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04-06-21 12:43 AM
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Main - Archived forums - SMG documentations and tutorials - .bva File Format New reply


shibboleet
Posted on 12-05-12 04:37 PM (rev. 2 of 12-05-12 04:37 PM) Link | #1480
There is a format in PowerStar.arc (And in many other objects) called PowerStarColor.bva.
.bva files may be texture files, and they probably are. Plus, I'm trying to find where the Green Power Star models loads into the game, and stumbled on this. The green star model is NOT /ObjectData/GreenStar.arc because it doesn't exist. BMDView doesn't support this, nor does the bcsv editor.
Any suggestions?

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a

NWPlayer123
Posted on 12-05-12 04:46 PM (rev. 2 of 12-05-12 04:46 PM) Link | #1481
IDK what it is, but I already found this a LONG time ago in MarioAnime :P
I can tell that it controls colors but in what way, IDK.
It's a lot like jpa files.

____________________
"I hate playing musical chats" ~ Quote of the month

shibboleet
Posted on 12-05-12 04:48 PM (rev. 2 of 12-05-12 04:48 PM) Link | #1482
Well,

3D1bva1���`���ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿVAF1���@�ÿ������ ���0This is �������������ThThis is
lolwut? This is weird.
I opened the file in a hex editor to get this.

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a

NWPlayer123
Posted on 12-05-12 04:53 PM Link | #1483
J3D1bva1... ....ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
0x00 magic (4)
0x04 header (4)
0x08 End of file offset (4)
0x0C number of sections (4)
Then I assume 16 bytes of padding.

VAF1.....ÿ.»...¼... ...DThis is
0x20 Magic (4)
0x24 unknown1 (4)
0x28-0x2F - Could be 4 sections of 2 bytes or 2 sections of 4 bytes.
0x30 Unknown2
0x34 Unknown3
Then 8 bytes of padding.
That is all the header data


____________________
"I hate playing musical chats" ~ Quote of the month

Arisotura
Posted on 12-05-12 04:56 PM Link | #1484
Posted by Luigi
Well,

3D1bva1���`���ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿVAF1���@�ÿ������ ���0This is �������������ThThis is
lolwut? This is weird.
I opened the file in a hex editor to get this.

If you got this, it's not a hex editor. Or it's a very weird one.

____________________
NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

blank
Posted on 12-06-12 02:48 AM Link | #1496
Posted by NWPlayer123
It's a lot like jpa files.


BVA files looks nothing like JPA files.

To elaborate a little on the VAF1 section:

Offset[/td]Size[/td]Description[/td][/tr]
0x00[/td]4[/td]Magic ("VAF1")[/td][/tr]
0x04[/td]4[/td]Section size[/td][/tr]
0x08[/td]1[/td]Unknown[/td][/tr]
0x09[/td]1[/td]Padding (0xFF)[/td][/tr]
0x0A[/td]2[/td]Unknown[/td][/tr]
0x0C[/td]2[/td]Number of entries in the first subsection[/td][/tr]
0x0E[/td]2[/td]Number of entries in the second subsection[/td][/tr]
0x10[/td]4[/td]Offset to first subsection[/td][/tr]
0x14[/td]4[/td]Offset to second subsection[/td][/tr]

The entries in the first subsection are 4 bytes structures (not completely sure about this):

Offset[/td]Size[/td]Description[/td][/tr]
0x00[/td]2[/td]Number of consecutive entries in the second subsection associated with this entry[/td][/tr]
0x02[/td]2[/td]First entry in the second subsection associated with this entry[/td][/tr]

The entries in the second subsection is simply bytes. They seem to only take on the values 0 and 1, so they might be boolean values.


Main - Archived forums - SMG documentations and tutorials - .bva File Format New reply

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