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File Formats

File Formats

This is a complete list of all file formats used by files stored directly in the Data folder.

Extension Format Example Tool Specification(s) Example File Description
.DAT XBOX DTPK Riders Variant 00.dat Archive containing uncompressed audio. Usually mono.
N/A Riders Archive RidersArchiveTool PackMan.bt 1 Sonic Riders' native archive format. Has optional compression and no extension.
.ADX CRI ADX VGAudio adx.btWikipedia E01E.ADX Lossy proprietary audio format from CRI Middleware for low CPU audio playback.
.AIX CRI AIX aixmaker ED_E.AIX Proprietary audio format from CRI Middleware storing multiple ADX tracks in one file.
.SFD CRI SofDec SofDec CRAFT ENDING.sfd Proprietary video format from CRI Middleware which is a wrapper for MPEG-1 (Riders) or MPEG-2 video, with ADX-encoded audio using MPEG-PS container.
.XNF Sega NN: Morph Animation [Xbox/Direct3D] RadfordHound's NN Spec v.xnf
.XNG Sega NN: ?? Animation [Xbox/Direct3D] RadfordHound's NN Spec v.xng
.XNM Sega NN: Skeletal Animation [Xbox/Direct3D] RadfordHound's NN Spec v.xnm
.XNO Sega NN: 3D Object [Xbox/Direct3D] Sega NN Tools RadfordHound's NN Spec v.xno The model format for Sonic Riders' 3D Models
.XNV Sega NN: Material Animation [Xbox/Direct3D] RadfordHound's NN Spec v.xnv
.XVRS PVR Texture Library [Xbox/Direct3D] RidersTextureArchiveTool XvrsTextureArchive.bt v.XVRs Container with multiple textures. For some strange reason they decided to use a file extension which made it look like it belongs to Sega NN library.
.AFS CRI AFS AFSUtils GRAF:AFS Voice\VOICE.AFS Proprietary archive from CRI Middleware which contains a collection of audio files in either ADX, AIX or AHX format (interchangeable). [Note: This is a generic data container, but in Riders is only used for audio]

Notes: - Shown tools are only examples, lists of tools for working with each file type belong in the Tools section.
- Autogenerated by IndexTool. Do not edit manually.
- To update, edit KnownFileTypes.json and re-run List File Types in IndexTool.

Internal Files: Introduction

Native Riders Archives will contain a list of individual groups of files (sub-archives), whose contents are decided by a unique id. These groups consist of individual files.

For example, inside every stage archive you can find group 00305, which contains the following files:

Most common use of groups is to store object models inside stage archives. For example, the start gate (01000) has a different model for every stage.

Internal Files: Formats

The following (known) file formats can be found inside Riders' Native Archives (see above), but are never seen as standalone files in the Data folder.

Format Example Tool Specification Example File Description
Object Layout Format Riders.Tweakbox ObjectLayout.bt 1 -> 00305 -> 00000 Defines the layout of objects in Sonic Riders
Object Visibility Layout Format ObjectVisibility.bt 1 -> 00301 -> 00000 Defines object rendering regions. It contains a list of 3D bounding boxes objects indexed an ASCII character. If an object has the same character assigned but is not in the box, it is not loaded.
Texture Format Sega NN Tools PVRTTexture.bt Inside PVR Texture Libraries Variant of the classic Ninja PVRT format used on the Dreamcast.

Key:

An example file of 1 -> 00301 -> 00000 means that the file is located in:
- Data/1
- In group 00301
- Is the first file (00000)

Common Id Ranges

Id Range Description
00XXX Stage Data
01XXX Effect Objects
02XXX Common Objects
05XXX Stage Specific Objects
31XXX Common Special Effects & Particle Emitters
33XXX Particle Presets
41XXX Mission Mode Objects
48XXX Survival Objects

Internal File Formats: All IDs

This is a complete list of "binary ids" (sub-archives) present inside Sonic Riders archives.

Id Name Number of Files Number of Archives Seen In
0 Player 2 988
8 ?? 1 73
9 ?? 1 890
10 ?? 74 62
11 ?? 2 1
20 ?? 87 4
30 ?? 4 73
31 ?? 4 73
100 ?? 2 3
103 ?? 4 33
108 ?? 4 8
110 ?? 1 14
112 ?? 1 8
113 ?? 2 63
114 ?? 1 62
120 ?? 1 4
121 ?? 2 60
130 ?? 2 65
131 ?? 2 16
160 ?? 2 2
161 ?? 4 2
162 ?? 21 2
165 ?? 3 30
166 ?? 21 31
167 ?? 52 35
200 ?? 1 32
201 ?? 1 51
202 ?? 1 64
203 ?? 1 44
204 ?? 1 16
210 ?? 1 73
220 ?? 1 73
301 ?? 1 64
302 ?? 12 73
304 ?? 1 32
305 ?? 3 73
306 ?? 1 8
1000 ?? 2 73
1001 ?? 1 8
1002 ?? 1 10
1003 eSunShine 1 62
1004 ?? 1 8
1005 Stage Title Texture 1 38
1006 ?? 2 6
1007 ?? 1 1
1008 ?? 1 6
2000 oStGate 9 64
2010 oItemBox 3 73
2020 ?? 4 73
2050 oType 2 73
2060 oSignal 2 8
2080 oPutBreak00 2 4
2082 oPutBreak02 5 20
2083 oPutBreak03 6 4
2084 oPutBreak04 4 40
2085 oPutBreak05 5 8
2086 ?? 6 4
2090 oPit 4 73
2091 oPitSix 4 1
2100 oRing 2 73
2110 oDashPanel 2 73
2120 oDashRing 2 73
2130 ?? 1 8
2131 oMoveFloor 2 8
2150 ?? 3 73
5000 oDoor 2 8
5010 oSkyRoad 3 4
5020 oRopeWayBase 2 8
5021 oRopeWayObj 2 12
5022 ?? 2 8
5030 oCarLine 2 8
5031 oCarPath 2 8
5033 ?? 3 8
5034 oTrailer 3 4
6000 ?? 4 4
6500 oWaterWheel 3 4
6501 ?? 2 4
7000 ?? 2 4
7010 oKakuRing 2 4
7020 oTRobot 2 4
7021 oTRobotPath 2 4
7030 ?? 4 4
7040 oLavaWall 3 4
7400 oCrane 2 4
7410 oBreakFan 4 4
7420 oColdEggRobo 3 4
8000 oCobweb 2 8
8010 oCentipedeNest 2 8
8011 ?? 2 8
8012 ?? 3 8
8013 ?? 2 8
8500 oCollapseTree 2 4
8501 ?? 3 4
9000 ?? 1 8
9250 oArrow 5 4
9261 oeDPole 2 4
9262 oeDBird 2 4
9263 oeDownPole 2 4
9270 oSolarEclipse 4 4
9280 oDebris 2 4
9290 oEnergyBeam 3 4
9300 oEnergyBarrier 4 4
9500 oSandChasm 4 2
9501 oGakeLightData 2 4
10001 oTurObject 2 8
10010 oFractureTower 2 4
10011 oFractureRoad 2 4
10012 ?? 2 4
10020 ?? 2 8
10040 ?? 2 8
11010 oDemonsGate 2 4
11011 oDemonsGateEffect 3 4
11012 oStainedGlass 4 4
11013 oSpotlight 3 4
11020 oDragHand 5 4
11030 ?? 1 8
11031 ?? 1 4
11032 ?? 22 4
11033 ?? 4 4
11040 oBirdsOfHeaven 3 4
11050 ?? 1 4
11060 oFaceStone 3 4
12010 oNightsMoon 2 4
12020 ?? 3 4
12030 ?? 2 4
12040 ?? 3 4
12050 ?? 3 4
12060 oBatteryLaunchColli 1 4
12070 ?? 2 4
12080 ?? 3 4
12090 ?? 1 4
12100 ?? 4 4
12510 ?? 1 4
12520 oOphaopha 4 4
12540 oStardustRoad 4 4
12550 oCh5SpaceDoor 2 4
12560 ?? 2 4
12561 ?? 2 4
12562 ?? 2 4
12563 ?? 2 4
12564 ?? 2 4
12565 ?? 2 4
12566 ?? 2 4
12567 ?? 4 4
12570 ?? 8 4
12580 ?? 2 4
12590 ?? 2 4
13000 ?? 3 3
15000 ?? 2 3
15001 ?? 2 3
15010 ?? 3 3
31000 ?? 52 73
31005 eBubble 4 8
31006 ?? 1 11
31008 ?? 4 20
33000 eParSet00 21 36
33100 ?? 1 4
33101 ?? 1 4
33102 ?? 1 8
33103 ?? 1 4
33104 ?? 1 23
33105 ?? 1 12
33106 ?? 3 4
33107 ?? 1 8
33108 ?? 1 3
33109 ?? 2 16
33110 ?? 2 4
33111 ?? 1 8
33112 ?? 1 4
33113 ?? 1 4
33114 ?? 1 8
33115 ?? 5 4
33116 ?? 1 4
33117 ?? 1 4
33119 ?? 2 3
33120 ?? 1 3
33121 ?? 1 8
40001 ?? 1 1
40002 ?? 1 1
40003 ?? 1 1
40004 ?? 1 1
40005 ?? 2 1
40011 ?? 2 6
40012 ?? 1 1
40013 ?? 2 1
40014 ?? 2 6
40015 ?? 4 1
40016 ?? 12 6
40017 ?? 6 6
40020 ?? 2 1
40022 ?? 3 1
40032 ?? 2 1
40033 ?? 2 6
40100 ?? 1 2
41100 ?? 2 122
41101 ?? 2 13
41102 ?? 2 7
41103 ?? 2 1
41104 ?? 2 1
41105 ?? 2 1
41106 ?? 2 2
41107 ?? 2 2
41108 ?? 2 2
41109 ?? 2 2
41110 ?? 2 2
41111 ?? 2 2
41112 ?? 2 12
41114 ?? 2 36
41200 ?? 2 1
41201 ?? 2 1
41202 ?? 2 1
41203 ?? 2 1
41204 ?? 2 1
41205 ?? 2 1
42010 ?? 1 32
42011 ?? 1 32
42012 ?? 1 32
42013 ?? 1 32
42014 ?? 1 2
42015 ?? 1 32
42016 ?? 1 14
42020 ?? 42 128
42030 ?? 26 128
42040 ?? 33 128
42100 ?? 1 32
42101 ?? 2 26
42102 ?? 3 8
42103 ?? 3 12
42105 ?? 4 28
42107 ?? 2 26
42108 ?? 3 20
42109 ?? 3 14
42110 ?? 4 32
42120 ?? 1 6
44000 ?? 1 16
44001 ?? 1 6
44100 oMiJunk 15 16
44110 ?? 3 16
44120 ?? 4 16
44150 ?? 2 2
44160 oMiBomb 4 16
44170 ?? 4 16
44180 ?? 3 12
46000 ?? 4 20
46001 ?? 1 20
46002 ?? 1 1
46003 ?? 1 16
46004 ?? 1 1
46005 ?? 1 1
46006 ?? 1 1
46007 ?? 1 1
46008 ?? 1 1
46210 ?? 1 16
46220 ?? 1 16
48000 oSvlBall 2 1
48020 ?? 1 12
48030 oSvlGate 2 1
48040 oSvlWall 2 37
48050 oSvlItem 2 1
48060 oSvlTranItem 2 1
48070 ?? 4 1
48071 ?? 4 1
48072 ?? 4 1
48073 ?? 4 1
48074 ?? 4 1
48075 ?? 4 1
48076 ?? 4 1
48077 ?? 4 1
48078 ?? 4 1
48079 ?? 4 1
48080 ?? 4 1
48081 ?? 4 1
48082 ?? 4 1
48090 ?? 4 1
48100 ?? 2 3
48110 ?? 8 1
48210 ?? 1 16
48220 ?? 1 16
48400 ?? 1 3
60005 oFlyJump 2 28

Notes:
- Autogenerated by IndexTool. Do not edit manually.
- To update, re-run Scan Riders Archives in IndexTool.