FFLiResourceHeader: Difference between revisions
not for cfl, add miitomo details, let's say it has "shapes" and "textures" before then going into the "vertex and texture formats". ok? |
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=== In Miitomo === | === In Miitomo === | ||
The AFL resource file comes in two versions, ''AFLResHigh.dat'' from the original release of the game and ''AFLResHigh_2_3.dat'' for Miitomo 2.3.0, which added Switch features and colors. | The AFL resource file comes in two versions, ''AFLResHigh.dat'' from the original release of the game and ''AFLResHigh_2_3.dat'' for Miitomo 2.3.0, which added Switch features and colors. | ||
The only additions in AFLResHigh_2_3.dat are extra glass types from the Switch, but both include more eye, eyebrow, and mouth types for the various expressions in the game. | The only additions in AFLResHigh_2_3.dat are extra glass types from the Switch, but both include more eye, eyebrow, and mouth types for the various expressions in the game. | ||
{| class="wikitable" | |||
|+Hashes of data files | |||
!File Name | |||
!SHA256 | |||
!Notes | |||
|- | |||
|AFLResHigh.dat | |||
|todo | |||
| | |||
|- | |||
|AFLResHigh_2_3.dat | |||
|4a4be71d75162c20b48720ef89cd3d4e6cd4e8e21bcbc2aed63ee08d96de7722 | |||
|Extra [[glass]] types from [[Switch]] | |||
|} | |||
== Header format == | == Header format == | ||
Revision as of 18:00, 24 September 2025
FFLiResourceHeader is a Mii resource struct that specifies both shape and texture data. It is used in both FFL on Wii U and AFL in Miitomo.
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.)
| File Name | SHA256 | Notes |
|---|---|---|
| FFLResMiddle.dat | 2a048021fb35b67481bdd92948827e0e130a5d7270689983896772a7255a0f14 | |
| FFLResMiddleLG.dat | b7d0e8c31b97be12c99a0b4b0158bfa32cf3fb0e236fab46c2497a22a62411fa | Linear Gamma |
| FFLResHigh.dat | 75381dec8c73f6cad5e74ecd6c850f202223fd6fc57ddaa02475c7f62027e7ed | |
| FFLResHighLG.dat | 31dfc741eddd59c5e96f37df2c0e4784e6ace4a94539eb58641a6ae20bccaf73 | Linear Gamma |
In games on the Wii U
The games Wii Party U, Wii Fit U, and Mario & Sonic at the Sochi 2014 Olympic Winter Games all have altered versions of the FFL resource file. In Wii Party U, some textures (noseline) have extra mipmaps, and some undefined "transform" data is altered in all game versions.
In Miitomo
The AFL resource file comes in two versions, AFLResHigh.dat from the original release of the game and AFLResHigh_2_3.dat for Miitomo 2.3.0, which added Switch features and colors. The only additions in AFLResHigh_2_3.dat are extra glass types from the Switch, but both include more eye, eyebrow, and mouth types for the various expressions in the game.
| File Name | SHA256 | Notes |
|---|---|---|
| AFLResHigh.dat | todo | |
| AFLResHigh_2_3.dat | 4a4be71d75162c20b48720ef89cd3d4e6cd4e8e21bcbc2aed63ee08d96de7722 | Extra glass types from Switch |
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
...