to SF2 or DST.)&lt;br /&gt;
====[http://www.romhacking.net/forum/index.php/topic,8407.0.html Console Tool]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Console Tool&amp;#039;&amp;#039;&amp;#039; is a program that allows you to view the files in an NDS ROM, and export them.&lt;br /&gt;
====[https://www.dropbox.com/s/yae7ys42x9ndmw5/beta11.zip MKDS Course Modifier]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MKDS Course Modifier&amp;#039;&amp;#039;&amp;#039; views most common NDS 3D and 2D formats (read below) and allows the models to be exported in [[.OBJ]] format. It can also view NCG, NCL and NSC files, NARC/ARC archives and SDAT files (including their contents).&lt;br /&gt;
===Physical Tools===&lt;br /&gt;
* NDS backup Adapter+&lt;br /&gt;
* NEO SMS4&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
===NITRO File Formats===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this file format, please visit the [[Nitro Files]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Nitro file system is a set of basic files created by Nintendo that helped developers quickly and easily develop titles for the console. Because of the simplicity of these files and the way they&amp;#039;re created, it is the easiest common format on the DS to rip.&lt;br /&gt;
&lt;br /&gt;
Formats include, but are not limited to, the following:&lt;br /&gt;
&lt;br /&gt;
=====2D-related:=====&lt;br /&gt;
* NCLR (Nitro CoLoR) → Color Palette&lt;br /&gt;
* NCGR (Nitro Character Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NBGR (Nitro Basic Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NSCR (Nitro SCreen Resource) → Maps/Images&lt;br /&gt;
* NCER (Nitro CEll Resource) → Tile Arrangement Information&lt;br /&gt;
* NANR (Nitro ANimation Resource) → Animation Data&lt;br /&gt;
* NFTR (Nitro Font Table Resource) → Fonts&lt;br /&gt;
=====3D-related:=====&lt;br /&gt;
* NSBMD (Nitro Sdk Binary Model Data) → 3D Polygonal Model data&lt;br /&gt;
* NSBTX (Nitro Sdk Binary TeXture) → Texture image and palette data&lt;br /&gt;
* NSBCA (Nitro Sdk Binary Character Animation) → Skeletal animation data&lt;br /&gt;
* NSBTP (Nitro Sdk Binary Texture Pattern) → Texture-swapping animations&lt;br /&gt;
* NSBTA (Nitro Sdk Binary Texture Animation) → UV-change animations&lt;br /&gt;
* NSBMA (Nitro Sdk Binary Material Animation) → Material-change animations&lt;br /&gt;
* NSBVA (Nitro Sdk Binary Visibility Animation) → Visibility animations&lt;br /&gt;
* SPA (Unknown) → Particles&lt;br /&gt;
&lt;br /&gt;
The 2D formats can be ripped, viewed and edited by NSMBe, while the 3D formats can be ripped, viewed and edited by MKDSCM (in [[OBJ]] format) and Apicula (in [[DAE]] format). For ripping, Apicula is prefered since it can export several things MKDSCM can&amp;#039;t, like skeletons.&lt;br /&gt;
&lt;br /&gt;
===.ARC, .CARC and .NARC===&lt;br /&gt;
&lt;br /&gt;
NARC (Nitro ARChive) and ARC (ARChive) files are used to store compressed filetrees in one file (like any archive format: .zip, .rar, etc.). NARC and ARC are actually the same format, with simply a different extension. CARC is similar but has compression. These files can be opened by MKDSCM and NSMBe.&lt;br /&gt;
&lt;br /&gt;
===.SDAT===&lt;br /&gt;
Sound and music archives which often contain everything sound related in the rom. While they can be partially edited by a number of editors (such as MKDSCM, Tinke and DSSoundStudio), the best editor is Nitro Studio, supporting all formats except SSAR, which is only partially supported. Here are the formats SDAT (Sound DATa) files contain:&lt;br /&gt;
* SSEQ (Sound SEQuence) → Sequences. Can be either on their own or inside SSAR files.&lt;br /&gt;
* SBNK (Sound BaNK) → Instruments&lt;br /&gt;
* SWAR (Sound Wave ARchive) → Sound sample archives. These samples are used by instruments inside SBNK files&lt;br /&gt;
* SWAV (Sound WAVe) → Contained inside SWAR files. Individual sound samples&lt;br /&gt;
* SSAR (Sound Sequence ARchive) → Mostly used for sound effects and short jingles&lt;br /&gt;
* STRM (STReaM) → Full streamed songs&lt;br /&gt;
&lt;br /&gt;
===.LZ===&lt;br /&gt;
&lt;br /&gt;
These are compressed files (using the Lempel-Ziv compression algorithm) - they can be decompressed through several means/programs, like DSDecmp for example.&lt;br /&gt;
&lt;br /&gt;
===NCG, NCL and NSC===&lt;br /&gt;
&lt;br /&gt;
These formats serve the same purpose as the NCGR, NCLR and NSCR formats. They are used in New Super Mario Bros. and Super Mario 64 DS. They can be viewed by MKDSCM and edited by NSMBe or SM64DSe. There are two variations of the formats, the .ncg, .ncl and .nsc variants which have a header and the _ncg.bin, _ncl.bin and _nsc.bin variants which don&amp;#039;t have a header.&lt;br /&gt;
&lt;br /&gt;
===BMG===&lt;br /&gt;
&lt;br /&gt;
Text files, often using NFTR fonts. Supported by MKDSCM.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
&lt;br /&gt;
The three currently leading emulators are No$GBA, DeSmuME and MelonDS.&lt;br /&gt;
&lt;br /&gt;
DeSmuME is the most popular emulator at the moment and has the most features (cheat codes, 3D enhancements, some debug tools, audio/video recording, savestates and TASing tools) but is the slowest and isn&amp;#039;t as accurate as MelonDS. It has no DSi emulation of any kind.&lt;br /&gt;
&lt;br /&gt;
MelonDS is the most accurate emulator. While the emulator is somewhat lacking in features, it still has 3D enhancements through the OpenGL renderer, savestates and supports online multiplayer. It is also currently the only emulator with experimental local multiplayer emulation. Thanks in part to the OpenGL renderer, it is faster than DeSmuME, but the OpenGL renderer suffers from a number of issues with various games, which is why the extremely accurate but slower software renderer is recommended. MelonDS also has partial DSi emulation on specific test builds.&lt;br /&gt;
&lt;br /&gt;
No$GBA is by far the fastest of the bunch and has the best debug tools by far, however it is lacking in pretty much every other department and has pretty bad accuracy, similarly to most other No$ emulators. Using No$Zoomer alongside it is strongly recommended to make audio emulation more tolerable and changing the screen size. This is also currently the emulator with the best DSi emulation. Only use it if your computer is very slow, for debugging or to play DSi games.&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Nintendo DS Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2520</id>
		<title>Nintendo DS</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2520"/>
		<updated>2020-09-03T14:30:41Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* NCG, NCL and NSC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NintendoDS.png|right|link=]]&lt;br /&gt;
The Nintendo DS is a portable handheld created by Nintendo in 2004. &lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
===DS Tools===&lt;br /&gt;
* Wood Dumper (latest is r89)&lt;br /&gt;
* NDS Backup Tool (creates bad dumps)&lt;br /&gt;
&lt;br /&gt;
===PC Tools===&lt;br /&gt;
* [https://github.com/scurest/apicula Apicula] (Command line tool to convert nsbmd to Collada DAE with rigging &amp;amp; animations) [https://www.vg-resource.com/thread-30547.html Dev&amp;#039;s Forum Post]&lt;br /&gt;
* Tinke&lt;br /&gt;
* DSLazy&lt;br /&gt;
* Oil of Vitriol&lt;br /&gt;
* Every File Explorer (AKA EFE)&lt;br /&gt;
* NDSHeader (aka NDS Header Viewer)&lt;br /&gt;
* NSMBe (aka New Super Mario Bros. Editor) (Can view, edit and export NCG, NCL, NSC and NSBTX files and supports NARC/ARC archives. It can also view, edit and export icons.)&lt;br /&gt;
* SM64DSe (aka Super Mario 64 DS Editor) (Can view and edit NCG, NCL and NSC files.)&lt;br /&gt;
* [https://drive.google.com/file/d/0B_yBl-184usmZUpoSTNYX3g2Q2s/view?usp=sharing 54634564&amp;#039;s NDS Icon Ripper]&lt;br /&gt;
* NFTREdit (Can edit, view and export NFTR font files.)&lt;br /&gt;
* NitroStudio (Can edit, view and export most files contained in SDAT files.)&lt;br /&gt;
* VGMtrans (Made specifically for ripping. The only tool that can export SBNK and SWAR files to SF2 or DST.)&lt;br /&gt;
====[http://www.romhacking.net/forum/index.php/topic,8407.0.html Console Tool]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Console Tool&amp;#039;&amp;#039;&amp;#039; is a program that allows you to view the files in an NDS ROM, and export them.&lt;br /&gt;
====[https://www.dropbox.com/s/yae7ys42x9ndmw5/beta11.zip MKDS Course Modifier]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MKDS Course Modifier&amp;#039;&amp;#039;&amp;#039; views most common NDS 3D and 2D formats (read below) and allows the models to be exported in [[.OBJ]] format. It can also view NCG, NCL and NSC files, NARC/ARC archives and SDAT files (including their contents).&lt;br /&gt;
===Physical Tools===&lt;br /&gt;
* NDS backup Adapter+&lt;br /&gt;
* NEO SMS4&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
===NITRO File Formats===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this file format, please visit the [[Nitro Files]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Nitro file system is a set of basic files created by Nintendo that helped developers quickly and easily develop titles for the console. Because of the simplicity of these files and the way they&amp;#039;re created, it is the easiest common format on the DS to rip.&lt;br /&gt;
&lt;br /&gt;
Formats include, but are not limited to, the following:&lt;br /&gt;
&lt;br /&gt;
=====2D-related:=====&lt;br /&gt;
* NCLR (Nitro CoLoR) → Color Palette&lt;br /&gt;
* NCGR (Nitro Character Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NBGR (Nitro Basic Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NSCR (Nitro SCreen Resource) → Maps/Images&lt;br /&gt;
* NCER (Nitro CEll Resource) → Tile Arrangement Information&lt;br /&gt;
* NANR (Nitro ANimation Resource) → Animation Data&lt;br /&gt;
* NFTR (Nitro Font Table Resource) → Fonts&lt;br /&gt;
=====3D-related:=====&lt;br /&gt;
* NSBMD (Nitro Sdk Binary Model Data) → 3D Polygonal Model data&lt;br /&gt;
* NSBTX (Nitro Sdk Binary TeXture) → Texture image and palette data&lt;br /&gt;
* NSBCA (Nitro Sdk Binary Character Animation) → Skeletal animation data&lt;br /&gt;
* NSBTP (Nitro Sdk Binary Texture Pattern) → Texture-swapping animations&lt;br /&gt;
* NSBTA (Nitro Sdk Binary Texture Animation) → UV-change animations&lt;br /&gt;
* NSBMA (Nitro Sdk Binary Material Animation) → Material-change animations&lt;br /&gt;
* NSBVA (Nitro Sdk Binary Visibility Animation) → Visibility animations&lt;br /&gt;
&lt;br /&gt;
The 2D formats can be ripped, viewed and edited by NSMBe, while the 3D formats can be ripped, viewed and edited by MKDSCM (in [[OBJ]] format) and Apicula (in [[DAE]] format). For ripping, Apicula is prefered since it can export several things MKDSCM can&amp;#039;t, like skeletons.&lt;br /&gt;
&lt;br /&gt;
===.ARC, .CARC and .NARC===&lt;br /&gt;
&lt;br /&gt;
NARC (Nitro ARChive) and ARC (ARChive) files are used to store compressed filetrees in one file (like any archive format: .zip, .rar, etc.). NARC and ARC are actually the same format, with simply a different extension. CARC is similar but has compression. These files can be opened by MKDSCM and NSMBe.&lt;br /&gt;
&lt;br /&gt;
===.SDAT===&lt;br /&gt;
Sound and music archives which often contain everything sound related in the rom. While they can be partially edited by a number of editors (such as MKDSCM, Tinke and DSSoundStudio), the best editor is Nitro Studio, supporting all formats except SSAR, which is only partially supported. Here are the formats SDAT (Sound DATa) files contain:&lt;br /&gt;
* SSEQ (Sound SEQuence) → Sequences. Can be either on their own or inside SSAR files.&lt;br /&gt;
* SBNK (Sound BaNK) → Instruments&lt;br /&gt;
* SWAR (Sound Wave ARchive) → Sound sample archives. These samples are used by instruments inside SBNK files&lt;br /&gt;
* SWAV (Sound WAVe) → Contained inside SWAR files. Individual sound samples&lt;br /&gt;
* SSAR (Sound Sequence ARchive) → Mostly used for sound effects and short jingles&lt;br /&gt;
* STRM (STReaM) → Full streamed songs&lt;br /&gt;
&lt;br /&gt;
===.LZ===&lt;br /&gt;
&lt;br /&gt;
These are compressed files (using the Lempel-Ziv compression algorithm) - they can be decompressed through several means/programs, like DSDecmp for example.&lt;br /&gt;
&lt;br /&gt;
===NCG, NCL and NSC===&lt;br /&gt;
&lt;br /&gt;
These formats serve the same purpose as the NCGR, NCLR and NSCR formats. They are used in New Super Mario Bros. and Super Mario 64 DS. They can be viewed by MKDSCM and edited by NSMBe or SM64DSe. There are two variations of the formats, the .ncg, .ncl and .nsc variants which have a header and the _ncg.bin, _ncl.bin and _nsc.bin variants which don&amp;#039;t have a header.&lt;br /&gt;
&lt;br /&gt;
===BMG===&lt;br /&gt;
&lt;br /&gt;
Text files, often using NFTR fonts. Supported by MKDSCM.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
&lt;br /&gt;
The three currently leading emulators are No$GBA, DeSmuME and MelonDS.&lt;br /&gt;
&lt;br /&gt;
DeSmuME is the most popular emulator at the moment and has the most features (cheat codes, 3D enhancements, some debug tools, audio/video recording, savestates and TASing tools) but is the slowest and isn&amp;#039;t as accurate as MelonDS. It has no DSi emulation of any kind.&lt;br /&gt;
&lt;br /&gt;
MelonDS is the most accurate emulator. While the emulator is somewhat lacking in features, it still has 3D enhancements through the OpenGL renderer, savestates and supports online multiplayer. It is also currently the only emulator with experimental local multiplayer emulation. Thanks in part to the OpenGL renderer, it is faster than DeSmuME, but the OpenGL renderer suffers from a number of issues with various games, which is why the extremely accurate but slower software renderer is recommended. MelonDS also has partial DSi emulation on specific test builds.&lt;br /&gt;
&lt;br /&gt;
No$GBA is by far the fastest of the bunch and has the best debug tools by far, however it is lacking in pretty much every other department and has pretty bad accuracy, similarly to most other No$ emulators. Using No$Zoomer alongside it is strongly recommended to make audio emulation more tolerable and changing the screen size. This is also currently the emulator with the best DSi emulation. Only use it if your computer is very slow, for debugging or to play DSi games.&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Nintendo DS Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2519</id>
		<title>Nintendo DS</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2519"/>
		<updated>2020-09-03T14:28:44Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* .NARC or .ARC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NintendoDS.png|right|link=]]&lt;br /&gt;
The Nintendo DS is a portable handheld created by Nintendo in 2004. &lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
===DS Tools===&lt;br /&gt;
* Wood Dumper (latest is r89)&lt;br /&gt;
* NDS Backup Tool (creates bad dumps)&lt;br /&gt;
&lt;br /&gt;
===PC Tools===&lt;br /&gt;
* [https://github.com/scurest/apicula Apicula] (Command line tool to convert nsbmd to Collada DAE with rigging &amp;amp; animations) [https://www.vg-resource.com/thread-30547.html Dev&amp;#039;s Forum Post]&lt;br /&gt;
* Tinke&lt;br /&gt;
* DSLazy&lt;br /&gt;
* Oil of Vitriol&lt;br /&gt;
* Every File Explorer (AKA EFE)&lt;br /&gt;
* NDSHeader (aka NDS Header Viewer)&lt;br /&gt;
* NSMBe (aka New Super Mario Bros. Editor) (Can view, edit and export NCG, NCL, NSC and NSBTX files and supports NARC/ARC archives. It can also view, edit and export icons.)&lt;br /&gt;
* SM64DSe (aka Super Mario 64 DS Editor) (Can view and edit NCG, NCL and NSC files.)&lt;br /&gt;
* [https://drive.google.com/file/d/0B_yBl-184usmZUpoSTNYX3g2Q2s/view?usp=sharing 54634564&amp;#039;s NDS Icon Ripper]&lt;br /&gt;
* NFTREdit (Can edit, view and export NFTR font files.)&lt;br /&gt;
* NitroStudio (Can edit, view and export most files contained in SDAT files.)&lt;br /&gt;
* VGMtrans (Made specifically for ripping. The only tool that can export SBNK and SWAR files to SF2 or DST.)&lt;br /&gt;
====[http://www.romhacking.net/forum/index.php/topic,8407.0.html Console Tool]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Console Tool&amp;#039;&amp;#039;&amp;#039; is a program that allows you to view the files in an NDS ROM, and export them.&lt;br /&gt;
====[https://www.dropbox.com/s/yae7ys42x9ndmw5/beta11.zip MKDS Course Modifier]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MKDS Course Modifier&amp;#039;&amp;#039;&amp;#039; views most common NDS 3D and 2D formats (read below) and allows the models to be exported in [[.OBJ]] format. It can also view NCG, NCL and NSC files, NARC/ARC archives and SDAT files (including their contents).&lt;br /&gt;
===Physical Tools===&lt;br /&gt;
* NDS backup Adapter+&lt;br /&gt;
* NEO SMS4&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
===NITRO File Formats===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this file format, please visit the [[Nitro Files]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Nitro file system is a set of basic files created by Nintendo that helped developers quickly and easily develop titles for the console. Because of the simplicity of these files and the way they&amp;#039;re created, it is the easiest common format on the DS to rip.&lt;br /&gt;
&lt;br /&gt;
Formats include, but are not limited to, the following:&lt;br /&gt;
&lt;br /&gt;
=====2D-related:=====&lt;br /&gt;
* NCLR (Nitro CoLoR) → Color Palette&lt;br /&gt;
* NCGR (Nitro Character Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NBGR (Nitro Basic Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NSCR (Nitro SCreen Resource) → Maps/Images&lt;br /&gt;
* NCER (Nitro CEll Resource) → Tile Arrangement Information&lt;br /&gt;
* NANR (Nitro ANimation Resource) → Animation Data&lt;br /&gt;
* NFTR (Nitro Font Table Resource) → Fonts&lt;br /&gt;
=====3D-related:=====&lt;br /&gt;
* NSBMD (Nitro Sdk Binary Model Data) → 3D Polygonal Model data&lt;br /&gt;
* NSBTX (Nitro Sdk Binary TeXture) → Texture image and palette data&lt;br /&gt;
* NSBCA (Nitro Sdk Binary Character Animation) → Skeletal animation data&lt;br /&gt;
* NSBTP (Nitro Sdk Binary Texture Pattern) → Texture-swapping animations&lt;br /&gt;
* NSBTA (Nitro Sdk Binary Texture Animation) → UV-change animations&lt;br /&gt;
* NSBMA (Nitro Sdk Binary Material Animation) → Material-change animations&lt;br /&gt;
* NSBVA (Nitro Sdk Binary Visibility Animation) → Visibility animations&lt;br /&gt;
&lt;br /&gt;
The 2D formats can be ripped, viewed and edited by NSMBe, while the 3D formats can be ripped, viewed and edited by MKDSCM (in [[OBJ]] format) and Apicula (in [[DAE]] format). For ripping, Apicula is prefered since it can export several things MKDSCM can&amp;#039;t, like skeletons.&lt;br /&gt;
&lt;br /&gt;
===.ARC, .CARC and .NARC===&lt;br /&gt;
&lt;br /&gt;
NARC (Nitro ARChive) and ARC (ARChive) files are used to store compressed filetrees in one file (like any archive format: .zip, .rar, etc.). NARC and ARC are actually the same format, with simply a different extension. CARC is similar but has compression. These files can be opened by MKDSCM and NSMBe.&lt;br /&gt;
&lt;br /&gt;
===.SDAT===&lt;br /&gt;
Sound and music archives which often contain everything sound related in the rom. While they can be partially edited by a number of editors (such as MKDSCM, Tinke and DSSoundStudio), the best editor is Nitro Studio, supporting all formats except SSAR, which is only partially supported. Here are the formats SDAT (Sound DATa) files contain:&lt;br /&gt;
* SSEQ (Sound SEQuence) → Sequences. Can be either on their own or inside SSAR files.&lt;br /&gt;
* SBNK (Sound BaNK) → Instruments&lt;br /&gt;
* SWAR (Sound Wave ARchive) → Sound sample archives. These samples are used by instruments inside SBNK files&lt;br /&gt;
* SWAV (Sound WAVe) → Contained inside SWAR files. Individual sound samples&lt;br /&gt;
* SSAR (Sound Sequence ARchive) → Mostly used for sound effects and short jingles&lt;br /&gt;
* STRM (STReaM) → Full streamed songs&lt;br /&gt;
&lt;br /&gt;
===.LZ===&lt;br /&gt;
&lt;br /&gt;
These are compressed files (using the Lempel-Ziv compression algorithm) - they can be decompressed through several means/programs, like DSDecmp for example.&lt;br /&gt;
&lt;br /&gt;
===NCG, NCL and NSC===&lt;br /&gt;
&lt;br /&gt;
These formats serve the same purpose as the NCGR, NCLR and NSCR formats. They are used in New Super Mario Bros. and Super Mario 64 DS. They can be viewed by MKDSCM and edited by NSMBe or SM64DSe.&lt;br /&gt;
&lt;br /&gt;
===BMG===&lt;br /&gt;
&lt;br /&gt;
Text files, often using NFTR fonts. Supported by MKDSCM.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
&lt;br /&gt;
The three currently leading emulators are No$GBA, DeSmuME and MelonDS.&lt;br /&gt;
&lt;br /&gt;
DeSmuME is the most popular emulator at the moment and has the most features (cheat codes, 3D enhancements, some debug tools, audio/video recording, savestates and TASing tools) but is the slowest and isn&amp;#039;t as accurate as MelonDS. It has no DSi emulation of any kind.&lt;br /&gt;
&lt;br /&gt;
MelonDS is the most accurate emulator. While the emulator is somewhat lacking in features, it still has 3D enhancements through the OpenGL renderer, savestates and supports online multiplayer. It is also currently the only emulator with experimental local multiplayer emulation. Thanks in part to the OpenGL renderer, it is faster than DeSmuME, but the OpenGL renderer suffers from a number of issues with various games, which is why the extremely accurate but slower software renderer is recommended. MelonDS also has partial DSi emulation on specific test builds.&lt;br /&gt;
&lt;br /&gt;
No$GBA is by far the fastest of the bunch and has the best debug tools by far, however it is lacking in pretty much every other department and has pretty bad accuracy, similarly to most other No$ emulators. Using No$Zoomer alongside it is strongly recommended to make audio emulation more tolerable and changing the screen size. This is also currently the emulator with the best DSi emulation. Only use it if your computer is very slow, for debugging or to play DSi games.&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Nintendo DS Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2518</id>
		<title>Nintendo DS</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2518"/>
		<updated>2020-09-03T14:27:21Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* 3D-related: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NintendoDS.png|right|link=]]&lt;br /&gt;
The Nintendo DS is a portable handheld created by Nintendo in 2004. &lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
===DS Tools===&lt;br /&gt;
* Wood Dumper (latest is r89)&lt;br /&gt;
* NDS Backup Tool (creates bad dumps)&lt;br /&gt;
&lt;br /&gt;
===PC Tools===&lt;br /&gt;
* [https://github.com/scurest/apicula Apicula] (Command line tool to convert nsbmd to Collada DAE with rigging &amp;amp; animations) [https://www.vg-resource.com/thread-30547.html Dev&amp;#039;s Forum Post]&lt;br /&gt;
* Tinke&lt;br /&gt;
* DSLazy&lt;br /&gt;
* Oil of Vitriol&lt;br /&gt;
* Every File Explorer (AKA EFE)&lt;br /&gt;
* NDSHeader (aka NDS Header Viewer)&lt;br /&gt;
* NSMBe (aka New Super Mario Bros. Editor) (Can view, edit and export NCG, NCL, NSC and NSBTX files and supports NARC/ARC archives. It can also view, edit and export icons.)&lt;br /&gt;
* SM64DSe (aka Super Mario 64 DS Editor) (Can view and edit NCG, NCL and NSC files.)&lt;br /&gt;
* [https://drive.google.com/file/d/0B_yBl-184usmZUpoSTNYX3g2Q2s/view?usp=sharing 54634564&amp;#039;s NDS Icon Ripper]&lt;br /&gt;
* NFTREdit (Can edit, view and export NFTR font files.)&lt;br /&gt;
* NitroStudio (Can edit, view and export most files contained in SDAT files.)&lt;br /&gt;
* VGMtrans (Made specifically for ripping. The only tool that can export SBNK and SWAR files to SF2 or DST.)&lt;br /&gt;
====[http://www.romhacking.net/forum/index.php/topic,8407.0.html Console Tool]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Console Tool&amp;#039;&amp;#039;&amp;#039; is a program that allows you to view the files in an NDS ROM, and export them.&lt;br /&gt;
====[https://www.dropbox.com/s/yae7ys42x9ndmw5/beta11.zip MKDS Course Modifier]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MKDS Course Modifier&amp;#039;&amp;#039;&amp;#039; views most common NDS 3D and 2D formats (read below) and allows the models to be exported in [[.OBJ]] format. It can also view NCG, NCL and NSC files, NARC/ARC archives and SDAT files (including their contents).&lt;br /&gt;
===Physical Tools===&lt;br /&gt;
* NDS backup Adapter+&lt;br /&gt;
* NEO SMS4&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
===NITRO File Formats===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this file format, please visit the [[Nitro Files]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Nitro file system is a set of basic files created by Nintendo that helped developers quickly and easily develop titles for the console. Because of the simplicity of these files and the way they&amp;#039;re created, it is the easiest common format on the DS to rip.&lt;br /&gt;
&lt;br /&gt;
Formats include, but are not limited to, the following:&lt;br /&gt;
&lt;br /&gt;
=====2D-related:=====&lt;br /&gt;
* NCLR (Nitro CoLoR) → Color Palette&lt;br /&gt;
* NCGR (Nitro Character Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NBGR (Nitro Basic Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NSCR (Nitro SCreen Resource) → Maps/Images&lt;br /&gt;
* NCER (Nitro CEll Resource) → Tile Arrangement Information&lt;br /&gt;
* NANR (Nitro ANimation Resource) → Animation Data&lt;br /&gt;
* NFTR (Nitro Font Table Resource) → Fonts&lt;br /&gt;
=====3D-related:=====&lt;br /&gt;
* NSBMD (Nitro Sdk Binary Model Data) → 3D Polygonal Model data&lt;br /&gt;
* NSBTX (Nitro Sdk Binary TeXture) → Texture image and palette data&lt;br /&gt;
* NSBCA (Nitro Sdk Binary Character Animation) → Skeletal animation data&lt;br /&gt;
* NSBTP (Nitro Sdk Binary Texture Pattern) → Texture-swapping animations&lt;br /&gt;
* NSBTA (Nitro Sdk Binary Texture Animation) → UV-change animations&lt;br /&gt;
* NSBMA (Nitro Sdk Binary Material Animation) → Material-change animations&lt;br /&gt;
* NSBVA (Nitro Sdk Binary Visibility Animation) → Visibility animations&lt;br /&gt;
&lt;br /&gt;
The 2D formats can be ripped, viewed and edited by NSMBe, while the 3D formats can be ripped, viewed and edited by MKDSCM (in [[OBJ]] format) and Apicula (in [[DAE]] format). For ripping, Apicula is prefered since it can export several things MKDSCM can&amp;#039;t, like skeletons.&lt;br /&gt;
&lt;br /&gt;
===.NARC or .ARC===&lt;br /&gt;
&lt;br /&gt;
NARC (Nitro ARChive) and ARC (ARChive) files are used to store compressed filetrees in one file (like any archive format: .zip, .rar, etc.). These files can be opened by MKDSCM and NSMBe.&lt;br /&gt;
&lt;br /&gt;
===.SDAT===&lt;br /&gt;
Sound and music archives which often contain everything sound related in the rom. While they can be partially edited by a number of editors (such as MKDSCM, Tinke and DSSoundStudio), the best editor is Nitro Studio, supporting all formats except SSAR, which is only partially supported. Here are the formats SDAT (Sound DATa) files contain:&lt;br /&gt;
* SSEQ (Sound SEQuence) → Sequences. Can be either on their own or inside SSAR files.&lt;br /&gt;
* SBNK (Sound BaNK) → Instruments&lt;br /&gt;
* SWAR (Sound Wave ARchive) → Sound sample archives. These samples are used by instruments inside SBNK files&lt;br /&gt;
* SWAV (Sound WAVe) → Contained inside SWAR files. Individual sound samples&lt;br /&gt;
* SSAR (Sound Sequence ARchive) → Mostly used for sound effects and short jingles&lt;br /&gt;
* STRM (STReaM) → Full streamed songs&lt;br /&gt;
&lt;br /&gt;
===.LZ===&lt;br /&gt;
&lt;br /&gt;
These are compressed files (using the Lempel-Ziv compression algorithm) - they can be decompressed through several means/programs, like DSDecmp for example.&lt;br /&gt;
&lt;br /&gt;
===NCG, NCL and NSC===&lt;br /&gt;
&lt;br /&gt;
These formats serve the same purpose as the NCGR, NCLR and NSCR formats. They are used in New Super Mario Bros. and Super Mario 64 DS. They can be viewed by MKDSCM and edited by NSMBe or SM64DSe.&lt;br /&gt;
&lt;br /&gt;
===BMG===&lt;br /&gt;
&lt;br /&gt;
Text files, often using NFTR fonts. Supported by MKDSCM.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
&lt;br /&gt;
The three currently leading emulators are No$GBA, DeSmuME and MelonDS.&lt;br /&gt;
&lt;br /&gt;
DeSmuME is the most popular emulator at the moment and has the most features (cheat codes, 3D enhancements, some debug tools, audio/video recording, savestates and TASing tools) but is the slowest and isn&amp;#039;t as accurate as MelonDS. It has no DSi emulation of any kind.&lt;br /&gt;
&lt;br /&gt;
MelonDS is the most accurate emulator. While the emulator is somewhat lacking in features, it still has 3D enhancements through the OpenGL renderer, savestates and supports online multiplayer. It is also currently the only emulator with experimental local multiplayer emulation. Thanks in part to the OpenGL renderer, it is faster than DeSmuME, but the OpenGL renderer suffers from a number of issues with various games, which is why the extremely accurate but slower software renderer is recommended. MelonDS also has partial DSi emulation on specific test builds.&lt;br /&gt;
&lt;br /&gt;
No$GBA is by far the fastest of the bunch and has the best debug tools by far, however it is lacking in pretty much every other department and has pretty bad accuracy, similarly to most other No$ emulators. Using No$Zoomer alongside it is strongly recommended to make audio emulation more tolerable and changing the screen size. This is also currently the emulator with the best DSi emulation. Only use it if your computer is very slow, for debugging or to play DSi games.&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Nintendo DS Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=CPK&amp;diff=2513</id>
		<title>CPK</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=CPK&amp;diff=2513"/>
		<updated>2020-08-26T19:22:41Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* PlayStation Vita */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;CPK&amp;#039;&amp;#039;&amp;#039; is an archive format developed by &amp;#039;&amp;#039;CRI Middleware&amp;#039;&amp;#039;. It is used in games for a variety of platforms. Files of this format have a .cpk extension.&lt;br /&gt;
&lt;br /&gt;
The first four bytes of the file always have the value &amp;#039;&amp;#039;0x43504B20&amp;#039;&amp;#039; (&amp;quot;CPK &amp;quot;).&lt;br /&gt;
==Tools==&lt;br /&gt;
===CriPakTools===&lt;br /&gt;
This tool was made specifically for extracting CPK files.&lt;br /&gt;
There are countless forks and forks of forks of CriPakTools all made by different people. [https://github.com/wmltogether/CriPakTools/releases This] is the recommended version. It it a modified version made by wmltogether of a modified version made by uyjulian of a modified version made by esperknight of a modified version made by Nanachi3, itself based on the original version of the tool made by Falo on the XentaX forums. That version itself has several forks which may vary in features. As such, other versions might be worth checking out if this one doesn&amp;#039;t have what you are looking for.&lt;br /&gt;
&lt;br /&gt;
Compared to [[Noesis]] and [[QuickBMS]], CriPakTools seems to be the only one able to extract CPK files from Nichijou: Uchuujin on the [[PSP]] and maybe some other games as well.&lt;br /&gt;
&lt;br /&gt;
===[[Noesis]]===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[Noesis]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Noesis supports the format by default.&lt;br /&gt;
===[[QuickBMS]]===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[QuickBMS]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can extract &amp;#039;&amp;#039;CPK&amp;#039;&amp;#039; archives using [http://aluigi.altervista.org/papers/bms/cpk.bms this] script.&lt;br /&gt;
&lt;br /&gt;
==List of games using the format==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The list is not complete! Feel free to add other games that are known to use aforementioned format.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
===[[Nintendo 3DS]]===&lt;br /&gt;
* [[Persona Q2]]&lt;br /&gt;
* [[Pripara Aim Mezase Idol Grand Prix No.1]]&lt;br /&gt;
&lt;br /&gt;
===[[Nintendo Switch]]===&lt;br /&gt;
* [[Mario &amp;amp; Sonic at the Olympic Games Tokyo 2020]]&lt;br /&gt;
* [[Tokyo Mirage Sessions ♯FE Encore]]&lt;br /&gt;
&lt;br /&gt;
===[[Wii U]]===&lt;br /&gt;
* [[Mario &amp;amp; Sonic at the Rio 2016 Olympic Games]]&lt;br /&gt;
* [[Star Fox Guard]]&lt;br /&gt;
* [[Star Fox Zero]]&lt;br /&gt;
* [[Tokyo Mirage Sessions ♯FE]]&lt;br /&gt;
* [[Xenoblade Chronicles X]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation 3]]===&lt;br /&gt;
* [[Dragon&amp;#039;s Crown]]&lt;br /&gt;
* [[Hyperdimension Neptunia]]&lt;br /&gt;
* [[J-Stars Victory Vs]]&lt;br /&gt;
* [[JoJo&amp;#039;s Bizarre Adventure: All Star Battle]]&lt;br /&gt;
* [[JoJo&amp;#039;s Bizarre Adventure: Eyes of Heaven]]&lt;br /&gt;
* [[Persona 5]]&lt;br /&gt;
* [[Steins;Gate]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Portable]]===&lt;br /&gt;
* [[Ano Hi Mita Hana no Namae o Bokutachi wa Mada Shiranai]]&lt;br /&gt;
* [[Bakemonogatari Portable]]&lt;br /&gt;
* [[Fairy Tail: Portable Guild]]&lt;br /&gt;
* [[Fate/Extra]]&lt;br /&gt;
* [[Fate/Extra|Fate/Extra CCC]]&lt;br /&gt;
* [[Otome wa Boku ni Koishiteru Portable]]&lt;br /&gt;
* [[Nichijou: Uchuujin]]&lt;br /&gt;
* [[Persona 3 Portable]]&lt;br /&gt;
* [[Sakura-Sou no Pet na Kanojo]]&lt;br /&gt;
* [[Sword Art Online: Infinity Moment]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Vita]]===&lt;br /&gt;
* [[Love Live! School Idol Paradise Vol. 1 Printemps]]&lt;br /&gt;
* [[Love Live! School Idol Paradise Vol. 2 BiBi]]&lt;br /&gt;
* [[Love Live! School Idol Paradise Vol. 3 Lily White]]&lt;br /&gt;
* [[Persona 4 Golden]]&lt;br /&gt;
* [[Persona 5: Dancing in Starlight]]&lt;br /&gt;
&lt;br /&gt;
===Mobile===&lt;br /&gt;
* [[Final Fantasy Brave Exvius]]&lt;br /&gt;
&lt;br /&gt;
===Multi-platform===&lt;br /&gt;
* [[Anarchy Reigns]]&lt;br /&gt;
* [[Bayonetta]]&lt;br /&gt;
* [[Danganronpa Another Episode: Ultra Despair Girls]]&lt;br /&gt;
* [[Danganronpa V3: Killing Harmony]]&lt;br /&gt;
* [[Metal Gear Rising: Revengeance]]&lt;br /&gt;
* [[Nier: Automata]]&lt;br /&gt;
* [[Sonic Lost World]]&lt;br /&gt;
* [[Vanquish]]&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Archive Formats]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PlayStation_Portable&amp;diff=2499</id>
		<title>PlayStation Portable</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PlayStation_Portable&amp;diff=2499"/>
		<updated>2020-07-02T06:49:21Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* Recommended Emulators */ that&amp;#039;s not really true anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PSP-1000.jpg|right|350px|link=]]&lt;br /&gt;
The PlayStation Portable (or PSP) is a handheld game console made by Sony in 2004.&lt;br /&gt;
&lt;br /&gt;
PSP is the only handheld video game console to use Universal Media Disc (UMD) as its primary storage medium.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
Most PSP game rips come in the form of an ISO file. These can be mounted or viewed using standard mounting tools, such as [[Daemon Tools]], and the game&amp;#039;s files can be viewed using your computer&amp;#039;s file explorer.&lt;br /&gt;
&lt;br /&gt;
In some cases, games will come in &amp;quot;.CSO&amp;quot; format. These will need to be converted into an ISO format before being used. There are a number of conversion tools available online.&lt;br /&gt;
&lt;br /&gt;
===Gitmo===&lt;br /&gt;
[[File:Gitmo-screenshot.png|thumb|right|200px|Gitmo interface]]&lt;br /&gt;
&lt;br /&gt;
Gitmo is a free tool that finds and extracts [[GMO]] and [[GIM]] files. It is available for Windows at [http://www.richwhitehouse.com/index.php?content=inc_projects.php&amp;amp;showcat=Everything&amp;amp;page=2#prjmp88 www.richwhitehouse.com].&lt;br /&gt;
&lt;br /&gt;
In order to use it you need to: &lt;br /&gt;
# Specify the path to a file or a folder you wish to search &lt;br /&gt;
# Specify the path to the folder where you want found files to be extracted&lt;br /&gt;
# Click the &amp;quot;Grab&amp;quot; button&lt;br /&gt;
&lt;br /&gt;
It is also possible to convert extracted GIM files to PNG right away or disable the extraction of GIM files at all.&lt;br /&gt;
&lt;br /&gt;
The main downside of this method is that Gitmo can not extract the files with their original names and directory structure. It makes identifying the models and finding correct textures troublesome, but in many cases it is the only available option.&lt;br /&gt;
===Texture Extractor/Reinserter (TextER)===&lt;br /&gt;
TextER can be found for Windows at [http://www.romhacking.net/utilities/659 www.romhacking.net]. It allows you to extract .[[GIM]] files found within other files. This method doesn&amp;#039;t return the correct file names, but the benefit it gives over [[PlayStation_Portable#Gitmo|Gitmo]] is that it can be used from a command line, gives a better file name as a result, and often produces more reliable results.&lt;br /&gt;
&lt;br /&gt;
A batch file can be created to make ripping [[GIM]] files from multiple containers quicker. Save the code below into a &amp;quot;.bat&amp;quot; file, and include it in the same file as texter. Running the .bat file will then extract any gim files found within all of the files in the same folder as both TextER.exe and your batch file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;for %%X in (*.*) do texter -e &amp;quot;%%X&amp;quot; -gim&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GimConv===&lt;br /&gt;
&lt;br /&gt;
===[[Noesis]]===&lt;br /&gt;
Can be used with several common sprite, texture and model formats for the PSP, as well as a number of specific PSP games.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Noesis]] page.&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.[[GMO]]&amp;#039;&amp;#039;&amp;#039; - Model/Animation data (supported by [[Noesis]])&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.[[GIM]]&amp;#039;&amp;#039;&amp;#039; - Texture/Sprite data (supported by [[Noesis]])&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.[[PMF]]&amp;#039;&amp;#039;&amp;#039; - Video data (partially supported by [[VLC Media Player]] and [[Media Player Classic]] (Missing audio))&lt;br /&gt;
&lt;br /&gt;
==Recommended Emulators==&lt;br /&gt;
===PPSSPP===&lt;br /&gt;
Good PSP emulator with high compatibility.&lt;br /&gt;
==== GE Debugger Tutorial ====&lt;br /&gt;
PPSSPP comes with a graphics viewer that not only draws out the frame, but also presents sprites in their entirety depending on the game used.&lt;br /&gt;
&lt;br /&gt;
GE Debugger can be accessed in the Debug menu, or by pressing Ctrl G, at any point during gameplay.&lt;br /&gt;
&lt;br /&gt;
[[File:GEDebuggerBreakdown.png|center]]&lt;br /&gt;
&lt;br /&gt;
# Step Frame: Advances emulator by one frame.&lt;br /&gt;
# Step Tex: Draws current frame one texture at a time (Background, shadows if any, sprites, passable objects).&lt;br /&gt;
# Step Draw: Draws current frame one tile at a time.&lt;br /&gt;
# Step Prim: A faster method of Step Draw, but with a red highlight that passes through the drawn scene, adding more tiles with each press of the button.  Holding down Enter while Step Prim is highlighted will draw the entire scene quicker and jump to the next frame.&lt;br /&gt;
# Step Into: Similar to Step Prim, but focuses on adding connected tiles and sprites obtained from the &amp;quot;CLUT&amp;quot; (a.k.a &amp;quot;clutter&amp;quot;, first shown in the smaller of the two windows).&lt;br /&gt;
# Resume: Unpauses Emulator while GE Debugger is still active.&lt;br /&gt;
# Force Opaque: Adds transparency, though some portions will only dim the transparency to a nonexistent shade.&lt;br /&gt;
# Show CLUT: Replaces current frame with the tiles or sprites that have been drawn into the frame, while adding their palettes to the smaller window.&lt;br /&gt;
&lt;br /&gt;
It is best to pause the emulator at the point you wish to view or rip sprites by pressing F8 as it will not automatically pause once the window appears.  Afterwards, click on the emulator and unpause it.  The first time will still freeze the emulator, but afterwards, you must press one of the &amp;quot;Step&amp;quot; buttons in order to halt progress.&lt;br /&gt;
&lt;br /&gt;
When accessing a new frame, the entire scene will be washed out, leaving you to press any of the &amp;quot;Step&amp;quot; buttons in order to draw the scene in.  There is currently no known way of saving either the background or the CLUT other than printing the screen and pasting it to a paint editing software.&lt;br /&gt;
&lt;br /&gt;
For Backgrounds, it&amp;#039;s best to use &amp;quot;Step Tex&amp;quot; to draw the scene as it appears (minus any passable objects), then Print Screen to whichever paint software you desire, then continue drawing the frame until the rest of the background is presented, or combine them with tiles matching whichever part of the object is tangible.&lt;br /&gt;
&lt;br /&gt;
For Sprites, make sure &amp;quot;Show CLUT&amp;quot; is unchecked.  GE draws the frame from back to front, meaning the tiles for the farthest background will be drawn first.  Press &amp;quot;Step Tex&amp;quot; until you see the incomplete background, then use &amp;quot;Step Draw&amp;quot; while paying attention to the CLUT on the smaller window until the tiles switch to the current sprites in the area.  Check &amp;quot;Show CLUT&amp;quot; and you will quickly notice that the sprites are too small and pixelated to be ripped.  That&amp;#039;s because both windows, by default, shrinks the sheet to fit their dimensions.  Double clicking the window the CLUT shows up in will zoom them to their proper size, so all that&amp;#039;s left is to find the appropriate sprites by clicking anywhere within the window and dragging it around until the sprites appear.&lt;br /&gt;
&lt;br /&gt;
===Jpcsp===&lt;br /&gt;
Jpcsp is a Java PSP emulator. It can rip 3D models from games.&lt;br /&gt;
&lt;br /&gt;
In order to do this, you must load a game, find it in the UMD browser or the file opener. Then play where you want to rip the textures. The, click on File &amp;gt; Export 3D Scene, then click on visible or all 3D models. Then go to export, on the JPCSP folder, and go to the recent one. This won&amp;#039;t work sometimes when playing original games on Namco Museum Battle Collection, or some different reasons. If you try opening the .obj file like that, it won&amp;#039;t load, but if done correctly, it can be usable.&lt;br /&gt;
[[File:Jpcsp v0.7 cc4e331 - ナムコミュージアム (ULJS00012) FPS 61, averageFPS 54.2 6 18 2020 6 21 51 PM.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = PlayStation Portable Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=CPK&amp;diff=2472</id>
		<title>CPK</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=CPK&amp;diff=2472"/>
		<updated>2020-06-18T16:11:58Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* PlayStation 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;CPK&amp;#039;&amp;#039;&amp;#039; is an archive format developed by &amp;#039;&amp;#039;CRI Middleware&amp;#039;&amp;#039;. It is used in games for a variety of platforms. Files of this format have a .cpk extension.&lt;br /&gt;
&lt;br /&gt;
The first four bytes of the file always have the value &amp;#039;&amp;#039;0x43504B20&amp;#039;&amp;#039; (&amp;quot;CPK &amp;quot;).&lt;br /&gt;
==Tools==&lt;br /&gt;
===CriPakTools===&lt;br /&gt;
This tool was made specifically for extracting CPK files.&lt;br /&gt;
There are countless forks and forks of forks of CriPakTools all made by different people. [https://github.com/wmltogether/CriPakTools/releases This] is the recommended version. It it a modified version made by wmltogether of a modified version made by uyjulian of a modified version made by esperknight of a modified version made by Nanachi3, itself based on the original version of the tool made by Falo on the XentaX forums. That version itself has several forks which may vary in features. As such, other versions might be worth checking out if this one doesn&amp;#039;t have what you are looking for.&lt;br /&gt;
&lt;br /&gt;
Compared to [[Noesis]] and [[QuickBMS]], CriPakTools seems to be the only one able to extract CPK files from Nichijou: Uchuujin on the [[PSP]] and maybe some other games as well.&lt;br /&gt;
&lt;br /&gt;
===[[Noesis]]===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[Noesis]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Noesis supports the format by default.&lt;br /&gt;
===[[QuickBMS]]===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[QuickBMS]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can extract &amp;#039;&amp;#039;CPK&amp;#039;&amp;#039; archives using [http://aluigi.altervista.org/papers/bms/cpk.bms this] script.&lt;br /&gt;
&lt;br /&gt;
==List of games using the format==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The list is not complete! Feel free to add other games that are known to use aforementioned format.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
===[[Nintendo 3DS]]===&lt;br /&gt;
* [[Persona Q2]]&lt;br /&gt;
* [[Pripara Aim Mezase Idol Grand Prix No.1]]&lt;br /&gt;
&lt;br /&gt;
===[[Nintendo Switch]]===&lt;br /&gt;
* [[Mario &amp;amp; Sonic at the Olympic Games Tokyo 2020]]&lt;br /&gt;
* [[Tokyo Mirage Sessions ♯FE Encore]]&lt;br /&gt;
&lt;br /&gt;
===[[Wii U]]===&lt;br /&gt;
* [[Mario &amp;amp; Sonic at the Rio 2016 Olympic Games]]&lt;br /&gt;
* [[Star Fox Guard]]&lt;br /&gt;
* [[Star Fox Zero]]&lt;br /&gt;
* [[Tokyo Mirage Sessions ♯FE]]&lt;br /&gt;
* [[Xenoblade Chronicles X]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation 3]]===&lt;br /&gt;
* [[Dragon&amp;#039;s Crown]]&lt;br /&gt;
* [[Hyperdimension Neptunia]]&lt;br /&gt;
* [[J-Stars Victory Vs]]&lt;br /&gt;
* [[JoJo&amp;#039;s Bizarre Adventure: All Star Battle]]&lt;br /&gt;
* [[JoJo&amp;#039;s Bizarre Adventure: Eyes of Heaven]]&lt;br /&gt;
* [[Persona 5]]&lt;br /&gt;
* [[Steins;Gate]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Portable]]===&lt;br /&gt;
* [[Ano Hi Mita Hana no Namae o Bokutachi wa Mada Shiranai]]&lt;br /&gt;
* [[Bakemonogatari Portable]]&lt;br /&gt;
* [[Fairy Tail: Portable Guild]]&lt;br /&gt;
* [[Fate/Extra]]&lt;br /&gt;
* [[Fate/Extra|Fate/Extra CCC]]&lt;br /&gt;
* [[Otome wa Boku ni Koishiteru Portable]]&lt;br /&gt;
* [[Nichijou: Uchuujin]]&lt;br /&gt;
* [[Persona 3 Portable]]&lt;br /&gt;
* [[Sakura-Sou no Pet na Kanojo]]&lt;br /&gt;
* [[Sword Art Online: Infinity Moment]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Vita]]===&lt;br /&gt;
* [[Love Live! School Idol Paradise]]&lt;br /&gt;
* [[Persona 4 Golden]]&lt;br /&gt;
* [[Persona 5: Dancing in Starlight]]&lt;br /&gt;
&lt;br /&gt;
===Mobile===&lt;br /&gt;
* [[Final Fantasy Brave Exvius]]&lt;br /&gt;
&lt;br /&gt;
===Multi-platform===&lt;br /&gt;
* [[Anarchy Reigns]]&lt;br /&gt;
* [[Bayonetta]]&lt;br /&gt;
* [[Danganronpa Another Episode: Ultra Despair Girls]]&lt;br /&gt;
* [[Danganronpa V3: Killing Harmony]]&lt;br /&gt;
* [[Metal Gear Rising: Revengeance]]&lt;br /&gt;
* [[Nier: Automata]]&lt;br /&gt;
* [[Sonic Lost World]]&lt;br /&gt;
* [[Vanquish]]&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Archive Formats]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2471</id>
		<title>Nintendo DS</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2471"/>
		<updated>2020-06-15T17:55:13Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* .SDAT */ nist doesn&amp;#039;t exist.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NintendoDS.png|right|link=]]&lt;br /&gt;
The Nintendo DS is a portable handheld created by Nintendo in 2004. &lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
===DS Tools===&lt;br /&gt;
* Wood Dumper (latest is r89)&lt;br /&gt;
* NDS Backup Tool (creates bad dumps)&lt;br /&gt;
&lt;br /&gt;
===PC Tools===&lt;br /&gt;
* [https://github.com/scurest/apicula Apicula] (Command line tool to convert nsbmd to Collada DAE with rigging &amp;amp; animations) [https://www.vg-resource.com/thread-30547.html Dev&amp;#039;s Forum Post]&lt;br /&gt;
* Tinke&lt;br /&gt;
* DSLazy&lt;br /&gt;
* Oil of Vitriol&lt;br /&gt;
* Every File Explorer (AKA EFE)&lt;br /&gt;
* NDSHeader (aka NDS Header Viewer)&lt;br /&gt;
* NSMBe (aka New Super Mario Bros. Editor) (Can view, edit and export NCG, NCL, NSC and NSBTX files and supports NARC/ARC archives. It can also view, edit and export icons.)&lt;br /&gt;
* SM64DSe (aka Super Mario 64 DS Editor) (Can view and edit NCG, NCL and NSC files.)&lt;br /&gt;
* [https://drive.google.com/file/d/0B_yBl-184usmZUpoSTNYX3g2Q2s/view?usp=sharing 54634564&amp;#039;s NDS Icon Ripper]&lt;br /&gt;
* NFTREdit (Can edit, view and export NFTR font files.)&lt;br /&gt;
* NitroStudio (Can edit, view and export most files contained in SDAT files.)&lt;br /&gt;
* VGMtrans (Made specifically for ripping. The only tool that can export SBNK and SWAR files to SF2 or DST.)&lt;br /&gt;
====[http://www.romhacking.net/forum/index.php/topic,8407.0.html Console Tool]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Console Tool&amp;#039;&amp;#039;&amp;#039; is a program that allows you to view the files in an NDS ROM, and export them.&lt;br /&gt;
====[https://www.dropbox.com/s/yae7ys42x9ndmw5/beta11.zip MKDS Course Modifier]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MKDS Course Modifier&amp;#039;&amp;#039;&amp;#039; views most common NDS 3D and 2D formats (read below) and allows the models to be exported in [[.OBJ]] format. It can also view NCG, NCL and NSC files, NARC/ARC archives and SDAT files (including their contents).&lt;br /&gt;
===Physical Tools===&lt;br /&gt;
* NDS backup Adapter+&lt;br /&gt;
* NEO SMS4&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
===NITRO File Formats===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this file format, please visit the [[Nitro Files]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Nitro file system is a set of basic files created by Nintendo that helped developers quickly and easily develop titles for the console. Because of the simplicity of these files and the way they&amp;#039;re created, it is the easiest common format on the DS to rip.&lt;br /&gt;
&lt;br /&gt;
Formats include, but are not limited to, the following:&lt;br /&gt;
&lt;br /&gt;
=====2D-related:=====&lt;br /&gt;
* NCLR (Nitro CoLoR) → Color Palette&lt;br /&gt;
* NCGR (Nitro Character Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NBGR (Nitro Basic Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NSCR (Nitro SCreen Resource) → Maps/Images&lt;br /&gt;
* NCER (Nitro CEll Resource) → Tile Arrangement Information&lt;br /&gt;
* NANR (Nitro ANimation Resource) → Animation Data&lt;br /&gt;
* NFTR (Nitro Font Table Resource) → Fonts&lt;br /&gt;
=====3D-related:=====&lt;br /&gt;
* NSBMD (Nitro Sdk Binary Model Data) → 3D Polygonal Model data&lt;br /&gt;
* NSBTX (Unknown) → Texture image and palette data&lt;br /&gt;
* NSBCA (Nitro Sdk Binary Character Animation) → Skeletal animation data&lt;br /&gt;
* NSBTP (Nitro Sdk Binary Texture Pattern) → Texture-swapping animations&lt;br /&gt;
* NSBTA (Nitro Sdk Binary Texture Animation) → UV-change animations&lt;br /&gt;
* NSBMA (Nitro Sdk Binary Material Animation) → Material-change animations&lt;br /&gt;
* NSBVA (Unknown) → Unknown&lt;br /&gt;
&lt;br /&gt;
The 2D formats can be ripped, viewed and edited by NSMBe, while the 3D formats can be ripped, viewed and edited by MKDSCM (in [[OBJ]] format) and Apicula (in [[DAE]] format). For ripping, Apicula is prefered since it can export several things MKDSCM can&amp;#039;t, like skeletons.&lt;br /&gt;
&lt;br /&gt;
===.NARC or .ARC===&lt;br /&gt;
&lt;br /&gt;
NARC (Nitro ARChive) and ARC (ARChive) files are used to store compressed filetrees in one file (like any archive format: .zip, .rar, etc.). These files can be opened by MKDSCM and NSMBe.&lt;br /&gt;
&lt;br /&gt;
===.SDAT===&lt;br /&gt;
Sound and music archives which often contain everything sound related in the rom. While they can be partially edited by a number of editors (such as MKDSCM, Tinke and DSSoundStudio), the best editor is Nitro Studio, supporting all formats except SSAR, which is only partially supported. Here are the formats SDAT (Sound DATa) files contain:&lt;br /&gt;
* SSEQ (Sound SEQuence) → Sequences. Can be either on their own or inside SSAR files.&lt;br /&gt;
* SBNK (Sound BaNK) → Instruments&lt;br /&gt;
* SWAR (Sound Wave ARchive) → Sound sample archives. These samples are used by instruments inside SBNK files&lt;br /&gt;
* SWAV (Sound WAVe) → Contained inside SWAR files. Individual sound samples&lt;br /&gt;
* SSAR (Sound Sequence ARchive) → Mostly used for sound effects and short jingles&lt;br /&gt;
* STRM (STReaM) → Full streamed songs&lt;br /&gt;
&lt;br /&gt;
===.LZ===&lt;br /&gt;
&lt;br /&gt;
These are compressed files (using the Lempel-Ziv compression algorithm) - they can be decompressed through several means/programs, like DSDecmp for example.&lt;br /&gt;
&lt;br /&gt;
===NCG, NCL and NSC===&lt;br /&gt;
&lt;br /&gt;
These formats serve the same purpose as the NCGR, NCLR and NSCR formats. They are used in New Super Mario Bros. and Super Mario 64 DS. They can be viewed by MKDSCM and edited by NSMBe or SM64DSe.&lt;br /&gt;
&lt;br /&gt;
===BMG===&lt;br /&gt;
&lt;br /&gt;
Text files, often using NFTR fonts. Supported by MKDSCM.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
&lt;br /&gt;
The three currently leading emulators are No$GBA, DeSmuME and MelonDS.&lt;br /&gt;
&lt;br /&gt;
DeSmuME is the most popular emulator at the moment and has the most features (cheat codes, 3D enhancements, some debug tools, audio/video recording, savestates and TASing tools) but is the slowest and isn&amp;#039;t as accurate as MelonDS. It has no DSi emulation of any kind.&lt;br /&gt;
&lt;br /&gt;
MelonDS is the most accurate emulator. While the emulator is somewhat lacking in features, it still has 3D enhancements through the OpenGL renderer, savestates and supports online multiplayer. It is also currently the only emulator with experimental local multiplayer emulation. Thanks in part to the OpenGL renderer, it is faster than DeSmuME, but the OpenGL renderer suffers from a number of issues with various games, which is why the extremely accurate but slower software renderer is recommended. MelonDS also has partial DSi emulation on specific test builds.&lt;br /&gt;
&lt;br /&gt;
No$GBA is by far the fastest of the bunch and has the best debug tools by far, however it is lacking in pretty much every other department and has pretty bad accuracy, similarly to most other No$ emulators. Using No$Zoomer alongside it is strongly recommended to make audio emulation more tolerable and changing the screen size. This is also currently the emulator with the best DSi emulation. Only use it if your computer is very slow, for debugging or to play DSi games.&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Nintendo DS Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Super_Nintendo_Entertainment_System&amp;diff=2422</id>
		<title>Super Nintendo Entertainment System</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Super_Nintendo_Entertainment_System&amp;diff=2422"/>
		<updated>2020-02-12T01:22:39Z</updated>

		<summary type="html">&lt;p&gt;Poudink: nevermind&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;Super Nintendo Entertainment System&amp;#039;&amp;#039;&amp;#039; (also known as the &amp;#039;&amp;#039;&amp;#039;Super NES, SNES or Super Nintendo&amp;#039;&amp;#039;&amp;#039;, and known as the &amp;#039;&amp;#039;&amp;#039;Super Famicom&amp;#039;&amp;#039;&amp;#039; in Japan) is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
&lt;br /&gt;
===vSNES===&lt;br /&gt;
&lt;br /&gt;
Uses a similar UI to [[PVV]], but has a much easier to manage interface.&lt;br /&gt;
&lt;br /&gt;
[[File:VSNESinterface.png|framed|center|vSNES interface]]&lt;br /&gt;
&lt;br /&gt;
# Load SaveState (F3): Accesses any SNES ROM with at least one occupied Slot and loads chosen Slot&lt;br /&gt;
# Reload Last SaveState (F5): Refreshes active Slot with recent save&lt;br /&gt;
# Save Current State (Ctrl+S): Saves current active screen to computer.&lt;br /&gt;
# Launch SaveState File&lt;br /&gt;
# Insert Cartridge: Loads from cartridge or ROM&lt;br /&gt;
# Reload last Cartridge&lt;br /&gt;
# Save Current Cartridge&lt;br /&gt;
# Launch Cartridge Files&lt;br /&gt;
# SPC Viewer/Editor: View or edit current game music&lt;br /&gt;
# Movie Editor: Allows loading, viewing, editing and saving of in-game movies (SMV and ZMV)&lt;br /&gt;
# CHT Editor: Alter binary cheat codes from compatible SNES emulators&lt;br /&gt;
# Preview: Displays tiny screenshot of current savestate&lt;br /&gt;
# PalViewer: Displays palette of current savestate&lt;br /&gt;
# MemViewer: Displays tiles of sprites and maps currently loaded into the state&lt;br /&gt;
# SceneViwer: Displays all visible sprites and backgrounds in current state.&lt;br /&gt;
# HexEditor&lt;br /&gt;
# ListEditor&lt;br /&gt;
&lt;br /&gt;
For basic sprite and background ripping your main focus should be SceneViewer, which is easier to isolate and save to an appropriate paint or photo editing software.&lt;br /&gt;
&lt;br /&gt;
[[File:SceneViewer.png|framed|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Screen&amp;quot; shows the entirety of the current SaveState with 16-bit and 8-bit options, both of which only serve to switch between alias and anti-alias during display.  The Layering box works similarly to the limited disabling capabilities of SNES emulators such as ZSNES in that they only disable what is currently mapped to those layers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Layers&amp;quot; focuses on three aspects of the state; the regular background, the sprites, and Mode 7 effects (If implemented).&lt;br /&gt;
&lt;br /&gt;
Regular Background mainly uses the first of the four &amp;quot;Bg&amp;quot; modes both for main background and foreground where sprites are normally mapped to.  The third is often reserved for text or dialogue boxes depending on the game being ripped.&lt;br /&gt;
&lt;br /&gt;
Sprites occupy a different layer and separated into parts to be disabled by the list next to the viewer&amp;#039;s display window.  To easily locate and disable any sprites that overlap the ones you wish to rip, simply move the cursor over to that sprite and press tab until the number the sprite is mapped to is highlighted, then press the spacebar to uncheck it.&lt;br /&gt;
&lt;br /&gt;
Finally, Mode 7 backgrounds are for backgrounds or sprites that have been assigned to the SNES&amp;#039; Mode 7 capabilities, displaying their original, unaltered ratio either as a fully visible image, or in chunks viewable only when necessary for the current scene.&lt;br /&gt;
&lt;br /&gt;
Note: Since vSNES is an older tool, savestates from bsnes/Higan and newer versions of SNES9X will not work with this app. So you would have to use ZSNES that is virus prone or an emulator from before 2007...&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
===bsnes/Higan===&lt;br /&gt;
&lt;br /&gt;
Higan, formerly known as bsnes is a very accurate SNES emulator that supports most, if not all SNES games. Apart from the SA-1 games, the emulator is cycle accurate to a SNES meaning that it is nearly as close as you can get to the console. It also runs games that other emulators have problems with such as Speedy Gonzales and displays the shadows in Air Strike Patrol. Higan does require a powerful computer and requires separate ROM dumps for the various chips that the SNES had e.g. DSP-1 (Pilotwings, Super Mario Kart), CX4 (Mega Man X 2 and 3). Older versions of bsnes have lower requirements and are easier to use because they have Balanced and Performance options where the accuracy is lower but doesn&amp;#039;t affect most games and can run on less powerful computers.&lt;br /&gt;
&lt;br /&gt;
===SNES9X===&lt;br /&gt;
&lt;br /&gt;
While not as accurate as Higan, it can run on less powerful computers and is one of the oldest emulators that still gets updated today.&lt;br /&gt;
&lt;br /&gt;
===[[BizHawk]]===&lt;br /&gt;
&lt;br /&gt;
BizHawk uses an older version of Higan called bsnes where it still had the Balanced and Performance options so requirements are lower to run. Thankfully it has a sprite/background/tile viewer that is simple to use even though palette select is a bit buggy and to view backgrounds that use two modes (e.g. 1 and 7), you would have to change the scanlines. It also has SNES9X has an option however does not have the sprite viewer.&lt;br /&gt;
&lt;br /&gt;
===ZSNES===&lt;br /&gt;
&lt;br /&gt;
Only mentioned here because many tools such as vSNES, [[YY-CHR]], and [[Tile Molester]] require savestates from ZSNES whether it&amp;#039;s to rip sprites or for its palette. As an emulator, it was good for its time- however it is very inaccurate and should not really be used in an age where more powerful and accurate emulators exist. Some games don&amp;#039;t work or sport numerous glitches that can lead to crashes, sometimes  lacking certain sound and graphical effects present on more accurate emulators and original hardware, and the emulator itself does not run games on special chips properly (such as the Cx4 and the Super FX chips). Ironically, some &amp;#039;&amp;#039;Super Mario World&amp;#039;&amp;#039; hacks only work on ZSNES.&lt;br /&gt;
&lt;br /&gt;
While you can remove layers to get sprites, it is best to just use it to get a savestate of what content you want to rip.&lt;br /&gt;
&lt;br /&gt;
WARNING: Using ZSNES is a security risk because it can be used to hack your PC via an exploit.&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Super_Nintendo_Entertainment_System&amp;diff=2421</id>
		<title>Super Nintendo Entertainment System</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Super_Nintendo_Entertainment_System&amp;diff=2421"/>
		<updated>2020-02-12T01:17:32Z</updated>

		<summary type="html">&lt;p&gt;Poudink: they literally made an update for the first time in several years just to fix the exploit lmao&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;Super Nintendo Entertainment System&amp;#039;&amp;#039;&amp;#039; (also known as the &amp;#039;&amp;#039;&amp;#039;Super NES, SNES or Super Nintendo&amp;#039;&amp;#039;&amp;#039;, and known as the &amp;#039;&amp;#039;&amp;#039;Super Famicom&amp;#039;&amp;#039;&amp;#039; in Japan) is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
&lt;br /&gt;
===vSNES===&lt;br /&gt;
&lt;br /&gt;
Uses a similar UI to [[PVV]], but has a much easier to manage interface.&lt;br /&gt;
&lt;br /&gt;
[[File:VSNESinterface.png|framed|center|vSNES interface]]&lt;br /&gt;
&lt;br /&gt;
# Load SaveState (F3): Accesses any SNES ROM with at least one occupied Slot and loads chosen Slot&lt;br /&gt;
# Reload Last SaveState (F5): Refreshes active Slot with recent save&lt;br /&gt;
# Save Current State (Ctrl+S): Saves current active screen to computer.&lt;br /&gt;
# Launch SaveState File&lt;br /&gt;
# Insert Cartridge: Loads from cartridge or ROM&lt;br /&gt;
# Reload last Cartridge&lt;br /&gt;
# Save Current Cartridge&lt;br /&gt;
# Launch Cartridge Files&lt;br /&gt;
# SPC Viewer/Editor: View or edit current game music&lt;br /&gt;
# Movie Editor: Allows loading, viewing, editing and saving of in-game movies (SMV and ZMV)&lt;br /&gt;
# CHT Editor: Alter binary cheat codes from compatible SNES emulators&lt;br /&gt;
# Preview: Displays tiny screenshot of current savestate&lt;br /&gt;
# PalViewer: Displays palette of current savestate&lt;br /&gt;
# MemViewer: Displays tiles of sprites and maps currently loaded into the state&lt;br /&gt;
# SceneViwer: Displays all visible sprites and backgrounds in current state.&lt;br /&gt;
# HexEditor&lt;br /&gt;
# ListEditor&lt;br /&gt;
&lt;br /&gt;
For basic sprite and background ripping your main focus should be SceneViewer, which is easier to isolate and save to an appropriate paint or photo editing software.&lt;br /&gt;
&lt;br /&gt;
[[File:SceneViewer.png|framed|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Screen&amp;quot; shows the entirety of the current SaveState with 16-bit and 8-bit options, both of which only serve to switch between alias and anti-alias during display.  The Layering box works similarly to the limited disabling capabilities of SNES emulators such as ZSNES in that they only disable what is currently mapped to those layers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Layers&amp;quot; focuses on three aspects of the state; the regular background, the sprites, and Mode 7 effects (If implemented).&lt;br /&gt;
&lt;br /&gt;
Regular Background mainly uses the first of the four &amp;quot;Bg&amp;quot; modes both for main background and foreground where sprites are normally mapped to.  The third is often reserved for text or dialogue boxes depending on the game being ripped.&lt;br /&gt;
&lt;br /&gt;
Sprites occupy a different layer and separated into parts to be disabled by the list next to the viewer&amp;#039;s display window.  To easily locate and disable any sprites that overlap the ones you wish to rip, simply move the cursor over to that sprite and press tab until the number the sprite is mapped to is highlighted, then press the spacebar to uncheck it.&lt;br /&gt;
&lt;br /&gt;
Finally, Mode 7 backgrounds are for backgrounds or sprites that have been assigned to the SNES&amp;#039; Mode 7 capabilities, displaying their original, unaltered ratio either as a fully visible image, or in chunks viewable only when necessary for the current scene.&lt;br /&gt;
&lt;br /&gt;
Note: Since vSNES is an older tool, savestates from bsnes/Higan and newer versions of SNES9X will not work with this app. So you would have to use ZSNES that is virus prone or an emulator from before 2007...&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
===bsnes/Higan===&lt;br /&gt;
&lt;br /&gt;
Higan, formerly known as bsnes is a very accurate SNES emulator that supports most, if not all SNES games. Apart from the SA-1 games, the emulator is cycle accurate to a SNES meaning that it is nearly as close as you can get to the console. It also runs games that other emulators have problems with such as Speedy Gonzales and displays the shadows in Air Strike Patrol. Higan does require a powerful computer and requires separate ROM dumps for the various chips that the SNES had e.g. DSP-1 (Pilotwings, Super Mario Kart), CX4 (Mega Man X 2 and 3). Older versions of bsnes have lower requirements and are easier to use because they have Balanced and Performance options where the accuracy is lower but doesn&amp;#039;t affect most games and can run on less powerful computers.&lt;br /&gt;
&lt;br /&gt;
===SNES9X===&lt;br /&gt;
&lt;br /&gt;
While not as accurate as Higan, it can run on less powerful computers and is one of the oldest emulators that still gets updated today.&lt;br /&gt;
&lt;br /&gt;
===[[BizHawk]]===&lt;br /&gt;
&lt;br /&gt;
BizHawk uses an older version of Higan called bsnes where it still had the Balanced and Performance options so requirements are lower to run. Thankfully it has a sprite/background/tile viewer that is simple to use even though palette select is a bit buggy and to view backgrounds that use two modes (e.g. 1 and 7), you would have to change the scanlines. It also has SNES9X has an option however does not have the sprite viewer.&lt;br /&gt;
&lt;br /&gt;
===ZSNES===&lt;br /&gt;
&lt;br /&gt;
Only mentioned here because many tools such as vSNES, [[YY-CHR]], and [[Tile Molester]] require savestates from ZSNES whether it&amp;#039;s to rip sprites or for its palette. As an emulator, it was good for its time- however it is very inaccurate and should not really be used in an age where more powerful and accurate emulators exist. Some games don&amp;#039;t work or sport numerous glitches that can lead to crashes, sometimes  lacking certain sound and graphical effects present on more accurate emulators and original hardware, and the emulator itself does not run games on special chips properly (such as the Cx4 and the Super FX chips). Ironically, some &amp;#039;&amp;#039;Super Mario World&amp;#039;&amp;#039; hacks only work on ZSNES.&lt;br /&gt;
&lt;br /&gt;
While you can remove layers to get sprites, it is best to just use it to get a savestate of what content you want to rip.&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Super_Nintendo_Entertainment_System&amp;diff=2420</id>
		<title>Super Nintendo Entertainment System</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Super_Nintendo_Entertainment_System&amp;diff=2420"/>
		<updated>2020-02-12T01:15:34Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* Suggested Emulators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;Super Nintendo Entertainment System&amp;#039;&amp;#039;&amp;#039; (also known as the &amp;#039;&amp;#039;&amp;#039;Super NES, SNES or Super Nintendo&amp;#039;&amp;#039;&amp;#039;, and known as the &amp;#039;&amp;#039;&amp;#039;Super Famicom&amp;#039;&amp;#039;&amp;#039; in Japan) is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
&lt;br /&gt;
===vSNES===&lt;br /&gt;
&lt;br /&gt;
Uses a similar UI to [[PVV]], but has a much easier to manage interface.&lt;br /&gt;
&lt;br /&gt;
[[File:VSNESinterface.png|framed|center|vSNES interface]]&lt;br /&gt;
&lt;br /&gt;
# Load SaveState (F3): Accesses any SNES ROM with at least one occupied Slot and loads chosen Slot&lt;br /&gt;
# Reload Last SaveState (F5): Refreshes active Slot with recent save&lt;br /&gt;
# Save Current State (Ctrl+S): Saves current active screen to computer.&lt;br /&gt;
# Launch SaveState File&lt;br /&gt;
# Insert Cartridge: Loads from cartridge or ROM&lt;br /&gt;
# Reload last Cartridge&lt;br /&gt;
# Save Current Cartridge&lt;br /&gt;
# Launch Cartridge Files&lt;br /&gt;
# SPC Viewer/Editor: View or edit current game music&lt;br /&gt;
# Movie Editor: Allows loading, viewing, editing and saving of in-game movies (SMV and ZMV)&lt;br /&gt;
# CHT Editor: Alter binary cheat codes from compatible SNES emulators&lt;br /&gt;
# Preview: Displays tiny screenshot of current savestate&lt;br /&gt;
# PalViewer: Displays palette of current savestate&lt;br /&gt;
# MemViewer: Displays tiles of sprites and maps currently loaded into the state&lt;br /&gt;
# SceneViwer: Displays all visible sprites and backgrounds in current state.&lt;br /&gt;
# HexEditor&lt;br /&gt;
# ListEditor&lt;br /&gt;
&lt;br /&gt;
For basic sprite and background ripping your main focus should be SceneViewer, which is easier to isolate and save to an appropriate paint or photo editing software.&lt;br /&gt;
&lt;br /&gt;
[[File:SceneViewer.png|framed|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Screen&amp;quot; shows the entirety of the current SaveState with 16-bit and 8-bit options, both of which only serve to switch between alias and anti-alias during display.  The Layering box works similarly to the limited disabling capabilities of SNES emulators such as ZSNES in that they only disable what is currently mapped to those layers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Layers&amp;quot; focuses on three aspects of the state; the regular background, the sprites, and Mode 7 effects (If implemented).&lt;br /&gt;
&lt;br /&gt;
Regular Background mainly uses the first of the four &amp;quot;Bg&amp;quot; modes both for main background and foreground where sprites are normally mapped to.  The third is often reserved for text or dialogue boxes depending on the game being ripped.&lt;br /&gt;
&lt;br /&gt;
Sprites occupy a different layer and separated into parts to be disabled by the list next to the viewer&amp;#039;s display window.  To easily locate and disable any sprites that overlap the ones you wish to rip, simply move the cursor over to that sprite and press tab until the number the sprite is mapped to is highlighted, then press the spacebar to uncheck it.&lt;br /&gt;
&lt;br /&gt;
Finally, Mode 7 backgrounds are for backgrounds or sprites that have been assigned to the SNES&amp;#039; Mode 7 capabilities, displaying their original, unaltered ratio either as a fully visible image, or in chunks viewable only when necessary for the current scene.&lt;br /&gt;
&lt;br /&gt;
Note: Since vSNES is an older tool, savestates from bsnes/Higan and newer versions of SNES9X will not work with this app. So you would have to use ZSNES that is virus prone or an emulator from before 2007...&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
===bsnes/Higan===&lt;br /&gt;
&lt;br /&gt;
Higan, formerly known as bsnes is a very accurate SNES emulator that supports most, if not all SNES games. Apart from the SA-1 games, the emulator is cycle accurate to a SNES meaning that it is nearly as close as you can get to the console. It also runs games that other emulators have problems with such as Speedy Gonzales and displays the shadows in Air Strike Patrol. Higan does require a powerful computer and requires separate ROM dumps for the various chips that the SNES had e.g. DSP-1 (Pilotwings, Super Mario Kart), CX4 (Mega Man X 2 and 3). Older versions of bsnes have lower requirements and are easier to use because they have Balanced and Performance options where the accuracy is lower but doesn&amp;#039;t affect most games and can run on less powerful computers.&lt;br /&gt;
&lt;br /&gt;
===SNES9X===&lt;br /&gt;
&lt;br /&gt;
While not as accurate as Higan, it can run on less powerful computers and is one of the oldest emulators that still gets updated today.&lt;br /&gt;
&lt;br /&gt;
===[[BizHawk]]===&lt;br /&gt;
&lt;br /&gt;
BizHawk uses an older version of Higan called bsnes where it still had the Balanced and Performance options so requirements are lower to run. Thankfully it has a sprite/background/tile viewer that is simple to use even though palette select is a bit buggy and to view backgrounds that use two modes (e.g. 1 and 7), you would have to change the scanlines. It also has SNES9X has an option however does not have the sprite viewer.&lt;br /&gt;
&lt;br /&gt;
===ZSNES===&lt;br /&gt;
&lt;br /&gt;
Only mentioned here because many tools such as vSNES, [[YY-CHR]], and [[Tile Molester]] require savestates from ZSNES whether it&amp;#039;s to rip sprites or for its palette. As an emulator, it was good for its time- however it is very inaccurate and should not really be used in an age where more powerful and accurate emulators exist. Some games don&amp;#039;t work or sport numerous glitches that can lead to crashes, sometimes  lacking certain sound and graphical effects present on more accurate emulators and original hardware, and the emulator itself does not run games on special chips properly (such as the Cx4 and the Super FX chips). Ironically, some &amp;#039;&amp;#039;Super Mario World&amp;#039;&amp;#039; hacks only work on ZSNES.&lt;br /&gt;
&lt;br /&gt;
While you can remove layers to get sprites, it is best to just use it to get a savestate of what content you want to rip.&lt;br /&gt;
&lt;br /&gt;
WARNING: Using ZSNES is a security risk because it can be used to hack your PC via an exploit.&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Sega_Saturn&amp;diff=2419</id>
		<title>Sega Saturn</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Sega_Saturn&amp;diff=2419"/>
		<updated>2020-02-11T22:35:46Z</updated>

		<summary type="html">&lt;p&gt;Poudink: Attempt to fix bad grammar and sentence structure throughout the article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;Sega Saturn&amp;#039;&amp;#039;&amp;#039; is a console made by Sega. At the time, it was considered a very complex console to program for and also used quads instead of triangles. It was successful in Japan but was a failure in the US and Europe and one of the contributions of Sega ceasing console development. Like its competitor, the [[PlayStation]], there are a variety of two-dimensional and three-dimensional titles including various arcade ports- some that even used RAM cartridges.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
&lt;br /&gt;
The Saturn uses CD-based technology, meaning that all of the data found within a game can be read using a standard ISO viewer, or by inserting the disk into your computer and browsing it. Some games come with bonus images that can be viewed on a computer, these are found in the OMAKE or the Extra folder and they are in BMP.&lt;br /&gt;
&lt;br /&gt;
Sonic Jam uses TIF files for the manuals that appear in the game, these can be viewed via Irfanview or any software that accepts .TIF.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
&lt;br /&gt;
===Mednafen===&lt;br /&gt;
&lt;br /&gt;
Mednafen is a multi console emulator which includes Saturn emulation. It is currently the most accurate Sega Saturn emulator and runs many games without problems. It is still a work-in-progress, but despite this it works quite well and may even get more accurate in the future. There are two downsides though. The first is that it requires a decently powerful 64-bit computer (unless you use retroarch or other workarounds but if your computer is 32-bit, chances are it&amp;#039;s not powerful enough anyway) to run games at full speed. The second is that the emulator reportedly suffers from input lag.&lt;br /&gt;
&lt;br /&gt;
BizHawk also uses Mednafen for Saturn emulation, but due to being based off an older version, it doesn&amp;#039;t have all the fixes and features that the latest version of Mednafen has.&lt;br /&gt;
&lt;br /&gt;
===Yabause/Yaba Sanshiro===&lt;br /&gt;
&lt;br /&gt;
The advantage over Mednafen is that you can rip sprites on it since there is a sprite viewer. Sadly though the emulation isn&amp;#039;t as accurate as Mednafen so as a result, compatibility is much lower with some games not working at all or having heavy glitches. Another issue is that because of how people rip ISO/BIN+CUEs, ones that work on Mednafen do not work on this emulator and vice versa.&lt;br /&gt;
&lt;br /&gt;
Yaba Sanshiro is a forked version of Yabause that includes improvements.&lt;br /&gt;
&lt;br /&gt;
===SSF===&lt;br /&gt;
&lt;br /&gt;
For years, this was considered the most accurate Sega Saturn emulator and was for some games more accurate than Mednafen. However, SSF only accepts discs from a disc drive (unless you mount a disc using a virtual disc drive, which often don&amp;#039;t work with SSF and are sometimes malware). SSF is also closed source, making it impossible for others to improve it. Due to this, it is hard to recommend it.&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Sega_Saturn&amp;diff=2418</id>
		<title>Sega Saturn</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Sega_Saturn&amp;diff=2418"/>
		<updated>2020-02-11T22:21:06Z</updated>

		<summary type="html">&lt;p&gt;Poudink: &amp;quot;used quads rather than polygons&amp;quot; makes no sense because quads are polygons. changed polygons to triangles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;Sega Saturn&amp;#039;&amp;#039;&amp;#039; is a console made by Sega. At the time, it was considered a very complex console to program for and also used quads instead of triangles. It was successful in Japan but was a failure in the US and Europe and one of the contributions of Sega ceasing console development. Like it&amp;#039;s competitor, the [[PlayStation]], there are a variety of two-dimensional and three-dimensional titles including various arcade ports- some that even used RAM cartridges.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
&lt;br /&gt;
The Saturn uses CD-based technology, meaning that all of the data found within a game can be read using a standard ISO viewer, or by inserting the disk into your computer and browsing it. Some games come with bonus images that can be viewed on a computer, these are found in the OMAKE or the Extra folder and they are in BMP.&lt;br /&gt;
&lt;br /&gt;
Sonic Jam uses TIF files for the manuals that appear in the game, these can be viewed via Irfanview or any software that accepts .TIF.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
&lt;br /&gt;
===Mednafen===&lt;br /&gt;
&lt;br /&gt;
Mednafen is currently the most accurate Sega Saturn emulator and runs many games without problems. It is still work in progress despite this and may even get more accurate in the future. There are two downsides though, one is that is requires a really powerful computer that is 64 bit to run all games at full speed and two there is some input lag that has been reported.&lt;br /&gt;
&lt;br /&gt;
It is also available in BizHawk however it is based off an older version and does not have all the fixes that the latest Mednafen has.&lt;br /&gt;
&lt;br /&gt;
===Yabause/Yaba Sanshiro===&lt;br /&gt;
&lt;br /&gt;
The advantage over Mednafen is that you can rip sprites on it since there is a sprite viewer. Sadly though the emulation isn&amp;#039;t as accurate as Mednafen so as a result, compatibility is much lower with some games not working at all or heavily glitchy. Another issue is that because of how people rip ISO/BIN+CUEs, ones that work on Mednafen do not work on this and vice versa.&lt;br /&gt;
&lt;br /&gt;
Yaba Sanshiro is a forked version of Yabause that includes improvements.&lt;br /&gt;
&lt;br /&gt;
There is also SSF that for years was considered the most accurate Sega Saturn emulator and for some games more accurate than Mednafen however the major disadvantage is that it only accepts discs from a disc drive or mount a disc using a virtual disc drive but many do not work on SSF and many are virus or malware ridden. Due to this, it is hard to recommend for this reason alone.&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=KCL&amp;diff=2417</id>
		<title>KCL</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=KCL&amp;diff=2417"/>
		<updated>2020-02-10T02:03:30Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* List of games using the format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;KCL&amp;#039;&amp;#039;&amp;#039; is a common collision format that has been used by multiple games on different console since Mario Kart DS.&lt;br /&gt;
&lt;br /&gt;
==Useful Tools==&lt;br /&gt;
* [[Switch Toolbox]] - A toolbox that can tackle Nintendo Switch and Wii U file formats, especially KCL. &lt;br /&gt;
* [[EveryFileExplorer]] - A toolbox that can tackle KCL files for the Nintendo 3DS. Some builds have a Nintendo Wii U plugin included.&lt;br /&gt;
&lt;br /&gt;
==List of games using the format== &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Platform !! Values&lt;br /&gt;
|-&lt;br /&gt;
| ARMS || Nintendo Switch ||&lt;br /&gt;
|-&lt;br /&gt;
| Captain Toad Treasure Tracker || Nintendo Wii U / Switch ||&lt;br /&gt;
|-&lt;br /&gt;
| Mario Kart 7 || Nintendo 3DS ||&lt;br /&gt;
|-&lt;br /&gt;
| Mario Kart 8 / Deluxe|| Nintendo Wii U / Switch || [[KCL/Mario Kart 8 (Deluxe)|Here]]&lt;br /&gt;
|-&lt;br /&gt;
| Mario Kart DS || Nintendo DS ||&lt;br /&gt;
|-&lt;br /&gt;
| Mario Kart Wii || Nintendo Wii ||&lt;br /&gt;
|-&lt;br /&gt;
| Splatoon|| Nintendo Wii U || &lt;br /&gt;
|-&lt;br /&gt;
| Splatoon 2|| Nintendo Switch || &lt;br /&gt;
|-&lt;br /&gt;
| Super Mario 3D Land || Nintendo 3DS ||&lt;br /&gt;
|-&lt;br /&gt;
| Super Mario 3D World || Nintendo Wii U || &lt;br /&gt;
|-&lt;br /&gt;
| Super Mario 64 DS || Nintendo DS ||&lt;br /&gt;
|-&lt;br /&gt;
| Super Mario Galaxy || Nintendo Wii ||&lt;br /&gt;
|-&lt;br /&gt;
| Super Mario Galaxy 2 || Nintendo Wii || &lt;br /&gt;
|-&lt;br /&gt;
| Super Mario Odyssey  || Nintendo Switch || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Nokia_N-Gage&amp;diff=2416</id>
		<title>Nokia N-Gage</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Nokia_N-Gage&amp;diff=2416"/>
		<updated>2020-02-10T02:00:32Z</updated>

		<summary type="html">&lt;p&gt;Poudink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Nokia N-Gage&amp;#039;&amp;#039;&amp;#039; is a handheld that is also a phone made by Nokia. &lt;br /&gt;
&lt;br /&gt;
==Suggested emulators==&lt;br /&gt;
&lt;br /&gt;
N-Gage has had a few emulator projects started, with some of them even still active. How much they are able to emulate is for the most part unknown. In order of usability, they are EKA2L, Engemu and NGEmu. There is also a payware emulator named NGageCool that is supposedly is able to run a very low amount of J2ME games.&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=GameCube&amp;diff=2415</id>
		<title>GameCube</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=GameCube&amp;diff=2415"/>
		<updated>2020-02-10T01:59:52Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* Dolphin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GameCube.png|right|300px|link=]]&lt;br /&gt;
The GameCube is a console created by Nintendo in 2001. It is noted and praised for its quirky and innovative game library, and for its unique controller.&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
&lt;br /&gt;
The GameCube uses DVD-based technology, which generally would mean that files are visible from a disk through any standard ISO viewer or by inserting the DVD into your computer&amp;#039;s disk drive. However, Nintendo specifically designed their disk drives to read files in a unique manner, making the reading on GameCube game&amp;#039;s disks require a special piece of software. There are a number of tools available.&lt;br /&gt;
&lt;br /&gt;
===Dolphin===&lt;br /&gt;
It&amp;#039;s possible to read the files from a GameCube ISO through the Wii/GameCube emulator, Dolphin.&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.arc&amp;#039;&amp;#039;&amp;#039; (Model/Texture/Animation package)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.bnr&amp;#039;&amp;#039;&amp;#039; (Boot data)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.dsp&amp;#039;&amp;#039;&amp;#039; (Sound file)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.h4m&amp;#039;&amp;#039;&amp;#039; (Movie file)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.thp&amp;#039;&amp;#039;&amp;#039; (Movie file)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.bmd&amp;#039;&amp;#039;&amp;#039; (Model and Texture Package)&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
===[[Dolphin]]===&lt;br /&gt;
====Sprite/Texture Dumping====&lt;br /&gt;
Sprite/texture dumping in [[Dolphin]] is a very simple process. Here is how it&amp;#039;s done:&lt;br /&gt;
&lt;br /&gt;
# Launch [[Dolphin]].&lt;br /&gt;
# Click on &amp;quot;Options&amp;quot;, and then &amp;quot;Graphics Settings&amp;quot; from the drop-down menu. Make sure you have the right graphics card in order to view the game. &lt;br /&gt;
# In the Graphics Configuration window, click on the &amp;quot;Advanced&amp;quot; tab, then check the &amp;quot;Dump Textures&amp;quot; box.&lt;br /&gt;
# Close the window, then select and launch the game you want to rip from.&lt;br /&gt;
# Play up to the point that has the sprites or textures you want to rip. Once you get everything you need, close or pause the game.&lt;br /&gt;
# Now go to &amp;#039;&amp;#039;&amp;#039;Documents\Dolphin Emulator\Dump\Textures\[game ID]&amp;#039;&amp;#039;&amp;#039;. View files by Large Icons or Extra Large Icons, and sort by Date Modified. This will help you find what you need easier.&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = GameCube Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=CGFX&amp;diff=2414</id>
		<title>CGFX</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=CGFX&amp;diff=2414"/>
		<updated>2020-02-10T01:57:52Z</updated>

		<summary type="html">&lt;p&gt;Poudink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CGFX (also known as BCMDL and BCRES) is a container format for the [[Nintendo 3DS]] that is used to store data for models, textures, animations and camera data.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
There are multiple tools available for the CGFX format that are able to view and export them into a more common file format.&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/gdkchan/Ohana3DS-Rebirth Ohana3DS Rebirth]===&lt;br /&gt;
Ohana3DS can view model, animation and texture data from CGFX files. Data can be exported into a more common format like &amp;#039;&amp;#039;&amp;#039;OBJ, DAE&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;SMD&amp;#039;&amp;#039;&amp;#039; (Models) and &amp;#039;&amp;#039;&amp;#039;PNG&amp;#039;&amp;#039;&amp;#039; (Textures)&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/gdkchan/SPICA SPICA]===&lt;br /&gt;
SPICA can view model, animation, texture and camera data from CGFX files and export them into a more common format like &amp;#039;&amp;#039;&amp;#039;DAE&amp;#039;&amp;#039;&amp;#039; (Models) and &amp;#039;&amp;#039;&amp;#039;PNG&amp;#039;&amp;#039;&amp;#039; (Textures).&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/Gericom/EveryFileExplorer EveryFileExplorer]===&lt;br /&gt;
EveryFileExplorer can view and convert CGFX data into more common formats like &amp;#039;&amp;#039;&amp;#039;OBJ&amp;#039;&amp;#039;&amp;#039; (Models) and &amp;#039;&amp;#039;&amp;#039;PNG&amp;#039;&amp;#039;&amp;#039; (Textures).&lt;br /&gt;
&lt;br /&gt;
==List of games using the format==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The list is not complete! Feel free to add other games that are known to use aforementioned format.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;All of the following games are for [[Nintendo 3DS]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Version !! Encrypted / Compressed?&lt;br /&gt;
|-&lt;br /&gt;
| [[Aero Porter]] || ? || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Coaster Creator 3D]] || ? || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Face Raiders]] || ? || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Hatsune Miku: Project Mirai DX]] || ? || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario &amp;amp; Luigi: Dream Team]] || ? || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario Kart 7]] || ? || No&lt;br /&gt;
|- &lt;br /&gt;
| [[Mario Sports Superstars]] || ? || Yes&lt;br /&gt;
|- &lt;br /&gt;
| [[Mario Tennis Open]] || ? || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[New Super Mario Bros. 2]] || ? || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Race to the Line]] || ? || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Soccer Up Online]] || ? || No &lt;br /&gt;
|-&lt;br /&gt;
| [[Sonic Generations]] || ? || Yes ([[CPK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[SoniPro]] || ? || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Sparkle Snapshots 3D]] || ? || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Mario 3D Land]] || ? || No&lt;br /&gt;
|- &lt;br /&gt;
| [[Touch Battle Tank 3D]] || ? || No&lt;br /&gt;
|-}&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Nokia_N-Gage&amp;diff=2413</id>
		<title>Nokia N-Gage</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Nokia_N-Gage&amp;diff=2413"/>
		<updated>2020-02-10T01:57:31Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* Suggested emulators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Nokia N-Gage&amp;#039;&amp;#039;&amp;#039; is a handheld that is also a phone made by Nokia. &lt;br /&gt;
&lt;br /&gt;
==Suggested emulators==&lt;br /&gt;
&lt;br /&gt;
N-Gage has had a few emulator projects started, with some of them even still active. How much they are able to emulate is for the most part unknown. In order of usability, they are EKA2L, Engemu and NGEmu. There is also a payware emulator named NGageCool that is supposedly is able to run a very low amount of J2ME games.&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Unreal_Engine&amp;diff=2412</id>
		<title>Unreal Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Unreal_Engine&amp;diff=2412"/>
		<updated>2020-02-10T01:35:40Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* List of games using Unreal Engine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Unreal Engine&amp;#039;&amp;#039;&amp;#039; is an engine that was created by Epic Games in May of 1998. Since then, 4 majorly different versions of the engine have been released.  It&amp;#039;s supported by multiple platforms, and as such, is a commonly used engine.  &lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
There are a couple of tools that exist for ripping assets from Unreal Engine games. &lt;br /&gt;
===[http://www.gildor.org/en/projects/umodel#files UModel]===&lt;br /&gt;
UModel is a tool for ripping visual assets from just about every iteration of Unreal Engine from 1 to 4. The github repo for it can be found [https://github.com/gildor2/UModel &amp;#039;&amp;#039;here&amp;#039;&amp;#039;].&lt;br /&gt;
&lt;br /&gt;
==List of games using Unreal Engine==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Version !! Platform&lt;br /&gt;
|-&lt;br /&gt;
| [[A Hat in Time]] || 3 || Multiplatform&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyber Danganronpa VR: The Class Trial]] || ? || Playstation 4 &lt;br /&gt;
|-&lt;br /&gt;
| [[Five Nights at Freddy&amp;#039;s VR: Help Wanted]] || 4.21 || Multiplatform&lt;br /&gt;
|-&lt;br /&gt;
| [[Fortnite]] || ? || Multiplatform &lt;br /&gt;
|-&lt;br /&gt;
| [[Jump Force]] || 4.19 || Multiplatform&lt;br /&gt;
|-&lt;br /&gt;
| [[My Hero: One’s Justice]] || 4.18 || Multiplatform &lt;br /&gt;
|-&lt;br /&gt;
| [[Travis Strikes Again: No More Heroes]] || ? || Nintendo Switch&lt;br /&gt;
|-&lt;br /&gt;
| [[Unreal Tournament]] || ? || Multiplatform&lt;br /&gt;
|-&lt;br /&gt;
| [[Yoshi&amp;#039;s Crafted World]] || 4 || Nintendo Switch&lt;br /&gt;
|-}&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dolphin&amp;diff=2411</id>
		<title>Dolphin</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dolphin&amp;diff=2411"/>
		<updated>2020-02-10T01:32:11Z</updated>

		<summary type="html">&lt;p&gt;Poudink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Software&lt;br /&gt;
| title=             Dolphin &lt;br /&gt;
| type=              Emulator&lt;br /&gt;
| version=           v5.0-9620&lt;br /&gt;
| operatingsystem=   Linux, MacOSX, Windows, Android&lt;br /&gt;
| source=            [https://github.com/dolphin-emu/dolphin Github]&lt;br /&gt;
| download=          [https://dolphin-emu.org/download/ List of Dolphin Emulator Revisions]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dolphin is an emulator for emulating Wii, Triforce, and GameCube games which people have dumped themselves from their own discs.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===Texture Dumping===&lt;br /&gt;
Dolphin has the ability to dump textures that the game is currently using. This can be done by going into Options -&amp;gt; Graphics Option -&amp;gt; Advanced -&amp;gt; Dump Textures. The textures are dumped to a directory called Textures.&lt;br /&gt;
&lt;br /&gt;
===ISO Filesystem Browsing===&lt;br /&gt;
Dolphin can view the filesystem of a game dump and extract files from it. In order to do so, Right-click your game, go into Properties and then Filesystem, and then you can extract either extract individual files or the entire disc image.&lt;br /&gt;
[[Category:Emulators]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=QuickBMS&amp;diff=2410</id>
		<title>QuickBMS</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=QuickBMS&amp;diff=2410"/>
		<updated>2020-02-10T01:30:09Z</updated>

		<summary type="html">&lt;p&gt;Poudink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;QuickBMS&amp;#039;&amp;#039;&amp;#039; is an open source script based file extractor and reimporter. It is compatible with the BMS language and supports a lot of compression, encryption and other relevant algorithms. The tool as well as its documentation and a variety of BMS scripts is available for Windows and Linux (requires manual compilation) at [http://aluigi.altervista.org/quickbms.htm aluigi.altervista.org].&lt;br /&gt;
&lt;br /&gt;
Windows version of QuickBMS has a minimalistic GUI while Linux version is command-line only.&lt;br /&gt;
==Usage==&lt;br /&gt;
Archive extraction:&lt;br /&gt;
&lt;br /&gt;
* For Windows (using GUI):&lt;br /&gt;
# Launch quickbms.exe&lt;br /&gt;
# Select BMS script&lt;br /&gt;
# Select the input file or files&lt;br /&gt;
# Select the output folder&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2407</id>
		<title>Nintendo DS</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2407"/>
		<updated>2020-02-09T21:38:21Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* NITRO File Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NintendoDS.png|right|link=]]&lt;br /&gt;
The Nintendo DS is a portable handheld created by Nintendo in 2004. &lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
===DS Tools===&lt;br /&gt;
* Wood Dumper (latest is r89)&lt;br /&gt;
* NDS Backup Tool (creates bad dumps)&lt;br /&gt;
&lt;br /&gt;
===PC Tools===&lt;br /&gt;
* [https://github.com/scurest/apicula Apicula] (Command line tool to convert nsbmd to Collada DAE with rigging &amp;amp; animations) [https://www.vg-resource.com/thread-30547.html Dev&amp;#039;s Forum Post]&lt;br /&gt;
* Tinke&lt;br /&gt;
* DSLazy&lt;br /&gt;
* Oil of Vitriol&lt;br /&gt;
* Every File Explorer (AKA EFE)&lt;br /&gt;
* NDSHeader (aka NDS Header Viewer)&lt;br /&gt;
* NSMBe (aka New Super Mario Bros. Editor) (Can view, edit and export NCG, NCL, NSC and NSBTX files and supports NARC/ARC archives. It can also view, edit and export icons.)&lt;br /&gt;
* SM64DSe (aka Super Mario 64 DS Editor) (Can view and edit NCG, NCL and NSC files.)&lt;br /&gt;
* [https://drive.google.com/file/d/0B_yBl-184usmZUpoSTNYX3g2Q2s/view?usp=sharing 54634564&amp;#039;s NDS Icon Ripper]&lt;br /&gt;
* NFTREdit (Can edit, view and export NFTR font files.)&lt;br /&gt;
* NitroStudio (Can edit, view and export most files contained in SDAT files.)&lt;br /&gt;
* VGMtrans (Made specifically for ripping. The only tool that can export SBNK and SWAR files to SF2 or DST.)&lt;br /&gt;
====[http://www.romhacking.net/forum/index.php/topic,8407.0.html Console Tool]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Console Tool&amp;#039;&amp;#039;&amp;#039; is a program that allows you to view the files in an NDS ROM, and export them.&lt;br /&gt;
====[https://www.dropbox.com/s/yae7ys42x9ndmw5/beta11.zip MKDS Course Modifier]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MKDS Course Modifier&amp;#039;&amp;#039;&amp;#039; views most common NDS 3D and 2D formats (read below) and allows the models to be exported in [[.OBJ]] format. It can also view NCG, NCL and NSC files, NARC/ARC archives and SDAT files (including their contents).&lt;br /&gt;
===Physical Tools===&lt;br /&gt;
* NDS backup Adapter+&lt;br /&gt;
* NEO SMS4&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
===NITRO File Formats===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this file format, please visit the [[Nitro Files]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Nitro file system is a set of basic files created by Nintendo that helped developers quickly and easily develop titles for the console. Because of the simplicity of these files and the way they&amp;#039;re created, it is the easiest common format on the DS to rip.&lt;br /&gt;
&lt;br /&gt;
Formats include, but are not limited to, the following:&lt;br /&gt;
&lt;br /&gt;
=====2D-related:=====&lt;br /&gt;
* NCLR (Nitro CoLoR) → Color Palette&lt;br /&gt;
* NCGR (Nitro Character Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NBGR (Nitro Basic Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NSCR (Nitro SCreen Resource) → Maps/Images&lt;br /&gt;
* NCER (Nitro CEll Resource) → Tile Arrangement Information&lt;br /&gt;
* NANR (Nitro ANimation Resource) → Animation Data&lt;br /&gt;
* NFTR (Nitro Font Table Resource) → Fonts&lt;br /&gt;
=====3D-related:=====&lt;br /&gt;
* NSBMD (Nitro Sdk Binary Model Data) → 3D Polygonal Model data&lt;br /&gt;
* NSBTX (Unknown) → Texture image and palette data&lt;br /&gt;
* NSBCA (Nitro Sdk Binary Character Animation) → Skeletal animation data&lt;br /&gt;
* NSBTP (Nitro Sdk Binary Texture Pattern) → Texture-swapping animations&lt;br /&gt;
* NSBTA (Nitro Sdk Binary Texture Animation) → UV-change animations&lt;br /&gt;
* NSBMA (Nitro Sdk Binary Material Animation) → Material-change animations&lt;br /&gt;
* NSBVA (Unknown) → Unknown&lt;br /&gt;
&lt;br /&gt;
The 2D formats can be ripped, viewed and edited by NSMBe, while the 3D formats can be ripped, viewed and edited by MKDSCM (in [[OBJ]] format) and Apicula (in [[DAE]] format). For ripping, Apicula is prefered since it can export several things MKDSCM can&amp;#039;t, like skeletons.&lt;br /&gt;
&lt;br /&gt;
===.NARC or .ARC===&lt;br /&gt;
&lt;br /&gt;
NARC (Nitro ARChive) and ARC (ARChive) files are used to store compressed filetrees in one file (like any archive format: .zip, .rar, etc.). These files can be opened by MKDSCM and NSMBe.&lt;br /&gt;
&lt;br /&gt;
===.SDAT===&lt;br /&gt;
Sound and music archives which often contain everything sound related in the rom. While they can be partially edited by a number of editors (such as MKDSCM, Tinke and DSSoundStudio), the best editor is Nitro Studio, supporting all formats except SSAR, which is only partially supported. Here are the formats SDAT (Sound DATa) files contain:&lt;br /&gt;
* SSEQ (Sound SEQuence) → Sequences. Can be either on their own or inside SSAR files.&lt;br /&gt;
* SBNK (Sound BaNK) → Instruments&lt;br /&gt;
* NIST (Nitro InSTrument) → Contained inside SBNK files. Individual instruments&lt;br /&gt;
* SWAR (Sound Wave ARchive) → Sound sample archives. These samples are used by instruments inside SBNK files&lt;br /&gt;
* SWAV (Sound WAVe) → Contained inside SWAR files. Individual sound samples&lt;br /&gt;
* SSAR (Sound Sequence ARchive) → Mostly used for sound effects and short jingles&lt;br /&gt;
* STRM (STReaM) → Full streamed songs&lt;br /&gt;
&lt;br /&gt;
===.LZ===&lt;br /&gt;
&lt;br /&gt;
These are compressed files (using the Lempel-Ziv compression algorithm) - they can be decompressed through several means/programs, like DSDecmp for example.&lt;br /&gt;
&lt;br /&gt;
===NCG, NCL and NSC===&lt;br /&gt;
&lt;br /&gt;
These formats serve the same purpose as the NCGR, NCLR and NSCR formats. They are used in New Super Mario Bros. and Super Mario 64 DS. They can be viewed by MKDSCM and edited by NSMBe or SM64DSe.&lt;br /&gt;
&lt;br /&gt;
===BMG===&lt;br /&gt;
&lt;br /&gt;
Text files, often using NFTR fonts. Supported by MKDSCM.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
&lt;br /&gt;
The three currently leading emulators are No$GBA, DeSmuME and MelonDS.&lt;br /&gt;
&lt;br /&gt;
DeSmuME is the most popular emulator at the moment and has the most features (cheat codes, 3D enhancements, some debug tools, audio/video recording, savestates and TASing tools) but is the slowest and isn&amp;#039;t as accurate as MelonDS. It has no DSi emulation of any kind.&lt;br /&gt;
&lt;br /&gt;
MelonDS is the most accurate emulator. While the emulator is somewhat lacking in features, it still has 3D enhancements through the OpenGL renderer, savestates and supports online multiplayer. It is also currently the only emulator with experimental local multiplayer emulation. Thanks in part to the OpenGL renderer, it is faster than DeSmuME, but the OpenGL renderer suffers from a number of issues with various games, which is why the extremely accurate but slower software renderer is recommended. MelonDS also has partial DSi emulation on specific test builds.&lt;br /&gt;
&lt;br /&gt;
No$GBA is by far the fastest of the bunch and has the best debug tools by far, however it is lacking in pretty much every other department and has pretty bad accuracy, similarly to most other No$ emulators. Using No$Zoomer alongside it is strongly recommended to make audio emulation more tolerable and changing the screen size. This is also currently the emulator with the best DSi emulation. Only use it if your computer is very slow, for debugging or to play DSi games.&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Nintendo DS Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2406</id>
		<title>Nintendo DS</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2406"/>
		<updated>2020-02-09T21:37:24Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* Common File Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NintendoDS.png|right|link=]]&lt;br /&gt;
The Nintendo DS is a portable handheld created by Nintendo in 2004. &lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
===DS Tools===&lt;br /&gt;
* Wood Dumper (latest is r89)&lt;br /&gt;
* NDS Backup Tool (creates bad dumps)&lt;br /&gt;
&lt;br /&gt;
===PC Tools===&lt;br /&gt;
* [https://github.com/scurest/apicula Apicula] (Command line tool to convert nsbmd to Collada DAE with rigging &amp;amp; animations) [https://www.vg-resource.com/thread-30547.html Dev&amp;#039;s Forum Post]&lt;br /&gt;
* Tinke&lt;br /&gt;
* DSLazy&lt;br /&gt;
* Oil of Vitriol&lt;br /&gt;
* Every File Explorer (AKA EFE)&lt;br /&gt;
* NDSHeader (aka NDS Header Viewer)&lt;br /&gt;
* NSMBe (aka New Super Mario Bros. Editor) (Can view, edit and export NCG, NCL, NSC and NSBTX files and supports NARC/ARC archives. It can also view, edit and export icons.)&lt;br /&gt;
* SM64DSe (aka Super Mario 64 DS Editor) (Can view and edit NCG, NCL and NSC files.)&lt;br /&gt;
* [https://drive.google.com/file/d/0B_yBl-184usmZUpoSTNYX3g2Q2s/view?usp=sharing 54634564&amp;#039;s NDS Icon Ripper]&lt;br /&gt;
* NFTREdit (Can edit, view and export NFTR font files.)&lt;br /&gt;
* NitroStudio (Can edit, view and export most files contained in SDAT files.)&lt;br /&gt;
* VGMtrans (Made specifically for ripping. The only tool that can export SBNK and SWAR files to SF2 or DST.)&lt;br /&gt;
====[http://www.romhacking.net/forum/index.php/topic,8407.0.html Console Tool]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Console Tool&amp;#039;&amp;#039;&amp;#039; is a program that allows you to view the files in an NDS ROM, and export them.&lt;br /&gt;
====[https://www.dropbox.com/s/yae7ys42x9ndmw5/beta11.zip MKDS Course Modifier]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MKDS Course Modifier&amp;#039;&amp;#039;&amp;#039; views most common NDS 3D and 2D formats (read below) and allows the models to be exported in [[.OBJ]] format. It can also view NCG, NCL and NSC files, NARC/ARC archives and SDAT files (including their contents).&lt;br /&gt;
===Physical Tools===&lt;br /&gt;
* NDS backup Adapter+&lt;br /&gt;
* NEO SMS4&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
===NITRO File Formats===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this file format, please visit the [[Nitro Files]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Nitro file system is a set of basic files created by Nintendo that helped developers quickly and easily develop titles for the console. Because of the simplicity of these files and the way they&amp;#039;re created, it is the easiest common format on the DS to rip.&lt;br /&gt;
&lt;br /&gt;
Formats include, but are not limited to, the following:&lt;br /&gt;
&lt;br /&gt;
=====2D-related:=====&lt;br /&gt;
* NCLR (Nitro CoLoR) → Color Palette&lt;br /&gt;
* NCGR (Nitro Character Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NBGR (Nitro Basic Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NSCR (Nitro SCreen Resource) → Maps/Images&lt;br /&gt;
* NCER (Nitro CEll Resource) → Tile Arrangement Information&lt;br /&gt;
* NANR (Nitro ANimation Resource) → Animation Data&lt;br /&gt;
* NFTR (Nitro Font Table Resource) → Fonts&lt;br /&gt;
=====3D-related:=====&lt;br /&gt;
* NSBMD (Nitro Sdk Binary Model Data) → 3D Polygonal Model data&lt;br /&gt;
* NSBTX (Unknown) → Texture image and palette data&lt;br /&gt;
* NSBCA (Nitro Sdk Binary Character Animation) → Skeletal animation data&lt;br /&gt;
* NSBTP (Nitro Sdk Binary Texture Pattern) → Texture-swapping animations&lt;br /&gt;
* NSBTA (Nitro Sdk Binary Texture Animation) → UV-change animations&lt;br /&gt;
* NSBMA (Nitro Sdk Binary Material Animation) → Material-change animations&lt;br /&gt;
* NSBVA (Unknown) → Unknown&lt;br /&gt;
&lt;br /&gt;
The 2D formats can be ripped, viewed and edited by NSMBe, while the 3D formats can be ripped, viewed and edited by MKDSCM (in obj format) and Apicula (in dae format). For ripping, Apicula is prefered since it can export several things MKDSCM can&amp;#039;t, like skeletons.&lt;br /&gt;
===.NARC or .ARC===&lt;br /&gt;
&lt;br /&gt;
NARC (Nitro ARChive) and ARC (ARChive) files are used to store compressed filetrees in one file (like any archive format: .zip, .rar, etc.). These files can be opened by MKDSCM and NSMBe.&lt;br /&gt;
&lt;br /&gt;
===.SDAT===&lt;br /&gt;
Sound and music archives which often contain everything sound related in the rom. While they can be partially edited by a number of editors (such as MKDSCM, Tinke and DSSoundStudio), the best editor is Nitro Studio, supporting all formats except SSAR, which is only partially supported. Here are the formats SDAT (Sound DATa) files contain:&lt;br /&gt;
* SSEQ (Sound SEQuence) → Sequences. Can be either on their own or inside SSAR files.&lt;br /&gt;
* SBNK (Sound BaNK) → Instruments&lt;br /&gt;
* NIST (Nitro InSTrument) → Contained inside SBNK files. Individual instruments&lt;br /&gt;
* SWAR (Sound Wave ARchive) → Sound sample archives. These samples are used by instruments inside SBNK files&lt;br /&gt;
* SWAV (Sound WAVe) → Contained inside SWAR files. Individual sound samples&lt;br /&gt;
* SSAR (Sound Sequence ARchive) → Mostly used for sound effects and short jingles&lt;br /&gt;
* STRM (STReaM) → Full streamed songs&lt;br /&gt;
&lt;br /&gt;
===.LZ===&lt;br /&gt;
&lt;br /&gt;
These are compressed files (using the Lempel-Ziv compression algorithm) - they can be decompressed through several means/programs, like DSDecmp for example.&lt;br /&gt;
&lt;br /&gt;
===NCG, NCL and NSC===&lt;br /&gt;
&lt;br /&gt;
These formats serve the same purpose as the NCGR, NCLR and NSCR formats. They are used in New Super Mario Bros. and Super Mario 64 DS. They can be viewed by MKDSCM and edited by NSMBe or SM64DSe.&lt;br /&gt;
&lt;br /&gt;
===BMG===&lt;br /&gt;
&lt;br /&gt;
Text files, often using NFTR fonts. Supported by MKDSCM.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
&lt;br /&gt;
The three currently leading emulators are No$GBA, DeSmuME and MelonDS.&lt;br /&gt;
&lt;br /&gt;
DeSmuME is the most popular emulator at the moment and has the most features (cheat codes, 3D enhancements, some debug tools, audio/video recording, savestates and TASing tools) but is the slowest and isn&amp;#039;t as accurate as MelonDS. It has no DSi emulation of any kind.&lt;br /&gt;
&lt;br /&gt;
MelonDS is the most accurate emulator. While the emulator is somewhat lacking in features, it still has 3D enhancements through the OpenGL renderer, savestates and supports online multiplayer. It is also currently the only emulator with experimental local multiplayer emulation. Thanks in part to the OpenGL renderer, it is faster than DeSmuME, but the OpenGL renderer suffers from a number of issues with various games, which is why the extremely accurate but slower software renderer is recommended. MelonDS also has partial DSi emulation on specific test builds.&lt;br /&gt;
&lt;br /&gt;
No$GBA is by far the fastest of the bunch and has the best debug tools by far, however it is lacking in pretty much every other department and has pretty bad accuracy, similarly to most other No$ emulators. Using No$Zoomer alongside it is strongly recommended to make audio emulation more tolerable and changing the screen size. This is also currently the emulator with the best DSi emulation. Only use it if your computer is very slow, for debugging or to play DSi games.&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Nintendo DS Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Talk:Paint&amp;diff=2404</id>
		<title>Talk:Paint</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Talk:Paint&amp;diff=2404"/>
		<updated>2020-02-08T21:12:38Z</updated>

		<summary type="html">&lt;p&gt;Poudink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Paint&amp;#039;s quality ==&lt;br /&gt;
&amp;quot;Due to its ease of use and simplistic nature, there is a very common misconception among artists around the web that Paint is somehow inferior to other graphics editors for spritework. That is simply untrue. Though Paint allows for an easy entry into the worlds of graphics editing and pixel art and therefore is commonly used to create low-quality work by inexperienced users, it is by no means inferior to other programs from a creation standpoint and is fully capable of making pixel art as intricate and complex as even the most powerful of graphics editors.&amp;quot;&lt;br /&gt;
I won&amp;#039;t pretend to be an expert on graphic design, but I at least know that paint doesn&amp;#039;t have support for things as essential as alpha and lack tools other editors have that make graphic design a whole lot faster and makes it easier to make better artwork. This is like defending Sketchup over Blender, plus aren&amp;#039;t wiki pages supposed to maintain a mostly objective view? This isn&amp;#039;t the place for opinions. I suggest this part be removed altogether. --[[User:Poudink|Poudink]] 16:11, 7 February 2020 (EST)&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Talk:Paint&amp;diff=2403</id>
		<title>Talk:Paint</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Talk:Paint&amp;diff=2403"/>
		<updated>2020-02-08T21:11:59Z</updated>

		<summary type="html">&lt;p&gt;Poudink: Created page with &amp;quot;== Soup == &amp;quot;Due to its ease of use and simplistic nature, there is a very common misconception among artists around the web that Paint is somehow inferior to other graphics ed...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Soup ==&lt;br /&gt;
&amp;quot;Due to its ease of use and simplistic nature, there is a very common misconception among artists around the web that Paint is somehow inferior to other graphics editors for spritework. That is simply untrue. Though Paint allows for an easy entry into the worlds of graphics editing and pixel art and therefore is commonly used to create low-quality work by inexperienced users, it is by no means inferior to other programs from a creation standpoint and is fully capable of making pixel art as intricate and complex as even the most powerful of graphics editors.&amp;quot;&lt;br /&gt;
I won&amp;#039;t pretend to be an expert on graphic design, but I at least know that paint doesn&amp;#039;t have support for things as essential as alpha and lack tools other editors have that make graphic design a whole lot faster and makes it easier to make better artwork. This is like defending Sketchup over Blender, plus aren&amp;#039;t wiki pages supposed to maintain a mostly objective view? This isn&amp;#039;t the place for opinions. I suggest this part be removed altogether. --[[User:Poudink|Poudink]] 16:11, 7 February 2020 (EST)&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2402</id>
		<title>Nintendo DS</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2402"/>
		<updated>2020-02-08T21:01:17Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* Suggested Emulators */ Things I forgot about MelonDS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NintendoDS.png|right|link=]]&lt;br /&gt;
The Nintendo DS is a portable handheld created by Nintendo in 2004. &lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
===DS Tools===&lt;br /&gt;
* Wood Dumper (latest is r89)&lt;br /&gt;
* NDS Backup Tool (creates bad dumps)&lt;br /&gt;
&lt;br /&gt;
===PC Tools===&lt;br /&gt;
* [https://github.com/scurest/apicula Apicula] (Command line tool to convert nsbmd to Collada DAE with rigging &amp;amp; animations) [https://www.vg-resource.com/thread-30547.html Dev&amp;#039;s Forum Post]&lt;br /&gt;
* Tinke&lt;br /&gt;
* DSLazy&lt;br /&gt;
* Oil of Vitriol&lt;br /&gt;
* Every File Explorer (AKA EFE)&lt;br /&gt;
* NDSHeader (aka NDS Header Viewer)&lt;br /&gt;
* NSMBe (aka New Super Mario Bros. Editor) (Can view, edit and export NCG, NCL, NSC and NSBTX files and supports NARC/ARC archives. It can also view, edit and export icons.)&lt;br /&gt;
* SM64DSe (aka Super Mario 64 DS Editor) (Can view and edit NCG, NCL and NSC files.)&lt;br /&gt;
* [https://drive.google.com/file/d/0B_yBl-184usmZUpoSTNYX3g2Q2s/view?usp=sharing 54634564&amp;#039;s NDS Icon Ripper]&lt;br /&gt;
* NFTREdit (Can edit, view and export NFTR font files.)&lt;br /&gt;
* NitroStudio (Can edit, view and export most files contained in SDAT files.)&lt;br /&gt;
* VGMtrans (Made specifically for ripping. The only tool that can export SBNK and SWAR files to SF2 or DST.)&lt;br /&gt;
====[http://www.romhacking.net/forum/index.php/topic,8407.0.html Console Tool]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Console Tool&amp;#039;&amp;#039;&amp;#039; is a program that allows you to view the files in an NDS ROM, and export them.&lt;br /&gt;
====[https://www.dropbox.com/s/yae7ys42x9ndmw5/beta11.zip MKDS Course Modifier]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MKDS Course Modifier&amp;#039;&amp;#039;&amp;#039; views most common NDS 3D and 2D formats (read below) and allows the models to be exported in [[.OBJ]] format. It can also view NCG, NCL and NSC files, NARC/ARC archives and SDAT files (including their contents).&lt;br /&gt;
===Physical Tools===&lt;br /&gt;
* NDS backup Adapter+&lt;br /&gt;
* NEO SMS4&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
===NITRO File Formats===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this file format, please visit the [[Nitro Files]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Nitro file system is a set of basic files created by Nintendo that helped developers quickly and easily develop titles for the console. Because of the simplicity of these files and the way they&amp;#039;re created, it is the easiest common format on the DS to rip.&lt;br /&gt;
&lt;br /&gt;
Formats include, but are not limited to, the following:&lt;br /&gt;
&lt;br /&gt;
=====2D-related:=====&lt;br /&gt;
* NCLR (Nitro CoLoR) → Color Palette&lt;br /&gt;
* NCGR (Nitro Character Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NBGR (Nitro Basic Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NSCR (Nitro SCreen Resource) → Maps/Images&lt;br /&gt;
* NCER (Nitro CEll Resource) → Tile Arrangement Information&lt;br /&gt;
* NANR (Nitro ANimation Resource) → Animation Data&lt;br /&gt;
* NFTR (Nitro Font Table Resource) → Fonts&lt;br /&gt;
=====3D-related:=====&lt;br /&gt;
* NSBMD (Nitro Sdk Binary Model Data) → 3D Polygonal Model data&lt;br /&gt;
* NSBTX (Unknown) → Texture image and palette data&lt;br /&gt;
* NSBCA (Nitro Sdk Binary Character Animation) → Skeletal animation data&lt;br /&gt;
* NSBTP (Nitro Sdk Binary Texture Pattern) → Texture-swapping animations&lt;br /&gt;
* NSBTA (Nitro Sdk Binary Texture Animation) → UV-change animations&lt;br /&gt;
* NSBMA (Nitro Sdk Binary Material Animation) → Material-change animations&lt;br /&gt;
* NSBVA (Unknown) → Unknown&lt;br /&gt;
&lt;br /&gt;
===.NARC or .ARC===&lt;br /&gt;
&lt;br /&gt;
NARC (Nitro ARChive) and ARC (ARChive) files are used to store compressed filetrees in one file (like any archive format: .zip, .rar, etc)&lt;br /&gt;
&lt;br /&gt;
===.SDAT===&lt;br /&gt;
Sound and music archives which often contain everything sound related in the rom. While they can be partially edited by a number of editors (such as MKDSCM, Tinke and DSSoundStudio), the best editor is Nitro Studio, supporting all formats except SSAR, which is only partially supported. Here are the formats SDAT (Sound DATa) files contain:&lt;br /&gt;
* SSEQ (Sound SEQuence) → Sequences. Can be either on their own or inside SSAR files.&lt;br /&gt;
* SBNK (Sound BaNK) → Instruments&lt;br /&gt;
* NIST (Nitro InSTrument) → Contained inside SBNK files. Individual instruments&lt;br /&gt;
* SWAR (Sound Wave ARchive) → Sound sample archives. These samples are used by instruments inside SBNK files&lt;br /&gt;
* SWAV (Sound WAVe) → Contained inside SWAR files. Individual sound samples&lt;br /&gt;
* SSAR (Sound Sequence ARchive) → Mostly used for sound effects and short jingles&lt;br /&gt;
* STRM (STReaM) → Full streamed songs&lt;br /&gt;
&lt;br /&gt;
===.LZ===&lt;br /&gt;
&lt;br /&gt;
These are compressed files (using the Lempel-Ziv compression algorithm) - they can be decompressed through several means/programs, like DSDecmp for example.&lt;br /&gt;
&lt;br /&gt;
===NCG, NCL and NSC===&lt;br /&gt;
&lt;br /&gt;
These formats serve the same purpose as the NCGR, NCLR and NSCR formats. They are used in New Super Mario Bros. and Super Mario 64 DS.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
&lt;br /&gt;
The three currently leading emulators are No$GBA, DeSmuME and MelonDS.&lt;br /&gt;
&lt;br /&gt;
DeSmuME is the most popular emulator at the moment and has the most features (cheat codes, 3D enhancements, some debug tools, audio/video recording, savestates and TASing tools) but is the slowest and isn&amp;#039;t as accurate as MelonDS. It has no DSi emulation of any kind.&lt;br /&gt;
&lt;br /&gt;
MelonDS is the most accurate emulator. While the emulator is somewhat lacking in features, it still has 3D enhancements through the OpenGL renderer, savestates and supports online multiplayer. It is also currently the only emulator with experimental local multiplayer emulation. Thanks in part to the OpenGL renderer, it is faster than DeSmuME, but the OpenGL renderer suffers from a number of issues with various games, which is why the extremely accurate but slower software renderer is recommended. MelonDS also has partial DSi emulation on specific test builds.&lt;br /&gt;
&lt;br /&gt;
No$GBA is by far the fastest of the bunch and has the best debug tools by far, however it is lacking in pretty much every other department and has pretty bad accuracy, similarly to most other No$ emulators. Using No$Zoomer alongside it is strongly recommended to make audio emulation more tolerable and changing the screen size. This is also currently the emulator with the best DSi emulation. Only use it if your computer is very slow, for debugging or to play DSi games.&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Nintendo DS Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2401</id>
		<title>Nintendo DS</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2401"/>
		<updated>2020-02-08T20:58:10Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* Suggested Emulators */ Complete rewrite. Previous version of the section was pretty awful, to say the least.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NintendoDS.png|right|link=]]&lt;br /&gt;
The Nintendo DS is a portable handheld created by Nintendo in 2004. &lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
===DS Tools===&lt;br /&gt;
* Wood Dumper (latest is r89)&lt;br /&gt;
* NDS Backup Tool (creates bad dumps)&lt;br /&gt;
&lt;br /&gt;
===PC Tools===&lt;br /&gt;
* [https://github.com/scurest/apicula Apicula] (Command line tool to convert nsbmd to Collada DAE with rigging &amp;amp; animations) [https://www.vg-resource.com/thread-30547.html Dev&amp;#039;s Forum Post]&lt;br /&gt;
* Tinke&lt;br /&gt;
* DSLazy&lt;br /&gt;
* Oil of Vitriol&lt;br /&gt;
* Every File Explorer (AKA EFE)&lt;br /&gt;
* NDSHeader (aka NDS Header Viewer)&lt;br /&gt;
* NSMBe (aka New Super Mario Bros. Editor) (Can view, edit and export NCG, NCL, NSC and NSBTX files and supports NARC/ARC archives. It can also view, edit and export icons.)&lt;br /&gt;
* SM64DSe (aka Super Mario 64 DS Editor) (Can view and edit NCG, NCL and NSC files.)&lt;br /&gt;
* [https://drive.google.com/file/d/0B_yBl-184usmZUpoSTNYX3g2Q2s/view?usp=sharing 54634564&amp;#039;s NDS Icon Ripper]&lt;br /&gt;
* NFTREdit (Can edit, view and export NFTR font files.)&lt;br /&gt;
* NitroStudio (Can edit, view and export most files contained in SDAT files.)&lt;br /&gt;
* VGMtrans (Made specifically for ripping. The only tool that can export SBNK and SWAR files to SF2 or DST.)&lt;br /&gt;
====[http://www.romhacking.net/forum/index.php/topic,8407.0.html Console Tool]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Console Tool&amp;#039;&amp;#039;&amp;#039; is a program that allows you to view the files in an NDS ROM, and export them.&lt;br /&gt;
====[https://www.dropbox.com/s/yae7ys42x9ndmw5/beta11.zip MKDS Course Modifier]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MKDS Course Modifier&amp;#039;&amp;#039;&amp;#039; views most common NDS 3D and 2D formats (read below) and allows the models to be exported in [[.OBJ]] format. It can also view NCG, NCL and NSC files, NARC/ARC archives and SDAT files (including their contents).&lt;br /&gt;
===Physical Tools===&lt;br /&gt;
* NDS backup Adapter+&lt;br /&gt;
* NEO SMS4&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
===NITRO File Formats===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this file format, please visit the [[Nitro Files]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Nitro file system is a set of basic files created by Nintendo that helped developers quickly and easily develop titles for the console. Because of the simplicity of these files and the way they&amp;#039;re created, it is the easiest common format on the DS to rip.&lt;br /&gt;
&lt;br /&gt;
Formats include, but are not limited to, the following:&lt;br /&gt;
&lt;br /&gt;
=====2D-related:=====&lt;br /&gt;
* NCLR (Nitro CoLoR) → Color Palette&lt;br /&gt;
* NCGR (Nitro Character Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NBGR (Nitro Basic Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NSCR (Nitro SCreen Resource) → Maps/Images&lt;br /&gt;
* NCER (Nitro CEll Resource) → Tile Arrangement Information&lt;br /&gt;
* NANR (Nitro ANimation Resource) → Animation Data&lt;br /&gt;
* NFTR (Nitro Font Table Resource) → Fonts&lt;br /&gt;
=====3D-related:=====&lt;br /&gt;
* NSBMD (Nitro Sdk Binary Model Data) → 3D Polygonal Model data&lt;br /&gt;
* NSBTX (Unknown) → Texture image and palette data&lt;br /&gt;
* NSBCA (Nitro Sdk Binary Character Animation) → Skeletal animation data&lt;br /&gt;
* NSBTP (Nitro Sdk Binary Texture Pattern) → Texture-swapping animations&lt;br /&gt;
* NSBTA (Nitro Sdk Binary Texture Animation) → UV-change animations&lt;br /&gt;
* NSBMA (Nitro Sdk Binary Material Animation) → Material-change animations&lt;br /&gt;
* NSBVA (Unknown) → Unknown&lt;br /&gt;
&lt;br /&gt;
===.NARC or .ARC===&lt;br /&gt;
&lt;br /&gt;
NARC (Nitro ARChive) and ARC (ARChive) files are used to store compressed filetrees in one file (like any archive format: .zip, .rar, etc)&lt;br /&gt;
&lt;br /&gt;
===.SDAT===&lt;br /&gt;
Sound and music archives which often contain everything sound related in the rom. While they can be partially edited by a number of editors (such as MKDSCM, Tinke and DSSoundStudio), the best editor is Nitro Studio, supporting all formats except SSAR, which is only partially supported. Here are the formats SDAT (Sound DATa) files contain:&lt;br /&gt;
* SSEQ (Sound SEQuence) → Sequences. Can be either on their own or inside SSAR files.&lt;br /&gt;
* SBNK (Sound BaNK) → Instruments&lt;br /&gt;
* NIST (Nitro InSTrument) → Contained inside SBNK files. Individual instruments&lt;br /&gt;
* SWAR (Sound Wave ARchive) → Sound sample archives. These samples are used by instruments inside SBNK files&lt;br /&gt;
* SWAV (Sound WAVe) → Contained inside SWAR files. Individual sound samples&lt;br /&gt;
* SSAR (Sound Sequence ARchive) → Mostly used for sound effects and short jingles&lt;br /&gt;
* STRM (STReaM) → Full streamed songs&lt;br /&gt;
&lt;br /&gt;
===.LZ===&lt;br /&gt;
&lt;br /&gt;
These are compressed files (using the Lempel-Ziv compression algorithm) - they can be decompressed through several means/programs, like DSDecmp for example.&lt;br /&gt;
&lt;br /&gt;
===NCG, NCL and NSC===&lt;br /&gt;
&lt;br /&gt;
These formats serve the same purpose as the NCGR, NCLR and NSCR formats. They are used in New Super Mario Bros. and Super Mario 64 DS.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
&lt;br /&gt;
The three currently leading emulators are No$GBA, DeSmuME and MelonDS.&lt;br /&gt;
&lt;br /&gt;
DeSmuME is the most popular emulator at the moment and has the most features (cheat codes, 3D enhancements, some debug tools, audio/video recording, savestates and TASing tools) but is the slowest and isn&amp;#039;t as accurate as MelonDS. It has no DSi emulation of any kind.&lt;br /&gt;
&lt;br /&gt;
MelonDS is the most accurate emulator. While the emulator is somewhat lacking in features, it still has 3D enhancements through the OpenGL renderer and savestates. Thanks in part to the OpenGL renderer, it is faster than DeSmuME, but the OpenGL renderer suffers from a number of issues with various games, which is why the extremely accurate but slower software renderer is recommended. MelonDS also has partial DSi emulation on specific test builds.&lt;br /&gt;
&lt;br /&gt;
No$GBA is by far the fastest of the bunch and has the best debug tools by far, however it is lacking in pretty much every other department and has pretty bad accuracy, similarly to most other No$ emulators. Using No$Zoomer alongside it is strongly recommended to make audio emulation more tolerable and changing the screen size. This is also currently the emulator with the best DSi emulation. Only use it if your computer is very slow, for debugging or to play DSi games.&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Nintendo DS Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2400</id>
		<title>Nintendo DS</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2400"/>
		<updated>2020-02-08T20:23:31Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* Ripping Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NintendoDS.png|right|link=]]&lt;br /&gt;
The Nintendo DS is a portable handheld created by Nintendo in 2004. &lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
===DS Tools===&lt;br /&gt;
* Wood Dumper (latest is r89)&lt;br /&gt;
* NDS Backup Tool (creates bad dumps)&lt;br /&gt;
&lt;br /&gt;
===PC Tools===&lt;br /&gt;
* [https://github.com/scurest/apicula Apicula] (Command line tool to convert nsbmd to Collada DAE with rigging &amp;amp; animations) [https://www.vg-resource.com/thread-30547.html Dev&amp;#039;s Forum Post]&lt;br /&gt;
* Tinke&lt;br /&gt;
* DSLazy&lt;br /&gt;
* Oil of Vitriol&lt;br /&gt;
* Every File Explorer (AKA EFE)&lt;br /&gt;
* NDSHeader (aka NDS Header Viewer)&lt;br /&gt;
* NSMBe (aka New Super Mario Bros. Editor) (Can view, edit and export NCG, NCL, NSC and NSBTX files and supports NARC/ARC archives. It can also view, edit and export icons.)&lt;br /&gt;
* SM64DSe (aka Super Mario 64 DS Editor) (Can view and edit NCG, NCL and NSC files.)&lt;br /&gt;
* [https://drive.google.com/file/d/0B_yBl-184usmZUpoSTNYX3g2Q2s/view?usp=sharing 54634564&amp;#039;s NDS Icon Ripper]&lt;br /&gt;
* NFTREdit (Can edit, view and export NFTR font files.)&lt;br /&gt;
* NitroStudio (Can edit, view and export most files contained in SDAT files.)&lt;br /&gt;
* VGMtrans (Made specifically for ripping. The only tool that can export SBNK and SWAR files to SF2 or DST.)&lt;br /&gt;
====[http://www.romhacking.net/forum/index.php/topic,8407.0.html Console Tool]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Console Tool&amp;#039;&amp;#039;&amp;#039; is a program that allows you to view the files in an NDS ROM, and export them.&lt;br /&gt;
====[https://www.dropbox.com/s/yae7ys42x9ndmw5/beta11.zip MKDS Course Modifier]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MKDS Course Modifier&amp;#039;&amp;#039;&amp;#039; views most common NDS 3D and 2D formats (read below) and allows the models to be exported in [[.OBJ]] format. It can also view NCG, NCL and NSC files, NARC/ARC archives and SDAT files (including their contents).&lt;br /&gt;
===Physical Tools===&lt;br /&gt;
* NDS backup Adapter+&lt;br /&gt;
* NEO SMS4&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
===NITRO File Formats===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this file format, please visit the [[Nitro Files]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Nitro file system is a set of basic files created by Nintendo that helped developers quickly and easily develop titles for the console. Because of the simplicity of these files and the way they&amp;#039;re created, it is the easiest common format on the DS to rip.&lt;br /&gt;
&lt;br /&gt;
Formats include, but are not limited to, the following:&lt;br /&gt;
&lt;br /&gt;
=====2D-related:=====&lt;br /&gt;
* NCLR (Nitro CoLoR) → Color Palette&lt;br /&gt;
* NCGR (Nitro Character Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NBGR (Nitro Basic Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NSCR (Nitro SCreen Resource) → Maps/Images&lt;br /&gt;
* NCER (Nitro CEll Resource) → Tile Arrangement Information&lt;br /&gt;
* NANR (Nitro ANimation Resource) → Animation Data&lt;br /&gt;
* NFTR (Nitro Font Table Resource) → Fonts&lt;br /&gt;
=====3D-related:=====&lt;br /&gt;
* NSBMD (Nitro Sdk Binary Model Data) → 3D Polygonal Model data&lt;br /&gt;
* NSBTX (Unknown) → Texture image and palette data&lt;br /&gt;
* NSBCA (Nitro Sdk Binary Character Animation) → Skeletal animation data&lt;br /&gt;
* NSBTP (Nitro Sdk Binary Texture Pattern) → Texture-swapping animations&lt;br /&gt;
* NSBTA (Nitro Sdk Binary Texture Animation) → UV-change animations&lt;br /&gt;
* NSBMA (Nitro Sdk Binary Material Animation) → Material-change animations&lt;br /&gt;
* NSBVA (Unknown) → Unknown&lt;br /&gt;
&lt;br /&gt;
===.NARC or .ARC===&lt;br /&gt;
&lt;br /&gt;
NARC (Nitro ARChive) and ARC (ARChive) files are used to store compressed filetrees in one file (like any archive format: .zip, .rar, etc)&lt;br /&gt;
&lt;br /&gt;
===.SDAT===&lt;br /&gt;
Sound and music archives which often contain everything sound related in the rom. While they can be partially edited by a number of editors (such as MKDSCM, Tinke and DSSoundStudio), the best editor is Nitro Studio, supporting all formats except SSAR, which is only partially supported. Here are the formats SDAT (Sound DATa) files contain:&lt;br /&gt;
* SSEQ (Sound SEQuence) → Sequences. Can be either on their own or inside SSAR files.&lt;br /&gt;
* SBNK (Sound BaNK) → Instruments&lt;br /&gt;
* NIST (Nitro InSTrument) → Contained inside SBNK files. Individual instruments&lt;br /&gt;
* SWAR (Sound Wave ARchive) → Sound sample archives. These samples are used by instruments inside SBNK files&lt;br /&gt;
* SWAV (Sound WAVe) → Contained inside SWAR files. Individual sound samples&lt;br /&gt;
* SSAR (Sound Sequence ARchive) → Mostly used for sound effects and short jingles&lt;br /&gt;
* STRM (STReaM) → Full streamed songs&lt;br /&gt;
&lt;br /&gt;
===.LZ===&lt;br /&gt;
&lt;br /&gt;
These are compressed files (using the Lempel-Ziv compression algorithm) - they can be decompressed through several means/programs, like DSDecmp for example.&lt;br /&gt;
&lt;br /&gt;
===NCG, NCL and NSC===&lt;br /&gt;
&lt;br /&gt;
These formats serve the same purpose as the NCGR, NCLR and NSCR formats. They are used in New Super Mario Bros. and Super Mario 64 DS.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
&lt;br /&gt;
Despite being a popular handheld, DS emulation has not progressed very well. For years, the most popular one has been DeSmuMe however the developers of the emulator have a certain dislike to a popular series and has a result affected emulation of the handheld even making it worse just so people can&amp;#039;t play Pokemon on it. People have been using Drastic on Android and ironically runs faster than DeSmuMe when using an Android emulator.&lt;br /&gt;
&lt;br /&gt;
There is an emulator that is very early in progress called MelonDS. In the future, this will be recommended however currently it is at an early state so compatibility currently might be a bit low even though it can run many games, it might not be stable and is missing features even though it has WIP multiplayer functions. It also requires 3 ROM dumps (two for the ARM processors and a firmware one) to run.&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Nintendo DS Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2399</id>
		<title>Nintendo DS</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Nintendo_DS&amp;diff=2399"/>
		<updated>2020-02-08T20:12:18Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* Common File Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NintendoDS.png|right|link=]]&lt;br /&gt;
The Nintendo DS is a portable handheld created by Nintendo in 2004. &lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
===DS Tools===&lt;br /&gt;
* Wood Dumper (latest is r89)&lt;br /&gt;
* NDS Backup Tool (creates bad dumps)&lt;br /&gt;
&lt;br /&gt;
===PC Tools===&lt;br /&gt;
* [https://github.com/scurest/apicula Apicula] (Command line tool to convert nsbmd to Collada DAE with rigging &amp;amp; animations) [https://www.vg-resource.com/thread-30547.html Dev&amp;#039;s Forum Post]&lt;br /&gt;
* Tinke&lt;br /&gt;
* DSLazy&lt;br /&gt;
* Oil of Vitriol&lt;br /&gt;
* Every File Explorer (AKA EFE)&lt;br /&gt;
* NDSHeader (aka NDS Header Viewer)&lt;br /&gt;
* NSMBe (aka New Super Mario Bros. Editor)&lt;br /&gt;
* SM64DSe (aka Super Mario 64 DS Editor)&lt;br /&gt;
* [https://drive.google.com/file/d/0B_yBl-184usmZUpoSTNYX3g2Q2s/view?usp=sharing 54634564&amp;#039;s NDS Icon Ripper]&lt;br /&gt;
====[http://www.romhacking.net/forum/index.php/topic,8407.0.html Console Tool]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Console Tool&amp;#039;&amp;#039;&amp;#039; is a program that allows you to view the files in an NDS ROM, and export them.&lt;br /&gt;
====[https://www.dropbox.com/s/yae7ys42x9ndmw5/beta11.zip MKDS Course Modifier]====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MKDS Course Modifier&amp;#039;&amp;#039;&amp;#039; views the common NDS model format (read below) and allows the models to be exported in .OBJ format.&lt;br /&gt;
&lt;br /&gt;
===Physical Tools===&lt;br /&gt;
* NDS backup Adapter+&lt;br /&gt;
* NEO SMS4&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
===NITRO File Formats===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this file format, please visit the [[Nitro Files]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Nitro file system is a set of basic files created by Nintendo that helped developers quickly and easily develop titles for the console. Because of the simplicity of these files and the way they&amp;#039;re created, it is the easiest common format on the DS to rip.&lt;br /&gt;
&lt;br /&gt;
Formats include, but are not limited to, the following:&lt;br /&gt;
&lt;br /&gt;
=====2D-related:=====&lt;br /&gt;
* NCLR (Nitro CoLoR) → Color Palette&lt;br /&gt;
* NCGR (Nitro Character Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NBGR (Nitro Basic Graphic Resource) → Graphical Tiles&lt;br /&gt;
* NSCR (Nitro SCreen Resource) → Maps/Images&lt;br /&gt;
* NCER (Nitro CEll Resource) → Tile Arrangement Information&lt;br /&gt;
* NANR (Nitro ANimation Resource) → Animation Data&lt;br /&gt;
* NFTR (Nitro Font Table Resource) → Fonts&lt;br /&gt;
=====3D-related:=====&lt;br /&gt;
* NSBMD (Nitro Sdk Binary Model Data) → 3D Polygonal Model data&lt;br /&gt;
* NSBTX (Unknown) → Texture image and palette data&lt;br /&gt;
* NSBCA (Nitro Sdk Binary Character Animation) → Skeletal animation data&lt;br /&gt;
* NSBTP (Nitro Sdk Binary Texture Pattern) → Texture-swapping animations&lt;br /&gt;
* NSBTA (Nitro Sdk Binary Texture Animation) → UV-change animations&lt;br /&gt;
* NSBMA (Nitro Sdk Binary Material Animation) → Material-change animations&lt;br /&gt;
* NSBVA (Unknown) → Unknown&lt;br /&gt;
&lt;br /&gt;
===.NARC or .ARC===&lt;br /&gt;
&lt;br /&gt;
NARC (Nitro ARChive) and ARC (ARChive) files are used to store compressed filetrees in one file (like any archive format: .zip, .rar, etc)&lt;br /&gt;
&lt;br /&gt;
===.SDAT===&lt;br /&gt;
Sound and music archives which often contain everything sound related in the rom. While they can be partially edited by a number of editors (such as MKDSCM, Tinke and DSSoundStudio), the best editor is Nitro Studio, supporting all formats except SSAR, which is only partially supported. Here are the formats SDAT (Sound DATa) files contain:&lt;br /&gt;
* SSEQ (Sound SEQuence) → Sequences. Can be either on their own or inside SSAR files.&lt;br /&gt;
* SBNK (Sound BaNK) → Instruments&lt;br /&gt;
* NIST (Nitro InSTrument) → Contained inside SBNK files. Individual instruments&lt;br /&gt;
* SWAR (Sound Wave ARchive) → Sound sample archives. These samples are used by instruments inside SBNK files&lt;br /&gt;
* SWAV (Sound WAVe) → Contained inside SWAR files. Individual sound samples&lt;br /&gt;
* SSAR (Sound Sequence ARchive) → Mostly used for sound effects and short jingles&lt;br /&gt;
* STRM (STReaM) → Full streamed songs&lt;br /&gt;
&lt;br /&gt;
===.LZ===&lt;br /&gt;
&lt;br /&gt;
These are compressed files (using the Lempel-Ziv compression algorithm) - they can be decompressed through several means/programs, like DSDecmp for example.&lt;br /&gt;
&lt;br /&gt;
===NCG, NCL and NSC===&lt;br /&gt;
&lt;br /&gt;
These formats serve the same purpose as the NCGR, NCLR and NSCR formats. They are used in New Super Mario Bros. and Super Mario 64 DS.&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
&lt;br /&gt;
Despite being a popular handheld, DS emulation has not progressed very well. For years, the most popular one has been DeSmuMe however the developers of the emulator have a certain dislike to a popular series and has a result affected emulation of the handheld even making it worse just so people can&amp;#039;t play Pokemon on it. People have been using Drastic on Android and ironically runs faster than DeSmuMe when using an Android emulator.&lt;br /&gt;
&lt;br /&gt;
There is an emulator that is very early in progress called MelonDS. In the future, this will be recommended however currently it is at an early state so compatibility currently might be a bit low even though it can run many games, it might not be stable and is missing features even though it has WIP multiplayer functions. It also requires 3 ROM dumps (two for the ARM processors and a firmware one) to run.&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Nintendo DS Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=AWB&amp;diff=2398</id>
		<title>AWB</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=AWB&amp;diff=2398"/>
		<updated>2020-02-08T19:49:01Z</updated>

		<summary type="html">&lt;p&gt;Poudink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;AWB&amp;#039;&amp;#039;&amp;#039; is an audio archive format developed by &amp;#039;&amp;#039;CRI Middleware&amp;#039;&amp;#039;. It is mainly used in PC games and games on PlayStation consoles, but it can be found elsewhere. AWB files usually either contain [[HCA]] or [[ADX]] sound filetypes. They are commonly found in [[CPK]] archives.&lt;br /&gt;
&lt;br /&gt;
The first four bytes of the file always have the value &amp;#039;&amp;#039;0x41465332&amp;#039;&amp;#039; (&amp;quot;AFS2&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
===[https://github.com/losnoco/vgmstream/releases vgmstream]===&lt;br /&gt;
vgmstream can convert the contents of AWB archives to *.wav. Using the [https://www.foobar2000.org/download foobar2000] plugin, you can extract, play, and convert all files it contains as long as the contained audio files are compatible.&lt;br /&gt;
&lt;br /&gt;
===[https://sourceforge.net/projects/vgmtoolbox/?source=typ_redirect%7C vgmtoolbox]===&lt;br /&gt;
Under VGMToolbox &amp;gt; Misc.Tools &amp;gt; Extraction Tools &amp;gt; Common Archives, choose CRI ACB/AWB Archive Extractor. Then, drag and drop AWB files. The contents will be dumped to a folder.&lt;br /&gt;
&lt;br /&gt;
==List of games using the format==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The list is not complete! Feel free to add other games that are known to use aforementioned format.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===[[Nintendo Switch]]===&lt;br /&gt;
* [[Mario &amp;amp; Sonic at the Olympic Games Tokyo 2020]]&lt;br /&gt;
&lt;br /&gt;
===[[Wii U]]===&lt;br /&gt;
* [[Mario &amp;amp; Sonic at the Rio 2016 Olympic Games]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation 3]]===&lt;br /&gt;
* [[JoJo&amp;#039;s Bizarre Adventure: All Star Battle]]&lt;br /&gt;
* [[JoJo&amp;#039;s Bizarre Adventure: Eyes of Heaven]]&lt;br /&gt;
* [[Persona 5]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Portable]]===&lt;br /&gt;
* [[Ano Hi Mita Hana no Namae o Bokutachi wa Mada Shiranai]]&lt;br /&gt;
* [[Persona 3 Portable]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Vita]]===&lt;br /&gt;
* [[Love Live! School Idol Paradise]]&lt;br /&gt;
* [[Persona 4 Golden]]&lt;br /&gt;
* [[Persona 5: Dancing in Starlight]]&lt;br /&gt;
&lt;br /&gt;
===Multi-platform===&lt;br /&gt;
* [[Danganronpa V3: Killing Harmony]]&lt;br /&gt;
* [[Super Monkey Ball: Banana Blitz HD]]&lt;br /&gt;
[[Category:File Formats]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=AWB&amp;diff=2397</id>
		<title>AWB</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=AWB&amp;diff=2397"/>
		<updated>2020-02-08T19:48:25Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* PlayStation Portable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;AWB&amp;#039;&amp;#039;&amp;#039; is an audio archive format developed by &amp;#039;&amp;#039;CRI Middleware&amp;#039;&amp;#039;. It is mainly used in PC games and games on PlayStation consoles, but it can be found elsewhere. AWB files usually either contain [[HCA]] or [[ADX]] sound filetypes. They are commonly found in [[CPK]] archives.&lt;br /&gt;
&lt;br /&gt;
The first four bytes of the file always have the value &amp;#039;&amp;#039;0x41465332&amp;#039;&amp;#039; (&amp;quot;AFS2&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
===[https://github.com/losnoco/vgmstream/releases vgmstream]===&lt;br /&gt;
vgmstream can convert the contents of AWB archives to *.wav. Using the [https://www.foobar2000.org/download foobar2000] plugin, you can extract, play, and convert all files it contains as long as the contained audio files are compatible.&lt;br /&gt;
&lt;br /&gt;
===[https://sourceforge.net/projects/vgmtoolbox/?source=typ_redirect%7C vgmtoolbox]===&lt;br /&gt;
Under VGMToolbox &amp;gt; Misc.Tools &amp;gt; Extraction Tools &amp;gt; Common Archives, choose CRI ACB/AWB Archive Extractor. Then, drag and drop AWB files. The contents will be dumped to a folder.&lt;br /&gt;
&lt;br /&gt;
==List of games using the format==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The list is not complete! Feel free to add other games that are known to use aforementioned format.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===[[Nintendo Switch]]===&lt;br /&gt;
* [[Mario &amp;amp; Sonic at the Olympic Games Tokyo 2020]]&lt;br /&gt;
&lt;br /&gt;
===[[Wii U]]===&lt;br /&gt;
* [[Mario &amp;amp; Sonic at the Rio 2016 Olympic Games]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation 3]]===&lt;br /&gt;
* [[JoJo&amp;#039;s Bizarre Adventure: All Star Battle]]&lt;br /&gt;
* [[JoJo&amp;#039;s Bizarre Adventure: Eyes of Heaven]]&lt;br /&gt;
* [[Persona 5]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Portable]]===&lt;br /&gt;
* [[Ano Hi Mita Hana no Namae o Bokutachi wa Mada Shiranai]]&lt;br /&gt;
* [[Persona 3 Portable]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Vita]]===&lt;br /&gt;
* [[Love Live! School Idol Paradise]]&lt;br /&gt;
* [[Persona 4 Golden]]&lt;br /&gt;
* [[Persona 5: Dancing in Starlight]]&lt;br /&gt;
&lt;br /&gt;
===Multi-platform===&lt;br /&gt;
* [[Danganronpa V3: Killing Harmony]]&lt;br /&gt;
* [[Super Monkey Ball: Banana Blitz HD]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PNG&amp;diff=2396</id>
		<title>PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PNG&amp;diff=2396"/>
		<updated>2020-02-08T19:44:59Z</updated>

		<summary type="html">&lt;p&gt;Poudink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Recommended export settings ==&lt;br /&gt;
This section is primarily for GIMP, but applies to all software.&lt;br /&gt;
[[File:Screenshot at 2019-06-08 14-44-05.png|frameless|none]]&lt;br /&gt;
* Interlacing is usually best left off. While it can be helpful for giving viewers a low-resolution preview of the image as it downloads, this option increases the file size quite a bit.&lt;br /&gt;
[[File:Adam7 passes.gif|frame|right|An illustration of Adam7 interlacing over a 16×16 image.]]&lt;br /&gt;
* A background colour is generally not worth saving, but isn&amp;#039;t necessarily bad if you think about it. Your toolbox&amp;#039;s background colour will be displayed in viewers that do not support transparency (which is none of them at this point).&lt;br /&gt;
* Saving gamma may introduce gamma correction for some viewers and should typically be left off.&lt;br /&gt;
* Layer offset, resolution and creation time should all not be saved as in most cases all of this information is best discarded and will only waste storage.&lt;br /&gt;
* The option to save a comment will only be visible if you have set one in Image -&amp;gt; Image Properties -&amp;gt; Comment. This is plaintext that certain programs may display, but will normally not be visible. It might be a good idea to include a comment to catch out amateur thieves, but generally it isn&amp;#039;t worthwhile.&lt;br /&gt;
* Colour values from transparent pixels are also best discarded. These only get displayed if the viewer doesn&amp;#039;t support transparency.&lt;br /&gt;
* The pixel format should be left on the automatic setting. The only exception is if you wish to strip the alpha channel to save space, though if none of your layers have an alpha channel and are all at 100% opacity, an alpha channel won&amp;#039;t be saved anyway.&lt;br /&gt;
* The compression level should always be left at the maximum. PNG is lossless, and this will not affect image quality - only file size. A lower compression level may result in faster exports (provided the disk drive is not a bottleneck), but a modern computer should be able to produce a single PNG at a sane resolution very quickly regardless of compression level.&lt;br /&gt;
* EXIF, XMP and IPTC data should not be saved, not only for saving space but also to avoid the possibility of accidentally uploading details to the internet that you didn&amp;#039;t intend to! An example would be if you took a photo, edited it and uploaded it to the web. Details such as when you took it and what with could be included.&lt;br /&gt;
* Saving a thumbnail will allow certain software to display a thumbnail for the image without the need to generate one itself. This is generally best left off.&lt;br /&gt;
* Usually there is no need to include a colour profile with an image.&lt;br /&gt;
&lt;br /&gt;
== Indexed images ==&lt;br /&gt;
To save space, sometimes an indexed image can be used. This is known by some as PNG8. To use indexed colours in GIMP, load up an image and go to Image -&amp;gt; Mode -&amp;gt; Indexed... -&amp;gt; Convert. The default settings will do fine. This will allow us to create an image that has 256 colours, or 255 colours plus 1-bit transparency. By doing so, space can be saved for low-colour images. Sometimes it is claimed that GIF is superior for low-colour images, but this is rarely the case and is a thought pushed by the lack of knowledge that PNGs can be indexed.&lt;br /&gt;
&lt;br /&gt;
[[File:PNG comparison.png|714px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
But we must be careful and only index images that have at most 255 or 256 colours! Notice what happens if we try indexing an image with more colours. Banding or dithering becomes visible on the ball as the colour cap has been reached and the gentle transparency has been lost (even if the image had fewer colours this would be lost since either a pixel is transparent or it isn&amp;#039;t with indexed images). For our own uses, the trade-off between colour accuracy and file size may be good, but The Spriters Resource aims to archive sprites with zero quality loss.&lt;br /&gt;
&lt;br /&gt;
[[File:PNG Comparison 2.png|573px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
=== The cons of indexed images ===&lt;br /&gt;
As with all things in life, there&amp;#039;s no such thing as a free lunch. So what&amp;#039;s the matter with indexed images?&lt;br /&gt;
* Indexed images will have to be converted back to RGB in order to get the best results out of procedures such as interpolated scaling. This might confuse someone who has not realised they have opened an indexed image.&lt;br /&gt;
&lt;br /&gt;
== Greyscale images ==&lt;br /&gt;
In rare cases, it may be beneficial to save a PNG in greyscale mode. To make an image greyscale in GIMP, go to Image -&amp;gt; Mode -&amp;gt; Greyscale. Assuming we are starting out with a greyscale image, the only time this mode makes sense to use is if we require a proper alpha channel (as opposed to 1-bit alpha), or if we require 256 shades of grey plus transparency. The rest of the time, an indexed image will result in smaller file sizes.&lt;br /&gt;
&lt;br /&gt;
== Animated PNGs ==&lt;br /&gt;
With Firefox and all Chromium-based browsers supporting animated PNGs, there isn&amp;#039;t too much reason not to use them if you desire animation. Internet Explorer users will be displayed a static image - it won&amp;#039;t completely break for them. Animated PNGs will often offer better file sizes or more colours than animated GIFs, though software that supports creating APNGs is still limited.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
PNGs can be no wider or taller than 2,147,483,647 pixels, resulting in a maximum resolution of 4.61EP. Due to current computer limitations, this is never an issue.&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Image Formats]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PNG&amp;diff=2395</id>
		<title>PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PNG&amp;diff=2395"/>
		<updated>2020-02-08T19:44:33Z</updated>

		<summary type="html">&lt;p&gt;Poudink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Recommended export settings ==&lt;br /&gt;
This section is primarily for GIMP, but applies to all software.&lt;br /&gt;
[[File:Screenshot at 2019-06-08 14-44-05.png|frameless|none]]&lt;br /&gt;
* Interlacing is usually best left off. While it can be helpful for giving viewers a low-resolution preview of the image as it downloads, this option increases the file size quite a bit.&lt;br /&gt;
[[File:Adam7 passes.gif|frame|right|An illustration of Adam7 interlacing over a 16×16 image.]]&lt;br /&gt;
* A background colour is generally not worth saving, but isn&amp;#039;t necessarily bad if you think about it. Your toolbox&amp;#039;s background colour will be displayed in viewers that do not support transparency (which is none of them at this point).&lt;br /&gt;
* Saving gamma may introduce gamma correction for some viewers and should typically be left off.&lt;br /&gt;
* Layer offset, resolution and creation time should all not be saved as in most cases all of this information is best discarded and will only waste storage.&lt;br /&gt;
* The option to save a comment will only be visible if you have set one in Image -&amp;gt; Image Properties -&amp;gt; Comment. This is plaintext that certain programs may display, but will normally not be visible. It might be a good idea to include a comment to catch out amateur thieves, but generally it isn&amp;#039;t worthwhile.&lt;br /&gt;
* Colour values from transparent pixels are also best discarded. These only get displayed if the viewer doesn&amp;#039;t support transparency.&lt;br /&gt;
* The pixel format should be left on the automatic setting. The only exception is if you wish to strip the alpha channel to save space, though if none of your layers have an alpha channel and are all at 100% opacity, an alpha channel won&amp;#039;t be saved anyway.&lt;br /&gt;
* The compression level should always be left at the maximum. PNG is lossless, and this will not affect image quality - only file size. A lower compression level may result in faster exports (provided the disk drive is not a bottleneck), but a modern computer should be able to produce a single PNG at a sane resolution very quickly regardless of compression level.&lt;br /&gt;
* EXIF, XMP and IPTC data should not be saved, not only for saving space but also to avoid the possibility of accidentally uploading details to the internet that you didn&amp;#039;t intend to! An example would be if you took a photo, edited it and uploaded it to the web. Details such as when you took it and what with could be included.&lt;br /&gt;
* Saving a thumbnail will allow certain software to display a thumbnail for the image without the need to generate one itself. This is generally best left off.&lt;br /&gt;
* Usually there is no need to include a colour profile with an image.&lt;br /&gt;
&lt;br /&gt;
== Indexed images ==&lt;br /&gt;
To save space, sometimes an indexed image can be used. This is known by some as PNG8. To use indexed colours in GIMP, load up an image and go to Image -&amp;gt; Mode -&amp;gt; Indexed... -&amp;gt; Convert. The default settings will do fine. This will allow us to create an image that has 256 colours, or 255 colours plus 1-bit transparency. By doing so, space can be saved for low-colour images. Sometimes it is claimed that GIF is superior for low-colour images, but this is rarely the case and is a thought pushed by the lack of knowledge that PNGs can be indexed.&lt;br /&gt;
&lt;br /&gt;
[[File:PNG comparison.png|714px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
But we must be careful and only index images that have at most 255 or 256 colours! Notice what happens if we try indexing an image with more colours. Banding or dithering becomes visible on the ball as the colour cap has been reached and the gentle transparency has been lost (even if the image had fewer colours this would be lost since either a pixel is transparent or it isn&amp;#039;t with indexed images). For our own uses, the trade-off between colour accuracy and file size may be good, but The Spriters Resource aims to archive sprites with zero quality loss.&lt;br /&gt;
&lt;br /&gt;
[[File:PNG Comparison 2.png|573px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
=== The cons of indexed images ===&lt;br /&gt;
As with all things in life, there&amp;#039;s no such thing as a free lunch. So what&amp;#039;s the matter with indexed images?&lt;br /&gt;
* Indexed images will have to be converted back to RGB in order to get the best results out of procedures such as interpolated scaling. This might confuse someone who has not realised they have opened an indexed image.&lt;br /&gt;
&lt;br /&gt;
== Greyscale images ==&lt;br /&gt;
In rare cases, it may be beneficial to save a PNG in greyscale mode. To make an image greyscale in GIMP, go to Image -&amp;gt; Mode -&amp;gt; Greyscale. Assuming we are starting out with a greyscale image, the only time this mode makes sense to use is if we require a proper alpha channel (as opposed to 1-bit alpha), or if we require 256 shades of grey plus transparency. The rest of the time, an indexed image will result in smaller file sizes.&lt;br /&gt;
&lt;br /&gt;
== Animated PNGs ==&lt;br /&gt;
With Firefox and all Chromium-based browsers supporting animated PNGs, there isn&amp;#039;t too much reason not to use them if you desire animation. Internet Explorer users will be displayed a static image - it won&amp;#039;t completely break for them. Animated PNGs will often offer better file sizes or more colours than animated GIFs, though software that supports creating APNGs is still limited.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
PNGs can be no wider or taller than 2,147,483,647 pixels, resulting in a maximum resolution of 4.61EP. Due to current computer limitations, this is never an issue.&lt;br /&gt;
[[Category:File Formats]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PNG&amp;diff=2394</id>
		<title>PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PNG&amp;diff=2394"/>
		<updated>2020-02-08T19:44:21Z</updated>

		<summary type="html">&lt;p&gt;Poudink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Recommended export settings ==&lt;br /&gt;
This section is primarily for GIMP, but applies to all software.&lt;br /&gt;
[[File:Screenshot at 2019-06-08 14-44-05.png|frameless|none]]&lt;br /&gt;
* Interlacing is usually best left off. While it can be helpful for giving viewers a low-resolution preview of the image as it downloads, this option increases the file size quite a bit.&lt;br /&gt;
[[File:Adam7 passes.gif|frame|right|An illustration of Adam7 interlacing over a 16×16 image.]]&lt;br /&gt;
* A background colour is generally not worth saving, but isn&amp;#039;t necessarily bad if you think about it. Your toolbox&amp;#039;s background colour will be displayed in viewers that do not support transparency (which is none of them at this point).&lt;br /&gt;
* Saving gamma may introduce gamma correction for some viewers and should typically be left off.&lt;br /&gt;
* Layer offset, resolution and creation time should all not be saved as in most cases all of this information is best discarded and will only waste storage.&lt;br /&gt;
* The option to save a comment will only be visible if you have set one in Image -&amp;gt; Image Properties -&amp;gt; Comment. This is plaintext that certain programs may display, but will normally not be visible. It might be a good idea to include a comment to catch out amateur thieves, but generally it isn&amp;#039;t worthwhile.&lt;br /&gt;
* Colour values from transparent pixels are also best discarded. These only get displayed if the viewer doesn&amp;#039;t support transparency.&lt;br /&gt;
* The pixel format should be left on the automatic setting. The only exception is if you wish to strip the alpha channel to save space, though if none of your layers have an alpha channel and are all at 100% opacity, an alpha channel won&amp;#039;t be saved anyway.&lt;br /&gt;
* The compression level should always be left at the maximum. PNG is lossless, and this will not affect image quality - only file size. A lower compression level may result in faster exports (provided the disk drive is not a bottleneck), but a modern computer should be able to produce a single PNG at a sane resolution very quickly regardless of compression level.&lt;br /&gt;
* EXIF, XMP and IPTC data should not be saved, not only for saving space but also to avoid the possibility of accidentally uploading details to the internet that you didn&amp;#039;t intend to! An example would be if you took a photo, edited it and uploaded it to the web. Details such as when you took it and what with could be included.&lt;br /&gt;
* Saving a thumbnail will allow certain software to display a thumbnail for the image without the need to generate one itself. This is generally best left off.&lt;br /&gt;
* Usually there is no need to include a colour profile with an image.&lt;br /&gt;
&lt;br /&gt;
== Indexed images ==&lt;br /&gt;
To save space, sometimes an indexed image can be used. This is known by some as PNG8. To use indexed colours in GIMP, load up an image and go to Image -&amp;gt; Mode -&amp;gt; Indexed... -&amp;gt; Convert. The default settings will do fine. This will allow us to create an image that has 256 colours, or 255 colours plus 1-bit transparency. By doing so, space can be saved for low-colour images. Sometimes it is claimed that GIF is superior for low-colour images, but this is rarely the case and is a thought pushed by the lack of knowledge that PNGs can be indexed.&lt;br /&gt;
&lt;br /&gt;
[[File:PNG comparison.png|714px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
But we must be careful and only index images that have at most 255 or 256 colours! Notice what happens if we try indexing an image with more colours. Banding or dithering becomes visible on the ball as the colour cap has been reached and the gentle transparency has been lost (even if the image had fewer colours this would be lost since either a pixel is transparent or it isn&amp;#039;t with indexed images). For our own uses, the trade-off between colour accuracy and file size may be good, but The Spriters Resource aims to archive sprites with zero quality loss.&lt;br /&gt;
&lt;br /&gt;
[[File:PNG Comparison 2.png|573px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
=== The cons of indexed images ===&lt;br /&gt;
As with all things in life, there&amp;#039;s no such thing as a free lunch. So what&amp;#039;s the matter with indexed images?&lt;br /&gt;
* Indexed images will have to be converted back to RGB in order to get the best results out of procedures such as interpolated scaling. This might confuse someone who has not realised they have opened an indexed image.&lt;br /&gt;
&lt;br /&gt;
== Greyscale images ==&lt;br /&gt;
In rare cases, it may be beneficial to save a PNG in greyscale mode. To make an image greyscale in GIMP, go to Image -&amp;gt; Mode -&amp;gt; Greyscale. Assuming we are starting out with a greyscale image, the only time this mode makes sense to use is if we require a proper alpha channel (as opposed to 1-bit alpha), or if we require 256 shades of grey plus transparency. The rest of the time, an indexed image will result in smaller file sizes.&lt;br /&gt;
&lt;br /&gt;
== Animated PNGs ==&lt;br /&gt;
With Firefox and all Chromium-based browsers supporting animated PNGs, there isn&amp;#039;t too much reason not to use them if you desire animation. Internet Explorer users will be displayed a static image - it won&amp;#039;t completely break for them. Animated PNGs will often offer better file sizes or more colours than animated GIFs, though software that supports creating APNGs is still limited.&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
PNGs can be no wider or taller than 2,147,483,647 pixels, resulting in a maximum resolution of 4.61EP. Due to current computer limitations, this is never an issue.&lt;br /&gt;
[[File Formats]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Nitro_Files&amp;diff=2393</id>
		<title>Nitro Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Nitro_Files&amp;diff=2393"/>
		<updated>2020-02-08T19:41:44Z</updated>

		<summary type="html">&lt;p&gt;Poudink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;h1&amp;gt;Nitro Studio Files Specification&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Current status&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;This specification is far from complete, and it may contain errors, since it is the result of reverse-engineering.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;11 August 2007 - First published by kiwi.ds@gmail.com&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;16 April 2019 - Published on the apicula github wiki&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;19 April 2019 - Added information from LowLines&amp;#039; ConsoleTool doc&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=100% bgcolor=#d0d0d0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;0. Introduction&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most 3D models found in Nintendo DS games use the following set of Nitro files:&lt;br /&gt;
* `NSBMD` (Nitro Model), which stores polygon models.&lt;br /&gt;
* `NSBTX` (Nitro Texture), which stores texture image and palette data.&lt;br /&gt;
* `NSBCA` (Nitro Character Animation), which stores skeletal animation data.&lt;br /&gt;
* `NSBTP` (Nitro Texture Pattern anim), which stores texture-swap animations.&lt;br /&gt;
* `NSBTA` (Nitro Texture Animation), which stores UV-change animations.&lt;br /&gt;
* `NSBMA` (Nitro Material Animation), which stores material-swap animations.&lt;br /&gt;
* `NSBVA` (Unknown)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 0.1 Terminology ===&lt;br /&gt;
&lt;br /&gt;
File format is explained in C-style struct declaration.&lt;br /&gt;
The following types of variables are used:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
s8	1 byte	// signed char&lt;br /&gt;
s16	2 bytes	// signed short&lt;br /&gt;
s32	4 bytes	// signed long&lt;br /&gt;
u8 	1 byte	// unsigned char&lt;br /&gt;
u16	2 bytes	// unsigned short&lt;br /&gt;
u32	4 bytes	// unsigned long&lt;br /&gt;
text    n bytes // ASCII char string&lt;br /&gt;
&lt;br /&gt;
;// The general format for every data field outlined here is:&lt;br /&gt;
--------  -----  ----- ;// ----------------------------------&lt;br /&gt;
Offset  Size  Type ;// Description&lt;br /&gt;
--------  -----  ----- ;// ----------------------------------&lt;br /&gt;
0x00    4     u32  ;// Example&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 0.2 Nitro Standard File Header ===&lt;br /&gt;
&lt;br /&gt;
Many files (besides sound-related) found in DS ROMs share this header structure:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
/*&lt;br /&gt;
** This is the standard DS Nitro header format: any nitro file starts with this.&lt;br /&gt;
*/&lt;br /&gt;
typedef struct Nitro_Header&lt;br /&gt;
{&lt;br /&gt;
    0x00    4   text;// File identifier: can be &amp;#039;SDAT&amp;#039;, &amp;#039;BMD0&amp;#039;, &amp;#039;BTX0&amp;#039;, &amp;#039;BCA0&amp;#039;, etc...&lt;br /&gt;
    0x04    4   u32 ;// Magic stamp: is either 0x0001FEFF or 0x0002FEFF&lt;br /&gt;
    0x08    4   u32 ;// Size of this file (including this struct)&lt;br /&gt;
    0x0C    2   u16 ;// Size of this structure (always 16)&lt;br /&gt;
&lt;br /&gt;
    0x0E    2   u16 ;// Amount of Blocks&lt;br /&gt;
    ---- Offsets (repeats * Amount of Blocks)&lt;br /&gt;
        0x00    4   u32 ;// Block offset #1&lt;br /&gt;
        0x04    4   u32 ;// Block offset #2&lt;br /&gt;
        etc&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 0.3 General Data Sub-header ===&lt;br /&gt;
&lt;br /&gt;
In addition to the Standard File Header, the following format of &amp;quot;sub-header&amp;quot; is encountered often in NSB__ files:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
/*&lt;br /&gt;
** This is the format of the general-purpose headers that are used in many places within nitro files.&lt;br /&gt;
*/&lt;br /&gt;
typedef struct Header&lt;br /&gt;
{&lt;br /&gt;
    0x00    1   u8  ;// dummy 0&lt;br /&gt;
    0x01    1   u8  ;// Amount of objects&lt;br /&gt;
    0x02    2   u16 ;// Size of this Header&lt;br /&gt;
&lt;br /&gt;
    ---- Unknown Section&lt;br /&gt;
        ---- Sub-Header&lt;br /&gt;
            0x00    2   u16 ;// Size of this Sub-Header, always = 8&lt;br /&gt;
            0x02    2   u16 ;// Size of this Unknown Section&lt;br /&gt;
            0x04    4   u32 ;// Constant = 0x0000017f&lt;br /&gt;
        ---- Unknown Data (repeats * Amount of objects)&lt;br /&gt;
            0x08    4   u32 ;// Unknown&lt;br /&gt;
            0x0C    4   u32 ;// ...&lt;br /&gt;
            etc&lt;br /&gt;
&lt;br /&gt;
    ---- Data Info Section&lt;br /&gt;
        ---- Sub-Header&lt;br /&gt;
            0x00    2   u16 ;// Size of each Data entry, always = 4&lt;br /&gt;
            0x02    2   u16 ;// Size of this Data Info Section&lt;br /&gt;
        ---- Data (repeats * Amount of objects)&lt;br /&gt;
            0x04    n   ??? ;// The Data stored here is used for several different things, explained when used.&lt;br /&gt;
            0x04+n  n   ??? ;// ...&lt;br /&gt;
            etc&lt;br /&gt;
&lt;br /&gt;
    ---- Name Section (repeats * Amount of objects)&lt;br /&gt;
        0x00    16  text;// Name of Model&lt;br /&gt;
        0x10    16  text;// ...&lt;br /&gt;
        etc&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=100% bgcolor=#d0d0d0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;1. NSBMD Format&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;It has one or two blocks - &amp;#039;MDL0&amp;#039; and &amp;#039;TEX0&amp;#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;MDL0&amp;#039; block is usually found at offset 0x14 (depending on how many &amp;lt;b&amp;gt;block_offset&amp;lt;/b&amp;gt;s there are before it)&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The &amp;#039;MDL0&amp;#039; block can potentially be followed by a &amp;#039;TEX0&amp;#039; block, or otherwise the &amp;#039;TEX0&amp;#039; block is defined in an external NSBTX file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;1.1 &amp;#039;MDL0&amp;#039; Block&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
NSBMD&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
struct Nitro_Header;// File identifier is &amp;#039;BMD0&amp;#039; (Basic Model Data)&lt;br /&gt;
&lt;br /&gt;
typedef struct Block_MDL0&lt;br /&gt;
{&lt;br /&gt;
    0x00    4   u32 ;// Block identifier: &amp;#039;MDL0&amp;#039; (Model Block)&lt;br /&gt;
    0x04    4   u32 ;// Block size&lt;br /&gt;
&lt;br /&gt;
    struct Header;// Model Header: one Header object for each model&lt;br /&gt;
    {// The &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
        0x00    4   u32 ;// The offset of Model_1, relative to the start of Block_MDL0&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    ---- Model_1 (All offsets are relative to this Model_1 section)&lt;br /&gt;
&lt;br /&gt;
        0x00    4   u32 ;// Size of Model_1 (including these 4 bytes)&lt;br /&gt;
        0x04    4   u32 ;// Offset of Additional Model Data&lt;br /&gt;
        0x08    4   u32 ;// Offset of Texture &amp;amp; Palette Offset&lt;br /&gt;
        0x0C    4   u32 ;// Offset of Display List Start&lt;br /&gt;
        0x10    4   u32 ;// Offset of Display List End&lt;br /&gt;
&lt;br /&gt;
        0x14    1   u8  ;// Unknown&lt;br /&gt;
        0x15    1   u8  ;// Unknown&lt;br /&gt;
        0x16    1   u8  ;// Unknown&lt;br /&gt;
&lt;br /&gt;
        0x17    1   u8  ;// Amount of Objects&lt;br /&gt;
        0x18    1   u8  ;// Amount of Materials&lt;br /&gt;
        0x19    1   u8  ;// Amount of Polygons&lt;br /&gt;
        0x20    4   u32 ;// Unknown&lt;br /&gt;
        0x24    2   u8  ;// Amount of Vertices&lt;br /&gt;
        0x26    2   u8  ;// Amount of Surfaces&lt;br /&gt;
        0x28    2   u8  ;// Amount of Triangles&lt;br /&gt;
        0x2A    2   u8  ;// Amount of Quads&lt;br /&gt;
&lt;br /&gt;
        0x2C    2   s16 ;// Bounding box X (signed fixed point 1.3.12)&lt;br /&gt;
        0x2E    2   s16 ;// Bounding box Y (signed fixed point 1.3.12)&lt;br /&gt;
        0x30    2   s16 ;// Bounding box Z (signed fixed point 1.3.12)&lt;br /&gt;
        0x32    2   s16 ;// Bounding box Width  (signed fixed point 1.3.12)&lt;br /&gt;
        0x34    2   s16 ;// Bounding box Height (signed fixed point 1.3.12)&lt;br /&gt;
        0x36    2   s16 ;// Bounding box Depth  (signed fixed point 1.3.12)&lt;br /&gt;
&lt;br /&gt;
        0x38    4   u32 ;// Runtime use data&lt;br /&gt;
        0x3C    4   u32 ;// Runtime use data&lt;br /&gt;
&lt;br /&gt;
        struct Header;// Object Header: one Header object for each Polygonal Object&lt;br /&gt;
        {// The &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
            0x00    4   u32 ;// The offset of Object Definition, relative to the start of this Object Header&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        ---- Object Definition (repeats * Amount of objects)&lt;br /&gt;
&lt;br /&gt;
            In each definition:&lt;br /&gt;
            0x00    1   u8  ;// Transform Flag byte&lt;br /&gt;
            0x01    1   u8  ;// Unknown&lt;br /&gt;
            0x02    1   u8  ;// Unknown&lt;br /&gt;
            0x03    1   u8  ;// Unknown&lt;br /&gt;
&lt;br /&gt;
            // The Transform Flag byte is set up like so:&lt;br /&gt;
            //     bits: 7.......0&lt;br /&gt;
            //        0b NNNN PSRT&lt;br /&gt;
            //&lt;br /&gt;
            // T:  if set, Translation = Identity (No Translation)&lt;br /&gt;
            //     if = 0, then 12 bytes follow:&lt;br /&gt;
            //          0x04    4   s32 ;// Translation X (signed fixed point 1.3.12)&lt;br /&gt;
            //          0x08    4   s32 ;// Translation Y (signed fixed point 1.3.12)&lt;br /&gt;
            //          0x0C    4   s32 ;// Translation Z (signed fixed point 1.3.12)&lt;br /&gt;
            // R:  if set, Rotation = Zero (No Rotation)&lt;br /&gt;
            //     if = 0, then depends on the &amp;#039;P&amp;#039; bit.&lt;br /&gt;
            // S:  if set, Scale = Identity (No Scale)&lt;br /&gt;
            //     if = 0, then 12 bytes follow:&lt;br /&gt;
            //          0x04    4   s32 ;// Scale X (signed fixed point 1.3.12)&lt;br /&gt;
            //          0x08    4   s32 ;// Scale Y (signed fixed point 1.3.12)&lt;br /&gt;
            //          0x0C    4   s32 ;// Scale Z (signed fixed point 1.3.12)&lt;br /&gt;
            // P:  if = 0 and R = 0, then 16 bytes follow:&lt;br /&gt;
            //          0x00    4   s32 ;// Rotation A&lt;br /&gt;
            //          0x04    4   s32 ;// Rotation B&lt;br /&gt;
            //          0x08    4   s32 ;// Rotation C&lt;br /&gt;
            //          0x0C    4   s32 ;// Rotation D&lt;br /&gt;
            //     if set, Pivot exists- so 4 bytes follow:&lt;br /&gt;
            //          0x04    2   s16 ;// value A (signed fixed point 1.3.12)&lt;br /&gt;
            //          0x06    2   s16 ;// value B (signed fixed point 1.3.12)&lt;br /&gt;
            //     NNNN = Pivot matrix type (0..8)&lt;br /&gt;
            //     0:  | 1  0  0|  1:  | 0  1  0|  2:  | 0  0  1|&lt;br /&gt;
            //         | 0  A  B|      | A  0  B|      | A  B  0|&lt;br /&gt;
            //         | 0  B -A|      | B  0 -A|      | B -A  0|&lt;br /&gt;
            //&lt;br /&gt;
            //     3:  | 0  A  B|  4:  | A  0  B|  5:  | A  B  0|&lt;br /&gt;
            //         | 1  0  0|      | 0  1  0|      | 0  0  1|&lt;br /&gt;
            //         | 0  B -A|      | B  0 -A|      | B -A  0|&lt;br /&gt;
            //&lt;br /&gt;
            //     6:  | 0  A  B|  7:  | A  0  B|  8:  | A  B  0|&lt;br /&gt;
            //         | 0  B -A|      | B  0 -A|      | B -A  0|&lt;br /&gt;
            //         | 1  0  0|      | 0  1  0|      | 0  0  1|&lt;br /&gt;
&lt;br /&gt;
        ---- Bone/Skeleton Section&lt;br /&gt;
&lt;br /&gt;
            0x00    ?   definitions;&lt;br /&gt;
&lt;br /&gt;
            // Each definition consists of 1 Command Byte + Parameters. Each Parameter is 1 byte.&lt;br /&gt;
            // &lt;br /&gt;
            // Command  Params  Description&lt;br /&gt;
            // 0x06     3       params: Object ID, Parent ID, dummy 0&lt;br /&gt;
            // 0x26     4       params: Object ID, Parent ID, dummy 0, Stack ID&lt;br /&gt;
            // 0x46     4       params: Object ID, Parent ID, dummy 0, Stack ID&lt;br /&gt;
            // 0x66     5       params: Object ID, Parent ID, dummy 0, Stack ID, Restore ID&lt;br /&gt;
            // &lt;br /&gt;
            // 0x00     0       NOP (empty command)&lt;br /&gt;
            // 0x01     0       End of Bone/Skeleton Section&lt;br /&gt;
            // 0x02     2       params: Node ID, Visibility&lt;br /&gt;
            // 0x03     1       Set Polygon Stack ID?&lt;br /&gt;
            // 0x04     3       params: Material ID, 0x5, Polygon ID&lt;br /&gt;
            // 0x05     1       ??&lt;br /&gt;
            // 0x06     3       params: Object ID, Parent ID, Dummy 0&lt;br /&gt;
            // 0x07     1       ??&lt;br /&gt;
            // 0x08     1       ??&lt;br /&gt;
            // 0x09     8       ??&lt;br /&gt;
            // &lt;br /&gt;
            // 0x0B     0       BEGIN (indicate begin of Polygon/Material pairing)&lt;br /&gt;
            // 0x2B     0       END (indicate end of Polygon/Material pairing)&lt;br /&gt;
            // &lt;br /&gt;
            // These are Material/Polygon pairing commands, 4 bytes.&lt;br /&gt;
            // The lower nibble of 2nd Paramter must be 5.&lt;br /&gt;
            // 0x04     3       Material ID, 05, Polygon ID&lt;br /&gt;
            // 0x24     3       ...&lt;br /&gt;
            // 0x44     3       ...&lt;br /&gt;
&lt;br /&gt;
        ---- Texture &amp;amp; Palette Offset&lt;br /&gt;
&lt;br /&gt;
            0x00    2   u16 ;// Offset of Texture Section (relative to Texture &amp;amp; Palette Offset)&lt;br /&gt;
            0x02    2   u16 ;// Offset of Palette Section (relative to Texture &amp;amp; Palette Offset)&lt;br /&gt;
&lt;br /&gt;
        ---- Material Section&lt;br /&gt;
&lt;br /&gt;
            struct Header;// Material Header: one Header object for each material&lt;br /&gt;
            {// The &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
                0x00    4   u32 ;// The offset of Material Definition, relative to the start of this Material Section&lt;br /&gt;
            }&lt;br /&gt;
&lt;br /&gt;
            ---- Texture Section&lt;br /&gt;
&lt;br /&gt;
                struct Header;// Texture Header: one Header object for each texture&lt;br /&gt;
                {// The u32 &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
                    0x00    2   u16 ;// Offset of Matching Data (relative to Texture &amp;amp; Palette Offset)&lt;br /&gt;
                    0x02    2   u16 ;// Amount of associated Materials (a texture can be in more than one material)&lt;br /&gt;
                }&lt;br /&gt;
&lt;br /&gt;
            ---- Palette Section&lt;br /&gt;
&lt;br /&gt;
                struct Header;// Palette Header: one Header object for each palette&lt;br /&gt;
                {// The u32 &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
                    0x00    2   u16 ;// Offset of Matching Data (relative to Texture &amp;amp; Palette Offset)&lt;br /&gt;
                    0x02    2   u16 ;// Amount of associated Materials (a palette can be in more than one material)&lt;br /&gt;
                }&lt;br /&gt;
&lt;br /&gt;
            ---- Material Definition (repeats * Amount of Materials)&lt;br /&gt;
                ;// Usually 48 bytes for each material&lt;br /&gt;
&lt;br /&gt;
        ---- Polygon Section&lt;br /&gt;
&lt;br /&gt;
            struct Header;// Polygon Header: one Header object for each material&lt;br /&gt;
            {// The &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
                0x00    4   u32 ;// The offset of Polygon Definition, relative to the start of this Polygon Section&lt;br /&gt;
            }&lt;br /&gt;
&lt;br /&gt;
            ---- Polygon Definition (repeats * Amount of Polygons)&lt;br /&gt;
&lt;br /&gt;
                0x00    4   u32 ;// &lt;br /&gt;
                0x04    4   u32 ;// &lt;br /&gt;
                0x08    4   u32 ;// Offset of Display List, relative to Polygon Definition, see below&lt;br /&gt;
                0x0c    4   u32 ;// Size of Display List&lt;br /&gt;
&lt;br /&gt;
                0x10    4   u32 ;// &lt;br /&gt;
                0x14    4   u32 ;// &lt;br /&gt;
                0x18    4   u32 ;// Offset of Display List, relative to Polygon Definition, see below&lt;br /&gt;
                0x1c    4   u32 ;// Size of Display List&lt;br /&gt;
&lt;br /&gt;
                ...&lt;br /&gt;
&lt;br /&gt;
            ---- Display List&lt;br /&gt;
                // The Display List is actually packed geometry command.&lt;br /&gt;
                // See the DStek specification for more information:&lt;br /&gt;
                // http://www.akkit.org/info/gbatek.htm#ds3dvideo&lt;br /&gt;
&lt;br /&gt;
    ---- Model_2&lt;br /&gt;
        ...&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=100% bgcolor=#d0d0d0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;2. NSBTX Format&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The NSBTX file format stores texture image and palette information.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;2.1 &amp;#039;TEX0&amp;#039; Block&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;TEX0&amp;#039; Block can be found in certain NSBMD files, not just in NSBTX files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
NSBTX&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
struct Nitro_Header;// File identifier is &amp;#039;BTX0&amp;#039; (Basic Texture)&lt;br /&gt;
&lt;br /&gt;
typedef struct Block_TEX0&lt;br /&gt;
{&lt;br /&gt;
    0x00    4   u32 ;// Block identifier: &amp;#039;TEX0&amp;#039; (Texture Block)&lt;br /&gt;
    0x04    4   u32 ;// Block size&lt;br /&gt;
&lt;br /&gt;
    ---- Texture Header&lt;br /&gt;
&lt;br /&gt;
        0x08    4   u32 ;// Padding (= 0)&lt;br /&gt;
        0x0C    2   u16 ;// Texture Data Size (bitshift &amp;lt;&amp;lt; 3)&lt;br /&gt;
        0x0E    2   u16 ;// Texture Info Offset (0x3C)&lt;br /&gt;
&lt;br /&gt;
        0x10    4   u32 ;// Padding (= 0) &lt;br /&gt;
        0x14    4   u32 ;// Texture Data Offset&lt;br /&gt;
        0x18    4   u32 ;// Padding (= 0) &lt;br /&gt;
        0x1C    2   u16 ;// Compressed Texture Data Size (bitshift &amp;lt;&amp;lt; 3)&lt;br /&gt;
        0x1E    2   u16 ;// Compressed Texture Info Offset (0x3C)&lt;br /&gt;
&lt;br /&gt;
        0x20    4   u32 ;// Padding (= 0)&lt;br /&gt;
        0x24    4   u32 ;// Compressed Texture Data Offset&lt;br /&gt;
        0x28    4   u32 ;// Compressed Texture Info Data Offset&lt;br /&gt;
        0x2C    4   u32 ;// Padding (= 0)&lt;br /&gt;
        0x30    4   u32 ;// Palette Data Size (bitshift &amp;lt;&amp;lt; 3)&lt;br /&gt;
        0x34    4   u32 ;// Palette Info Offset&lt;br /&gt;
        0x38    4   u32 ;// Palette Data Offset&lt;br /&gt;
&lt;br /&gt;
    ---- Texture Info Section&lt;br /&gt;
&lt;br /&gt;
        struct Header;// Texture Header: one Header object for each texture&lt;br /&gt;
        {// The u32 &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
            0x00    2   u16 ;// (bitshift &amp;lt;&amp;lt; 3) Texture Offset, relative to the start of Texture Data&lt;br /&gt;
            0x02    2   u16 ;// Parameters&lt;br /&gt;
            // The format is:&lt;br /&gt;
            // bit:  15..............0&lt;br /&gt;
            //    0 b --CFFFHHHWWW-----&lt;br /&gt;
            // where:&lt;br /&gt;
            // C = Palette ID&lt;br /&gt;
            // F = Format (0-7)&lt;br /&gt;
            // H = Height (8 &amp;lt;&amp;lt; Height)&lt;br /&gt;
            // W = Width (8 &amp;lt;&amp;lt; Width)&lt;br /&gt;
            // &lt;br /&gt;
            // To Calculate the Data Size of a Texture:&lt;br /&gt;
            // Bit Depth = Format:&amp;lt;0, 8, 2, 4, 8, 2, 8, 16&amp;gt;&lt;br /&gt;
            // Width * Height * BitDepth / 8&lt;br /&gt;
            0x04    1   u8  ;// Width (should match W &amp;lt;&amp;lt; 3)&lt;br /&gt;
            0x05    1   u8  ;// Unknown (is 0x00 or 0x80)&lt;br /&gt;
            0x06    1   u8  ;// Height? (can be 0, 1, 2, 4, 8)&lt;br /&gt;
            0x07    1   u8  ;// Unknown (is 0x80)    &lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
    ---- Palette Info Section&lt;br /&gt;
&lt;br /&gt;
        struct Header;// Palette Header: one Header object for each palette&lt;br /&gt;
        {// The u32 &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
            0x00    2   u16 ;// (bitshift &amp;lt;&amp;lt; 3) Palette Offset, relative to the start of Palette Data&lt;br /&gt;
            0x00    2   u16 ;// Unknown (is 0 or 1)&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
    ---- Texture Data Section&lt;br /&gt;
&lt;br /&gt;
    ---- Compressed Texture Data Section&lt;br /&gt;
&lt;br /&gt;
    ---- Compressed Texture Info Data Section&lt;br /&gt;
&lt;br /&gt;
    ---- Palette Data Section&lt;br /&gt;
&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=100% bgcolor=#d0d0d0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;3. NSBCA Format&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The NSBCA file format stores character skeletal animation data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;3.1 &amp;#039;JNT0&amp;#039; Block&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;JNT0&amp;#039; Block can be found in NSBCA files, it stores bone/joint animation data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
NSBCA&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
struct Nitro_Header;// File identifier is &amp;#039;BCA0&amp;#039; (Basic Character Animation)&lt;br /&gt;
&lt;br /&gt;
typedef struct Block_JNT0&lt;br /&gt;
{&lt;br /&gt;
    0x00    4   u32 ;// Block identifier: &amp;#039;JNT0&amp;#039; (Joint Block)&lt;br /&gt;
    0x04    4   u32 ;// Block size&lt;br /&gt;
&lt;br /&gt;
    struct Header;// Joint Header: one Header object for each joint&lt;br /&gt;
    {// The &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
        0x00    4   u32 ;// The offset of Joint_1, relative to the start of Block_JNT0&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    ---- Joint Section (repeats * Amount of Objects)&lt;br /&gt;
&lt;br /&gt;
        0x00    4   u32 ;// Magic Stamp &amp;#039;J.AC&amp;#039; (Joint Animation Content ?)&lt;br /&gt;
        0x04    2   u16 ;// Amount of Frames        &lt;br /&gt;
        0x06    2   u16 ;// Amount of Objects being animated. Should equal to the number of Objects in a model.&lt;br /&gt;
        0x08    4   u32 ;// Unknown  &lt;br /&gt;
        0x0C    4   u32 ;// Offset to Offset1 chunk. Relative to start of this block.&lt;br /&gt;
        0x10    4   u32 ;// Offset to Offset2 chunk. Relative to start of this block.&lt;br /&gt;
&lt;br /&gt;
        0x14    4   u32 ;// Object Info Offset (repeats * Amount of Objects), relative to start of this Joint Section.&lt;br /&gt;
&lt;br /&gt;
        ---- Object Info - Repeats * Number of Objects&lt;br /&gt;
            0x00    2   u16 ;// Flag - Indicates what sort of Transformations are applied.&lt;br /&gt;
            // The format is:&lt;br /&gt;
            // bit:  15..............0&lt;br /&gt;
            //    0 b --zyx-Sr-RZYX-T-&lt;br /&gt;
            // T is Translation&lt;br /&gt;
            // R is Rotation&lt;br /&gt;
            // S is Scale&lt;br /&gt;
            // If these bits are cleared, transformation data follows.&lt;br /&gt;
            //  X, Y, Z, r, x, y, z are flags that identify how the data is stored.&lt;br /&gt;
            0x02    1   u32 ;// Unknown&lt;br /&gt;
            0x03    1   u32 ;// ID Number&lt;br /&gt;
&lt;br /&gt;
        ---- Transformation Info (Translation XYZ, Rotation, Scale XYZ) when set&lt;br /&gt;
&lt;br /&gt;
            0x00    4   u32 ;// Actual value.&lt;br /&gt;
&lt;br /&gt;
        ---- Transformation Info (Translation XYZ, Rotation, Scale XYZ) when cleared&lt;br /&gt;
&lt;br /&gt;
            0x00    2   u16 ;// Unknown - typically 0.&lt;br /&gt;
            0x02    2   u16 ;// Unknown &lt;br /&gt;
            0x04    4   u32 ;// Offset to data. Relative to end Object Info Header (Object Info Offset + 4).&lt;br /&gt;
&lt;br /&gt;
    ---- Offset1 Chunk - Repeats until Offset2&lt;br /&gt;
&lt;br /&gt;
        0x00    2   u16 ;// I&amp;#039;ve seen 36, 32 &amp;amp; 0.&lt;br /&gt;
        0x02    2   s16 ;// Unknown&lt;br /&gt;
        0x04    2   s16 ;// Unknown&lt;br /&gt;
&lt;br /&gt;
    ---- Offset2 Chunk - Repeats until end of file&lt;br /&gt;
&lt;br /&gt;
        // All transformation offsets point somewhere in this section.&lt;br /&gt;
        // It&amp;#039;s clearly broken up into parts (Translation, Rotation &amp;amp; Scale) however I&amp;#039;m not totally sure how data is store in here yet.&lt;br /&gt;
&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=100% bgcolor=#d0d0d0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;4. NSBTP Format&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The NSBTP file format stores texture pattern animation data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;4.1 &amp;#039;PAT0&amp;#039; Block&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;PAT0&amp;#039; Block can be found in NSBTP files, it stores pattern animation data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
NSBTP&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
struct Nitro_Header;// File identifier is &amp;#039;BTP0&amp;#039; (Basic Texture Pattern animation)&lt;br /&gt;
&lt;br /&gt;
typedef struct Block_PAT0&lt;br /&gt;
{&lt;br /&gt;
    0x00    4   u32 ;// Block identifier: &amp;#039;PAT0&amp;#039; (Pattern Block)&lt;br /&gt;
    0x04    4   u32 ;// Block size&lt;br /&gt;
&lt;br /&gt;
    // Unknown beyond this point&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=100% bgcolor=#d0d0d0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;5. NSBTA Format&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The NSBTA file format stores texture animation data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;5.1 &amp;#039;SRT0&amp;#039; Block&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;SRT0&amp;#039; Block can be found in NSBTA files, texture animation data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
NSBTA&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
struct Nitro_Header;// File identifier is &amp;#039;BTA0&amp;#039; (Basic Texture Animation)&lt;br /&gt;
&lt;br /&gt;
typedef struct Block_SRT0&lt;br /&gt;
{&lt;br /&gt;
    0x00    4   u32 ;// Block identifier: &amp;#039;SRT0&amp;#039; (??? Block)&lt;br /&gt;
    0x04    4   u32 ;// Block size&lt;br /&gt;
&lt;br /&gt;
    // Unknown beyond this point&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=100% bgcolor=#d0d0d0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;6. NSBMA Format&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The NSBMA file format stores material animation data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;6.1 &amp;#039;MAT0&amp;#039; Block&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;MAT0&amp;#039; Block can be found in NSBMA files, it stores material animation data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
NSBMA&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
struct Nitro_Header;// File identifier is &amp;#039;BMA0&amp;#039; (Basic Material Animation)&lt;br /&gt;
&lt;br /&gt;
typedef struct Block_MAT0&lt;br /&gt;
{&lt;br /&gt;
    0x00    4   u32 ;// Block identifier: &amp;#039;MAT0&amp;#039; (Material Block)&lt;br /&gt;
    0x04    4   u32 ;// Block size&lt;br /&gt;
&lt;br /&gt;
    // Unknown beyond this point&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=100% bgcolor=#d0d0d0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;7. NSBVA Format&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The NSBVA file format stores general-purpose value animation data perhaps ..?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;7.1 &amp;#039;VIS0&amp;#039; Block&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;VIS0&amp;#039; Block can be found in NSBVA files, it stores value animation data perhaps ..?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
NSBVA&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
struct Nitro_Header;// File identifier is &amp;#039;BVA0&amp;#039; (Basic ??? Animation)&lt;br /&gt;
&lt;br /&gt;
typedef struct Block_VIS0&lt;br /&gt;
{&lt;br /&gt;
    0x00    4   u32 ;// Block identifier: &amp;#039;VIS0&amp;#039; (??? Block)&lt;br /&gt;
    0x04    4   u32 ;// Block size&lt;br /&gt;
&lt;br /&gt;
    // Unknown beyond this point&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Model Formats]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Nitro_Files&amp;diff=2392</id>
		<title>Nitro Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Nitro_Files&amp;diff=2392"/>
		<updated>2020-02-08T19:39:51Z</updated>

		<summary type="html">&lt;p&gt;Poudink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;h1&amp;gt;Nitro Studio Files Specification&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Current status&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;This specification is far from complete, and it may contain errors, since it is the result of reverse-engineering.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;11 August 2007 - First published by kiwi.ds@gmail.com&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;16 April 2019 - Published on the apicula github wiki&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;19 April 2019 - Added information from LowLines&amp;#039; ConsoleTool doc&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=100% bgcolor=#d0d0d0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;0. Introduction&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most 3D models found in Nintendo DS games use the following set of Nitro files:&lt;br /&gt;
* `NSBMD` (Nitro Model), which stores polygon models.&lt;br /&gt;
* `NSBTX` (Nitro Texture), which stores texture image and palette data.&lt;br /&gt;
* `NSBCA` (Nitro Character Animation), which stores skeletal animation data.&lt;br /&gt;
* `NSBTP` (Nitro Texture Pattern anim), which stores texture-swap animations.&lt;br /&gt;
* `NSBTA` (Nitro Texture Animation), which stores UV-change animations.&lt;br /&gt;
* `NSBMA` (Nitro Material Animation), which stores material-swap animations.&lt;br /&gt;
* `NSBVA` (Unknown)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 0.1 Terminology ===&lt;br /&gt;
&lt;br /&gt;
File format is explained in C-style struct declaration.&lt;br /&gt;
The following types of variables are used:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
s8	1 byte	// signed char&lt;br /&gt;
s16	2 bytes	// signed short&lt;br /&gt;
s32	4 bytes	// signed long&lt;br /&gt;
u8 	1 byte	// unsigned char&lt;br /&gt;
u16	2 bytes	// unsigned short&lt;br /&gt;
u32	4 bytes	// unsigned long&lt;br /&gt;
text    n bytes // ASCII char string&lt;br /&gt;
&lt;br /&gt;
;// The general format for every data field outlined here is:&lt;br /&gt;
--------  -----  ----- ;// ----------------------------------&lt;br /&gt;
Offset  Size  Type ;// Description&lt;br /&gt;
--------  -----  ----- ;// ----------------------------------&lt;br /&gt;
0x00    4     u32  ;// Example&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 0.2 Nitro Standard File Header ===&lt;br /&gt;
&lt;br /&gt;
Many files (besides sound-related) found in DS ROMs share this header structure:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
/*&lt;br /&gt;
** This is the standard DS Nitro header format: any nitro file starts with this.&lt;br /&gt;
*/&lt;br /&gt;
typedef struct Nitro_Header&lt;br /&gt;
{&lt;br /&gt;
    0x00    4   text;// File identifier: can be &amp;#039;SDAT&amp;#039;, &amp;#039;BMD0&amp;#039;, &amp;#039;BTX0&amp;#039;, &amp;#039;BCA0&amp;#039;, etc...&lt;br /&gt;
    0x04    4   u32 ;// Magic stamp: is either 0x0001FEFF or 0x0002FEFF&lt;br /&gt;
    0x08    4   u32 ;// Size of this file (including this struct)&lt;br /&gt;
    0x0C    2   u16 ;// Size of this structure (always 16)&lt;br /&gt;
&lt;br /&gt;
    0x0E    2   u16 ;// Amount of Blocks&lt;br /&gt;
    ---- Offsets (repeats * Amount of Blocks)&lt;br /&gt;
        0x00    4   u32 ;// Block offset #1&lt;br /&gt;
        0x04    4   u32 ;// Block offset #2&lt;br /&gt;
        etc&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== 0.3 General Data Sub-header ===&lt;br /&gt;
&lt;br /&gt;
In addition to the Standard File Header, the following format of &amp;quot;sub-header&amp;quot; is encountered often in NSB__ files:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
/*&lt;br /&gt;
** This is the format of the general-purpose headers that are used in many places within nitro files.&lt;br /&gt;
*/&lt;br /&gt;
typedef struct Header&lt;br /&gt;
{&lt;br /&gt;
    0x00    1   u8  ;// dummy 0&lt;br /&gt;
    0x01    1   u8  ;// Amount of objects&lt;br /&gt;
    0x02    2   u16 ;// Size of this Header&lt;br /&gt;
&lt;br /&gt;
    ---- Unknown Section&lt;br /&gt;
        ---- Sub-Header&lt;br /&gt;
            0x00    2   u16 ;// Size of this Sub-Header, always = 8&lt;br /&gt;
            0x02    2   u16 ;// Size of this Unknown Section&lt;br /&gt;
            0x04    4   u32 ;// Constant = 0x0000017f&lt;br /&gt;
        ---- Unknown Data (repeats * Amount of objects)&lt;br /&gt;
            0x08    4   u32 ;// Unknown&lt;br /&gt;
            0x0C    4   u32 ;// ...&lt;br /&gt;
            etc&lt;br /&gt;
&lt;br /&gt;
    ---- Data Info Section&lt;br /&gt;
        ---- Sub-Header&lt;br /&gt;
            0x00    2   u16 ;// Size of each Data entry, always = 4&lt;br /&gt;
            0x02    2   u16 ;// Size of this Data Info Section&lt;br /&gt;
        ---- Data (repeats * Amount of objects)&lt;br /&gt;
            0x04    n   ??? ;// The Data stored here is used for several different things, explained when used.&lt;br /&gt;
            0x04+n  n   ??? ;// ...&lt;br /&gt;
            etc&lt;br /&gt;
&lt;br /&gt;
    ---- Name Section (repeats * Amount of objects)&lt;br /&gt;
        0x00    16  text;// Name of Model&lt;br /&gt;
        0x10    16  text;// ...&lt;br /&gt;
        etc&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=100% bgcolor=#d0d0d0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;1. NSBMD Format&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;It has one or two blocks - &amp;#039;MDL0&amp;#039; and &amp;#039;TEX0&amp;#039;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;MDL0&amp;#039; block is usually found at offset 0x14 (depending on how many &amp;lt;b&amp;gt;block_offset&amp;lt;/b&amp;gt;s there are before it)&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The &amp;#039;MDL0&amp;#039; block can potentially be followed by a &amp;#039;TEX0&amp;#039; block, or otherwise the &amp;#039;TEX0&amp;#039; block is defined in an external NSBTX file.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;1.1 &amp;#039;MDL0&amp;#039; Block&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
NSBMD&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
struct Nitro_Header;// File identifier is &amp;#039;BMD0&amp;#039; (Basic Model Data)&lt;br /&gt;
&lt;br /&gt;
typedef struct Block_MDL0&lt;br /&gt;
{&lt;br /&gt;
    0x00    4   u32 ;// Block identifier: &amp;#039;MDL0&amp;#039; (Model Block)&lt;br /&gt;
    0x04    4   u32 ;// Block size&lt;br /&gt;
&lt;br /&gt;
    struct Header;// Model Header: one Header object for each model&lt;br /&gt;
    {// The &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
        0x00    4   u32 ;// The offset of Model_1, relative to the start of Block_MDL0&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    ---- Model_1 (All offsets are relative to this Model_1 section)&lt;br /&gt;
&lt;br /&gt;
        0x00    4   u32 ;// Size of Model_1 (including these 4 bytes)&lt;br /&gt;
        0x04    4   u32 ;// Offset of Additional Model Data&lt;br /&gt;
        0x08    4   u32 ;// Offset of Texture &amp;amp; Palette Offset&lt;br /&gt;
        0x0C    4   u32 ;// Offset of Display List Start&lt;br /&gt;
        0x10    4   u32 ;// Offset of Display List End&lt;br /&gt;
&lt;br /&gt;
        0x14    1   u8  ;// Unknown&lt;br /&gt;
        0x15    1   u8  ;// Unknown&lt;br /&gt;
        0x16    1   u8  ;// Unknown&lt;br /&gt;
&lt;br /&gt;
        0x17    1   u8  ;// Amount of Objects&lt;br /&gt;
        0x18    1   u8  ;// Amount of Materials&lt;br /&gt;
        0x19    1   u8  ;// Amount of Polygons&lt;br /&gt;
        0x20    4   u32 ;// Unknown&lt;br /&gt;
        0x24    2   u8  ;// Amount of Vertices&lt;br /&gt;
        0x26    2   u8  ;// Amount of Surfaces&lt;br /&gt;
        0x28    2   u8  ;// Amount of Triangles&lt;br /&gt;
        0x2A    2   u8  ;// Amount of Quads&lt;br /&gt;
&lt;br /&gt;
        0x2C    2   s16 ;// Bounding box X (signed fixed point 1.3.12)&lt;br /&gt;
        0x2E    2   s16 ;// Bounding box Y (signed fixed point 1.3.12)&lt;br /&gt;
        0x30    2   s16 ;// Bounding box Z (signed fixed point 1.3.12)&lt;br /&gt;
        0x32    2   s16 ;// Bounding box Width  (signed fixed point 1.3.12)&lt;br /&gt;
        0x34    2   s16 ;// Bounding box Height (signed fixed point 1.3.12)&lt;br /&gt;
        0x36    2   s16 ;// Bounding box Depth  (signed fixed point 1.3.12)&lt;br /&gt;
&lt;br /&gt;
        0x38    4   u32 ;// Runtime use data&lt;br /&gt;
        0x3C    4   u32 ;// Runtime use data&lt;br /&gt;
&lt;br /&gt;
        struct Header;// Object Header: one Header object for each Polygonal Object&lt;br /&gt;
        {// The &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
            0x00    4   u32 ;// The offset of Object Definition, relative to the start of this Object Header&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        ---- Object Definition (repeats * Amount of objects)&lt;br /&gt;
&lt;br /&gt;
            In each definition:&lt;br /&gt;
            0x00    1   u8  ;// Transform Flag byte&lt;br /&gt;
            0x01    1   u8  ;// Unknown&lt;br /&gt;
            0x02    1   u8  ;// Unknown&lt;br /&gt;
            0x03    1   u8  ;// Unknown&lt;br /&gt;
&lt;br /&gt;
            // The Transform Flag byte is set up like so:&lt;br /&gt;
            //     bits: 7.......0&lt;br /&gt;
            //        0b NNNN PSRT&lt;br /&gt;
            //&lt;br /&gt;
            // T:  if set, Translation = Identity (No Translation)&lt;br /&gt;
            //     if = 0, then 12 bytes follow:&lt;br /&gt;
            //          0x04    4   s32 ;// Translation X (signed fixed point 1.3.12)&lt;br /&gt;
            //          0x08    4   s32 ;// Translation Y (signed fixed point 1.3.12)&lt;br /&gt;
            //          0x0C    4   s32 ;// Translation Z (signed fixed point 1.3.12)&lt;br /&gt;
            // R:  if set, Rotation = Zero (No Rotation)&lt;br /&gt;
            //     if = 0, then depends on the &amp;#039;P&amp;#039; bit.&lt;br /&gt;
            // S:  if set, Scale = Identity (No Scale)&lt;br /&gt;
            //     if = 0, then 12 bytes follow:&lt;br /&gt;
            //          0x04    4   s32 ;// Scale X (signed fixed point 1.3.12)&lt;br /&gt;
            //          0x08    4   s32 ;// Scale Y (signed fixed point 1.3.12)&lt;br /&gt;
            //          0x0C    4   s32 ;// Scale Z (signed fixed point 1.3.12)&lt;br /&gt;
            // P:  if = 0 and R = 0, then 16 bytes follow:&lt;br /&gt;
            //          0x00    4   s32 ;// Rotation A&lt;br /&gt;
            //          0x04    4   s32 ;// Rotation B&lt;br /&gt;
            //          0x08    4   s32 ;// Rotation C&lt;br /&gt;
            //          0x0C    4   s32 ;// Rotation D&lt;br /&gt;
            //     if set, Pivot exists- so 4 bytes follow:&lt;br /&gt;
            //          0x04    2   s16 ;// value A (signed fixed point 1.3.12)&lt;br /&gt;
            //          0x06    2   s16 ;// value B (signed fixed point 1.3.12)&lt;br /&gt;
            //     NNNN = Pivot matrix type (0..8)&lt;br /&gt;
            //     0:  | 1  0  0|  1:  | 0  1  0|  2:  | 0  0  1|&lt;br /&gt;
            //         | 0  A  B|      | A  0  B|      | A  B  0|&lt;br /&gt;
            //         | 0  B -A|      | B  0 -A|      | B -A  0|&lt;br /&gt;
            //&lt;br /&gt;
            //     3:  | 0  A  B|  4:  | A  0  B|  5:  | A  B  0|&lt;br /&gt;
            //         | 1  0  0|      | 0  1  0|      | 0  0  1|&lt;br /&gt;
            //         | 0  B -A|      | B  0 -A|      | B -A  0|&lt;br /&gt;
            //&lt;br /&gt;
            //     6:  | 0  A  B|  7:  | A  0  B|  8:  | A  B  0|&lt;br /&gt;
            //         | 0  B -A|      | B  0 -A|      | B -A  0|&lt;br /&gt;
            //         | 1  0  0|      | 0  1  0|      | 0  0  1|&lt;br /&gt;
&lt;br /&gt;
        ---- Bone/Skeleton Section&lt;br /&gt;
&lt;br /&gt;
            0x00    ?   definitions;&lt;br /&gt;
&lt;br /&gt;
            // Each definition consists of 1 Command Byte + Parameters. Each Parameter is 1 byte.&lt;br /&gt;
            // &lt;br /&gt;
            // Command  Params  Description&lt;br /&gt;
            // 0x06     3       params: Object ID, Parent ID, dummy 0&lt;br /&gt;
            // 0x26     4       params: Object ID, Parent ID, dummy 0, Stack ID&lt;br /&gt;
            // 0x46     4       params: Object ID, Parent ID, dummy 0, Stack ID&lt;br /&gt;
            // 0x66     5       params: Object ID, Parent ID, dummy 0, Stack ID, Restore ID&lt;br /&gt;
            // &lt;br /&gt;
            // 0x00     0       NOP (empty command)&lt;br /&gt;
            // 0x01     0       End of Bone/Skeleton Section&lt;br /&gt;
            // 0x02     2       params: Node ID, Visibility&lt;br /&gt;
            // 0x03     1       Set Polygon Stack ID?&lt;br /&gt;
            // 0x04     3       params: Material ID, 0x5, Polygon ID&lt;br /&gt;
            // 0x05     1       ??&lt;br /&gt;
            // 0x06     3       params: Object ID, Parent ID, Dummy 0&lt;br /&gt;
            // 0x07     1       ??&lt;br /&gt;
            // 0x08     1       ??&lt;br /&gt;
            // 0x09     8       ??&lt;br /&gt;
            // &lt;br /&gt;
            // 0x0B     0       BEGIN (indicate begin of Polygon/Material pairing)&lt;br /&gt;
            // 0x2B     0       END (indicate end of Polygon/Material pairing)&lt;br /&gt;
            // &lt;br /&gt;
            // These are Material/Polygon pairing commands, 4 bytes.&lt;br /&gt;
            // The lower nibble of 2nd Paramter must be 5.&lt;br /&gt;
            // 0x04     3       Material ID, 05, Polygon ID&lt;br /&gt;
            // 0x24     3       ...&lt;br /&gt;
            // 0x44     3       ...&lt;br /&gt;
&lt;br /&gt;
        ---- Texture &amp;amp; Palette Offset&lt;br /&gt;
&lt;br /&gt;
            0x00    2   u16 ;// Offset of Texture Section (relative to Texture &amp;amp; Palette Offset)&lt;br /&gt;
            0x02    2   u16 ;// Offset of Palette Section (relative to Texture &amp;amp; Palette Offset)&lt;br /&gt;
&lt;br /&gt;
        ---- Material Section&lt;br /&gt;
&lt;br /&gt;
            struct Header;// Material Header: one Header object for each material&lt;br /&gt;
            {// The &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
                0x00    4   u32 ;// The offset of Material Definition, relative to the start of this Material Section&lt;br /&gt;
            }&lt;br /&gt;
&lt;br /&gt;
            ---- Texture Section&lt;br /&gt;
&lt;br /&gt;
                struct Header;// Texture Header: one Header object for each texture&lt;br /&gt;
                {// The u32 &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
                    0x00    2   u16 ;// Offset of Matching Data (relative to Texture &amp;amp; Palette Offset)&lt;br /&gt;
                    0x02    2   u16 ;// Amount of associated Materials (a texture can be in more than one material)&lt;br /&gt;
                }&lt;br /&gt;
&lt;br /&gt;
            ---- Palette Section&lt;br /&gt;
&lt;br /&gt;
                struct Header;// Palette Header: one Header object for each palette&lt;br /&gt;
                {// The u32 &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
                    0x00    2   u16 ;// Offset of Matching Data (relative to Texture &amp;amp; Palette Offset)&lt;br /&gt;
                    0x02    2   u16 ;// Amount of associated Materials (a palette can be in more than one material)&lt;br /&gt;
                }&lt;br /&gt;
&lt;br /&gt;
            ---- Material Definition (repeats * Amount of Materials)&lt;br /&gt;
                ;// Usually 48 bytes for each material&lt;br /&gt;
&lt;br /&gt;
        ---- Polygon Section&lt;br /&gt;
&lt;br /&gt;
            struct Header;// Polygon Header: one Header object for each material&lt;br /&gt;
            {// The &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
                0x00    4   u32 ;// The offset of Polygon Definition, relative to the start of this Polygon Section&lt;br /&gt;
            }&lt;br /&gt;
&lt;br /&gt;
            ---- Polygon Definition (repeats * Amount of Polygons)&lt;br /&gt;
&lt;br /&gt;
                0x00    4   u32 ;// &lt;br /&gt;
                0x04    4   u32 ;// &lt;br /&gt;
                0x08    4   u32 ;// Offset of Display List, relative to Polygon Definition, see below&lt;br /&gt;
                0x0c    4   u32 ;// Size of Display List&lt;br /&gt;
&lt;br /&gt;
                0x10    4   u32 ;// &lt;br /&gt;
                0x14    4   u32 ;// &lt;br /&gt;
                0x18    4   u32 ;// Offset of Display List, relative to Polygon Definition, see below&lt;br /&gt;
                0x1c    4   u32 ;// Size of Display List&lt;br /&gt;
&lt;br /&gt;
                ...&lt;br /&gt;
&lt;br /&gt;
            ---- Display List&lt;br /&gt;
                // The Display List is actually packed geometry command.&lt;br /&gt;
                // See the DStek specification for more information:&lt;br /&gt;
                // http://www.akkit.org/info/gbatek.htm#ds3dvideo&lt;br /&gt;
&lt;br /&gt;
    ---- Model_2&lt;br /&gt;
        ...&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=100% bgcolor=#d0d0d0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;2. NSBTX Format&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The NSBTX file format stores texture image and palette information.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;2.1 &amp;#039;TEX0&amp;#039; Block&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;TEX0&amp;#039; Block can be found in certain NSBMD files, not just in NSBTX files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
NSBTX&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
struct Nitro_Header;// File identifier is &amp;#039;BTX0&amp;#039; (Basic Texture)&lt;br /&gt;
&lt;br /&gt;
typedef struct Block_TEX0&lt;br /&gt;
{&lt;br /&gt;
    0x00    4   u32 ;// Block identifier: &amp;#039;TEX0&amp;#039; (Texture Block)&lt;br /&gt;
    0x04    4   u32 ;// Block size&lt;br /&gt;
&lt;br /&gt;
    ---- Texture Header&lt;br /&gt;
&lt;br /&gt;
        0x08    4   u32 ;// Padding (= 0)&lt;br /&gt;
        0x0C    2   u16 ;// Texture Data Size (bitshift &amp;lt;&amp;lt; 3)&lt;br /&gt;
        0x0E    2   u16 ;// Texture Info Offset (0x3C)&lt;br /&gt;
&lt;br /&gt;
        0x10    4   u32 ;// Padding (= 0) &lt;br /&gt;
        0x14    4   u32 ;// Texture Data Offset&lt;br /&gt;
        0x18    4   u32 ;// Padding (= 0) &lt;br /&gt;
        0x1C    2   u16 ;// Compressed Texture Data Size (bitshift &amp;lt;&amp;lt; 3)&lt;br /&gt;
        0x1E    2   u16 ;// Compressed Texture Info Offset (0x3C)&lt;br /&gt;
&lt;br /&gt;
        0x20    4   u32 ;// Padding (= 0)&lt;br /&gt;
        0x24    4   u32 ;// Compressed Texture Data Offset&lt;br /&gt;
        0x28    4   u32 ;// Compressed Texture Info Data Offset&lt;br /&gt;
        0x2C    4   u32 ;// Padding (= 0)&lt;br /&gt;
        0x30    4   u32 ;// Palette Data Size (bitshift &amp;lt;&amp;lt; 3)&lt;br /&gt;
        0x34    4   u32 ;// Palette Info Offset&lt;br /&gt;
        0x38    4   u32 ;// Palette Data Offset&lt;br /&gt;
&lt;br /&gt;
    ---- Texture Info Section&lt;br /&gt;
&lt;br /&gt;
        struct Header;// Texture Header: one Header object for each texture&lt;br /&gt;
        {// The u32 &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
            0x00    2   u16 ;// (bitshift &amp;lt;&amp;lt; 3) Texture Offset, relative to the start of Texture Data&lt;br /&gt;
            0x02    2   u16 ;// Parameters&lt;br /&gt;
            // The format is:&lt;br /&gt;
            // bit:  15..............0&lt;br /&gt;
            //    0 b --CFFFHHHWWW-----&lt;br /&gt;
            // where:&lt;br /&gt;
            // C = Palette ID&lt;br /&gt;
            // F = Format (0-7)&lt;br /&gt;
            // H = Height (8 &amp;lt;&amp;lt; Height)&lt;br /&gt;
            // W = Width (8 &amp;lt;&amp;lt; Width)&lt;br /&gt;
            // &lt;br /&gt;
            // To Calculate the Data Size of a Texture:&lt;br /&gt;
            // Bit Depth = Format:&amp;lt;0, 8, 2, 4, 8, 2, 8, 16&amp;gt;&lt;br /&gt;
            // Width * Height * BitDepth / 8&lt;br /&gt;
            0x04    1   u8  ;// Width (should match W &amp;lt;&amp;lt; 3)&lt;br /&gt;
            0x05    1   u8  ;// Unknown (is 0x00 or 0x80)&lt;br /&gt;
            0x06    1   u8  ;// Height? (can be 0, 1, 2, 4, 8)&lt;br /&gt;
            0x07    1   u8  ;// Unknown (is 0x80)    &lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
    ---- Palette Info Section&lt;br /&gt;
&lt;br /&gt;
        struct Header;// Palette Header: one Header object for each palette&lt;br /&gt;
        {// The u32 &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
            0x00    2   u16 ;// (bitshift &amp;lt;&amp;lt; 3) Palette Offset, relative to the start of Palette Data&lt;br /&gt;
            0x00    2   u16 ;// Unknown (is 0 or 1)&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
    ---- Texture Data Section&lt;br /&gt;
&lt;br /&gt;
    ---- Compressed Texture Data Section&lt;br /&gt;
&lt;br /&gt;
    ---- Compressed Texture Info Data Section&lt;br /&gt;
&lt;br /&gt;
    ---- Palette Data Section&lt;br /&gt;
&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=100% bgcolor=#d0d0d0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;3. NSBCA Format&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The NSBCA file format stores character skeletal animation data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;3.1 &amp;#039;JNT0&amp;#039; Block&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;JNT0&amp;#039; Block can be found in NSBCA files, it stores bone/joint animation data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
NSBCA&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
struct Nitro_Header;// File identifier is &amp;#039;BCA0&amp;#039; (Basic Character Animation)&lt;br /&gt;
&lt;br /&gt;
typedef struct Block_JNT0&lt;br /&gt;
{&lt;br /&gt;
    0x00    4   u32 ;// Block identifier: &amp;#039;JNT0&amp;#039; (Joint Block)&lt;br /&gt;
    0x04    4   u32 ;// Block size&lt;br /&gt;
&lt;br /&gt;
    struct Header;// Joint Header: one Header object for each joint&lt;br /&gt;
    {// The &amp;#039;Data&amp;#039; for this Header is like so:&lt;br /&gt;
        0x00    4   u32 ;// The offset of Joint_1, relative to the start of Block_JNT0&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    ---- Joint Section (repeats * Amount of Objects)&lt;br /&gt;
&lt;br /&gt;
        0x00    4   u32 ;// Magic Stamp &amp;#039;J.AC&amp;#039; (Joint Animation Content ?)&lt;br /&gt;
        0x04    2   u16 ;// Amount of Frames        &lt;br /&gt;
        0x06    2   u16 ;// Amount of Objects being animated. Should equal to the number of Objects in a model.&lt;br /&gt;
        0x08    4   u32 ;// Unknown  &lt;br /&gt;
        0x0C    4   u32 ;// Offset to Offset1 chunk. Relative to start of this block.&lt;br /&gt;
        0x10    4   u32 ;// Offset to Offset2 chunk. Relative to start of this block.&lt;br /&gt;
&lt;br /&gt;
        0x14    4   u32 ;// Object Info Offset (repeats * Amount of Objects), relative to start of this Joint Section.&lt;br /&gt;
&lt;br /&gt;
        ---- Object Info - Repeats * Number of Objects&lt;br /&gt;
            0x00    2   u16 ;// Flag - Indicates what sort of Transformations are applied.&lt;br /&gt;
            // The format is:&lt;br /&gt;
            // bit:  15..............0&lt;br /&gt;
            //    0 b --zyx-Sr-RZYX-T-&lt;br /&gt;
            // T is Translation&lt;br /&gt;
            // R is Rotation&lt;br /&gt;
            // S is Scale&lt;br /&gt;
            // If these bits are cleared, transformation data follows.&lt;br /&gt;
            //  X, Y, Z, r, x, y, z are flags that identify how the data is stored.&lt;br /&gt;
            0x02    1   u32 ;// Unknown&lt;br /&gt;
            0x03    1   u32 ;// ID Number&lt;br /&gt;
&lt;br /&gt;
        ---- Transformation Info (Translation XYZ, Rotation, Scale XYZ) when set&lt;br /&gt;
&lt;br /&gt;
            0x00    4   u32 ;// Actual value.&lt;br /&gt;
&lt;br /&gt;
        ---- Transformation Info (Translation XYZ, Rotation, Scale XYZ) when cleared&lt;br /&gt;
&lt;br /&gt;
            0x00    2   u16 ;// Unknown - typically 0.&lt;br /&gt;
            0x02    2   u16 ;// Unknown &lt;br /&gt;
            0x04    4   u32 ;// Offset to data. Relative to end Object Info Header (Object Info Offset + 4).&lt;br /&gt;
&lt;br /&gt;
    ---- Offset1 Chunk - Repeats until Offset2&lt;br /&gt;
&lt;br /&gt;
        0x00    2   u16 ;// I&amp;#039;ve seen 36, 32 &amp;amp; 0.&lt;br /&gt;
        0x02    2   s16 ;// Unknown&lt;br /&gt;
        0x04    2   s16 ;// Unknown&lt;br /&gt;
&lt;br /&gt;
    ---- Offset2 Chunk - Repeats until end of file&lt;br /&gt;
&lt;br /&gt;
        // All transformation offsets point somewhere in this section.&lt;br /&gt;
        // It&amp;#039;s clearly broken up into parts (Translation, Rotation &amp;amp; Scale) however I&amp;#039;m not totally sure how data is store in here yet.&lt;br /&gt;
&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=100% bgcolor=#d0d0d0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;4. NSBTP Format&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The NSBTP file format stores texture pattern animation data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;4.1 &amp;#039;PAT0&amp;#039; Block&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;PAT0&amp;#039; Block can be found in NSBTP files, it stores pattern animation data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
NSBTP&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
struct Nitro_Header;// File identifier is &amp;#039;BTP0&amp;#039; (Basic Texture Pattern animation)&lt;br /&gt;
&lt;br /&gt;
typedef struct Block_PAT0&lt;br /&gt;
{&lt;br /&gt;
    0x00    4   u32 ;// Block identifier: &amp;#039;PAT0&amp;#039; (Pattern Block)&lt;br /&gt;
    0x04    4   u32 ;// Block size&lt;br /&gt;
&lt;br /&gt;
    // Unknown beyond this point&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=100% bgcolor=#d0d0d0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;5. NSBTA Format&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The NSBTA file format stores texture animation data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;5.1 &amp;#039;SRT0&amp;#039; Block&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;SRT0&amp;#039; Block can be found in NSBTA files, texture animation data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
NSBTA&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
struct Nitro_Header;// File identifier is &amp;#039;BTA0&amp;#039; (Basic Texture Animation)&lt;br /&gt;
&lt;br /&gt;
typedef struct Block_SRT0&lt;br /&gt;
{&lt;br /&gt;
    0x00    4   u32 ;// Block identifier: &amp;#039;SRT0&amp;#039; (??? Block)&lt;br /&gt;
    0x04    4   u32 ;// Block size&lt;br /&gt;
&lt;br /&gt;
    // Unknown beyond this point&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=100% bgcolor=#d0d0d0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;6. NSBMA Format&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The NSBMA file format stores material animation data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;6.1 &amp;#039;MAT0&amp;#039; Block&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;MAT0&amp;#039; Block can be found in NSBMA files, it stores material animation data.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
NSBMA&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
struct Nitro_Header;// File identifier is &amp;#039;BMA0&amp;#039; (Basic Material Animation)&lt;br /&gt;
&lt;br /&gt;
typedef struct Block_MAT0&lt;br /&gt;
{&lt;br /&gt;
    0x00    4   u32 ;// Block identifier: &amp;#039;MAT0&amp;#039; (Material Block)&lt;br /&gt;
    0x04    4   u32 ;// Block size&lt;br /&gt;
&lt;br /&gt;
    // Unknown beyond this point&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=100% bgcolor=#d0d0d0&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;7. NSBVA Format&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The NSBVA file format stores general-purpose value animation data perhaps ..?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;7.1 &amp;#039;VIS0&amp;#039; Block&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;VIS0&amp;#039; Block can be found in NSBVA files, it stores value animation data perhaps ..?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
NSBVA&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
struct Nitro_Header;// File identifier is &amp;#039;BVA0&amp;#039; (Basic ??? Animation)&lt;br /&gt;
&lt;br /&gt;
typedef struct Block_VIS0&lt;br /&gt;
{&lt;br /&gt;
    0x00    4   u32 ;// Block identifier: &amp;#039;VIS0&amp;#039; (??? Block)&lt;br /&gt;
    0x04    4   u32 ;// Block size&lt;br /&gt;
&lt;br /&gt;
    // Unknown beyond this point&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
[[Category:File Formats]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PlayStation_Portable&amp;diff=2391</id>
		<title>PlayStation Portable</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PlayStation_Portable&amp;diff=2391"/>
		<updated>2020-02-08T19:39:04Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* PPSSPP */ PPSSPP is one of the more famous emulators isn&amp;#039;t it? Why &amp;quot;Surprisingly&amp;quot; good?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PSP-1000.jpg|right|350px|link=]]&lt;br /&gt;
The PlayStation Portable (or PSP) is a handheld game console made by Sony in 2004.&lt;br /&gt;
&lt;br /&gt;
PSP is the only handheld video game console to use Universal Media Disc (UMD) as its primary storage medium.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
Most PSP game rips come in the form of an ISO file. These can be mounted or viewed using standard mounting tools, such as [[Daemon Tools]], and the game&amp;#039;s files can be viewed using your computer&amp;#039;s file explorer.&lt;br /&gt;
&lt;br /&gt;
In some cases, games will come in &amp;quot;.CSO&amp;quot; format. These will need to be converted into an ISO format before being used. There are a number of conversion tools available online.&lt;br /&gt;
&lt;br /&gt;
===Gitmo===&lt;br /&gt;
[[File:Gitmo-screenshot.png|thumb|right|200px|Gitmo interface]]&lt;br /&gt;
&lt;br /&gt;
Gitmo is a free tool that finds and extracts [[GMO]] and [[GIM]] files. It is available for Windows at [http://www.richwhitehouse.com/index.php?content=inc_projects.php&amp;amp;showcat=Everything&amp;amp;page=2#prjmp88 www.richwhitehouse.com].&lt;br /&gt;
&lt;br /&gt;
In order to use it you need to: &lt;br /&gt;
# Specify the path to a file or a folder you wish to search &lt;br /&gt;
# Specify the path to the folder where you want found files to be extracted&lt;br /&gt;
# Click the &amp;quot;Grab&amp;quot; button&lt;br /&gt;
&lt;br /&gt;
It is also possible to convert extracted GIM files to PNG right away or disable the extraction of GIM files at all.&lt;br /&gt;
&lt;br /&gt;
The main downside of this method is that Gitmo can not extract the files with their original names and directory structure. It makes identifying the models and finding correct textures troublesome, but in many cases it is the only available option.&lt;br /&gt;
===Texture Extractor/Reinserter (TextER)===&lt;br /&gt;
TextER can be found for Windows at [http://www.romhacking.net/utilities/659 www.romhacking.net]. It allows you to extract .[[GIM]] files found within other files. This method doesn&amp;#039;t return the correct file names, but the benefit it gives over [[PlayStation_Portable#Gitmo|Gitmo]] is that it can be used from a command line, gives a better file name as a result, and often produces more reliable results.&lt;br /&gt;
&lt;br /&gt;
A batch file can be created to make ripping [[GIM]] files from multiple containers quicker. Save the code below into a &amp;quot;.bat&amp;quot; file, and include it in the same file as texter. Running the .bat file will then extract any gim files found within all of the files in the same folder as both TextER.exe and your batch file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;for %%X in (*.*) do texter -e &amp;quot;%%X&amp;quot; -gim&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GimConv===&lt;br /&gt;
&lt;br /&gt;
===[[Noesis]]===&lt;br /&gt;
Can be used with several common sprite, texture and model formats for the PSP, as well as a number of specific PSP games.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Noesis]] page.&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.[[GMO]]&amp;#039;&amp;#039;&amp;#039; - Model/Animation data (supported by [[Noesis]])&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.[[GIM]]&amp;#039;&amp;#039;&amp;#039; - Texture/Sprite data (supported by [[Noesis]])&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.[[PMF]]&amp;#039;&amp;#039;&amp;#039; - Video data (partially supported by [[VLC Media Player]] and [[Media Player Classic]] (Missing audio))&lt;br /&gt;
&lt;br /&gt;
==Recommended Emulators==&lt;br /&gt;
===PPSSPP===&lt;br /&gt;
Good PSP emulator with high compatibility. Still a WIP, so some games won&amp;#039;t work.&lt;br /&gt;
==== GE Debugger Tutorial ====&lt;br /&gt;
PPSSPP comes with a graphics viewer that not only draws out the frame, but also presents sprites in their entirety depending on the game used.&lt;br /&gt;
&lt;br /&gt;
GE Debugger can be accessed in the Debug menu, or by pressing Ctrl G, at any point during gameplay.&lt;br /&gt;
&lt;br /&gt;
[[File:GEDebuggerBreakdown.png|center]]&lt;br /&gt;
&lt;br /&gt;
# Step Frame: Advances emulator by one frame.&lt;br /&gt;
# Step Tex: Draws current frame one texture at a time (Background, shadows if any, sprites, passable objects).&lt;br /&gt;
# Step Draw: Draws current frame one tile at a time.&lt;br /&gt;
# Step Prim: A faster method of Step Draw, but with a red highlight that passes through the drawn scene, adding more tiles with each press of the button.  Holding down Enter while Step Prim is highlighted will draw the entire scene quicker and jump to the next frame.&lt;br /&gt;
# Step Into: Similar to Step Prim, but focuses on adding connected tiles and sprites obtained from the &amp;quot;CLUT&amp;quot; (a.k.a &amp;quot;clutter&amp;quot;, first shown in the smaller of the two windows).&lt;br /&gt;
# Resume: Unpauses Emulator while GE Debugger is still active.&lt;br /&gt;
# Force Opaque: Adds transparency, though some portions will only dim the transparency to a nonexistent shade.&lt;br /&gt;
# Show CLUT: Replaces current frame with the tiles or sprites that have been drawn into the frame, while adding their palettes to the smaller window.&lt;br /&gt;
&lt;br /&gt;
It is best to pause the emulator at the point you wish to view or rip sprites by pressing F8 as it will not automatically pause once the window appears.  Afterwards, click on the emulator and unpause it.  The first time will still freeze the emulator, but afterwards, you must press one of the &amp;quot;Step&amp;quot; buttons in order to halt progress.&lt;br /&gt;
&lt;br /&gt;
When accessing a new frame, the entire scene will be washed out, leaving you to press any of the &amp;quot;Step&amp;quot; buttons in order to draw the scene in.  There is currently no known way of saving either the background or the CLUT other than printing the screen and pasting it to a paint editing software.&lt;br /&gt;
&lt;br /&gt;
For Backgrounds, it&amp;#039;s best to use &amp;quot;Step Tex&amp;quot; to draw the scene as it appears (minus any passable objects), then Print Screen to whichever paint software you desire, then continue drawing the frame until the rest of the background is presented, or combine them with tiles matching whichever part of the object is tangible.&lt;br /&gt;
&lt;br /&gt;
For Sprites, make sure &amp;quot;Show CLUT&amp;quot; is unchecked.  GE draws the frame from back to front, meaning the tiles for the farthest background will be drawn first.  Press &amp;quot;Step Tex&amp;quot; until you see the incomplete background, then use &amp;quot;Step Draw&amp;quot; while paying attention to the CLUT on the smaller window until the tiles switch to the current sprites in the area.  Check &amp;quot;Show CLUT&amp;quot; and you will quickly notice that the sprites are too small and pixelated to be ripped.  That&amp;#039;s because both windows, by default, shrinks the sheet to fit their dimensions.  Double clicking the window the CLUT shows up in will zoom them to their proper size, so all that&amp;#039;s left is to find the appropriate sprites by clicking anywhere within the window and dragging it around until the sprites appear.&lt;br /&gt;
&lt;br /&gt;
===Jpcsp===&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = PlayStation Portable Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=GIM&amp;diff=2390</id>
		<title>GIM</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=GIM&amp;diff=2390"/>
		<updated>2020-02-08T19:37:27Z</updated>

		<summary type="html">&lt;p&gt;Poudink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GIM is a common image format used in [[PlayStation Portable]] games.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
===[[Noesis]]===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[Noesis]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Noesis allows you to convert GIM into many common image formats like PNG. It also includes a batch option. &lt;br /&gt;
&lt;br /&gt;
===Gitmo===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[PlayStation_Portable#Gitmo|Gitmo]] entry on the [[PlayStation Portable]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==List of games using the format==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The list is not complete! Feel free to add other games that are known to use aforementioned format.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;All of the following games are for [[PSP]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Compressed/Encrypted&lt;br /&gt;
|-&lt;br /&gt;
| [[Ano Hi Mita Hana no Namae o Bokutachi wa Mada Shiranai]] || Yes ([[CPK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Danganronpa: Kibou no Gakuen to Zetsubou no Koukousei]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Otome wa Boku ni Koishiteru Portable]] || Yes ([[CPK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Danganronpa 2: Farewell Despair Academy]] || Yes ([[CPK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Sword Art Online: Infinity Moment]] || Yes ([[CPK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Toradora Portable]] || Yes&lt;br /&gt;
|}&lt;br /&gt;
[[Category:File Formats]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=CPK&amp;diff=2389</id>
		<title>CPK</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=CPK&amp;diff=2389"/>
		<updated>2020-02-08T19:26:40Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* CriPakTools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;CPK&amp;#039;&amp;#039;&amp;#039; is an archive format developed by &amp;#039;&amp;#039;CRI Middleware&amp;#039;&amp;#039;. It is used in games for a variety of platforms. Files of this format have a .cpk extension.&lt;br /&gt;
&lt;br /&gt;
The first four bytes of the file always have the value &amp;#039;&amp;#039;0x43504B20&amp;#039;&amp;#039; (&amp;quot;CPK &amp;quot;).&lt;br /&gt;
==Tools==&lt;br /&gt;
===CriPakTools===&lt;br /&gt;
This tool was made specifically for extracting CPK files.&lt;br /&gt;
There are countless forks and forks of forks of CriPakTools all made by different people. [https://github.com/wmltogether/CriPakTools/releases This] is the recommended version. It it a modified version made by wmltogether of a modified version made by uyjulian of a modified version made by esperknight of a modified version made by Nanachi3, itself based on the original version of the tool made by Falo on the XentaX forums. That version itself has several forks which may vary in features. As such, other versions might be worth checking out if this one doesn&amp;#039;t have what you are looking for.&lt;br /&gt;
&lt;br /&gt;
Compared to [[Noesis]] and [[QuickBMS]], CriPakTools seems to be the only one able to extract CPK files from Nichijou: Uchuujin on the [[PSP]] and maybe some other games as well.&lt;br /&gt;
&lt;br /&gt;
===[[Noesis]]===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[Noesis]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Noesis supports the format by default.&lt;br /&gt;
===[[QuickBMS]]===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[QuickBMS]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can extract &amp;#039;&amp;#039;CPK&amp;#039;&amp;#039; archives using [http://aluigi.altervista.org/papers/bms/cpk.bms this] script.&lt;br /&gt;
&lt;br /&gt;
==List of games using the format==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The list is not complete! Feel free to add other games that are known to use aforementioned format.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
===[[Nintendo 3DS]]===&lt;br /&gt;
* [[Persona Q2]]&lt;br /&gt;
* [[Pripara Aim Mezase Idol Grand Prix No.1]]&lt;br /&gt;
&lt;br /&gt;
===[[Nintendo Switch]]===&lt;br /&gt;
* [[Mario &amp;amp; Sonic at the Olympic Games Tokyo 2020]]&lt;br /&gt;
&lt;br /&gt;
===[[Wii U]]===&lt;br /&gt;
* [[Mario &amp;amp; Sonic at the Rio 2016 Olympic Games]]&lt;br /&gt;
* [[Star Fox Guard]]&lt;br /&gt;
* [[Star Fox Zero]]&lt;br /&gt;
* [[Tokyo Mirage Sessions ♯FE]]&lt;br /&gt;
* [[Xenoblade Chronicles X]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation 3]]===&lt;br /&gt;
* [[Dragon&amp;#039;s Crown]]&lt;br /&gt;
* [[Hyperdimension Neptunia]]&lt;br /&gt;
* [[J-Stars Victory Vs]]&lt;br /&gt;
* [[JoJo&amp;#039;s Bizarre Adventure: All Star Battle]]&lt;br /&gt;
* [[JoJo&amp;#039;s Bizarre Adventure: Eyes of Heaven]]&lt;br /&gt;
* [[Persona 5]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Portable]]===&lt;br /&gt;
* [[Ano Hi Mita Hana no Namae o Bokutachi wa Mada Shiranai]]&lt;br /&gt;
* [[Bakemonogatari Portable]]&lt;br /&gt;
* [[Fairy Tail: Portable Guild]]&lt;br /&gt;
* [[Fate/Extra]]&lt;br /&gt;
* [[Fate/Extra|Fate/Extra CCC]]&lt;br /&gt;
* [[Otome wa Boku ni Koishiteru Portable]]&lt;br /&gt;
* [[Nichijou: Uchuujin]]&lt;br /&gt;
* [[Persona 3 Portable]]&lt;br /&gt;
* [[Sakura-Sou no Pet na Kanojo]]&lt;br /&gt;
* [[Sword Art Online: Infinity Moment]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Vita]]===&lt;br /&gt;
* [[Love Live! School Idol Paradise]]&lt;br /&gt;
* [[Persona 4 Golden]]&lt;br /&gt;
* [[Persona 5: Dancing in Starlight]]&lt;br /&gt;
&lt;br /&gt;
===Mobile===&lt;br /&gt;
* [[Final Fantasy Brave Exvius]]&lt;br /&gt;
&lt;br /&gt;
===Multi-platform===&lt;br /&gt;
* [[Anarchy Reigns]]&lt;br /&gt;
* [[Bayonetta]]&lt;br /&gt;
* [[Danganronpa Another Episode: Ultra Despair Girls]]&lt;br /&gt;
* [[Danganronpa V3: Killing Harmony]]&lt;br /&gt;
* [[Metal Gear Rising: Revengeance]]&lt;br /&gt;
* [[Sonic Lost World]]&lt;br /&gt;
* [[Vanquish]]&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Archive Formats]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=CPK&amp;diff=2388</id>
		<title>CPK</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=CPK&amp;diff=2388"/>
		<updated>2020-02-08T19:25:56Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;CPK&amp;#039;&amp;#039;&amp;#039; is an archive format developed by &amp;#039;&amp;#039;CRI Middleware&amp;#039;&amp;#039;. It is used in games for a variety of platforms. Files of this format have a .cpk extension.&lt;br /&gt;
&lt;br /&gt;
The first four bytes of the file always have the value &amp;#039;&amp;#039;0x43504B20&amp;#039;&amp;#039; (&amp;quot;CPK &amp;quot;).&lt;br /&gt;
==Tools==&lt;br /&gt;
===CriPakTools===&lt;br /&gt;
This tool was made specifically for extracting [[CPK]] files.&lt;br /&gt;
There are countless forks and forks of forks of CriPakTools all made by different people. [https://github.com/wmltogether/CriPakTools/releases This] is the recommended version. It it a modified version made by wmltogether of a modified version made by uyjulian of a modified version made by esperknight of a modified version made by Nanachi3, itself based on the original version of the tool made by Falo on the XentaX forums. That version itself has several forks which may vary in features. As such, other versions might be worth checking out if this one doesn&amp;#039;t have what you are looking for.&lt;br /&gt;
&lt;br /&gt;
Compared to [[Noesis]] and [[QuickBMS]], [[CriPakTools]] seems to be the only one able to extract [[CPK]] files from [[Nichijou: Uchuujin]] on the [[PSP]] and maybe some other games as well.&lt;br /&gt;
===[[Noesis]]===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[Noesis]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Noesis supports the format by default.&lt;br /&gt;
===[[QuickBMS]]===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[QuickBMS]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can extract &amp;#039;&amp;#039;CPK&amp;#039;&amp;#039; archives using [http://aluigi.altervista.org/papers/bms/cpk.bms this] script.&lt;br /&gt;
&lt;br /&gt;
==List of games using the format==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The list is not complete! Feel free to add other games that are known to use aforementioned format.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
===[[Nintendo 3DS]]===&lt;br /&gt;
* [[Persona Q2]]&lt;br /&gt;
* [[Pripara Aim Mezase Idol Grand Prix No.1]]&lt;br /&gt;
&lt;br /&gt;
===[[Nintendo Switch]]===&lt;br /&gt;
* [[Mario &amp;amp; Sonic at the Olympic Games Tokyo 2020]]&lt;br /&gt;
&lt;br /&gt;
===[[Wii U]]===&lt;br /&gt;
* [[Mario &amp;amp; Sonic at the Rio 2016 Olympic Games]]&lt;br /&gt;
* [[Star Fox Guard]]&lt;br /&gt;
* [[Star Fox Zero]]&lt;br /&gt;
* [[Tokyo Mirage Sessions ♯FE]]&lt;br /&gt;
* [[Xenoblade Chronicles X]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation 3]]===&lt;br /&gt;
* [[Dragon&amp;#039;s Crown]]&lt;br /&gt;
* [[Hyperdimension Neptunia]]&lt;br /&gt;
* [[J-Stars Victory Vs]]&lt;br /&gt;
* [[JoJo&amp;#039;s Bizarre Adventure: All Star Battle]]&lt;br /&gt;
* [[JoJo&amp;#039;s Bizarre Adventure: Eyes of Heaven]]&lt;br /&gt;
* [[Persona 5]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Portable]]===&lt;br /&gt;
* [[Ano Hi Mita Hana no Namae o Bokutachi wa Mada Shiranai]]&lt;br /&gt;
* [[Bakemonogatari Portable]]&lt;br /&gt;
* [[Fairy Tail: Portable Guild]]&lt;br /&gt;
* [[Fate/Extra]]&lt;br /&gt;
* [[Fate/Extra|Fate/Extra CCC]]&lt;br /&gt;
* [[Otome wa Boku ni Koishiteru Portable]]&lt;br /&gt;
* [[Nichijou: Uchuujin]]&lt;br /&gt;
* [[Persona 3 Portable]]&lt;br /&gt;
* [[Sakura-Sou no Pet na Kanojo]]&lt;br /&gt;
* [[Sword Art Online: Infinity Moment]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Vita]]===&lt;br /&gt;
* [[Love Live! School Idol Paradise]]&lt;br /&gt;
* [[Persona 4 Golden]]&lt;br /&gt;
* [[Persona 5: Dancing in Starlight]]&lt;br /&gt;
&lt;br /&gt;
===Mobile===&lt;br /&gt;
* [[Final Fantasy Brave Exvius]]&lt;br /&gt;
&lt;br /&gt;
===Multi-platform===&lt;br /&gt;
* [[Anarchy Reigns]]&lt;br /&gt;
* [[Bayonetta]]&lt;br /&gt;
* [[Danganronpa Another Episode: Ultra Despair Girls]]&lt;br /&gt;
* [[Danganronpa V3: Killing Harmony]]&lt;br /&gt;
* [[Metal Gear Rising: Revengeance]]&lt;br /&gt;
* [[Sonic Lost World]]&lt;br /&gt;
* [[Vanquish]]&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Archive Formats]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=PlayStation_Portable&amp;diff=2387</id>
		<title>PlayStation Portable</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=PlayStation_Portable&amp;diff=2387"/>
		<updated>2020-02-08T19:04:59Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* Common File Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PSP-1000.jpg|right|350px|link=]]&lt;br /&gt;
The PlayStation Portable (or PSP) is a handheld game console made by Sony in 2004.&lt;br /&gt;
&lt;br /&gt;
PSP is the only handheld video game console to use Universal Media Disc (UMD) as its primary storage medium.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
Most PSP game rips come in the form of an ISO file. These can be mounted or viewed using standard mounting tools, such as [[Daemon Tools]], and the game&amp;#039;s files can be viewed using your computer&amp;#039;s file explorer.&lt;br /&gt;
&lt;br /&gt;
In some cases, games will come in &amp;quot;.CSO&amp;quot; format. These will need to be converted into an ISO format before being used. There are a number of conversion tools available online.&lt;br /&gt;
&lt;br /&gt;
===Gitmo===&lt;br /&gt;
[[File:Gitmo-screenshot.png|thumb|right|200px|Gitmo interface]]&lt;br /&gt;
&lt;br /&gt;
Gitmo is a free tool that finds and extracts [[GMO]] and [[GIM]] files. It is available for Windows at [http://www.richwhitehouse.com/index.php?content=inc_projects.php&amp;amp;showcat=Everything&amp;amp;page=2#prjmp88 www.richwhitehouse.com].&lt;br /&gt;
&lt;br /&gt;
In order to use it you need to: &lt;br /&gt;
# Specify the path to a file or a folder you wish to search &lt;br /&gt;
# Specify the path to the folder where you want found files to be extracted&lt;br /&gt;
# Click the &amp;quot;Grab&amp;quot; button&lt;br /&gt;
&lt;br /&gt;
It is also possible to convert extracted GIM files to PNG right away or disable the extraction of GIM files at all.&lt;br /&gt;
&lt;br /&gt;
The main downside of this method is that Gitmo can not extract the files with their original names and directory structure. It makes identifying the models and finding correct textures troublesome, but in many cases it is the only available option.&lt;br /&gt;
===Texture Extractor/Reinserter (TextER)===&lt;br /&gt;
TextER can be found for Windows at [http://www.romhacking.net/utilities/659 www.romhacking.net]. It allows you to extract .[[GIM]] files found within other files. This method doesn&amp;#039;t return the correct file names, but the benefit it gives over [[PlayStation_Portable#Gitmo|Gitmo]] is that it can be used from a command line, gives a better file name as a result, and often produces more reliable results.&lt;br /&gt;
&lt;br /&gt;
A batch file can be created to make ripping [[GIM]] files from multiple containers quicker. Save the code below into a &amp;quot;.bat&amp;quot; file, and include it in the same file as texter. Running the .bat file will then extract any gim files found within all of the files in the same folder as both TextER.exe and your batch file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;for %%X in (*.*) do texter -e &amp;quot;%%X&amp;quot; -gim&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GimConv===&lt;br /&gt;
&lt;br /&gt;
===[[Noesis]]===&lt;br /&gt;
Can be used with several common sprite, texture and model formats for the PSP, as well as a number of specific PSP games.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Noesis]] page.&lt;br /&gt;
&lt;br /&gt;
==Common File Formats==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.[[GMO]]&amp;#039;&amp;#039;&amp;#039; - Model/Animation data (supported by [[Noesis]])&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.[[GIM]]&amp;#039;&amp;#039;&amp;#039; - Texture/Sprite data (supported by [[Noesis]])&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;.[[PMF]]&amp;#039;&amp;#039;&amp;#039; - Video data (partially supported by [[VLC Media Player]] and [[Media Player Classic]] (Missing audio))&lt;br /&gt;
&lt;br /&gt;
==Recommended Emulators==&lt;br /&gt;
===PPSSPP===&lt;br /&gt;
Surprisingly good PSP emulator with high compatibility. Still a WIP, so some games won&amp;#039;t work.&lt;br /&gt;
==== GE Debugger Tutorial ====&lt;br /&gt;
PPSSPP comes with a graphics viewer that not only draws out the frame, but also presents sprites in their entirety depending on the game used.&lt;br /&gt;
&lt;br /&gt;
GE Debugger can be accessed in the Debug menu, or by pressing Ctrl G, at any point during gameplay.&lt;br /&gt;
&lt;br /&gt;
[[File:GEDebuggerBreakdown.png|center]]&lt;br /&gt;
&lt;br /&gt;
# Step Frame: Advances emulator by one frame.&lt;br /&gt;
# Step Tex: Draws current frame one texture at a time (Background, shadows if any, sprites, passable objects).&lt;br /&gt;
# Step Draw: Draws current frame one tile at a time.&lt;br /&gt;
# Step Prim: A faster method of Step Draw, but with a red highlight that passes through the drawn scene, adding more tiles with each press of the button.  Holding down Enter while Step Prim is highlighted will draw the entire scene quicker and jump to the next frame.&lt;br /&gt;
# Step Into: Similar to Step Prim, but focuses on adding connected tiles and sprites obtained from the &amp;quot;CLUT&amp;quot; (a.k.a &amp;quot;clutter&amp;quot;, first shown in the smaller of the two windows).&lt;br /&gt;
# Resume: Unpauses Emulator while GE Debugger is still active.&lt;br /&gt;
# Force Opaque: Adds transparency, though some portions will only dim the transparency to a nonexistent shade.&lt;br /&gt;
# Show CLUT: Replaces current frame with the tiles or sprites that have been drawn into the frame, while adding their palettes to the smaller window.&lt;br /&gt;
&lt;br /&gt;
It is best to pause the emulator at the point you wish to view or rip sprites by pressing F8 as it will not automatically pause once the window appears.  Afterwards, click on the emulator and unpause it.  The first time will still freeze the emulator, but afterwards, you must press one of the &amp;quot;Step&amp;quot; buttons in order to halt progress.&lt;br /&gt;
&lt;br /&gt;
When accessing a new frame, the entire scene will be washed out, leaving you to press any of the &amp;quot;Step&amp;quot; buttons in order to draw the scene in.  There is currently no known way of saving either the background or the CLUT other than printing the screen and pasting it to a paint editing software.&lt;br /&gt;
&lt;br /&gt;
For Backgrounds, it&amp;#039;s best to use &amp;quot;Step Tex&amp;quot; to draw the scene as it appears (minus any passable objects), then Print Screen to whichever paint software you desire, then continue drawing the frame until the rest of the background is presented, or combine them with tiles matching whichever part of the object is tangible.&lt;br /&gt;
&lt;br /&gt;
For Sprites, make sure &amp;quot;Show CLUT&amp;quot; is unchecked.  GE draws the frame from back to front, meaning the tiles for the farthest background will be drawn first.  Press &amp;quot;Step Tex&amp;quot; until you see the incomplete background, then use &amp;quot;Step Draw&amp;quot; while paying attention to the CLUT on the smaller window until the tiles switch to the current sprites in the area.  Check &amp;quot;Show CLUT&amp;quot; and you will quickly notice that the sprites are too small and pixelated to be ripped.  That&amp;#039;s because both windows, by default, shrinks the sheet to fit their dimensions.  Double clicking the window the CLUT shows up in will zoom them to their proper size, so all that&amp;#039;s left is to find the appropriate sprites by clicking anywhere within the window and dragging it around until the sprites appear.&lt;br /&gt;
&lt;br /&gt;
===Jpcsp===&lt;br /&gt;
&lt;br /&gt;
==Specific Game Pages==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = PlayStation Portable Games&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order     = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Talk:PlayStation_Portable&amp;diff=2386</id>
		<title>Talk:PlayStation Portable</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Talk:PlayStation_Portable&amp;diff=2386"/>
		<updated>2020-02-08T19:02:55Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* Common File Formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Common File Formats ==&lt;br /&gt;
I got a few questions about this section. What exactly qualifies for this? Can we use formats that are used in other consoles as well? How many games does a format need to be in to qualify as common? For example I know CPK is in quite a few games on the PSP but it&amp;#039;s also in many games for other consoles. And PNG too. It&amp;#039;s used in every single PSP game in existence for the icon and banner on the XMB menu but it&amp;#039;s basically the most common image format next to jpg. -- [[User:Poudink|Poudink]] 14:00, 8 February 2020 (EST)&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Talk:PlayStation_Portable&amp;diff=2385</id>
		<title>Talk:PlayStation Portable</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Talk:PlayStation_Portable&amp;diff=2385"/>
		<updated>2020-02-08T19:00:52Z</updated>

		<summary type="html">&lt;p&gt;Poudink: Created page with &amp;quot;== Common File Formats == I got a few questions about this section. What exactly qualifies for this? Can we use formats that are used in other consoles as well? How many games...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Common File Formats ==&lt;br /&gt;
I got a few questions about this section. What exactly qualifies for this? Can we use formats that are used in other consoles as well? How many games does a format need to be in to qualify as common? For example I know CPK is in quite a few games on the PSP but it&amp;#039;s also in many games for other consoles. And PNG too. It&amp;#039;s used in every single PSP game in existence for the icon and banner on the XMB menu but it&amp;#039;s basically the most common image format next to jpg. --[[User:Poudink]] 14:00, 8 February 2020 (EST)&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=GIM&amp;diff=2384</id>
		<title>GIM</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=GIM&amp;diff=2384"/>
		<updated>2020-02-08T18:53:41Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* List of games using the format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GIM is a common image format used in [[PlayStation Portable]] games.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
===[[Noesis]]===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[Noesis]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Noesis allows you to convert GIM into many common image formats like PNG. It also includes a batch option. &lt;br /&gt;
&lt;br /&gt;
===Gitmo===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[PlayStation_Portable#Gitmo|Gitmo]] entry on the [[PlayStation Portable]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==List of games using the format==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The list is not complete! Feel free to add other games that are known to use aforementioned format.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;All of the following games are for [[PSP]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Compressed/Encrypted&lt;br /&gt;
|-&lt;br /&gt;
| [[Ano Hi Mita Hana no Namae o Bokutachi wa Mada Shiranai]] || Yes ([[CPK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Danganronpa: Kibou no Gakuen to Zetsubou no Koukousei]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Otome wa Boku ni Koishiteru Portable]] || Yes ([[CPK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Danganronpa 2: Farewell Despair Academy]] || Yes ([[CPK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Sword Art Online: Infinity Moment]] || Yes ([[CPK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Toradora Portable]] || Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=CPK&amp;diff=2383</id>
		<title>CPK</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=CPK&amp;diff=2383"/>
		<updated>2020-02-08T18:46:53Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* List of games using the format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;CPK&amp;#039;&amp;#039;&amp;#039; is an archive format developed by &amp;#039;&amp;#039;CRI Middleware&amp;#039;&amp;#039;. It is used in games for a variety of platforms. Files of this format have a .cpk extension.&lt;br /&gt;
&lt;br /&gt;
The first four bytes of the file always have the value &amp;#039;&amp;#039;0x43504B20&amp;#039;&amp;#039; (&amp;quot;CPK &amp;quot;).&lt;br /&gt;
==Tools==&lt;br /&gt;
===[[Noesis]]===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[Noesis]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Noesis supports the format by default.&lt;br /&gt;
===[[QuickBMS]]===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[QuickBMS]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can extract &amp;#039;&amp;#039;CPK&amp;#039;&amp;#039; archives using [http://aluigi.altervista.org/papers/bms/cpk.bms this] script.&lt;br /&gt;
==List of games using the format==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The list is not complete! Feel free to add other games that are known to use aforementioned format.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
===[[Nintendo 3DS]]===&lt;br /&gt;
* [[Persona Q2]]&lt;br /&gt;
* [[Pripara Aim Mezase Idol Grand Prix No.1]]&lt;br /&gt;
&lt;br /&gt;
===[[Nintendo Switch]]===&lt;br /&gt;
* [[Mario &amp;amp; Sonic at the Olympic Games Tokyo 2020]]&lt;br /&gt;
&lt;br /&gt;
===[[Wii U]]===&lt;br /&gt;
* [[Mario &amp;amp; Sonic at the Rio 2016 Olympic Games]]&lt;br /&gt;
* [[Star Fox Guard]]&lt;br /&gt;
* [[Star Fox Zero]]&lt;br /&gt;
* [[Tokyo Mirage Sessions ♯FE]]&lt;br /&gt;
* [[Xenoblade Chronicles X]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation 3]]===&lt;br /&gt;
* [[Dragon&amp;#039;s Crown]]&lt;br /&gt;
* [[Hyperdimension Neptunia]]&lt;br /&gt;
* [[J-Stars Victory Vs]]&lt;br /&gt;
* [[JoJo&amp;#039;s Bizarre Adventure: All Star Battle]]&lt;br /&gt;
* [[JoJo&amp;#039;s Bizarre Adventure: Eyes of Heaven]]&lt;br /&gt;
* [[Persona 5]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Portable]]===&lt;br /&gt;
* [[Ano Hi Mita Hana no Namae o Bokutachi wa Mada Shiranai]]&lt;br /&gt;
* [[Bakemonogatari Portable]]&lt;br /&gt;
* [[Fairy Tail: Portable Guild]]&lt;br /&gt;
* [[Fate/Extra]]&lt;br /&gt;
* [[Fate/Extra|Fate/Extra CCC]]&lt;br /&gt;
* [[Otome wa Boku ni Koishiteru Portable]]&lt;br /&gt;
* [[Nichijou: Uchuujin]]&lt;br /&gt;
* [[Persona 3 Portable]]&lt;br /&gt;
* [[Sakura-Sou no Pet na Kanojo]]&lt;br /&gt;
* [[Sword Art Online: Infinity Moment]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Vita]]===&lt;br /&gt;
* [[Love Live! School Idol Paradise]]&lt;br /&gt;
* [[Persona 4 Golden]]&lt;br /&gt;
* [[Persona 5: Dancing in Starlight]]&lt;br /&gt;
&lt;br /&gt;
===Mobile===&lt;br /&gt;
* [[Final Fantasy Brave Exvius]]&lt;br /&gt;
&lt;br /&gt;
===Multi-platform===&lt;br /&gt;
* [[Anarchy Reigns]]&lt;br /&gt;
* [[Bayonetta]]&lt;br /&gt;
* [[Danganronpa Another Episode: Ultra Despair Girls]]&lt;br /&gt;
* [[Danganronpa V3: Killing Harmony]]&lt;br /&gt;
* [[Metal Gear Rising: Revengeance]]&lt;br /&gt;
* [[Sonic Lost World]]&lt;br /&gt;
* [[Vanquish]]&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Archive Formats]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=GMO&amp;diff=2382</id>
		<title>GMO</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=GMO&amp;diff=2382"/>
		<updated>2020-02-08T18:45:38Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* List of games using the format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GMO is a file format commonly used in [[PlayStation Portable]] games. It can contain model, animation and texture data. Files of this format always have a .gmo extension.&lt;br /&gt;
&lt;br /&gt;
The first eleven bytes of the file have the value &amp;#039;&amp;#039;0x4F4D472E30302E31505350&amp;#039;&amp;#039; (&amp;quot;OMG.00.1PSP&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
===[[Noesis]]===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[Noesis]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Noesis allows you to convert GMO files into many common model formats. It also includes a batch option.&lt;br /&gt;
&lt;br /&gt;
===Gitmo===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[PlayStation_Portable#Gitmo|Gitmo]] entry on the [[PlayStation Portable]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==List of games using the format==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The list is not complete! Feel free to add other games that are known to use aforementioned format.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;All of the following games are for [[PSP]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Compressed/Encrypted&lt;br /&gt;
|-&lt;br /&gt;
| [[Ano Hi Mita Hana no Namae o Bokutachi wa Mada Shiranai]] || Yes ([[CPK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Bleach: Heat the Soul 7]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Bomberman]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Bounty Hounds]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Castlevania: Dracula X Chronicles]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Danganronpa: Kibou no Gakuen to Zetsubou no Koukousei]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Dynasty Warriors]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Dynasty Warriors 2]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Dynasty Warriors 7]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Exit]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Exit 2]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Fairy Tail: Portable Guild]] || Yes ([[CPK]])&lt;br /&gt;
|-&lt;br /&gt;
| ? [[Fairy Tail Portable Guild 2]] || ? Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Fairy Tail: Zeref Kakusei]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Final Fantasy: Dissidia]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Final Fantasy: Dissidia Duodecim 012]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Fate/tiger colosseum]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Fate/unlimited codes]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Fullmetal Alchemist: Brotherhood]] || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Gitaroo Man Lives!]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[God Eater Burst]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[GripShift]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Gundam Battle Royale]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Gundam Battle Universe]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Hajime no Ippo Portable: Victorious Spirits]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Jeanne D&amp;#039;Arc]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Climax Heroes OOO]] || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Magical Girl Lyrical Nanoha A&amp;#039;s Portable: The Battle of Aces]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Magical Girl Lyrical Nanoha A&amp;#039;s Portable: The Gears of Destiny]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Namco Museum Battle Collection]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Nendoroid Generation]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[One Piece: Romance Dawn]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Patapon]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Patapon 2]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Persona 3 Portable]] || Yes ([[CPK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Practical Intelligence Quotient]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[R-Type Command]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Rengoku 2]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Shin Sangoku Musou 5 Special]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Shin Sangoku Musou Multi Raid]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Shin Sangoku Musou Multi Raid 2]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul Eater: Battle Resonance]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Star Ocean: First Departure]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Danganronpa 2: Farewell Despair Academy]] || Yes ([[CPK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Sword Art Online: Infinity Moment]] || Yes ([[CPK]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of VS ]] || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Ultimate Ghosts N&amp;#039; Goblins]] || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Valhalla Knights]] || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;Some information was taken from [http://wiki.xentax.com/index.php?title=Supported_Games#Games_using_the_PSP_GMO_format wiki.xentax.com] and [http://forum.xentax.com/viewtopic.php?f=16&amp;amp;t=8494 forum.xentax.com].&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Model Formats]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=CPK&amp;diff=2379</id>
		<title>CPK</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=CPK&amp;diff=2379"/>
		<updated>2020-01-22T17:47:57Z</updated>

		<summary type="html">&lt;p&gt;Poudink: /* PlayStation Portable */ added bakemonogatari portable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;CPK&amp;#039;&amp;#039;&amp;#039; is an archive format developed by &amp;#039;&amp;#039;CRI Middleware&amp;#039;&amp;#039;. It is used in games for a variety of platforms. Files of this format have a .cpk extension.&lt;br /&gt;
&lt;br /&gt;
The first four bytes of the file always have the value &amp;#039;&amp;#039;0x43504B20&amp;#039;&amp;#039; (&amp;quot;CPK &amp;quot;).&lt;br /&gt;
==Tools==&lt;br /&gt;
===[[Noesis]]===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[Noesis]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Noesis supports the format by default.&lt;br /&gt;
===[[QuickBMS]]===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on this program, please visit the [[QuickBMS]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can extract &amp;#039;&amp;#039;CPK&amp;#039;&amp;#039; archives using [http://aluigi.altervista.org/papers/bms/cpk.bms this] script.&lt;br /&gt;
==List of games using the format==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;The list is not complete! Feel free to add other games that are known to use aforementioned format.&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
===[[Nintendo 3DS]]===&lt;br /&gt;
* [[Persona Q2]]&lt;br /&gt;
* [[Pripara Aim Mezase Idol Grand Prix No.1]]&lt;br /&gt;
&lt;br /&gt;
===[[Nintendo Switch]]===&lt;br /&gt;
* [[Mario &amp;amp; Sonic at the Olympic Games Tokyo 2020]]&lt;br /&gt;
&lt;br /&gt;
===[[Wii U]]===&lt;br /&gt;
* [[Mario &amp;amp; Sonic at the Rio 2016 Olympic Games]]&lt;br /&gt;
* [[Star Fox Guard]]&lt;br /&gt;
* [[Star Fox Zero]]&lt;br /&gt;
* [[Tokyo Mirage Sessions ♯FE]]&lt;br /&gt;
* [[Xenoblade Chronicles X]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation 3]]===&lt;br /&gt;
* [[Dragon&amp;#039;s Crown]]&lt;br /&gt;
* [[Hyperdimension Neptunia]]&lt;br /&gt;
* [[J-Stars Victory Vs]]&lt;br /&gt;
* [[JoJo&amp;#039;s Bizarre Adventure: All Star Battle]]&lt;br /&gt;
* [[JoJo&amp;#039;s Bizarre Adventure: Eyes of Heaven]]&lt;br /&gt;
* [[Persona 5]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Portable]]===&lt;br /&gt;
* [[Bakemonogatari Portable]]&lt;br /&gt;
* [[Fairy Tail: Portable Guild]]&lt;br /&gt;
* [[Fate/Extra]]&lt;br /&gt;
* [[Fate/Extra|Fate/Extra CCC]]&lt;br /&gt;
* [[Otome wa Boku ni Koishiteru Portable]]&lt;br /&gt;
* [[Persona 3 Portable]]&lt;br /&gt;
* [[Sakura-Sou no Pet na Kanojo]]&lt;br /&gt;
* [[Sword Art Online: Infinity Moment]]&lt;br /&gt;
&lt;br /&gt;
===[[PlayStation Vita]]===&lt;br /&gt;
* [[Love Live! School Idol Paradise]]&lt;br /&gt;
* [[Persona 4 Golden]]&lt;br /&gt;
* [[Persona 5: Dancing in Starlight]]&lt;br /&gt;
&lt;br /&gt;
===Mobile===&lt;br /&gt;
* [[Final Fantasy Brave Exvius]]&lt;br /&gt;
&lt;br /&gt;
===Multi-platform===&lt;br /&gt;
* [[Anarchy Reigns]]&lt;br /&gt;
* [[Bayonetta]]&lt;br /&gt;
* [[Danganronpa Another Episode: Ultra Despair Girls]]&lt;br /&gt;
* [[Danganronpa V3: Killing Harmony]]&lt;br /&gt;
* [[Metal Gear Rising: Revengeance]]&lt;br /&gt;
* [[Sonic Lost World]]&lt;br /&gt;
* [[Vanquish]]&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Archive Formats]]&lt;/div&gt;</summary>
		<author><name>Poudink</name></author>
		
	</entry>
</feed>