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This thread needed to be brought back.

This list here will contain all the known sound file extensions, separated by videogame consoles, and its corresponding converters.



Known File Formats
(recommended converter in parenthesis)

Nintendo DS PC / Computer Nintendo 64 Nintendo GameCube Nintendo Wii Wii U
  • .BFSTM
  • .G1L
  • .BFSAR
PS1 / PS2
  • .str (VGSC)
Xbox / Xbox 360
  • .xma
General Unspecified
  • .hca
  • .sns
Other Feel free to post any more you're aware of.
PS1 / PS2:
.str

Xbox / Xbox 360:
.xma

Multiplatform:
.aax (CRIware stream)
.adx (ADX stream)
(07-20-2014, 04:38 PM)Mystie Wrote: [ -> ]PS1 / PS2:
.str

Xbox / Xbox 360:
.xma

Multiplatform:
.aax (CRIware stream)
.adx (ADX stream)
Added.

if someone could find a download link or website with those programs that would be awesome.
VGSC can convert .str, .aax, and .adx files. I used VGSC to convert the sound files from Bayonetta, which use the .aax format.
Also, I just stumbled upon this program here: http://filetrip.net/nds-downloads/utilit...22876.html

It can extract all of the files from those pesky .sdat packages that are included in most NDS games. I've already tried it on three games (Super Mario 64 DS, Full Metal Alchemist: Dual Sympathy, and Tomodachi Collection), and it worked great for all of them.
(07-30-2014, 04:39 PM)Mystie Wrote: [ -> ]Also, I just stumbled upon this program here: http://filetrip.net/nds-downloads/utilit...22876.html

It can extract all of the files from those pesky .sdat packages that are included in most NDS games. I've already tried it on three games (Super Mario 64 DS, Full Metal Alchemist: Dual Sympathy, and Tomodachi Collection), and it worked great for all of them.
Added to the list!

I forgot about the fact that Tinke is also really helpful regarding .sdat file as well.
.hca - CRI's High Compression Audio format, also known as ADX2. I'm sure it's in other games as well, but I noticed it in Naruto: Ultimate Ninja Storm 3 and Phantasy Star Online.
.xfbin - Common model format for PS3 and XBOX games. It can also contain encrypted sound files.

Unfortunately, there are no decoders for either of these formats, but there is one player called CRIAtomPlayer.exe. It's a command line tool that plays simple HCA files. As for .xfbin, I believe you can open them with Noesis Model Viewer.
Could a mod please sticky this thread? Both so it can be seen by new users but also so that people remember to update it.
Also a .sns
(12-08-2014, 06:06 PM)bulby1 Wrote: [ -> ]Also a .sns
Mind elaborating on what that is, exactly? Like the system? Maybe a converter? I'd appreciate it.
Wii U-
.BFSTM
.G1L
.BFSAR
ADT - Image file
ARD - Archived .WAV files
BIN - Game code. Can also be an archive of various files; Roomcut.bin
BGM - Midi version 0 file
BSS - Archived Sony BS movie/picture files; Backgrounds
CPE - Game code. In BH 2 Beta 2, it contains the Debug Menu information.
CPT - Game code/Header file
DAL - Game code. Contains information on where certain files are located.
DAT - Game code, various other uses
DIE - Sony .TIM file
D01 - Sony .TIM file
D02 - Sony .TIM file
D03 - Sony .TIM file
D04 - Sony .TIM file
D05 - Sony .TIM file
D06 - Sony .TIM file
D07 - Sony .TIM file
DOR - Sony .TIM file
EDH - Header/Info file for .VB files
EMD - Sony .TIM file, TMD Model
EMS - Archived .TIM files
EMW - TMD Model?
ESP - .TIM Header/Info file
ETM - Archived .TIM files
EXE - Game code
H - Header file
HED - Header file
HSB - Archived .WAV files
INF - Program Information file
ITP - Archived .TIM files
IVM - Sony .TIM file
MAP - Archived .TIM files
PIX - Headerless (No Header Info) Sony .TIM file
PLD - Sony .TIM file
PLW - Sony .TIM file
PTC -
RDT - Various. Contains .TIM files aswell as various Sound FX for different rooms.
RGB - Image file
SAP - Signed 8-Bit .WAV File/Wave Format 2; Looped Wave of Background Music for PC versions
SND - Header/Info file for .VB files
SLD - Special Text/Image file
STF - Archived image file
STR - Sony movie
SYM - Game code
TIM - Sony .TIM file/Can also be an archive of .TIM files
TM2 - Header/Info file for .TIM files
TMD - Model
TS - Extended informated .TIM file
VB - Archived Wave files
VBS - Archived Wave Files
VH - Header/Info file for .VB files
XA - Sony Wave files
XAS - Sony Wave files

AFS - Advanced File System (archive)
ADX - CRI audio format (Music, voice, misc.)
AHX - CRI MPEG audio
ALZ - ARC file format with improper extension
ARC - Archive of TPL textures, LZ compressed files, THP video, etc.
ARD - Archive of Sony PSone TIM textures, [custom]SEQ/VH/VB music/sounds, and [custom]TMD data
AST - Uncompiled C/C++ code
BIN - Binary data/code. (Archived model data, background images, etc.)
BJL - RBJ C/C++ header file
BGM - Archived Sony PSone SEQ, VH, and VB/VAB sound data (Music)
BGZ - Archive of multiple quasi-JPEG images
BNR - Nintendo Gamecube Disc Banner data (unique rectangle image/data shown in BIOS)
BSS - Archived Sony PSone BS movie images (Background)
CAM - Camera setting text definitions
CM2 - Camera setting text definitions
CPE - Sony PSone PSYQ SDK executable
CNF - Sony PSone BIOS information
CPT - Compiled binary data/code
DAT - Binary data/code. (Memory Card saves, TIM textures, PIX textures, etc.)
DEF - Text definitions/directories
DIE - Archive of a Sony PSone TIM texture & camera animation (Death scene)
D01 - Archive of a Sony PSone TIM texture & TMD (Door)
D02 - Archive of a Sony PSone TIM texture & TMD (Door)
D03 - Archive of a Sony PSone TIM texture & TMD (Door)
D04 - Archive of a Sony PSone TIM texture & TMD (Door)
D05 - Archive of a Sony PSone TIM texture & TMD (Door)
D06 - Archive of a Sony PSone TIM texture & TMD (Door)
D07 - Archive of a Sony PSone TIM texture & TMD (Door)
DOC - Uncompiled C/C++ code (Message)
DOL - Nintendo Gamecube executable
DOR - Archive of a Sony PSone TIM texture & TMD (Door)
DPS - HTML/XML DEFINE list
DRV - Sega Dreamcast executable driver
DSP - Nintendo Gamecube ADPCM waveform (Music, voice)
ELS - Uncompiled C/C++ code (effect list)
EMD - Archive of a Sony PSone TIM texture, TMD model, and animation data (Player/Enemy)/GCN data ?
EVS - Cutscene animations
ESP - Compiled binary data/code
EST - Uncompiled C/C++ code (Enemy set)
EXE - Sony PSone executable
H - C/C++ header file
H4M - Nintendo Gamecube video (FMV)
HED - Sony PSone VH data w/special header
HSB - Archive of Sony PSone SEP, VH, and VB/VAB sound data (Music)
INF - ISO-9660 file system format information
INI - Executable input information
IVM - Archive of Sony PSone TMD model and its corresponding TIM texture
LST - Text definitions/directories
LZ - HUFFMAN table compression-scheme compressed file
M2V - MPEG 1 system stream (audio+video)
MAP - Archived Sony PSone Tim textures
MHP - Nintendo Gamecube THP variant (uses ARC variant index header)
PIX - Headerless Sony PSone TIM textures(s)
PLD - Archive of a Sony PSone TIM texture, [custom]TMD model, and animation data (Player/Enemy)
PLW - Archive of a Sony PSone TIM texture, [sometimes custom]TMD model, and animation data (Weapon)
PRO - [custom]MIDI data
PTC - Raw 24-bit RGB image
PVR - Sega Dreamcast Power Vector Rendering GPU image texture
REL - Nintendo Gamecube Codewarrior executable/driver
RDT - Archive of Sony PSone VH/VAB sound(s), TIM texture(s), and TMD sprite data(s) (Room)
RGB - Raw 24-bit RGB image
SAM - [custom]waveform samples
SAP - Signed 8-Bit WAV file w/special header; Looped background music waveform for PC verions
SCT - Uncompiled C/C++ code (Scenario)
SDI - [custom]index data
SEL - C/C++ header file
SEP - Multiple Sony PSone Standard MIDI Format 1 data(s) all using the same pQES header
SEQ - Sony PSone Standard MIDI Format 1 data
SFD - TMPGEnc format M2V using CRI ADX audio
SND - Sony PSone VH/VAB sound data/Nintendo Gamecube DSP variant data
SLD - [custom]Sony PSone TMD data
SST - Uncompiled C/C++ code
STF - Raw 24-bit RGB image
STR - Sony PSone streaming movie (FMV)
TGA - 24-bit Targa image
THP - Nintendo Gamecube JPEG sequenced movie (FMV)
TIM - Sony PSone image texture(s)
TM2 - [Custom]Sony PSone TMD data
TMD - Sony PSone 3D Model data
TS - Sony PSone Tim texture
TPL - Nintendo Gamecube image texture(s)
VAB - Multiple Sony PSone VAG sound samples (Player/Enemy/Music/Weapon/Room sound(s))
VIB - Uncompiled C/C++ code
VAG - Single Sony PSone ADPCM encoded waveform (Player/Enemy/Music/Weapon/Room sound(s))
VB - Multiple Sony PSone VAG sound samples (Player/Enemy/Music/Weapon/Room sound(s))
VBS - Archive of multiple Sony PSone VAB data(s) (Enemy sounds)
VH - Sony PSone VB/VAB header
XA - Sony PSone streaming ADPCM audio (Voice)
XAS - Sony PSone streaming ADPCM audio (Voice)


Font= http://assemblergames.com/l/threads/comp...ons.34061/
Folklore uses .SGD_ as audio archives and .SGX as audio containers. It's really dumb and weird.
Also, Klonoa 2 uses .SS2 as music and dialogue packages.
Sound files for Lego games use .CBX extensions.
(12-06-2014, 12:48 AM)puggsoy Wrote: [ -> ]Could a mod please sticky this thread? Both so it can be seen by new users but also so that people remember to update it.

Sure thing!
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