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<<TODO rename to struct, combine with AFL>>
FFLiResourceHeader is a [[Mii Resources|Mii resource struct]] that specifies both ''vertex'' and ''texture'' data. It is used in [[FFL]], [[CFL]], and [[AFL]].


FFLiResourceHeader is a [[Mii Resources|Mii resource struct]] that specifies both ''vertex'' and ''texture'' data.
== Files ==


== Files ==
=== On Wii U ===
On the Wii U, the location of these at MLC are at: <code>/sys/title/0005001b/10056000/content/</code>. There are also "LG" variants of both, meant to be used for linear gamma. (Differences are unknown, shapes are all unchanged.)
The location of these at MLC are at: <code>/sys/title/0005001b/10056000/content/</code>. There are also "LG" variants of both, meant to be used for linear gamma. (Differences are unknown, shapes are all unchanged.)
{| class="wikitable"
{| class="wikitable"
|+Hashes of data files
|+Hashes of data files
Line 27: Line 27:
|Linear Gamma
|Linear Gamma
|}
|}
=== On 3DS ===
..
=== In Miitomo ===
..


== Header format ==
== Header format ==

Revision as of 17:41, 24 September 2025

FFLiResourceHeader is a Mii resource struct that specifies both vertex and texture data. It is used in FFL, CFL, and AFL.

Files

On Wii U

The location of these at MLC are at: /sys/title/0005001b/10056000/content/. There are also "LG" variants of both, meant to be used for linear gamma. (Differences are unknown, shapes are all unchanged.)

Hashes of data files
File Name SHA256 Notes
FFLResMiddle.dat 2a048021fb35b67481bdd92948827e0e130a5d7270689983896772a7255a0f14
FFLResMiddleLG.dat b7d0e8c31b97be12c99a0b4b0158bfa32cf3fb0e236fab46c2497a22a62411fa Linear Gamma
FFLResHigh.dat 75381dec8c73f6cad5e74ecd6c850f202223fd6fc57ddaa02475c7f62027e7ed
FFLResHighLG.dat 31dfc741eddd59c5e96f37df2c0e4784e6ace4a94539eb58641a6ae20bccaf73 Linear Gamma

On 3DS

..

In Miitomo

..

Header format

This sample is in the ImHex Pattern[1] format.

struct ResourcePartsInfo {
    u32 dataPos;
    u32 dataSize;
    u32 compressedSize;
    u8 compressLevel;
    u8 windowBits;
    u8 memoryLevel;
    u8 strategy;
};

struct ResourceShapeHeader {
    u32 maxSize[12];
    ResourcePartsInfo beard[4];
    ResourcePartsInfo hatNormal[132];
    ResourcePartsInfo hatCap[132];
    ResourcePartsInfo faceline[12];
    ResourcePartsInfo glass[1];
    ResourcePartsInfo mask[12];
    ResourcePartsInfo noseline[18];
    ResourcePartsInfo nose[18];
    ResourcePartsInfo hairNormal[132];
    ResourcePartsInfo hairCap[132];
    ResourcePartsInfo foreheadNormal[132];
    ResourcePartsInfo foreheadCap[132];
};

struct ResourceTextureHeader {
    u32 maxSize[11];
    ResourcePartsInfo beard[3];
    ResourcePartsInfo hat[132];
    ResourcePartsInfo eye[62];     // [80] in AFL
    ResourcePartsInfo eyebrow[24]; // [28] in AFL
    ResourcePartsInfo faceline[12];
    ResourcePartsInfo faceMakeup[12];
    ResourcePartsInfo glass[9]; // [20] in AFL
    ResourcePartsInfo mole[2];
    ResourcePartsInfo mouth[37]; // [52] in AFL
    ResourcePartsInfo mustache[6];
    ResourcePartsInfo noseline[18];
};

struct ResourceHeader { 
    u32 signature; // "FFRA"
    u32 version;
    u32 uncompressedBufferSize;
    u32 expandedBufferSize;
    u32 expanded;
    ResourceTextureHeader textureHeader;
    ResourceShapeHeader shapeHeader;
    u32 unknown[12]; // Always 0x0?
};

Vertex data format

...

Texture data format

...

In codebases

  1. FFL Decomp

References