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        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ACB</title>
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        <description>ACB</description>
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        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>BDT</title>
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The data file for a general-purpose headered file container pair.</description>
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        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>BHT</title>
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        <description>BHT

The header file for a general-purpose headered file container pair.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-02-25T00:15:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>BND</title>
        <link>http://soulsmodding.com/doku.php?id=format:bnd&amp;rev=1740442508&amp;do=diff</link>
        <description>BND

A general-purpose file container.</description>
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        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>BTL</title>
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        <description>BTL</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-02-25T00:03:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>CTL</title>
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        <description>CTL</description>
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        <dc:date>2025-02-25T00:13:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
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        <description>DCX

DCX is a general-purpose single compressed file wrapper used throughout all of FromSoftware&#039;s games.

Handling

To decompress a file compressed with a DCX wrapper, you should use  WitchyBND.

Compression Types
 Compression Type  Description  EDGE  The DCX compression format used for Demon&#039;s Souls.</description>
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        <dc:date>2025-02-25T00:04:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>DDS</title>
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        <description>DDS</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-03-31T03:46:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>DRB</title>
        <link>http://soulsmodding.com/doku.php?id=format:drb&amp;rev=1743392769&amp;do=diff</link>
        <description>DRB

Unknown format dealing with menu layout and structure.
If you want to add new menu options or elements, reversing this is likely required.</description>
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        <dc:date>2025-02-25T00:04:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>EGM</title>
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        <description>EGM</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-02-25T00:04:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>EGT</title>
        <link>http://soulsmodding.com/doku.php?id=format:egt&amp;rev=1740441875&amp;do=diff</link>
        <description>EGT</description>
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        <dc:date>2025-02-24T23:37:15+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
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        <description>EMEVD

Event script files control the game&#039;s world state. This is accomplished through events, which are defined by the .emevd files. Events have two broad types of instructions: conditions and results. Event scripts use a custom coding language, which sets up condition groups that wait for certain in-game conditions to be met and then uses result instructions to modify the world state. A simple event might wait until the player is within a certain region and then activate an enemy&#039;s AI. More co…</description>
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        <dc:date>2025-05-04T19:38:51+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>c0000.esd</title>
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        <description>c0000.esd

Active:
  000: Idle
  001: Eat Stuff (Grass / Divine Blessing / Purging Stone / Egg Vermifuge / etc)
  002: Use Consumable Weapon Buff
  003: Fast Throw (Alluring Skull / Throwing Knife / etc)
  004: Slow Throw (Lloyd&#039;s Talisman / Firebomb / etc)
  005: Binoculars Raise
  006: Binoculars View
  007: Binoculars Lower
  008: Use Repair Powder
  009: Use Firekeeper Soul / Transient Curse / etc
  010: 
  011: 
  012: 
  013: Toss Prism Stone / Carving
  014: 
  015: Use Humanity / Souls
 …</description>
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        <dc:date>2025-05-04T20:58:12+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ESD</title>
        <link>http://soulsmodding.com/doku.php?id=format:esd&amp;rev=1746392292&amp;do=diff</link>
        <description>ESD

EZState (also referred to as ESD since that is the file extension where the data is located on disk), is a graph based scripting system. It is used in all games from DS1 onward for various pieces of game logic.

Format

The best way to understand how EZState works is to think of it as a state diagram, where each node is a point or discrete step in a sequence of actions that make up any event. These nodes are referred to as</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-02-24T23:42:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>FFX</title>
        <link>http://soulsmodding.com/doku.php?id=format:ffx&amp;rev=1740440575&amp;do=diff</link>
        <description>FFX

SFX are visual effects. It can also produce sound effects, but through referencing separate systems. Not to be confused with VFX, which refers to SpEffectVfxParam.

FFX refers to the file format. It is in Dark Souls 1 and Dark Souls 2. For Dark Souls 3 and Elden Ring, see</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-07T14:51:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>FLVER</title>
        <link>http://soulsmodding.com/doku.php?id=format:flver&amp;rev=1744037485&amp;do=diff</link>
        <description>FLVER

A FLVER file is a finalized model file used by various From Software games. 

It combines the 3D model data with various engine-specific properties so the game understands how to render the 3D model.

For specific implementation details, refer to the FLVER implementation</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-02-24T23:47:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>FMG</title>
        <link>http://soulsmodding.com/doku.php?id=format:fmg&amp;rev=1740440842&amp;do=diff</link>
        <description>FMG

FMG files contain all strings in the game, localized per language. They can be edited using Yabber, including modifying existing entries and adding new ones. Sometimes the ids in the file are arbitrary, and sometimes they have to match the ids of params (e.g. item ids), so they are a useful way to find out which param rows correspond to which items.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-02-24T23:49:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>FXR</title>
        <link>http://soulsmodding.com/doku.php?id=format:fxr&amp;rev=1740440983&amp;do=diff</link>
        <description>FXR

SFX are visual effects. It can also produce sound effects, but through referencing separate systems. Not to be confused with VFX, which refers to SpEffectVfxParam.

FXR refers to the file format.

Dark Souls 1 and 2 use a different format called</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-02-26T23:57:49+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Formats</title>
        <link>http://soulsmodding.com/doku.php?id=format:main&amp;rev=1740614269&amp;do=diff</link>
        <description>Formats



Many of the proprietary FromSoftware formats are accessible in SoulsFormats for programmatic browsing or editing and SoulsTemplates for hex browsing. See also the SoulsFormats format summary for even more obscure formats and usage details.

Compression

These types are appended to the end of an existing file to denote it is compressed.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-02-25T03:26:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Game Engine Overview</title>
        <link>http://soulsmodding.com/doku.php?id=format:overview&amp;rev=1740454002&amp;do=diff</link>
        <description>Game Engine Overview

From uses a custom, in-house proprietary game engine that powers all the Souls games (including Bloodborne and Sekiro) as well as some other, earlier games such as Ninja Blade and Armored Core V. Contrary to popular belief, From does NOT utilize the Phyre Engine. The engine doesn&#039;t seem to have a singular name, but it seems to be made up of multiple internal modules and libraries. Some of the internal modules include Dantelion2, FD4, and GX. All the PC ports of the Souls ga…</description>
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    <item rdf:about="http://soulsmodding.com/doku.php?id=format:param&amp;rev=1740887013&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-03-02T03:43:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>PARAM</title>
        <link>http://soulsmodding.com/doku.php?id=format:param&amp;rev=1740887013&amp;do=diff</link>
        <description>PARAM

Params are general-purpose configuration files used in all of the games.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-02-24T23:52:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>SL2</title>
        <link>http://soulsmodding.com/doku.php?id=format:sl2&amp;rev=1740441154&amp;do=diff</link>
        <description>SL2

Dark Souls: Remastered uses AES-encrypted save files. Basic unpacker is at  Dark-Souls-Remastered-SL2-Unpacker

Structure is


struct SaveEntry {
    uint8_t Encyption_IV[16];
    //everything after this is encrypted with the const file key and the randomly generated iv
    uint8_t CHECKSUM_HEADER[16];
    uint32_t remaining_size_of_save_slot; //each slot is 0x060030 bytes, minus the IV and Checksum and Footer
    uint8_t unknown_save_details[0x5FFFC]; //the actual save file info. Format un…</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-02-24T23:59:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>TAE</title>
        <link>http://soulsmodding.com/doku.php?id=format:tae&amp;rev=1740441579&amp;do=diff</link>
        <description>TAE

Overview

TAE is referred to as “TimeActEditor” in the game&#039;s code. Each character&#039;s ANIBND archive contains one or more .tae files which govern the specific events that occur during animations. A .tae file contains a list of animation entries, each of which contains a list of events, or actions, which occur at specific times (hence the phrase</description>
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