File Formats

Lots of Nintendo DS games use the same file formats to store their data, but not Fossil Fighters! It has its own set of completely unique file formats that it uses to store all kinds of data, from cutscenes to 3D models to dialogue.

On one hand, this is a huge pain, because we can't use existing tools to export and edit these files. On the other hand, Fossil Fighters's strange data files are really powerful! An incredible amount of the game's logic is encoded in files that can be easily1 read and modified.

Most (but not all!) Fossil Fighters file formats start with a short code that's used to refer to that format.

Both games

File Format Description Location carbonizer support (FF1/FFC)
_match Miscellaneous dataetc/*_match
3BA etc/battle_attack_type
3BC model/battle/arcscenecsv.mar/0000
BBG Kasekiums (fossil battle arenas)etc/btl_bg_defs
CHR Characterschara/
DAL Attacksetc/attack_defs
DBA etc/btl_adjust_defs
DBS Battlesbattle/
DBT btl_tutorial/
DCL Vivosaursetc/creature_defs
DEP Cutscene triggersepisode/
DEX Cutscenesepisode/e*
DMG Dialoguemsg/
DML etc/museum_defs
DMS Max IDsetc/*_maxid
DSL Haikuetc/senryu_defs
DTX Texttext/
GRD Map datamap/c/, map/e/, map/g/, map/r/
HML Masksetc/headmask_defs
KIL Key itemsetc/keyitem_defs
KPS FPetc/btl_kp_defs
MAP Mapsmap/m/
MAR, MCM Archive formatEverywhere!
MFS Fontsfont/
MKL etc/timemask
MM3 Index files for 3D modelsmodel/
MMS Index files for spritesmotion/
MPM Index files for imagesimage/
RLS Fossilsetc/kaseki_defs
SHP Shopshop/

FF1 only

File Format Description Location carbonizer support
3CL Index file for vivosaur 3D modelsmodel/battle/arcdin/0000
AIS btl_ai/
AST btl_aiset/
BCO Unknown—all zerosetc/creature_offset_defs
DAB auto_battle/auto_battle
DNC dance/
ECS Miscellaneous dataetc/excavate_defs

FFC only

File Format Description Location carbonizer support
ACL etc/add_contents_defs
AIC etc/ai_attack_defs
AIP etc/ai_pattern_defs
CAMS etc/camera_setting_defs
CBS etc/cleaningbasic_defs
CCL etc/cleaning_challenge_defs
CDTW etc/conditional_word_defs
CHI etc/charaitem_defs
CPL etc/creature_palet_defs
CPLS etc/critical_point_location_defs
CRI etc/creature_rankup_interval_defs
CWS etc/cannonwarp_defs
D2ML etc/2D_motion_defs
D3NNL etc/node_name_table
DAI etc/ai_tactics_defs
DATL etc/ATM_tutorial_list_defs
DATM etc/atmwarp_defs
DBG etc/debug_defs
DBTL etc/donate_battlepoint_defs
DCEA etc/creature_evolution_abilityup_param_defs
DCL Same magic bytes as creature_defs, unknown if same file typeetc/donate_creature_defs
DCS etc/consol_defs
DCSL etc/creature_strength_defs
DDE etc/btl_dmg_effect_def
DDPL etc/donate_point_defs
DEMO etc/autodemo_defs
DKSK etc/donate_kaseki_defs
DMLS etc/manpu_defs
DMSK etc/donate_mask_defs
DPLS etc/pict_defs
DSES etc/state_effect_defs
DSFG etc/rank_growth_pattern_defs
DTLL etc/textloadtiming_defs
DTS etc/donate_exchange_defs
ECL extra_contents_defs
ECS etc/commonbasic_defs
EGL etc/informationguild_defs
EMS excavatematch_defs
EVI etc/shopeventitem_defs
FACH etc/facechange_defs
FHL etc/fieldhorider_defs
GCOL etc/groundcolor_defs
GEFF etc/groundeffect_defs
HEXP etc/horider_experience_defs
JPK etc/jiman_prize_kaseki_defs
MLS etc/motion_defs
MPG etc/mapgroup_defs
OPMV etc/openingmovie_defs
PCS etc/passconnect_defs
PLYR etc/player_defs
RBBL etc/robobonus_defs
RBL etc/robo_defs
RLS etc/radarskin_defs
SIL etc/symbolicon_defs
SKS etc/shopkaseki_defs
TPL etc/shoptool_defs

  1. Well, "easily" compared to modifying the game's code, which is basically impossible right now