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	<id>https://wiki.vg-resource.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ThatTrueStruggle</id>
	<title>The VG Resource Wiki - User contributions [en]</title>
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	<updated>2026-10-10T03:30:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Wii_U&amp;diff=1438</id>
		<title>Wii U</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Wii_U&amp;diff=1438"/>
		<updated>2015-11-01T02:44:55Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* Ripping Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:wiiu.png|right|link=]]&lt;br /&gt;
The Wii U is a console created by Nintendo in 2012.&lt;br /&gt;
&lt;br /&gt;
It is the first Nintendo system to feature HD graphics. It also features extended display options with the introduction of a tablet-like controller with a second screen, similar to the [[Nintendo DS|DS]] but using the TV as the main screen instead.&lt;br /&gt;
&lt;br /&gt;
As of now, a few Wii U game files have been released.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
* DiscU - An extractor of the Wii U&amp;#039;s disc image format, Wii U Disc Format (WUD)&lt;br /&gt;
* [https://github.com/neobrain/cdecrypt CDecrypt - An extractor that extracts data from Nintendo Update Server (NUS) files]&lt;br /&gt;
* [https://gbatemp.net/threads/uwizard-all-in-one-wii-u-pc-program.386508/ UWizard - A program that can decrypt and download NUS files, including decrypt disc images]&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
* [http://gbatemp.net/threads/release-cemu-wii-u-emulator.399524/ Cemu - An in-progress Wii U emulator that can run commercial Wii U games, albeit with lag and many crashes.] &lt;br /&gt;
* [https://github.com/decaf-emu/decaf-emu Decaf - An open-source, in-progress emulator, for researching how the Wii U works.] &lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Wii_U&amp;diff=1437</id>
		<title>Wii U</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Wii_U&amp;diff=1437"/>
		<updated>2015-11-01T02:39:09Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* Suggested Emulators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:wiiu.png|right|link=]]&lt;br /&gt;
The Wii U is a console created by Nintendo in 2012.&lt;br /&gt;
&lt;br /&gt;
It is the first Nintendo system to feature HD graphics. It also features extended display options with the introduction of a tablet-like controller with a second screen, similar to the [[Nintendo DS|DS]] but using the TV as the main screen instead.&lt;br /&gt;
&lt;br /&gt;
As of now, a few Wii U game files have been released.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
* DiscU - An extractor of the Wii U&amp;#039;s disc image format, WUD&lt;br /&gt;
* CDecrypt - An extractor that extracts data from Nintendo Update Server (NUS) files&lt;br /&gt;
* UWizard - A program that can decrypt and download NUS files, including decrypt disc images&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
* [http://gbatemp.net/threads/release-cemu-wii-u-emulator.399524/ Cemu - An in-progress Wii U emulator that can run commercial Wii U games, albeit with lag and many crashes.] &lt;br /&gt;
* [https://github.com/decaf-emu/decaf-emu Decaf - An open-source, in-progress emulator, for researching how the Wii U works.] &lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=BRRES&amp;diff=1403</id>
		<title>BRRES</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=BRRES&amp;diff=1403"/>
		<updated>2015-07-24T21:46:49Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* BRRESViewer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;BRRES&amp;#039;&amp;#039;&amp;#039; is a common archival format for [[Wii]] that can contain anything from models (&amp;#039;&amp;#039;&amp;#039;BRMDL / MDL0&amp;#039;&amp;#039;&amp;#039;), textures (&amp;#039;&amp;#039;&amp;#039;BRTEX / TEX0&amp;#039;&amp;#039;&amp;#039;), or animations (&amp;#039;&amp;#039;&amp;#039;BRCHA / CHR0, BRSHP / SHP0, SRT0&amp;#039;&amp;#039;&amp;#039;, et cetera).&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
There are a number of tools available for the BRRES format that are capable of viewing and exporting files into more standard common file formats.&lt;br /&gt;
===[http://forums.kc-mm.com/index.php?topic=67847.0 BrawlBox]===&lt;br /&gt;
BrawlBox can edit many subfiles of the BRRES format, such as texture and animation files.&lt;br /&gt;
&lt;br /&gt;
===[https://www.dropbox.com/s/togxcjjmxe2qcf1/BRRES%20Viewer.zip?dl=0 BRRESViewer]===&lt;br /&gt;
BRRESViewer can view &amp;amp; export models, textures and animations contained in a BRRES file.&lt;br /&gt;
&lt;br /&gt;
==Compressions==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;None:&amp;#039;&amp;#039;&amp;#039; The files have no compression and can work right away.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Container:&amp;#039;&amp;#039;&amp;#039; No compression is used on these files, but you&amp;#039;ll need to use a hex editor to locate the &amp;quot;&amp;#039;&amp;#039;&amp;#039;bres&amp;#039;&amp;#039;&amp;#039;&amp;quot; headers, trim everything before that.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;AFS:&amp;#039;&amp;#039;&amp;#039; An archival format mainly but not always used for sounds, programs like AFS Explorer can unpack these.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ARC:&amp;#039;&amp;#039;&amp;#039; Nintendo&amp;#039;s common file packaging. Often uncompressed, these &amp;quot;&amp;#039;&amp;#039;&amp;#039;U8&amp;#039;&amp;#039;&amp;#039;&amp;quot; packages can be unpacked using a programs like ARCTool.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[CPK]]:&amp;#039;&amp;#039;&amp;#039; CRI&amp;#039;s compression format. Use [[Noesis]] to unpack these archives.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;FPK:&amp;#039;&amp;#039;&amp;#039; An archival format used primarily for games developed by Eighting. Use FPKTool to unpack these files.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;LZSS:&amp;#039;&amp;#039;&amp;#039; A standard form of compression, there is a [[QuickBMS]] script available that can decompress them.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;SZS:&amp;#039;&amp;#039;&amp;#039; A secondary, often-compressed format used for Nintendo&amp;#039;s games. Use either SZS Modifier or BrawlBox to open these files.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ZIP:&amp;#039;&amp;#039;&amp;#039; The most basic compression. Only one known game uses ZIP, and there are dozens of programs available that can be used to unpack the files within.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Unique:&amp;#039;&amp;#039;&amp;#039; Has an unusual form of compression. If there isn&amp;#039;t a script available, a memory dump using [[Dolphin]] is usually the only other way to extract them.&lt;br /&gt;
&lt;br /&gt;
==List of games using the format==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Version !! Compression&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Crush Returns]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal Crossing: City Folk]] || 11 || ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[Another Code: R - A Journey into Lost Memories]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Arc Rise Fantasia]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Arkanoid Plus]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Cubello / Cubeleo]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Light Trax / Dot Stream]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Orbient / Orbital]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Rotohex]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Rotozoa]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Batman: The Brave and the Bold]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Beat]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Core]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Fate]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Flux]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Runner]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Void]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bleach: Versus Crusade]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Bomberman]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Bomberman Blast]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Bubble Bobble Plus]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Captain Rainbow]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Case Closed: The Mirapolis Investigation]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Castlevania Judgment]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking Mama: Cook Off]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking Mama: World Kitchen]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Copter Crisis]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Daikaijuu Battle: Ultra Coliseum]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Daikaijuu Battle: Ultra Coliseum DX]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Dead Rising: Chop &amp;#039;Till You Drop]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Derby Dogs]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Dewy&amp;#039;s Adventure]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Doraemon Wii: Himitsu Douguou Ketteisen]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Ball: Revenge of King Piccolo]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Quest: Monster Battle Road Victory]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Quest Swords: The Masked Queen and the Tower of Mirrors]] || 9 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Driift Mania]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Drill Sergeant Mindstrong]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Earth Seeker]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Elebits]] || 8 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Eyeshield 21: Field Saikyou no Senshi Tachi]] || 8 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Final Fantasy Crystal Chronicles: My Life as a Dark Lord]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Final Fantasy Crystal Chronicles: My Life as a King]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Final Fantasy Fables: Chocobo&amp;#039;s Dungeon]] || 10 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Fortune Street / Boom Street / Itadaki Street]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Frogger Returns]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Fullmetal Alchemist: Daughter of the Dusk]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Fullmetal Alchemist: Prince of the Dawn]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Furu Furu Park]] || 9 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabrielle&amp;#039;s Ghostly Groove: Monster Mix]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Gegege no Kitarou: Youkai Daiundoukai]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Grill Off with Ultra Hand!]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Inazuma Eleven Strikers]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivy the Kiwi?]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Jissen Pachi-Slot Pachinko Hisshouhou! Sammy&amp;#039;s Collection: Hokuto no Ken Wii]] || 8 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Climax Heroes Fourze]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Climax Heroes OOO]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Climax Heroes W]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Dragon Knight]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Super Climax Heroes]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Kekkaishi]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Kiki Trick]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Kirby&amp;#039;s Dream Collection]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Kirby&amp;#039;s Epic Yarn]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Kirby&amp;#039;s Return to Dream Land]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Klonoa (Wii)|Klonoa]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Let&amp;#039;s Catch!]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Let&amp;#039;s Tap!]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario and Sonic at the London 2012 Olympic Games]] || 11 || CPK &amp;amp; ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario and Sonic at the Olympic Winter Games]] || 11 || CPK &amp;amp; ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario Kart Wii]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario Party 9]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario Sports Mix]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Metroid: Other M]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Mii Channel]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Monster Hunter Tri]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[My Aquarium]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[My Aquarium 2]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[My Dolphin]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[My Pokémon Ranch]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[My Zoo]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Namco Museum Megamix]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto: Clash of Ninja Revolution]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto: Clash of Ninja Revolution 2]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto Shippuden: Clash of Ninja Revolution 3]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto Shippuden: Clash of Ninja Revolution Special]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto Shippuden: Dragon Blade Chronicles]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[New Super Mario Bros. Wii]] || 11 || ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[NiGHTS: Journey of Dreams]] || 10 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Okami]] || 10 || AFS&lt;br /&gt;
|-&lt;br /&gt;
| [[Onechanbara: Bikini Zombie Slayers]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Pac-Man Party]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Party Fun Pirate / Pop-Up Pirate]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Penny Racers Party: Turbo-Q Speedway]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Play With Birds]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Pokémon Mystery Dungeon: Go For It! Light Adventure Squad!]]  || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Pokémon Mystery Dungeon: Keep Going! Blazing Adventure Squad!]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Pokémon Mystery Dungeon: Let&amp;#039;s Go! Stormy Adventure Squad!]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Pokémon Rumble]] || 11 || LZH8&lt;br /&gt;
|-&lt;br /&gt;
| [[PokéPark Wii: Pikachu&amp;#039;s Adventure]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[PokéPark 2: Wonders Beyond]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Rangers Samurai]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Puppy Luv]] || 9 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Racers&amp;#039; Island: Crazy Arena]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Racers&amp;#039; Island: Crazy Racers]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Rainbow Islands: Towering Adventure]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Reel Fishing Challenge]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Reel Fishing Challenge 2]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Resident Evil: Darkside Chronicles]] || ? || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Resident Evil: Umbrella Chronicles]] || ? || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Samba de Amigo]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Samurai Warriors 3]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Sengoku Basara: Samurai Heroes]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Shootanto: Evolutionary Mayhem]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Simple Wii Series Vol. 6: The Wai Wai Combat]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Sin &amp;amp; Punishment: Star Successor]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Sonic Colors]] || 11 || CPK &amp;amp; ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul Eater: Monotone Princess]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Space Invaders Get Even]] || 10 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Spectrobes: Origins]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Sentai Battle: Ranger Cross]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Smash Bros. Brawl]] || 9 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Suzumiya Haruhi no Gekidou]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Symphonia: Dawn of the New World]] || 11 || Container &amp;amp; Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Elastic Boy: Episode 1]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Tamagotchi no Furifuri Kagekidan]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Tamagotchi: Party On!]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Tatsunoko vs. Capcom: Cross Generation of Heroes]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Tatsunoko vs. Capcom: Ultimate All-Stars]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Teenage Mutant Ninja Turtles: Smash-Up]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Tenchu: Shadow Assassins]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetris Party]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetris Party Deluxe]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[The Incredible Maze]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[The Legend of Zelda: Skyward Sword]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tales of Bearsworth Manor: Chaotic Conflicts]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tales of Bearsworth Manor: Puzzling Pages]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Top Spin 3]] || 9 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Toshinden]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Trackmani: Build to Race|Trackmania: Build to Race / Trackmania Wii]] || 11 || ZIP&lt;br /&gt;
|-&lt;br /&gt;
| [[Trauma Center: New Blood]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Trauma Center: Second Opinion]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Valhalla Knights: Eldar Saga]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Wario Land: Shake It!|Wario Land: Shake It! / The Shake Dimension]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Wario Ware: Smooth Moves]] || 8 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Fit]] || 10 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Fit Plus]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Music]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Party]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Play]] || 8 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Play: Motion]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Shop Channel]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Sports]] || 9 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Sports Resort]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii U Transfer Tool]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Wing Island]] || 8 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Xenoblade Chronicles]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Yatterman Wii: Bikkuridokkiri Machine de Mou Race da Koron]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Yu-Gi-Oh! 5D&amp;#039;s Duel Transer]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Yu-Gi-Oh! 5D&amp;#039;s Wheelie Breakers]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Zack &amp;amp; Wiki: Quest for Barbaros&amp;#039; Treasure]] || 10 || None&lt;br /&gt;
|-}&lt;br /&gt;
&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Archive Formats]]&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=BRRES&amp;diff=1402</id>
		<title>BRRES</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=BRRES&amp;diff=1402"/>
		<updated>2015-07-24T21:42:30Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* BRRESViewer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;BRRES&amp;#039;&amp;#039;&amp;#039; is a common archival format for [[Wii]] that can contain anything from models (&amp;#039;&amp;#039;&amp;#039;BRMDL / MDL0&amp;#039;&amp;#039;&amp;#039;), textures (&amp;#039;&amp;#039;&amp;#039;BRTEX / TEX0&amp;#039;&amp;#039;&amp;#039;), or animations (&amp;#039;&amp;#039;&amp;#039;BRCHA / CHR0, BRSHP / SHP0, SRT0&amp;#039;&amp;#039;&amp;#039;, et cetera).&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
There are a number of tools available for the BRRES format that are capable of viewing and exporting files into more standard common file formats.&lt;br /&gt;
===[http://forums.kc-mm.com/index.php?topic=67847.0 BrawlBox]===&lt;br /&gt;
BrawlBox can edit many subfiles of the BRRES format, such as texture and animation files.&lt;br /&gt;
&lt;br /&gt;
===[[BRRESViewer]]===&lt;br /&gt;
BRRESViewer can view &amp;amp; export models, textures and animations contained in a BRRES file.&lt;br /&gt;
&lt;br /&gt;
==Compressions==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;None:&amp;#039;&amp;#039;&amp;#039; The files have no compression and can work right away.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Container:&amp;#039;&amp;#039;&amp;#039; No compression is used on these files, but you&amp;#039;ll need to use a hex editor to locate the &amp;quot;&amp;#039;&amp;#039;&amp;#039;bres&amp;#039;&amp;#039;&amp;#039;&amp;quot; headers, trim everything before that.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;AFS:&amp;#039;&amp;#039;&amp;#039; An archival format mainly but not always used for sounds, programs like AFS Explorer can unpack these.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ARC:&amp;#039;&amp;#039;&amp;#039; Nintendo&amp;#039;s common file packaging. Often uncompressed, these &amp;quot;&amp;#039;&amp;#039;&amp;#039;U8&amp;#039;&amp;#039;&amp;#039;&amp;quot; packages can be unpacked using a programs like ARCTool.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[CPK]]:&amp;#039;&amp;#039;&amp;#039; CRI&amp;#039;s compression format. Use [[Noesis]] to unpack these archives.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;FPK:&amp;#039;&amp;#039;&amp;#039; An archival format used primarily for games developed by Eighting. Use FPKTool to unpack these files.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;LZSS:&amp;#039;&amp;#039;&amp;#039; A standard form of compression, there is a [[QuickBMS]] script available that can decompress them.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;SZS:&amp;#039;&amp;#039;&amp;#039; A secondary, often-compressed format used for Nintendo&amp;#039;s games. Use either SZS Modifier or BrawlBox to open these files.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ZIP:&amp;#039;&amp;#039;&amp;#039; The most basic compression. Only one known game uses ZIP, and there are dozens of programs available that can be used to unpack the files within.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Unique:&amp;#039;&amp;#039;&amp;#039; Has an unusual form of compression. If there isn&amp;#039;t a script available, a memory dump using [[Dolphin]] is usually the only other way to extract them.&lt;br /&gt;
&lt;br /&gt;
==List of games using the format==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Version !! Compression&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Crush Returns]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal Crossing: City Folk]] || 11 || ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[Another Code: R - A Journey into Lost Memories]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Arc Rise Fantasia]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Arkanoid Plus]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Cubello / Cubeleo]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Light Trax / Dot Stream]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Orbient / Orbital]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Rotohex]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Rotozoa]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Batman: The Brave and the Bold]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Beat]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Core]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Fate]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Flux]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Runner]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Void]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bleach: Versus Crusade]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Bomberman]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Bomberman Blast]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Bubble Bobble Plus]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Captain Rainbow]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Case Closed: The Mirapolis Investigation]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Castlevania Judgment]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking Mama: Cook Off]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking Mama: World Kitchen]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Copter Crisis]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Daikaijuu Battle: Ultra Coliseum]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Daikaijuu Battle: Ultra Coliseum DX]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Dead Rising: Chop &amp;#039;Till You Drop]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Derby Dogs]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Dewy&amp;#039;s Adventure]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Doraemon Wii: Himitsu Douguou Ketteisen]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Ball: Revenge of King Piccolo]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Quest: Monster Battle Road Victory]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Quest Swords: The Masked Queen and the Tower of Mirrors]] || 9 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Driift Mania]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Drill Sergeant Mindstrong]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Earth Seeker]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Elebits]] || 8 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Eyeshield 21: Field Saikyou no Senshi Tachi]] || 8 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Final Fantasy Crystal Chronicles: My Life as a Dark Lord]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Final Fantasy Crystal Chronicles: My Life as a King]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Final Fantasy Fables: Chocobo&amp;#039;s Dungeon]] || 10 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Fortune Street / Boom Street / Itadaki Street]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Frogger Returns]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Fullmetal Alchemist: Daughter of the Dusk]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Fullmetal Alchemist: Prince of the Dawn]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Furu Furu Park]] || 9 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabrielle&amp;#039;s Ghostly Groove: Monster Mix]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Gegege no Kitarou: Youkai Daiundoukai]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Grill Off with Ultra Hand!]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Inazuma Eleven Strikers]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivy the Kiwi?]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Jissen Pachi-Slot Pachinko Hisshouhou! Sammy&amp;#039;s Collection: Hokuto no Ken Wii]] || 8 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Climax Heroes Fourze]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Climax Heroes OOO]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Climax Heroes W]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Dragon Knight]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Super Climax Heroes]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Kekkaishi]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Kiki Trick]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Kirby&amp;#039;s Dream Collection]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Kirby&amp;#039;s Epic Yarn]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Kirby&amp;#039;s Return to Dream Land]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Klonoa (Wii)|Klonoa]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Let&amp;#039;s Catch!]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Let&amp;#039;s Tap!]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario and Sonic at the London 2012 Olympic Games]] || 11 || CPK &amp;amp; ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario and Sonic at the Olympic Winter Games]] || 11 || CPK &amp;amp; ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario Kart Wii]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario Party 9]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario Sports Mix]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Metroid: Other M]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Mii Channel]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Monster Hunter Tri]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[My Aquarium]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[My Aquarium 2]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[My Dolphin]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[My Pokémon Ranch]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[My Zoo]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Namco Museum Megamix]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto: Clash of Ninja Revolution]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto: Clash of Ninja Revolution 2]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto Shippuden: Clash of Ninja Revolution 3]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto Shippuden: Clash of Ninja Revolution Special]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto Shippuden: Dragon Blade Chronicles]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[New Super Mario Bros. Wii]] || 11 || ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[NiGHTS: Journey of Dreams]] || 10 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Okami]] || 10 || AFS&lt;br /&gt;
|-&lt;br /&gt;
| [[Onechanbara: Bikini Zombie Slayers]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Pac-Man Party]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Party Fun Pirate / Pop-Up Pirate]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Penny Racers Party: Turbo-Q Speedway]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Play With Birds]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Pokémon Mystery Dungeon: Go For It! Light Adventure Squad!]]  || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Pokémon Mystery Dungeon: Keep Going! Blazing Adventure Squad!]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Pokémon Mystery Dungeon: Let&amp;#039;s Go! Stormy Adventure Squad!]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Pokémon Rumble]] || 11 || LZH8&lt;br /&gt;
|-&lt;br /&gt;
| [[PokéPark Wii: Pikachu&amp;#039;s Adventure]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[PokéPark 2: Wonders Beyond]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Rangers Samurai]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Puppy Luv]] || 9 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Racers&amp;#039; Island: Crazy Arena]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Racers&amp;#039; Island: Crazy Racers]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Rainbow Islands: Towering Adventure]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Reel Fishing Challenge]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Reel Fishing Challenge 2]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Resident Evil: Darkside Chronicles]] || ? || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Resident Evil: Umbrella Chronicles]] || ? || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Samba de Amigo]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Samurai Warriors 3]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Sengoku Basara: Samurai Heroes]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Shootanto: Evolutionary Mayhem]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Simple Wii Series Vol. 6: The Wai Wai Combat]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Sin &amp;amp; Punishment: Star Successor]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Sonic Colors]] || 11 || CPK &amp;amp; ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul Eater: Monotone Princess]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Space Invaders Get Even]] || 10 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Spectrobes: Origins]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Sentai Battle: Ranger Cross]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Smash Bros. Brawl]] || 9 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Suzumiya Haruhi no Gekidou]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Symphonia: Dawn of the New World]] || 11 || Container &amp;amp; Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Elastic Boy: Episode 1]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Tamagotchi no Furifuri Kagekidan]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Tamagotchi: Party On!]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Tatsunoko vs. Capcom: Cross Generation of Heroes]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Tatsunoko vs. Capcom: Ultimate All-Stars]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Teenage Mutant Ninja Turtles: Smash-Up]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Tenchu: Shadow Assassins]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetris Party]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetris Party Deluxe]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[The Incredible Maze]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[The Legend of Zelda: Skyward Sword]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tales of Bearsworth Manor: Chaotic Conflicts]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tales of Bearsworth Manor: Puzzling Pages]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Top Spin 3]] || 9 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Toshinden]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Trackmani: Build to Race|Trackmania: Build to Race / Trackmania Wii]] || 11 || ZIP&lt;br /&gt;
|-&lt;br /&gt;
| [[Trauma Center: New Blood]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Trauma Center: Second Opinion]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Valhalla Knights: Eldar Saga]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Wario Land: Shake It!|Wario Land: Shake It! / The Shake Dimension]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Wario Ware: Smooth Moves]] || 8 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Fit]] || 10 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Fit Plus]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Music]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Party]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Play]] || 8 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Play: Motion]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Shop Channel]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Sports]] || 9 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Sports Resort]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii U Transfer Tool]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Wing Island]] || 8 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Xenoblade Chronicles]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Yatterman Wii: Bikkuridokkiri Machine de Mou Race da Koron]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Yu-Gi-Oh! 5D&amp;#039;s Duel Transer]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Yu-Gi-Oh! 5D&amp;#039;s Wheelie Breakers]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Zack &amp;amp; Wiki: Quest for Barbaros&amp;#039; Treasure]] || 10 || None&lt;br /&gt;
|-}&lt;br /&gt;
&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Archive Formats]]&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=BRRES&amp;diff=1401</id>
		<title>BRRES</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=BRRES&amp;diff=1401"/>
		<updated>2015-07-24T21:41:35Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* BrawlBox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;BRRES&amp;#039;&amp;#039;&amp;#039; is a common archival format for [[Wii]] that can contain anything from models (&amp;#039;&amp;#039;&amp;#039;BRMDL / MDL0&amp;#039;&amp;#039;&amp;#039;), textures (&amp;#039;&amp;#039;&amp;#039;BRTEX / TEX0&amp;#039;&amp;#039;&amp;#039;), or animations (&amp;#039;&amp;#039;&amp;#039;BRCHA / CHR0, BRSHP / SHP0, SRT0&amp;#039;&amp;#039;&amp;#039;, et cetera).&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
There are a number of tools available for the BRRES format that are capable of viewing and exporting files into more standard common file formats.&lt;br /&gt;
===[http://forums.kc-mm.com/index.php?topic=67847.0 BrawlBox]===&lt;br /&gt;
BrawlBox can edit many subfiles of the BRRES format, such as texture and animation files.&lt;br /&gt;
&lt;br /&gt;
===[[BRRESViewer]]===&lt;br /&gt;
&lt;br /&gt;
==Compressions==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;None:&amp;#039;&amp;#039;&amp;#039; The files have no compression and can work right away.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Container:&amp;#039;&amp;#039;&amp;#039; No compression is used on these files, but you&amp;#039;ll need to use a hex editor to locate the &amp;quot;&amp;#039;&amp;#039;&amp;#039;bres&amp;#039;&amp;#039;&amp;#039;&amp;quot; headers, trim everything before that.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;AFS:&amp;#039;&amp;#039;&amp;#039; An archival format mainly but not always used for sounds, programs like AFS Explorer can unpack these.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ARC:&amp;#039;&amp;#039;&amp;#039; Nintendo&amp;#039;s common file packaging. Often uncompressed, these &amp;quot;&amp;#039;&amp;#039;&amp;#039;U8&amp;#039;&amp;#039;&amp;#039;&amp;quot; packages can be unpacked using a programs like ARCTool.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[CPK]]:&amp;#039;&amp;#039;&amp;#039; CRI&amp;#039;s compression format. Use [[Noesis]] to unpack these archives.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;FPK:&amp;#039;&amp;#039;&amp;#039; An archival format used primarily for games developed by Eighting. Use FPKTool to unpack these files.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;LZSS:&amp;#039;&amp;#039;&amp;#039; A standard form of compression, there is a [[QuickBMS]] script available that can decompress them.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;SZS:&amp;#039;&amp;#039;&amp;#039; A secondary, often-compressed format used for Nintendo&amp;#039;s games. Use either SZS Modifier or BrawlBox to open these files.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ZIP:&amp;#039;&amp;#039;&amp;#039; The most basic compression. Only one known game uses ZIP, and there are dozens of programs available that can be used to unpack the files within.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Unique:&amp;#039;&amp;#039;&amp;#039; Has an unusual form of compression. If there isn&amp;#039;t a script available, a memory dump using [[Dolphin]] is usually the only other way to extract them.&lt;br /&gt;
&lt;br /&gt;
==List of games using the format==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Version !! Compression&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Crush Returns]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal Crossing: City Folk]] || 11 || ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[Another Code: R - A Journey into Lost Memories]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Arc Rise Fantasia]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Arkanoid Plus]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Cubello / Cubeleo]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Light Trax / Dot Stream]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Orbient / Orbital]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Rotohex]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Rotozoa]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Batman: The Brave and the Bold]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Beat]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Core]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Fate]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Flux]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Runner]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Void]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bleach: Versus Crusade]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Bomberman]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Bomberman Blast]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Bubble Bobble Plus]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Captain Rainbow]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Case Closed: The Mirapolis Investigation]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Castlevania Judgment]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking Mama: Cook Off]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking Mama: World Kitchen]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Copter Crisis]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Daikaijuu Battle: Ultra Coliseum]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Daikaijuu Battle: Ultra Coliseum DX]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Dead Rising: Chop &amp;#039;Till You Drop]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Derby Dogs]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Dewy&amp;#039;s Adventure]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Doraemon Wii: Himitsu Douguou Ketteisen]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Ball: Revenge of King Piccolo]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Quest: Monster Battle Road Victory]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Quest Swords: The Masked Queen and the Tower of Mirrors]] || 9 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Driift Mania]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Drill Sergeant Mindstrong]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Earth Seeker]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Elebits]] || 8 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Eyeshield 21: Field Saikyou no Senshi Tachi]] || 8 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Final Fantasy Crystal Chronicles: My Life as a Dark Lord]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Final Fantasy Crystal Chronicles: My Life as a King]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Final Fantasy Fables: Chocobo&amp;#039;s Dungeon]] || 10 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Fortune Street / Boom Street / Itadaki Street]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Frogger Returns]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Fullmetal Alchemist: Daughter of the Dusk]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Fullmetal Alchemist: Prince of the Dawn]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Furu Furu Park]] || 9 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabrielle&amp;#039;s Ghostly Groove: Monster Mix]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Gegege no Kitarou: Youkai Daiundoukai]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Grill Off with Ultra Hand!]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Inazuma Eleven Strikers]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivy the Kiwi?]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Jissen Pachi-Slot Pachinko Hisshouhou! Sammy&amp;#039;s Collection: Hokuto no Ken Wii]] || 8 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Climax Heroes Fourze]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Climax Heroes OOO]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Climax Heroes W]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Dragon Knight]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Super Climax Heroes]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Kekkaishi]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Kiki Trick]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Kirby&amp;#039;s Dream Collection]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Kirby&amp;#039;s Epic Yarn]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Kirby&amp;#039;s Return to Dream Land]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Klonoa (Wii)|Klonoa]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Let&amp;#039;s Catch!]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Let&amp;#039;s Tap!]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario and Sonic at the London 2012 Olympic Games]] || 11 || CPK &amp;amp; ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario and Sonic at the Olympic Winter Games]] || 11 || CPK &amp;amp; ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario Kart Wii]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario Party 9]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario Sports Mix]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Metroid: Other M]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Mii Channel]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Monster Hunter Tri]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[My Aquarium]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[My Aquarium 2]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[My Dolphin]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[My Pokémon Ranch]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[My Zoo]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Namco Museum Megamix]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto: Clash of Ninja Revolution]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto: Clash of Ninja Revolution 2]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto Shippuden: Clash of Ninja Revolution 3]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto Shippuden: Clash of Ninja Revolution Special]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto Shippuden: Dragon Blade Chronicles]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[New Super Mario Bros. Wii]] || 11 || ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[NiGHTS: Journey of Dreams]] || 10 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Okami]] || 10 || AFS&lt;br /&gt;
|-&lt;br /&gt;
| [[Onechanbara: Bikini Zombie Slayers]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Pac-Man Party]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Party Fun Pirate / Pop-Up Pirate]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Penny Racers Party: Turbo-Q Speedway]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Play With Birds]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Pokémon Mystery Dungeon: Go For It! Light Adventure Squad!]]  || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Pokémon Mystery Dungeon: Keep Going! Blazing Adventure Squad!]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Pokémon Mystery Dungeon: Let&amp;#039;s Go! Stormy Adventure Squad!]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Pokémon Rumble]] || 11 || LZH8&lt;br /&gt;
|-&lt;br /&gt;
| [[PokéPark Wii: Pikachu&amp;#039;s Adventure]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[PokéPark 2: Wonders Beyond]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Rangers Samurai]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Puppy Luv]] || 9 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Racers&amp;#039; Island: Crazy Arena]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Racers&amp;#039; Island: Crazy Racers]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Rainbow Islands: Towering Adventure]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Reel Fishing Challenge]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Reel Fishing Challenge 2]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Resident Evil: Darkside Chronicles]] || ? || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Resident Evil: Umbrella Chronicles]] || ? || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Samba de Amigo]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Samurai Warriors 3]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Sengoku Basara: Samurai Heroes]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Shootanto: Evolutionary Mayhem]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Simple Wii Series Vol. 6: The Wai Wai Combat]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Sin &amp;amp; Punishment: Star Successor]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Sonic Colors]] || 11 || CPK &amp;amp; ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul Eater: Monotone Princess]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Space Invaders Get Even]] || 10 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Spectrobes: Origins]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Sentai Battle: Ranger Cross]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Smash Bros. Brawl]] || 9 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Suzumiya Haruhi no Gekidou]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Symphonia: Dawn of the New World]] || 11 || Container &amp;amp; Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Elastic Boy: Episode 1]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Tamagotchi no Furifuri Kagekidan]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Tamagotchi: Party On!]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Tatsunoko vs. Capcom: Cross Generation of Heroes]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Tatsunoko vs. Capcom: Ultimate All-Stars]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Teenage Mutant Ninja Turtles: Smash-Up]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Tenchu: Shadow Assassins]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetris Party]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetris Party Deluxe]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[The Incredible Maze]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[The Legend of Zelda: Skyward Sword]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tales of Bearsworth Manor: Chaotic Conflicts]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tales of Bearsworth Manor: Puzzling Pages]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Top Spin 3]] || 9 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Toshinden]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Trackmani: Build to Race|Trackmania: Build to Race / Trackmania Wii]] || 11 || ZIP&lt;br /&gt;
|-&lt;br /&gt;
| [[Trauma Center: New Blood]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Trauma Center: Second Opinion]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Valhalla Knights: Eldar Saga]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Wario Land: Shake It!|Wario Land: Shake It! / The Shake Dimension]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Wario Ware: Smooth Moves]] || 8 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Fit]] || 10 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Fit Plus]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Music]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Party]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Play]] || 8 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Play: Motion]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Shop Channel]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Sports]] || 9 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Sports Resort]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii U Transfer Tool]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Wing Island]] || 8 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Xenoblade Chronicles]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Yatterman Wii: Bikkuridokkiri Machine de Mou Race da Koron]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Yu-Gi-Oh! 5D&amp;#039;s Duel Transer]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Yu-Gi-Oh! 5D&amp;#039;s Wheelie Breakers]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Zack &amp;amp; Wiki: Quest for Barbaros&amp;#039; Treasure]] || 10 || None&lt;br /&gt;
|-}&lt;br /&gt;
&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Archive Formats]]&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=BRRES&amp;diff=1400</id>
		<title>BRRES</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=BRRES&amp;diff=1400"/>
		<updated>2015-07-24T21:37:52Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* BrawlBox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;BRRES&amp;#039;&amp;#039;&amp;#039; is a common archival format for [[Wii]] that can contain anything from models (&amp;#039;&amp;#039;&amp;#039;BRMDL / MDL0&amp;#039;&amp;#039;&amp;#039;), textures (&amp;#039;&amp;#039;&amp;#039;BRTEX / TEX0&amp;#039;&amp;#039;&amp;#039;), or animations (&amp;#039;&amp;#039;&amp;#039;BRCHA / CHR0, BRSHP / SHP0, SRT0&amp;#039;&amp;#039;&amp;#039;, et cetera).&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
There are a number of tools available for the BRRES format that are capable of viewing and exporting files into more standard common file formats.&lt;br /&gt;
===[[BrawlBox]]===&lt;br /&gt;
BrawlBox can edit many subfiles of the BRRES format, such as texture and animation files.&lt;br /&gt;
&lt;br /&gt;
===[[BRRESViewer]]===&lt;br /&gt;
&lt;br /&gt;
==Compressions==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;None:&amp;#039;&amp;#039;&amp;#039; The files have no compression and can work right away.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Container:&amp;#039;&amp;#039;&amp;#039; No compression is used on these files, but you&amp;#039;ll need to use a hex editor to locate the &amp;quot;&amp;#039;&amp;#039;&amp;#039;bres&amp;#039;&amp;#039;&amp;#039;&amp;quot; headers, trim everything before that.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;AFS:&amp;#039;&amp;#039;&amp;#039; An archival format mainly but not always used for sounds, programs like AFS Explorer can unpack these.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ARC:&amp;#039;&amp;#039;&amp;#039; Nintendo&amp;#039;s common file packaging. Often uncompressed, these &amp;quot;&amp;#039;&amp;#039;&amp;#039;U8&amp;#039;&amp;#039;&amp;#039;&amp;quot; packages can be unpacked using a programs like ARCTool.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[CPK]]:&amp;#039;&amp;#039;&amp;#039; CRI&amp;#039;s compression format. Use [[Noesis]] to unpack these archives.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;FPK:&amp;#039;&amp;#039;&amp;#039; An archival format used primarily for games developed by Eighting. Use FPKTool to unpack these files.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;LZSS:&amp;#039;&amp;#039;&amp;#039; A standard form of compression, there is a [[QuickBMS]] script available that can decompress them.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;SZS:&amp;#039;&amp;#039;&amp;#039; A secondary, often-compressed format used for Nintendo&amp;#039;s games. Use either SZS Modifier or BrawlBox to open these files.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ZIP:&amp;#039;&amp;#039;&amp;#039; The most basic compression. Only one known game uses ZIP, and there are dozens of programs available that can be used to unpack the files within.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Unique:&amp;#039;&amp;#039;&amp;#039; Has an unusual form of compression. If there isn&amp;#039;t a script available, a memory dump using [[Dolphin]] is usually the only other way to extract them.&lt;br /&gt;
&lt;br /&gt;
==List of games using the format==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Version !! Compression&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Crush Returns]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal Crossing: City Folk]] || 11 || ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[Another Code: R - A Journey into Lost Memories]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Arc Rise Fantasia]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Arkanoid Plus]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Cubello / Cubeleo]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Light Trax / Dot Stream]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Orbient / Orbital]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Rotohex]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Art Style: Rotozoa]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Batman: The Brave and the Bold]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Beat]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Core]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Fate]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Flux]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Runner]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bit.Trip Void]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bleach: Versus Crusade]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Bomberman]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Bomberman Blast]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Bubble Bobble Plus]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Captain Rainbow]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Case Closed: The Mirapolis Investigation]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Castlevania Judgment]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking Mama: Cook Off]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Cooking Mama: World Kitchen]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Copter Crisis]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Daikaijuu Battle: Ultra Coliseum]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Daikaijuu Battle: Ultra Coliseum DX]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Dead Rising: Chop &amp;#039;Till You Drop]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Derby Dogs]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Dewy&amp;#039;s Adventure]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Doraemon Wii: Himitsu Douguou Ketteisen]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Ball: Revenge of King Piccolo]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Quest: Monster Battle Road Victory]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Quest Swords: The Masked Queen and the Tower of Mirrors]] || 9 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Driift Mania]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Drill Sergeant Mindstrong]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Earth Seeker]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Elebits]] || 8 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Eyeshield 21: Field Saikyou no Senshi Tachi]] || 8 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Final Fantasy Crystal Chronicles: My Life as a Dark Lord]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Final Fantasy Crystal Chronicles: My Life as a King]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Final Fantasy Fables: Chocobo&amp;#039;s Dungeon]] || 10 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Fortune Street / Boom Street / Itadaki Street]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Frogger Returns]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Fullmetal Alchemist: Daughter of the Dusk]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Fullmetal Alchemist: Prince of the Dawn]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Furu Furu Park]] || 9 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabrielle&amp;#039;s Ghostly Groove: Monster Mix]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Gegege no Kitarou: Youkai Daiundoukai]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Grill Off with Ultra Hand!]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Inazuma Eleven Strikers]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivy the Kiwi?]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Jissen Pachi-Slot Pachinko Hisshouhou! Sammy&amp;#039;s Collection: Hokuto no Ken Wii]] || 8 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Climax Heroes Fourze]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Climax Heroes OOO]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Climax Heroes W]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Dragon Knight]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamen Rider: Super Climax Heroes]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Kekkaishi]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Kiki Trick]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Kirby&amp;#039;s Dream Collection]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Kirby&amp;#039;s Epic Yarn]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Kirby&amp;#039;s Return to Dream Land]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Klonoa (Wii)|Klonoa]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Let&amp;#039;s Catch!]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Let&amp;#039;s Tap!]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario and Sonic at the London 2012 Olympic Games]] || 11 || CPK &amp;amp; ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario and Sonic at the Olympic Winter Games]] || 11 || CPK &amp;amp; ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario Kart Wii]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario Party 9]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Mario Sports Mix]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Metroid: Other M]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Mii Channel]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Monster Hunter Tri]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[My Aquarium]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[My Aquarium 2]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[My Dolphin]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[My Pokémon Ranch]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[My Zoo]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Namco Museum Megamix]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto: Clash of Ninja Revolution]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto: Clash of Ninja Revolution 2]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto Shippuden: Clash of Ninja Revolution 3]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto Shippuden: Clash of Ninja Revolution Special]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Naruto Shippuden: Dragon Blade Chronicles]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[New Super Mario Bros. Wii]] || 11 || ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[NiGHTS: Journey of Dreams]] || 10 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Okami]] || 10 || AFS&lt;br /&gt;
|-&lt;br /&gt;
| [[Onechanbara: Bikini Zombie Slayers]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Pac-Man Party]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Party Fun Pirate / Pop-Up Pirate]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Penny Racers Party: Turbo-Q Speedway]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Play With Birds]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Pokémon Mystery Dungeon: Go For It! Light Adventure Squad!]]  || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Pokémon Mystery Dungeon: Keep Going! Blazing Adventure Squad!]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Pokémon Mystery Dungeon: Let&amp;#039;s Go! Stormy Adventure Squad!]] || 11 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Pokémon Rumble]] || 11 || LZH8&lt;br /&gt;
|-&lt;br /&gt;
| [[PokéPark Wii: Pikachu&amp;#039;s Adventure]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[PokéPark 2: Wonders Beyond]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Rangers Samurai]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Puppy Luv]] || 9 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Racers&amp;#039; Island: Crazy Arena]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Racers&amp;#039; Island: Crazy Racers]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Rainbow Islands: Towering Adventure]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Reel Fishing Challenge]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Reel Fishing Challenge 2]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Resident Evil: Darkside Chronicles]] || ? || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Resident Evil: Umbrella Chronicles]] || ? || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Samba de Amigo]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Samurai Warriors 3]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Sengoku Basara: Samurai Heroes]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Shootanto: Evolutionary Mayhem]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Simple Wii Series Vol. 6: The Wai Wai Combat]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Sin &amp;amp; Punishment: Star Successor]] || 11 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Sonic Colors]] || 11 || CPK &amp;amp; ARC&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul Eater: Monotone Princess]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Space Invaders Get Even]] || 10 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Spectrobes: Origins]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Sentai Battle: Ranger Cross]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Super Smash Bros. Brawl]] || 9 || Container&lt;br /&gt;
|-&lt;br /&gt;
| [[Suzumiya Haruhi no Gekidou]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Symphonia: Dawn of the New World]] || 11 || Container &amp;amp; Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Tales of Elastic Boy: Episode 1]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Tamagotchi no Furifuri Kagekidan]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Tamagotchi: Party On!]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Tatsunoko vs. Capcom: Cross Generation of Heroes]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Tatsunoko vs. Capcom: Ultimate All-Stars]] || 11 || FPK&lt;br /&gt;
|-&lt;br /&gt;
| [[Teenage Mutant Ninja Turtles: Smash-Up]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Tenchu: Shadow Assassins]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetris Party]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetris Party Deluxe]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[The Incredible Maze]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[The Legend of Zelda: Skyward Sword]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tales of Bearsworth Manor: Chaotic Conflicts]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tales of Bearsworth Manor: Puzzling Pages]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Top Spin 3]] || 9 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Toshinden]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Trackmani: Build to Race|Trackmania: Build to Race / Trackmania Wii]] || 11 || ZIP&lt;br /&gt;
|-&lt;br /&gt;
| [[Trauma Center: New Blood]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Trauma Center: Second Opinion]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Valhalla Knights: Eldar Saga]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Wario Land: Shake It!|Wario Land: Shake It! / The Shake Dimension]] || 11 || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Wario Ware: Smooth Moves]] || 8 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Fit]] || 10 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Fit Plus]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Music]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Party]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Play]] || 8 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Play: Motion]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Shop Channel]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Sports]] || 9 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii Sports Resort]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Wii U Transfer Tool]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Wing Island]] || 8 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Xenoblade Chronicles]] || ? || Unique&lt;br /&gt;
|-&lt;br /&gt;
| [[Yatterman Wii: Bikkuridokkiri Machine de Mou Race da Koron]] || 11 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Yu-Gi-Oh! 5D&amp;#039;s Duel Transer]] || 11 || LZSS&lt;br /&gt;
|-&lt;br /&gt;
| [[Yu-Gi-Oh! 5D&amp;#039;s Wheelie Breakers]] || 11 || SZS&lt;br /&gt;
|-&lt;br /&gt;
| [[Zack &amp;amp; Wiki: Quest for Barbaros&amp;#039; Treasure]] || 10 || None&lt;br /&gt;
|-}&lt;br /&gt;
&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Archive Formats]]&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Wii_U&amp;diff=1399</id>
		<title>Wii U</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Wii_U&amp;diff=1399"/>
		<updated>2015-07-24T21:27:55Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* Suggested Emulators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:wiiu.png|right|link=]]&lt;br /&gt;
The Wii U is a console created by Nintendo in 2012.&lt;br /&gt;
&lt;br /&gt;
It is the first Nintendo system to feature HD graphics. It also features extended display options with the introduction of a tablet-like controller with a second screen, similar to the [[Nintendo DS|DS]] but using the TV as the main screen instead.&lt;br /&gt;
&lt;br /&gt;
As of now, a few Wii U game files have been released.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
* DiscU - An extractor of the Wii U&amp;#039;s disc image format, WUD&lt;br /&gt;
* CDecrypt - An extractor that extracts data from Nintendo Update Server (NUS) files&lt;br /&gt;
* UWizard - A program that can decrypt and download NUS files, including decrypt disc images&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
There are no released emulators for the Wii U console, however a branch of the Dolphin emulator, an emulator for Wii, has support for viewing Wii U discs.&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Wii_U&amp;diff=1398</id>
		<title>Wii U</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Wii_U&amp;diff=1398"/>
		<updated>2015-07-24T21:25:29Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* Ripping Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:wiiu.png|right|link=]]&lt;br /&gt;
The Wii U is a console created by Nintendo in 2012.&lt;br /&gt;
&lt;br /&gt;
It is the first Nintendo system to feature HD graphics. It also features extended display options with the introduction of a tablet-like controller with a second screen, similar to the [[Nintendo DS|DS]] but using the TV as the main screen instead.&lt;br /&gt;
&lt;br /&gt;
As of now, a few Wii U game files have been released.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
* DiscU - An extractor of the Wii U&amp;#039;s disc image format, WUD&lt;br /&gt;
* CDecrypt - An extractor that extracts data from Nintendo Update Server (NUS) files&lt;br /&gt;
* UWizard - A program that can decrypt and download NUS files, including decrypt disc images&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
There are currently no known emulators for the Wii U.&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Wii_U&amp;diff=1397</id>
		<title>Wii U</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Wii_U&amp;diff=1397"/>
		<updated>2015-07-24T21:23:19Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* Ripping Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:wiiu.png|right|link=]]&lt;br /&gt;
The Wii U is a console created by Nintendo in 2012.&lt;br /&gt;
&lt;br /&gt;
It is the first Nintendo system to feature HD graphics. It also features extended display options with the introduction of a tablet-like controller with a second screen, similar to the [[Nintendo DS|DS]] but using the TV as the main screen instead.&lt;br /&gt;
&lt;br /&gt;
As of now, a few Wii U game files have been released.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
DiscU - An extractor of the Wii U&amp;#039;s disc image format, WUD&lt;br /&gt;
CDecrypt - An extractor that extracts data from Nintendo Update Server (NUS) files&lt;br /&gt;
UWizard - A program that can decrypt and download NUS files, including decrypt disc images&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
There are currently no known emulators for the Wii U.&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Ripping_Sprites&amp;diff=1396</id>
		<title>Ripping Sprites</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Ripping_Sprites&amp;diff=1396"/>
		<updated>2015-07-24T21:20:05Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Depending on what console, what game, and how the game stores it&amp;#039;s files, ripping sprites may be different between each console. There are many different formats that store images, and many different ways to extract those images from the format.&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1377</id>
		<title>What Makes A Good Submission/The Textures Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1377"/>
		<updated>2015-02-26T00:12:46Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* The Texture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TTR-Logo.png|right|link=]]&lt;br /&gt;
==The Texture==&lt;br /&gt;
===The Texture Format===&lt;br /&gt;
The textures need to be in the .png format. JPG is a lossy format that decreases quality, and GIF loses colors, as it only supports 256 colors. Always submit your textures as .png.&lt;br /&gt;
===Texture Transparencies===&lt;br /&gt;
If a texture has transparencies, don&amp;#039;t remove them. The textures are applied to the model and removing them can make applying them harder.&lt;br /&gt;
&lt;br /&gt;
==The Texture Icon==&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1376</id>
		<title>What Makes A Good Submission/The Textures Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=1376"/>
		<updated>2015-02-26T00:05:56Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* The Texture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TTR-Logo.png|right|link=]]&lt;br /&gt;
==The Texture==&lt;br /&gt;
===The Texture Format===&lt;br /&gt;
The textures need to be in the .png format. JPG is a lossy format that decreases quality, and GIF loses colors, as it only supports 256 colors. Always submit your textures as .png.&lt;br /&gt;
&lt;br /&gt;
==The Texture Icon==&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Wii_U&amp;diff=1373</id>
		<title>Wii U</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Wii_U&amp;diff=1373"/>
		<updated>2015-02-14T04:01:29Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:wiiu.png|right|link=]]&lt;br /&gt;
The Wii U is a console created by Nintendo in 2012.&lt;br /&gt;
&lt;br /&gt;
It is the first Nintendo system to feature HD graphics. It also features extended display options with the introduction of a tablet-like controller with a second screen, similar to the [[Nintendo DS|DS]] but using the TV as the main screen instead.&lt;br /&gt;
&lt;br /&gt;
As of now, a few Wii U game files have been released.&lt;br /&gt;
&lt;br /&gt;
==Ripping Tools==&lt;br /&gt;
DiscU - An extractor the Wii U&amp;#039;s main game format, WUD&lt;br /&gt;
&lt;br /&gt;
==Suggested Emulators==&lt;br /&gt;
There are currently no known emulators for the Wii U.&lt;br /&gt;
{{Consoles}}&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1372</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1372"/>
		<updated>2015-02-07T22:22:07Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* Modeling Dictionary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
&lt;br /&gt;
== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
&lt;br /&gt;
===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
&lt;br /&gt;
This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
&lt;br /&gt;
===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
&lt;br /&gt;
The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
&lt;br /&gt;
===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
&lt;br /&gt;
===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
&lt;br /&gt;
===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
&lt;br /&gt;
===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
&lt;br /&gt;
===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
&lt;br /&gt;
===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
&lt;br /&gt;
[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
&lt;br /&gt;
In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
&lt;br /&gt;
===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
&lt;br /&gt;
===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
&lt;br /&gt;
===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
&lt;br /&gt;
===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
&lt;br /&gt;
===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
&lt;br /&gt;
The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
&lt;br /&gt;
However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
&lt;br /&gt;
===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
&lt;br /&gt;
===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
&lt;br /&gt;
===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually not be as good as the beginning sprites&lt;br /&gt;
&lt;br /&gt;
===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
&lt;br /&gt;
== Modeling Dictionary ==&lt;br /&gt;
&lt;br /&gt;
===Model===&lt;br /&gt;
A model is an object that has depth, length and width to make it look like it takes on the third dimension.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Bones====&lt;br /&gt;
Bones are objects that allow a model to be animated without having to move the actual mesh.&lt;br /&gt;
====Rigging====&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
====UVs====&lt;br /&gt;
UV&amp;#039;s dictate what part of a texture is mapped onto the model.&lt;br /&gt;
====T-Pose====&lt;br /&gt;
A model in a T-Pose, looks like a T, hence the term &amp;#039;T-Pose&amp;#039;. It allows a person to rig a model to a bone more easily.&lt;br /&gt;
====Materials====&lt;br /&gt;
A material is a texture that can be applied to any part of the 3D model.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Viewing Modes====&lt;br /&gt;
A viewing mode allow a model to be viewed in a different perspective.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Wireframe=====&lt;br /&gt;
Wireframe shows a model with only the polygons, no textures or mesh is shown.&lt;br /&gt;
=====Textured=====&lt;br /&gt;
Textured shows a model with textures, shading and the mesh.&lt;br /&gt;
=====Solid=====&lt;br /&gt;
Solid only shows the mesh, with no textures.&lt;br /&gt;
=====Bounding Boxes=====&lt;br /&gt;
Bounding boxes gives a generalization of where the model is and how much space it takes up.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Model Rip===&lt;br /&gt;
A model rip is when a model is ripped from a game from it&amp;#039;s native format into a more usable one. For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
&lt;br /&gt;
===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
&lt;br /&gt;
== Sounds Dictionary ==&lt;br /&gt;
=== Sound ===&lt;br /&gt;
A sound is a piece of audio, such as wind blowing, or someone talking&lt;br /&gt;
=== Music ===&lt;br /&gt;
Music is a grouping of sounds to make a certain or desired melody.&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
A sound rip is when a sound is taken from it&amp;#039;s native format, and converted into a more usable one. For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1371</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1371"/>
		<updated>2015-02-07T22:18:07Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* Modeling Dictionary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
&lt;br /&gt;
== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
&lt;br /&gt;
===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
&lt;br /&gt;
This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
&lt;br /&gt;
===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
&lt;br /&gt;
The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
&lt;br /&gt;
===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
&lt;br /&gt;
===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
&lt;br /&gt;
===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
&lt;br /&gt;
===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
&lt;br /&gt;
===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
&lt;br /&gt;
===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
&lt;br /&gt;
[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
&lt;br /&gt;
In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
&lt;br /&gt;
===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
&lt;br /&gt;
===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
&lt;br /&gt;
===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
&lt;br /&gt;
===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
&lt;br /&gt;
===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
&lt;br /&gt;
The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
&lt;br /&gt;
However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
&lt;br /&gt;
===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
&lt;br /&gt;
===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
&lt;br /&gt;
===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually not be as good as the beginning sprites&lt;br /&gt;
&lt;br /&gt;
===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
&lt;br /&gt;
== Modeling Dictionary ==&lt;br /&gt;
&lt;br /&gt;
===Model===&lt;br /&gt;
A model is an object that has depth, length and width to make it look like it takes on the third dimension.&lt;br /&gt;
====Bones====&lt;br /&gt;
Bones are objects that allow a model to be animated without having to move the actual mesh.&lt;br /&gt;
====Rigging====&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
====UVs====&lt;br /&gt;
UV&amp;#039;s dictate what part of a texture is mapped onto the model.&lt;br /&gt;
====T-Pose====&lt;br /&gt;
A model in a T-Pose, looks like a T, hence the term &amp;#039;T-Pose&amp;#039;. It allows a person to rig a model to a bone more easily.&lt;br /&gt;
====Materials====&lt;br /&gt;
A material is a texture that can be applied to any part of the 3D model.&lt;br /&gt;
&lt;br /&gt;
====Viewing Modes====&lt;br /&gt;
A viewing mode allow a model to be viewed in a different perspective.&lt;br /&gt;
=====Wireframe=====&lt;br /&gt;
Wireframe shows a model with only the polygons, no textures or mesh is shown.&lt;br /&gt;
=====Textured=====&lt;br /&gt;
Textured shows a model with textures, shading and the mesh.&lt;br /&gt;
=====Solid=====&lt;br /&gt;
Solid only shows the mesh, with no textures.&lt;br /&gt;
=====Bounding Boxes=====&lt;br /&gt;
Bounding boxes gives a generalization of where the model is and how much space it takes up.&lt;br /&gt;
===Model Rip===&lt;br /&gt;
A model rip is when a model is ripped from a game from it&amp;#039;s native format into a more usable one. For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
&lt;br /&gt;
===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
&lt;br /&gt;
== Sounds Dictionary ==&lt;br /&gt;
=== Sound ===&lt;br /&gt;
A sound is a piece of audio, such as wind blowing, or someone talking&lt;br /&gt;
=== Music ===&lt;br /&gt;
Music is a grouping of sounds to make a certain or desired melody.&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
A sound rip is when a sound is taken from it&amp;#039;s native format, and converted into a more usable one. For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1370</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1370"/>
		<updated>2015-02-07T22:02:54Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* Sounds Dictionary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
&lt;br /&gt;
== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
&lt;br /&gt;
===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
&lt;br /&gt;
This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
&lt;br /&gt;
===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
&lt;br /&gt;
The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
&lt;br /&gt;
===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
&lt;br /&gt;
===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
&lt;br /&gt;
===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
&lt;br /&gt;
===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
&lt;br /&gt;
===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
&lt;br /&gt;
===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
&lt;br /&gt;
[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
&lt;br /&gt;
In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
&lt;br /&gt;
===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
&lt;br /&gt;
===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
&lt;br /&gt;
===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
&lt;br /&gt;
===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
&lt;br /&gt;
===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
&lt;br /&gt;
The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
&lt;br /&gt;
However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
&lt;br /&gt;
===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
&lt;br /&gt;
===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
&lt;br /&gt;
===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually not be as good as the beginning sprites&lt;br /&gt;
&lt;br /&gt;
===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
&lt;br /&gt;
== Modeling Dictionary ==&lt;br /&gt;
&lt;br /&gt;
===Model===&lt;br /&gt;
A model is an object that has depth, length and width to make it look like it takes on the third dimension.&lt;br /&gt;
====Bones====&lt;br /&gt;
Bones are objects that allow a model to be animated without having to move the actual mesh.&lt;br /&gt;
====Rigging====&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
====UVs====&lt;br /&gt;
UV&amp;#039;s dictate what part of a texture is mapped onto the model.&lt;br /&gt;
====T-Pose====&lt;br /&gt;
A model in a T-Pose, looks like a T, hence the term &amp;#039;T-Pose&amp;#039;. It allows a person to rig a model to a bone more easily.&lt;br /&gt;
&lt;br /&gt;
===Model Rip===&lt;br /&gt;
A model rip is when a model is ripped from a game from it&amp;#039;s native format into a more usable one. For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
&lt;br /&gt;
===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
&lt;br /&gt;
== Sounds Dictionary ==&lt;br /&gt;
=== Sound ===&lt;br /&gt;
A sound is a piece of audio, such as wind blowing, or someone talking&lt;br /&gt;
=== Music ===&lt;br /&gt;
Music is a grouping of sounds to make a certain or desired melody.&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
A sound rip is when a sound is taken from it&amp;#039;s native format, and converted into a more usable one. For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1369</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1369"/>
		<updated>2015-02-07T21:59:06Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* Splice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
&lt;br /&gt;
== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
&lt;br /&gt;
===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
&lt;br /&gt;
This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
&lt;br /&gt;
===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
&lt;br /&gt;
The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
&lt;br /&gt;
===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
&lt;br /&gt;
===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
&lt;br /&gt;
===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
&lt;br /&gt;
===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
&lt;br /&gt;
===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
&lt;br /&gt;
===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
&lt;br /&gt;
[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
&lt;br /&gt;
In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
&lt;br /&gt;
===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
&lt;br /&gt;
===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
&lt;br /&gt;
===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
&lt;br /&gt;
===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
&lt;br /&gt;
===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
&lt;br /&gt;
The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
&lt;br /&gt;
However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
&lt;br /&gt;
===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
&lt;br /&gt;
===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
&lt;br /&gt;
===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually not be as good as the beginning sprites&lt;br /&gt;
&lt;br /&gt;
===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
&lt;br /&gt;
== Modeling Dictionary ==&lt;br /&gt;
&lt;br /&gt;
===Model===&lt;br /&gt;
A model is an object that has depth, length and width to make it look like it takes on the third dimension.&lt;br /&gt;
====Bones====&lt;br /&gt;
Bones are objects that allow a model to be animated without having to move the actual mesh.&lt;br /&gt;
====Rigging====&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
====UVs====&lt;br /&gt;
UV&amp;#039;s dictate what part of a texture is mapped onto the model.&lt;br /&gt;
====T-Pose====&lt;br /&gt;
A model in a T-Pose, looks like a T, hence the term &amp;#039;T-Pose&amp;#039;. It allows a person to rig a model to a bone more easily.&lt;br /&gt;
&lt;br /&gt;
===Model Rip===&lt;br /&gt;
A model rip is when a model is ripped from a game from it&amp;#039;s native format into a more usable one. For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
&lt;br /&gt;
===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
&lt;br /&gt;
== Sounds Dictionary ==&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1368</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1368"/>
		<updated>2015-02-07T21:57:59Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* Modeling Dictionary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
&lt;br /&gt;
== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
&lt;br /&gt;
===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
&lt;br /&gt;
This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
&lt;br /&gt;
===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
&lt;br /&gt;
The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
&lt;br /&gt;
===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
&lt;br /&gt;
===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
&lt;br /&gt;
===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
&lt;br /&gt;
===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
&lt;br /&gt;
===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
&lt;br /&gt;
===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
&lt;br /&gt;
[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
&lt;br /&gt;
In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
&lt;br /&gt;
===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
&lt;br /&gt;
===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
&lt;br /&gt;
===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
&lt;br /&gt;
===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
&lt;br /&gt;
===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
&lt;br /&gt;
The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
&lt;br /&gt;
However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
&lt;br /&gt;
===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
&lt;br /&gt;
===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
&lt;br /&gt;
===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually suck.&lt;br /&gt;
&lt;br /&gt;
===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
&lt;br /&gt;
== Modeling Dictionary ==&lt;br /&gt;
&lt;br /&gt;
===Model===&lt;br /&gt;
A model is an object that has depth, length and width to make it look like it takes on the third dimension.&lt;br /&gt;
====Bones====&lt;br /&gt;
Bones are objects that allow a model to be animated without having to move the actual mesh.&lt;br /&gt;
====Rigging====&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
====UVs====&lt;br /&gt;
UV&amp;#039;s dictate what part of a texture is mapped onto the model.&lt;br /&gt;
====T-Pose====&lt;br /&gt;
A model in a T-Pose, looks like a T, hence the term &amp;#039;T-Pose&amp;#039;. It allows a person to rig a model to a bone more easily.&lt;br /&gt;
&lt;br /&gt;
===Model Rip===&lt;br /&gt;
A model rip is when a model is ripped from a game from it&amp;#039;s native format into a more usable one. For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
&lt;br /&gt;
===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
&lt;br /&gt;
== Sounds Dictionary ==&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1367</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1367"/>
		<updated>2015-02-07T21:55:04Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* Model Rip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
&lt;br /&gt;
== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
&lt;br /&gt;
===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
&lt;br /&gt;
This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
&lt;br /&gt;
===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
&lt;br /&gt;
The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
&lt;br /&gt;
===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
&lt;br /&gt;
===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
&lt;br /&gt;
===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
&lt;br /&gt;
===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
&lt;br /&gt;
===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
&lt;br /&gt;
===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
&lt;br /&gt;
[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
&lt;br /&gt;
In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
&lt;br /&gt;
===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
&lt;br /&gt;
===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
&lt;br /&gt;
===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
&lt;br /&gt;
===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
&lt;br /&gt;
===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
&lt;br /&gt;
The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
&lt;br /&gt;
However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
&lt;br /&gt;
===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
&lt;br /&gt;
===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
&lt;br /&gt;
===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually suck.&lt;br /&gt;
&lt;br /&gt;
===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
&lt;br /&gt;
== Modeling Dictionary ==&lt;br /&gt;
&lt;br /&gt;
===Bones===&lt;br /&gt;
Bones are objects that allow a model to be animated without having to move the actual mesh.&lt;br /&gt;
&lt;br /&gt;
===Model Rip===&lt;br /&gt;
A model rip is when a model is ripped from a game from it&amp;#039;s native format into a more usable one. For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
&lt;br /&gt;
===UVs===&lt;br /&gt;
UV&amp;#039;s dictate what part of a texture is mapped onto the model.&lt;br /&gt;
&lt;br /&gt;
===T-Pose===&lt;br /&gt;
A model in a T-Pose, looks like a T, hence the term &amp;#039;T-Pose&amp;#039;. It allows a person to rig a model to a bone more easily.&lt;br /&gt;
&lt;br /&gt;
== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
&lt;br /&gt;
===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
&lt;br /&gt;
== Sounds Dictionary ==&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1366</id>
		<title>Dictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Dictionary&amp;diff=1366"/>
		<updated>2015-02-07T21:53:29Z</updated>

		<summary type="html">&lt;p&gt;ThatTrueStruggle: /* Modeling Dictionary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are a number of common terms used within the community and this wiki.&lt;br /&gt;
&lt;br /&gt;
== Spriting Dictionary ==&lt;br /&gt;
===Anti-Aliasing===&lt;br /&gt;
[[File:Dictionary-anti-aliasing.jpg|right|100px|thumb|alt=Anti-Aliasing]]&lt;br /&gt;
Anti-Aliasing, often referred to as simply &amp;quot;AA&amp;quot;, is a technique in which you place mid-tone pixels in strategical places to make lines appear smoother.&lt;br /&gt;
&lt;br /&gt;
In the case shown to the right, the black line is anti-aliased by gray pixels placed on the &amp;#039;corners&amp;#039; of each black pixel because the background is white (white+black=gray). If the line was red, then the gray dots would be changed to light pink to portray correct anti-aliasing.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the image example was generated with Photoshop, thus creating a a lot of mid-tone pixels for aliasing. In spriting you would generally use far less anti-aliasing, and place midtones in a more organized manner. AA should only be placed in jagged places; if the line is already smooth without AA, there&amp;#039;s no particular need to add it.&lt;br /&gt;
&lt;br /&gt;
===Banding===&lt;br /&gt;
[[File:Dictionary-banding.png|right|alt=Banding]]&lt;br /&gt;
Banding is considered a highly flawed technique in which shading follows the outline&amp;#039;s shape, thereby creating &amp;quot;steps&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Banding should be avoided as it prevents an object from portraying depth and shape properly.&lt;br /&gt;
&lt;br /&gt;
This is generally considered to be a poor excuse for [[Dictionary#Anti-Aliasing|Anti-Aliasing]].&lt;br /&gt;
&lt;br /&gt;
===Cluster===&lt;br /&gt;
[[File:Dictionary_Cluster.gif|right|alt=Cluster]]&lt;br /&gt;
A pixel cluster is a connected group of pixels of the same color. Note that adjacent pixel clusters with contrast that is too low can appear to be one single cluster.&lt;br /&gt;
&lt;br /&gt;
===Contrast===&lt;br /&gt;
[[File:Dictionary_Contrast.png|right|alt=Contrast]]&lt;br /&gt;
Put simply, Contrast is basically the amount of difference between two colors.&lt;br /&gt;
&lt;br /&gt;
The higher the contrast, the more visible the shades will be, while the lower the contrast, the less visible the shades will be. Palettes with low amounts of contrast usually end up being dull, while ones with high amounts of contrast end up being extremely harsh. Balance between colors and shades is the key.&lt;br /&gt;
&lt;br /&gt;
===Custom Sprite===&lt;br /&gt;
A custom sprite is a &amp;#039;&amp;#039;&amp;#039;COMPLETELY NEW&amp;#039;&amp;#039;&amp;#039; sprite; it doesn&amp;#039;t use another sprite as a base. Note that a sprite made in someone else&amp;#039;s style can still be custom, as long as it isn&amp;#039;t edited from a base.&lt;br /&gt;
&lt;br /&gt;
===Dithering===&lt;br /&gt;
Dithering is a technique in which cross-hatching patterns are used to create midtones.&lt;br /&gt;
&lt;br /&gt;
===Edited Sprite===&lt;br /&gt;
An Edited sprite, also known as a Sprite Edit or simply as an Edit, is created when an existing sprite is changed. Edits can be done to official sprites (from existing games, published or not) or someone else&amp;#039;s custom work. Any work that is created by changing an already existing source would be considered an edit.&lt;br /&gt;
&lt;br /&gt;
===Hueshift===&lt;br /&gt;
Hue Shifting (or Hueshifting) is the process of shifting a color&amp;#039;s hue. Rather than increasing or decreasing a color&amp;#039;s [[Dictionary#Saturation|Saturation]], or [[Dictionary#Contrast|Contrast]], you increase or decrease the color&amp;#039;s Hue instead. Notice also that colors on the exact opposite of the wheel also work as a darker/lighter version of your color. A more dynamic and natural palette of colors is the result of proper hue shifting.&lt;br /&gt;
&lt;br /&gt;
===Isometric===&lt;br /&gt;
Isometric is one kind of perspective. It&amp;#039;s commonly used to used to create the impression of three dimensional space using two dimensional sprites. See [[Dictionary#Perspective|Perspective]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Jagged===&lt;br /&gt;
Also known as Jaggy, or Jaggies, a jagged line is an erratic line that doesn&amp;#039;t appear to be smooth.&lt;br /&gt;
&lt;br /&gt;
===JPEG===&lt;br /&gt;
Also known as JPG, JPEG is a &amp;#039;&amp;#039;lossy&amp;#039;&amp;#039; file format that causes sprites to be unusable. JPG files are often used for photographs or screenshots, but will often distort and reduce the quality of the image. While this is barely noticeable from a distance on a photo, when it comes to sprites which are pixel-perfect, it can be very obvious.&lt;br /&gt;
&lt;br /&gt;
[[File:Jpeg-example.png|alt=An example of a sprite being distorted from being saved as a JPEG|center]]&lt;br /&gt;
&lt;br /&gt;
In the above example, we can see a sprite saved as a PNG (On the left) and as a JPEG (On the right). Saving a sprite as a JPEG is almost always impossible to reverse.&lt;br /&gt;
&lt;br /&gt;
===Lightsource===&lt;br /&gt;
The lightsource is the source of light in your pixelart (i.e where the light is coming from). Using a fixed lightsource properly will allow you to shade things properly. Bear in mind that a proper lightsource is vital in the process of [[Dictionary#Shading|Shading]] an object in order to grant it a proper sense of volume and mass.(See [[Dictionary#Pillowshading|Pillowshading]] for more details.)&lt;br /&gt;
&lt;br /&gt;
===Palette===&lt;br /&gt;
Your Palette is the colors used in your art.&lt;br /&gt;
&lt;br /&gt;
===Perspective===&lt;br /&gt;
A perspective is the angle at which your art appears to the viewer.&lt;br /&gt;
&lt;br /&gt;
===Pillowshading===&lt;br /&gt;
Pillow Shading (also known as Pillowshading) is a common mistake among beginning spriters. Pillowshading happens when the sprite is shaded with its lightest shade in the middle and the sarker shades toward the outline. This is bad because it shows no depth and it&amp;#039;s an eyesore. Pillowshading is like an extreme form of banding which covers the entire sprite.&lt;br /&gt;
&lt;br /&gt;
===Readability===&lt;br /&gt;
Reading ease; a sprite with good readability is a sprite that doesn&amp;#039;t have problems representing an object.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
&amp;#039;&amp;#039;For more details on how to effectively create recolors, please go to our [[Recolor]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Recoloring is a technique in which you simply change a sprite&amp;#039;s colors, without modifying or changing the shape in any form.&lt;br /&gt;
&lt;br /&gt;
The technique is often frowned upon when it comes to the creation of &amp;quot;new&amp;quot; characters, when taking a [[Dictionary#rip|ripped]] sprite from a commercially released game and claiming it as your own creation.&lt;br /&gt;
&lt;br /&gt;
However, the technique does have its place when it comes to your own [[Dictionary#Custom_Sprite|custom]] sprites. It can be used to portray alternative forms of the same enemy, for example, or allow for alternative costumes in fighting games.&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
The pixel&amp;#039;s native size. When making sprites, make sure you&amp;#039;re using equally-sized pixels in all the piece and DO NOT resize the sprite to make small details. It&amp;#039;s very unprofessional and ugly.&lt;br /&gt;
&lt;br /&gt;
===Sprite Rip===&lt;br /&gt;
Sprite ripping is simply obtaining in-game graphics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;For more extensive information, visit our [[Sprite Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Saturation===&lt;br /&gt;
Saturation is the intensity of a color. More saturation means &amp;#039;more vivid, stronger colors&amp;#039;; less saturation means &amp;#039;dull colors&amp;#039;. Make sure it is well balanced, though. Too much saturation will make your sprite retina-burning, and less saturation might make your work boring.&lt;br /&gt;
&lt;br /&gt;
===Selout===&lt;br /&gt;
Selective Outlining, better known as Sel-Out or Selout, is a technique where you &amp;#039;select&amp;#039; the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines.&lt;br /&gt;
&lt;br /&gt;
===Shading===&lt;br /&gt;
Shading is meant to show volume and give the viewer an idea of the shape of an object. every bump on a surface will cast a shadow on the opposite side from where the lightsource comes from. stronger lightsources, stronger shadows. more lightsources, less shadows.&lt;br /&gt;
&lt;br /&gt;
===Splice===&lt;br /&gt;
Splicing is a form of edit in which you grab two or more ready-made sprites and fuse them, creating a single sprite. It is usually made with Pokémon sprites, and since the sprites weren&amp;#039;t meant to be fused together, the result will usually suck.&lt;br /&gt;
&lt;br /&gt;
===8-Bit===&lt;br /&gt;
8-Bit refers to the 8-bit era of videogame consoles and is commonly mistaken for a type of sprite style.&lt;br /&gt;
&lt;br /&gt;
== Modeling Dictionary ==&lt;br /&gt;
&lt;br /&gt;
===Bones===&lt;br /&gt;
Bones are objects that allow a model to be animated without having to move the actual mesh.&lt;br /&gt;
&lt;br /&gt;
===Model Rip===&lt;br /&gt;
For more extensive information, visit our [[Model Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
Rigging is when a part of a model is attached a to a bone to allow for easy animation.&lt;br /&gt;
&lt;br /&gt;
===UVs===&lt;br /&gt;
UV&amp;#039;s dictate what part of a texture is mapped onto the model.&lt;br /&gt;
&lt;br /&gt;
===T-Pose===&lt;br /&gt;
A model in a T-Pose, looks like a T, hence the term &amp;#039;T-Pose&amp;#039;. It allows a person to rig a model to a bone more easily.&lt;br /&gt;
&lt;br /&gt;
== Textures Dictionary ==&lt;br /&gt;
===Texture Rip===&lt;br /&gt;
For more extensive information, visit our [[Texture Ripping]] page.&lt;br /&gt;
&lt;br /&gt;
A Texture Rip is a texture that comes from a pre-existing model, or more specifically, a texture that has been taken out of an already existing game.&lt;br /&gt;
&lt;br /&gt;
===Custom Texture===&lt;br /&gt;
A custom texture is, to put it simply, a texture that you have made yourself. This term is used because it gives a distinct difference from that of a [[Dictionary#Texture_Rip|texture rip]], in which the texture would have been from an already existing model.&lt;br /&gt;
&lt;br /&gt;
===Recolor===&lt;br /&gt;
For more details on how to effectively create recolors, please go to our [[Recolor]] page.&lt;br /&gt;
&lt;br /&gt;
Recoloring is a simple technique in which you change the colors of an already existing texture. This generally serves little purpose with [[Dictionary#Texture_Rip|rips]], but can be a simple means of creating additional alternative outfits within games.&lt;br /&gt;
&lt;br /&gt;
== Sounds Dictionary ==&lt;br /&gt;
===Sound Rip===&lt;br /&gt;
For more extensive information, visit our [[Sound Ripping]] page.&lt;/div&gt;</summary>
		<author><name>ThatTrueStruggle</name></author>
		
	</entry>
</feed>