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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.

Format Description
DCX Found as <name>.dcx, a generic file compression format. Can be unpacked with WitchyBND

Binders

These types are the file containers that typically contain multiple other file types within.

Format Description
BDT The data file for a dvdbnd archive containing nearly all game data
BHT The header file for a dvdbnd archives containing nearly all game data
BND Usually found as [something]bnd.dcx, a generic file archive format
TPF Texture archive containing DDS files. Can be unpacked with WitchyBND.

General

These file types are non-specific types used by the games.

Format Description
DDS Image texture format. Can be edited with photo editing programs.
SL2 Save files
RMB Collection of controller rumble effects.
EXPB

Game

These file types are related to game elements, such as player behavior, the levels themselves, etc.

Format Description
ACB Rendering configuration file (namely lighting for models). Only used in Dark Souls 2.
AIP Auto-invasion point configuration. Used in Elden Ring.
BREAKGEOM Configuration file for breakable assets. Used in Elden Ring and Armored Core VI.
BREAKOBJ Configuration file for breakable objects. Used in Dark Souls 1, 2, 3, Bloodborne and Sekiro.
BHV Behavior configuration file introduced in Armored Core VI.
BTAB Lightmap atlasing configuration file used since Dark Souls 2.
BTPB Collection of spherical harmonics light probes for lighting characters and objects in a map.
BTL Configuration file for all the light sources in maps.
EDD A description format for ESDs. It is not read by the game.
EDGE A file that defines grapple points and hangable edges for a model. Only used in Sekiro.
ENTRYFILELIST Configuration file that determines which map elements must be loaded before the load screen can end.
EMELD A companion file to EMEVD that assigns names to different events.
EMEVD Scripting file used in all games. Typically controls the world state.
ESD Scripting file based on state machines used for character behavior, dialog trees, and enemy AI, depending on the game.
GPARAM Graphical configuration file that tweaks post-processing effects.
GRASS Defines a dynamic grass mesh attached to a model.
HKX Havok archive. Can contain configuration for animations, behavior, collision, etc.
HKXPWV Ragdoll-related container. Defines weak-points on a model.
HKS Lua script used by Havok for to configure an's actor behavior graph.
LUA Lua file, used for enemy AI, or event scripts in earlier games.
LUAGNL A list of global variable names for Lua scripts.
LUAINFO A list of AI goals for Lua scripts.
MSB Map file containing all map object placements.
MCG Navigation format used in Demon's Souls and Dark Souls that defines a coarse graph for moving around the map.
MCP Navigation format used in Demon's Souls and Dark Souls that defines a basic graph of connected volumes.
MQB Configuration file used to compose all elements of a cutscenes.
NGP Navigation mesh file. Used in Dark Souls II.
NVA Defines the placement and properties of navigation meshes. Used from Bloodborne onwards.
NVC
NVM Navigation format used in Demon's Souls and Dark Souls.
ONAV
PARAM Game data configuration files.
SCN Configuration file used to compose all elements of a cutscenes. Only used in Dark Souls 2.
TAE Defines animation events such as sounds, effects, and hitboxes

FaceGen

These file types are related to the FaceGen middleware used in some of the FromSoftware games.

Format Description
CTL A facegen format. From their website: “Controls & distribution densities. A binary file format. Valid for all SAMs with the same BasisKey.”
EGM A facegen format. From their website: “A binary format containing the principal component modes as one standard deviation vertex deltas.”
EGT A facegen format. From their website: “A binary file format containing texture statistics data for each pixel for each mode.”
FLVER2TRI A format that indicates which vertices of a FLVER are relevant for FaceGen.
TRI A facegen format. From their website: “A binary format containing a polygonal model composed of triangles and quads and, optionally, texture coordinates, either per-vertex or per-facet (indexed). Normal information is not stored, as normals must be dynamically computed in a SSM.”

Visuals

These file types are related to the game's interface and visual elements.

Format Description
CCM A font layout file used in Demon's Souls, Dark Souls 1, 2, and 3; determines the texture used for each different character code.
CLM2 Companion file to a FLVER. Related to cloth simulation if the FLVER uses it.
DRB Mysterious UI format
FLVER Output model format used by all games.
FFX Visual effect files used in DS1
FFXResList Lists resources (textures, models, or animations) for FXR in Elden Ring. Can be edited with a text editor.
FMG Generic text containers for localization
FXR Visual effect files used in DS3 and Elden Ring
GFX SWF variant used for UIs
MTD Material definition file.
MATBIN Material configuration file. Used in Elden Ring and Armored Core VI.
PMDCL Defines static decals. Used in Dark Souls III.
FPO A shader file: fragment program objects.
PPO A shader file: pixel program objects.
VPO A shader file: vertex program objects.

Sounds

These file types are related to the game's auditory elements.

Format Description
FSB FMOD sound archives
FEV FMOD sound archives
ITL FMOD sound archives
BNK A Wwise bank file.
PCK A Wwise package file.
WEM A Wwise Encoded Media file that contains digital audio.
MOAEI
format/main.txt · Last modified: by admin