Talk:Donkey Kong Country Returns 3D
Format list
Does anyone have any input as to how we should list/document the formats that the game uses? The problem is that the game has filenames, which means that every single resource technically has two extensions; the "resource type" fourCC which is the equivalent of the extensions we use on other Retro games, and the extension at the end of the filename. For instance, the model format has the fourCC MODL
and the extension .mod. The problem is neither of these really lines up perfectly with the format 100% of the time. The fourCC tends to be closer; like for instance, the texture format is resource type TEX
, and it shows up with at least two extensions (.tex and .art), even though they're both the same format. On the other hand, there's also a BinD
resource type for generic binary data, which I think is equivalent to Retro's DUMB
, and contains a variety of different formats. The BinD
formats usually have a more unique extension at the end of their filenames and some of those formats are actually pretty common/important, like .are (area format, contains the script layers), .par (particles), .snd (some sound effects, I think?), etc.
So it seems like we have an issue in terms of which one to use and when. I don't really know how to do this and be consistent about it, so does anyone have any suggestions? Ideally I think the game page should display both a name for the format itself, as well as a list of all the extensions that that format appears with. --Parax0 (talk) 14:08, 13 September 2015 (CDT)