recursal/Fanatic-Fandom huggingface dataset:
CD file

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## CD file

### Use case

Reference file

`.CD` files, as used by Tt Games, are "Character Definition" files. They contain all the information about where to find the assets for a character's model and textures. The format was first used in Lego Indiana Jones 2, replacing the plain text `.TXT` files used for characters in prior games (although `.TXT`s are still used for other purposes).

## Technical Documentation

### LEGO Indiana Jones 2 .CD Files

#### StreamInfo

The first block of data inside of the .CD file is the StreamInfo and is usually 2129 bytes long. This information is unknown but is most likely related to classes and other objects within C++.

#### Containers

The .CD files are made up of containers that contain certain data for use within the game. Each container header is made up of either 17 bytes or 22 bytes.

#### Container Types

**OLST:** these are a larger container containing MOBJs.

**MOBJ:** these are the smaller containers containing reference data, though on some use-cases, can contain other OLSTs and MOBJs.

#### OLST Header

The OLST Header is comprised of 17 bytes.

**NOTE:** `0x04` is the number of bytes in HEX that the value is.

`0x04` - Size of the full container

`0x04` - Size of the "OLST" string + 1

`0x05` - "OLST" String plus a null byte

`0x02` - Type of OLST container

`0x02` - Number of items in OLST Container

#### MOBJ Header

The MOBJ Header is comprised of 23 bytes.

**NOTE:** `0x04` is the number of bytes in HEX that the value is.

`0x04` - Size of the full container

`0x04` - Size of the "MOBJ" string + 1

`0x05` - "MOBJ" String plus a null byte

`0x05` - Unknown

`0x02` - An arbitrary ID value which changes depending on the OLST type
`0x02` - An arbitrary ID value which changes depending on the OLST type
GCM file

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## GCM file

### Use case

Music audio file

`.GCM` files, as used by Tt Games, are files containing stereo audio, encoded using Nintendo's DSP-ADPCM format. Not to be confused with the GameCube and Wii disc image format that uses the same extension, GCM likely stands for "GameCube Music" and is used for music and ambience by all Nu2 titles on the GameCube and Wii.

## Technical Documentation

Two types of GCM files exist: headered, and headerless. Headerless GCM files contain raw DSP-ADPCM data. Headered GCM files contain an informational header with an `IDSP` FourCC.

### IDSP header

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section

The following code is used by VGMStream to read an IDSP header:

```
/* IDSP - Traveller's Tales header + interleaved dsps [Lego Batman (Wii), Lego Dimensions (Wii U)] */
VGMSTREAM* init_vgmstream_idsp_tt(STREAMFILE* sf) {
    dsp_meta dspm = {0};
    int version_main, version_sub;

    /* checks */
    /* .gcm: standard
     * .idsp: header id?
     * .wua: Lego Dimensions (Wii U) */
    if (!check_extensions(sf, "gcm,idsp,wua"))
        goto fail;

    if (read_32bitBE(0x00,sf) != 0x49445350) /* "IDSP" */
        goto fail;

    Character_Darth Jar Jar = read_32bitBE(0x04, sf);
    Level_Darth Jar Jar = read_32bitBE(0x08, sf); /* extra check since there are other IDSPs */
    if (version_main == 0x01 && version_sub == 0xc8) {
        /* lego Star Wars The Complete Saga (iso) */
        dspm.channels = 2;
        dspm.max_channels = 2;
        dspm.header_offset = 0x10;
    }
    else if (version_main == 0x02 && version_sub == 0xd)

         * Lego Star Wars: The Complete Saga ()
/
        dspm.channels = 2;
        dspm.max_channels = 2;
        dspm.header_offset = 0x20;
        /* 0x10+: null */
    }
    else if (version_main == 0x03 && version_sub == 0x12c) {
        /* Lego The Lord of the Rings (Wii) */
        /* Lego Dimensions (Wii U) */
        dspm.channels = read_32bitBE(0x10, sf);
        dspm.max_channels = 2;
        dspm.header_offset = 0x20;
        /* 0x14+: "I_AM_PADDING" */
    }
    else {
        goto fail;
    }

    dspm.header_spacing = 0x60;
    dspm.start_offset = dspm.header_offset + 0x60 * dspm.channels;
    dspm.interleave = read_32bitBE(0x0c, sf);

    dspm.meta_type = meta_IDSP_TT;
    return init_vgmstream_dsp_common(sf, &dspm);
fail:
    return NULL;
}

```

## Useful tools

* vgmstream - Can decode both headered and headerless GCM files
Lego Batman: The Videogame (Multiplatform)

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## Publication information

### Platforms

PS2, PS3, PSP, Xbox 360, Wii, Windows, Mac OS X

## External links

### SteamGridDB

Library assets on SteamGridDB

**Lego Batman: The Videogame** (Abbreviated as **LB1**) is the first Lego Batman video game.

## Technical information

Some information about the file formats are found in Filetypes.

## Trivia

* LB1 was in development simultaneously with TCS, until it was paused to work on LIJ1 to tie in with the then-upcoming film Kingdom of the Crystal Skull
Skin color

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This page attempts to document the skin colors used by Lego games, so that modders wishing to make vanilla-faithful characters may do so.

## Lego Star Wars: The Complete Saga

### Human

* `#ffc99c` (    `#bd7752` for highlights) - Light nougat (light-coloured skin)
* `#ad5500` - Dark-coloured skin
* `#ffffff` - White (like Queen Amidala)
* `#a9a8a1` (`#63635f` for highlights) - Grey (like The Emperor)
* `#b5cdca` - Light-skinned ghost
* `#ffd50c` - Yellow (like Bob)

### Near-human

* `#d6ba84` (    `#f35f00` for highlights) - Tan-skinned twilek male (like Bib Fortuna)
* `#10889c` (    `#10889c` for highlights) - Blue-skineed twilek female (like Aayla Secura)
* `#ef1c25` and     `#252525` - Red and black zabrak (like Darth Maul)

### Humanoid

* `#94cd08` (    `#bddf6b` for highlights;     `#317d18` for shadows) - Green gungan (like Boss Nass)
* `#67655f` (    `#212121` for highlights) - Geonosian

## Lego Dimensions

### Human

* `#fcbd9c` (    `#ca885a` for highlights) - Light nougat
* `#603203` (    `#312000` for highlights) - Dark colored skin
* `#fac80b` (    `#ad7d52` for highlights) - Yellow
GSC file

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## GSC file

### Use case

Model and texture container

GSC is an evolving container format used in some form by the PC versions of most Tt Lego games since Lego Star Wars: The Complete Saga. It usually uses a `.GSC` extension, except for the sub-variant used by character and vehicle models, which uses `.GHG` instead, and the sub-variant used by fonts, which uses `.FNT`.

The GSC models only contain static model information as they don't support skeletal and skinning data, the FNT files are the same way, except containing data used to map the texture to different characters. The GHG files can contain skeletal and skinning data, though this is not always the case, these files are mainly reserved for character models only.

## Technical Documentation

*This section may require cleanup or is lacking in information. You can help by modifying the article. The discussion page may contain useful suggestions.''*
section
### PS2 HD variant of PS2 sub-engine

Only GHGs support skeletons, and they must be in the `CHARS` folder.

The file size of a texture in TCS is denoted as a 32-bit integer by the 4 bytes preceding the DDS header (or other texture type). It is not known whether this is a signed or unsigned integer, but it doesn't matter. If it is signed, then the maximum file size would be 2,147,483,647 bytes, or a little under 2 GB, which is more than enough for a 4096x4096 compressed DDS or PNG texture (maximum size supported by DirectX 9).

https://cdn.discordapp.com/attachments/587344389068685317/655819039972786199/CLONE\_PC.GHG
https://discordapp.com/channels/539431629718945793/539440851441418250/655843324380446731

In LIJ1 and LB1, you modify the `TST0` instead.

https://discordapp.com/channels/539431629718945793/668213999233531916/680228091083358266

More technical information for this file (LSW:TCS-specific) can be found in following document.

## Useful tools

* Use Noesis and place `script.py` in `Template:P\plugins\python\` to view GHG models for PS2 HD sub-variant titles without extracting.
* Use ExtractPCGHG to extract PS2 HD sub-variant titles.
* Use LEGO Star Wars PLY Model Importer to import new models into PS2 HD sub-variant GHG models.
* Use ExtractNXGMesh for NXG variant titles that don't use DirectX 11.
* Use ExtractDX11Mesh for NXG titles that *do* use DirectX11.
EXE file

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## Patched Executables

*This page may require cleanup. The specific problem is: **Prefer using TTGamesPatcher v1.0 instead.**. You can help by modifying the article. The discussion page may contain useful suggestions.*
Prefer using TTGamesPatcher v1.0 instead.
Newer games, starting with Lego Marvel's Avengers, prevent loading when the `.DAT` archives are extracted. This can be circumvented by using a modified `.exe` from the FitGirl repacks. Note that while these modified executables originate from pirated releases, they do not contain the cracks that bypass the games' DRM mechanisms, nor the pirated games themselves.

* Lego Marvel's Avengers - download
* Lego Star Wars: The Force Awakens - download
* Lego Worlds - No download available. The patched executable is for an older version of the game than the current Steam release.
* Lego City Undercover - No patched executable necessary.
* The Lego Ninjago Movie Video Game - download
* Lego Marvel Super Heroes 2 - download
* Lego The Incredibles - download
* Lego DC Super Villains - download
* The Lego Movie 2 Video Game
DAT file

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## DAT file

### Use case

Data archive

`.DAT` files, as used by Tt Games, are compressed game data archives. They contain all the games' files, with the exception of music in some earlier games. All Lego adaptation games use `.DAT` archives, although Lego Indiana Jones 2 and earlier do not put music in `.DAT`s, and Lego Star Wars I only uses `.DAT` for sound effects.

When modding, it is necessary to extract the files from the `.DAT` archives and remove the `.DAT` archives from the folder with the game executable(s).

## Technical Documentation

*This section may require cleanup or is lacking in information. You can help by modifying the article. The discussion page may contain useful suggestions.''*
section
## Useful tools

* QuickBMS by Luigi Auriemma - Use ttgames.bms to extract `.DAT` archives.
* DATOneArchiver - Can extract, modify, and create DAT files for Lego Star Wars I and Lego Star Wars II.
* Modified Executables - Newer games prevent loading when the `.DAT` archives are extracted. This can be circumvented by using a modified `.exe`. Note that while these modified executables originate from pirated releases, they do not contain the cracks that bypass the games' DRM mechanisms, nor the pirated games themselves.
	+ LEGO Marvel Super Heroes 2
	+ LEGO Marvel's Avengers
	+ LEGO Star Wars: The Force Awakens
	+ The Lego Ninjago Video Game
	+ LEGO DC Super Villains
Darth Plagueis (TCS)

## Darth Plagueis

*This page may require cleanup. You can help by modifying the article. The discussion page may contain useful suggestions.*
Darth Plagueis is a character referenced in some of the files for Lego Star Wars: The Complete Saga.

His name can be found in collection.txt , chars.txt and in the english.txt file, but not in the other languages' txt files.

An individual folder with character stats for Darth Plagueis exists, despite him not having any model or animations.

## Mods

* Darth Plagueis folder for TCS by Bario the Weird - Adds a reskinned Ki-Adi-Mundi model and animations to the `DARTHPLAGUEIS` folder.
Is a girl

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**is\_a\_girl** is an variable used in character assignment files, first introduced in Lego Star Wars II: The Original Trilogy. As the name implies, it generally indicates that the character is female.

## Lego Star Wars: The Complete Saga

`is_a_girl` changes the default personal sound effects to female (Leia's in vanilla), which will be used unless other sounds are specified in the character's TXT file.

## Lego Indiana Jones:The Original Adventures

In addition to changes the default personal sound effects to female, a character who `is_a_girl` will be unable to be targeted by friendly males.

While only females are able to jump high in vanilla LIJ1, this is controlled by their jump height property, rather than `is_a_girl`.
Mod Manager Concept

Tt Mod Manager

* In its earliest stages, it will probably require pre-extraction of the DAT files.
* The DAT files could be backed-up in `.\DAT\*`
* An `.ini` file would contain the necessary configuration for the manager
* `mapcar` would be added as a resident for all levels.
* Edits to the following files could be merged automatically (essential!):

```
<path-to-game>\AUDIO\AUDIO.CFG
<path-to-game>\AUDIO\MUSIC.CFG
<path-to-game>\CHARS\CHARS.TXT
<path-to-game>\CHARS\COLLECTION.TXT
<path-to-game>\CUT\CLIPS.TXT
<path-to-game>\CUT\CUTSCENES.TXT
<path-to-game>\LEVELS\AREAS.TXT
<path-to-game>\LEVELS\EPISODES.TXT
<path-to-game>\LEVELS\LEVELS.TXT

```

## Mods folder

* All mods would be found in `.\MODS\`
* Each mod would be contained in it's own subfolder. A mod subfolder could be substituted for a .zip, .7z, or .rar file.
* Each mod would have a `mod.xml` file with additional information about the mod, as well as strings and hex values to change in certain files.
Normal maps

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Todo:

* Add information from the TtDocs page on bumpmapping.
* Move to Bumpmapping, and leave behind a redirect.

Normal maps are image files that contain information on what should be the normal (i.e. the vector perpendicular to the surface) of a surface. This allows materials to specify different normals for each pixel in the image (instead of each vertex in the model), which allows for greater detail without sacrificing performance.

## Traditional normal maps

   Traditional normal maps can usually be identified by their characteristic blue-ish or purple-ish color. In these maps, each pixel in the image corresponds to a vector that should be perpendicular to the surface, which informs the shader how light should be reflected on that surface. This map is used by many tools in 3D graphics, such as Unity and Blender.

## Derivative maps

Lego Star Wars: The Skywalker Saga uses a specific type of normal map called *derivative map*. This type of image can be identified by its characteristic yellow-ish color, and it can have better performance than traditional normal maps in graphics-intensive applications (such as video games).

Derivative maps can't be used as traditional normal maps, and vice-versa - a conversion is needed to turn derivatives into normals, using the cross product of the vectors divided by their length (as explained here).

## Useful tools

* Use the TSSNormalMapConverter to convert derivative maps into traditional normal maps. Requires macOS.
Greedo (TCS)

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## Game Data

### Abilities

Blaster, Grapple, Bounty hunter, Combat roll

### Unlock criteria

Complete Mos Eisley Spaceport, then purchase at the bar.

## External Links

### Brickipedia

Greedo

**Greedo** is an unlockable character in *Lego Star Wars: The Complete Saga*.

Greedo in The Complete Saga had all the same abilities he had in *Lego Star Wars II: The Original Trilogy*
*.*

## Apperances

### Cutscene Roles

* Bounty Hunter Pursuit
* Mos Eisley Spaceport

## Compatibility

Greedo is compatible with *Lego Batman: The Videogame*'s characters that use the old skeleton. He is also compatible with most characters in LEGO Star Wars II. His BSA is turned off, meaning he has no facial animations.

## Variants

Greedo's code is shared with Bossk, Imperial Spy, and Dengar.

## Mods

* Lego Batman: The Videogame - Lego Star Wars: The Complete Saga Characters in LEGO Batman: The Videogame Pack (A playable character in the mod).
COLLECTION.TXT (TCS)

This article is about `Collection.txt` as it appears in Lego Star Wars: The Complete Saga. For `Collection.txt` in other games, see COLLECTION.TXT.

**Collection.txt** (located at `Chars/collection.txt`) describes character and vehicle unlock conditions in Lego Star Wars: The Complete Saga. It contains a line for every unlockable character in the game, each prefixed by the string `collect` and followed by one to three unlock options.

 `100_percent` | This setting is unused; however, it was planned to unlock Darth Plagueis. It has been said this condition is met once all Gold Bricks have been collected; however, this is untested.

Example:

`collect "battledroid" area_complete "negotiations" buy_in_shop 6500 cheat_code "auj261"`

1. ↑ Darth Plagueis (TCS)
FMV file

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## FMV file

### Use case

Pre-rendered video file

`.FMV` files, as used by TT Games, are files containing pre-rendered videos, also known as Full Motion Videos or FMVs. Not much is known about the format.

## Technical Documentation

FMV files have a FourCC of `FMV!`. There are multiple instances of `FMA` and `FMV` within the file, which appear to be chunks of audio and video, respectively.

### FMV! header

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section

## Games

* LEGO Batman 2: DC Superheroes (DS, 3DS, Vita?)
* LEGO Indiana Jones 2: The Adventure Continues (DS, Vita?)
* LEGO Legends of Chima: Laval's Journey (DS, Vita)
* LEGO Marvel Super Heroes: Universe In Peral (DS, 3DS)
* LEGO Star Wars III: The Clone Wars (DS, Vita)
* LEGO Lord of the Rings (DS)
* LEGO Harry Potter Years 1-4 (DS, Vita)
* LEGO Harry Potter Years 5-8 (DS, Vita)
Maharajah (LIJ1)

## Maharajah

The **Maharajah** is an unlockable character in Lego Indiana Jones: The Original Adventures.

The Maharajah has the same abilities as Short Round with the exception of Thuggee Access.

## Appearances

### Cutscene Roles

* Pankot Secrets
* The Temple of Kali

## Sounds

* sfx\_grunt="Boy\_Grunt"
* sfx\_hurt="Boy\_Hurt"
* sfx\_die="Boy\_Death"

## Animations

The Maharajah is in the same folder as Short Round so he shares many of Shorty's animations. However, he has unique idle, walk, run, tiptoe, jump, and land animation. There are also animations included in Ability\_Short.txt.

## Compatibility

The Maharajah can be ported to LEGO Batman: The Videogame but he isn't compatible with any of the original animations from that game. As a result, it's recommended that you edit his .txt file so he works.

## Variant

Unused, is a variant of the Maharajah called Maharajah\_Thuggee.

## Trivia

* He is one of the characters who never had a physical minifigure appearance prior to the game's release.
Short Round (LIJ1)

## Short Round

**Short Round** is a playable **Story** character in Lego Indiana Jones: The Original Adventures.

Shorty's most important ability is his ability to crawl into small hatches.

## Apperances

### Playable Roles

* Shanghai Showdown
* Pankot Secrets
* The Temple of Kali
* Free the Slaves
* Escape the Mines
* Battle on the Bridge

## Compatibility

Shorty can be ported to LEGO Batman: The Videogame but he isn't compatible with any of the original animations from that game. As a result, it's recommended that you edit his .txt file so he works.

The Maharajah and Slave Child's animations work perfectly with Short Round's skeleton.

## Trivia

* This is Short Round's first appearance in a Lego game.
Icons

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Write the first paragraph of your page here.

## Technical documentation

### Icon sizes

* Lego Star Wars I, Lego Star Wars II: Icons are contained in a 120x120 circle in the center of a 128x128 image.
* Lego Star Wars: The Complete Saga, Lego Indiana Jones 1, Lego Batman 1: Icons are contained in a 190x190 circle in the center of a 256x256 image. In Lego Batman 1, some of the art may protrude from the top of the base circle.

## Useful tools

* HxD - Hex editor. Useful for extracting `DDS` images from an icon's `GSC` file, or replacing the icon in a `GSC` file.
* GIMP: GNU Image Manipulation Program - Can open, edit, convert, and create DDS images.

## Cleaned up icons

These icons have been cleaned up using ESRGAN, with the BC1Smooth2 model. IEU was used to handle alpha translucency. It is recommended to use these as a base when creating custom icons based upon existing ones.

* Lego Star Wars I - All character and vehicle icons, as well as Dexter Jettster.
* Lego Star Wars II - All character and vehicle icons except for Jabba and Wuher.
* Lego Star Wars: The Complete Saga:
	+ Character icons - All icons used in non-vehicular levels.
* Lego Batman: The Videogame:
	+ Character and vehicle icons - All player icons.
	+ Shop icons - All icons used by the Batcomputer.
COLLECTION.TXT

Disambiguation page for COLLECTION.TXTThe following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
* For `Collection.txt` as it appears in *Lego Star Wars: The Complete Saga*, see COLLECTION.TXT (TCS).
* For `Collection.txt` as it appears in *Lego Indiana Jones: The Original Adventures*, see COLLECTION.TXT (LIJ1).
* For `Collection.txt` as it appears in *Lego Batman: The Videogame*, see COLLECTION.TXT (LB1).
* For `Collection.txt` as it appears in *Lego Indiana Jones 2: The Adventure Continues*, see COLLECTION.TXT (LIJ2).
* For `Collection.txt` as it appears in *Lego Harry Potter: Years 1-4*, see COLLECTION.TXT (LHP1).
* For `Collection.txt` as it appears in *Lego Star Wars III: The Clone Wars*, see COLLECTION.TXT (LSWIII).
* For `Collection.txt` as it appears in *Lego Pirates of the Caribbean: The Video Game*, see COLLECTION.TXT (LPotC).
* For `Collection.txt` as it appears in *Lego Harry Potter: Years 5-7*, see COLLECTION.TXT (LHP2).
* For `Collection.txt` as it appears in *Lego Batman 2: DC Super Heroes*, see COLLECTION.TXT (LB2).
* For `Collection.txt` as it appears in *Lego The Lord of the Rings*, see COLLECTION.TXT (LLotR).
* For `Collection.txt` as it appears in *Lego City Undercover*, see COLLECTION.TXT (LCU).
* For `Collection.txt` as it appears in *Lego Marvel Super Heroes*, see COLLECTION.TXT (LMSH1).
* For `Collection.txt` as it appears in *The Lego Movie Video Game*, see COLLECTION.TXT (TLMVG).
* For `Collection.txt` as it appears in *Lego The Hobbit*, see COLLECTION.TXT (Hobbit).
* For `Collection.txt` as it appears in *Lego Batman 3: Beyond Gotham*, see COLLECTION.TXT (LB3).
* For `Collection.txt` as it appears in *Lego Jurassic World*, see COLLECTION.TXT (LJW).
* For `Collection.txt` as it appears in *Lego Dimensions*, see COLLECTION.TXT (Dimensions).
* For `Collection.txt` as it appears in *Lego Worlds*, see COLLECTION.TXT (Worlds).
* For `Collection.txt` as it appears in *Lego Marvel's Avengers*, see COLLECTION.TXT (LMA).
* For `Collection.txt` as it appears in *Lego Star Wars: The Force Awakens*, see COLLECTION.TXT (LSW:TFA).
* For `Collection.txt` as it appears in *The Lego Ninjago Movie Video Game*, see COLLECTION.TXT (Ninjago Movie).
* For `Collection.txt` as it appears in *Lego Marvel Super Heroes 2*, see COLLECTION.TXT (LMSH2).
* For `Collection.txt` as it appears in *Lego The Incredibles*, see COLLECTION.TXT (Incredibles).
* For `Collection.txt` as it appears in *Lego DC Super Villains*, see COLLECTION.TXT (LDCSV).
* For `Collection.txt` as it appears in *The Lego Movie 2 Video Game*, see COLLECTION.TXT (TLM2VG).
Jabba (TCS)

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## External Links

### Brickipedia

Jabba the Hutt

**Jabba** is a non-playable character in *Lego Star Wars: The Complete Saga*.

## Apperances

### Cutscene Roles

* Jabba's Palace
* The Great Pit of Carkoon

### As an NPC

* Mos Eisley Cantina - behind the counter in the bounty hunter missions room
Lego Star Wars: The Complete Saga (Multiplatform)

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## Publication information

### Platforms

Xbox 360, PS3, Wii, Windows, OS X, iOS, Android

## External links

### SteamGridDB

Library assets on SteamGridDB

**Lego Star Wars: The Complete Saga** (Abbreviated as **TCS**) is the third Lego Star Wars video game, and is a remaster of the first two Lego Star Wars games.

## Technical information

Some information about the file formats used by this game can be found on this Google Doc.
SoundEventStreams.cfg file

**`SOUNDEVENTSTREAMS.CFG`** is a file used to define audio tracks used for music, background ambience, or cutscenes.

### Standalone commands

All of these go on their own line.

 `DefaultLanguage` | String (ex: `"Eng"`)
 `Localise` | String (ex: `"Bra"`)
 `Path` | String (ex: `"path\to\directory"`)
 `DefaultBus` | String (ex: `"MixMusic"`)
 `DefaultRoutingTable` | String (ex: `"Routing3D"`)

### "Stream" tracks

Each track goes on its own line, and is initialized by a `Stream` statement.
Lando Calrissian (General) (TCS)

## Lando Calrissian (General)

Lando\_General's character icon (Fan-made render)

**Lando Calrissian (General)** is a non-playable character in *Lego Star Wars: The Complete Saga*.

## Apperances

### Cutscene Roles

* The Empire Strikes Back - Ending
* Return of the Jedi - Ending

## Trivia

* Lando Calrissian (General)'s appearance in the Episode V ending is a developer oversight, Lando Calrissian (Waistcoat) was actually meant to make an appearance instead of the former.
* Compared to all of the characters in the base game, Lando Calrissian (General) has the best UVs.
CBX file

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## Chatterbox (CBX) file

### Use case

Compressed audio file

**`.CBX`** files, also known as ***chatterbox*** files, are audio files, stored in a proprietary audio compression format. Lego adaptation games use the format primarily for voiced lines, including grunts.

Here is an example of CBX file from Lego Batman 2. It (probably) contains Bane's hub boss intro line.
https://cdn.discordapp.com/attachments/539431630310211587/721468599159619774/dx\_bane\_whatever\_ENG.cbx

Almost of the voice grunts in Lego The Hobbit have WAV counterparts alongside their CBX files; this may prove useful for someone who wishes to reverse engineer the format.

Files that use CBX compression are clearly marked as such in `audio.cfg`. As such, it is not pressing that we reverse-engineer how to *encode* a CBX file, so long as we are capable of *decoding* CBX files.

## Technical Documentation

*This section may require cleanup or is lacking in information. You can help by modifying the article. The discussion page may contain useful suggestions.''*
section
The Chatterbox format is a variation of EA's MicroTalk codec.

## Useful tools

* CBXDecoder - Tool by Connorh315 that can convert CBX files to plain uncompressed 16-bit WAV files
* vgmstream - a cross-platform decoder that also works with foobar2000

## References

1. ↑ Offset `0xDBC1FD` in the Lego Marvel Super Heroes (multiplatform) PC demo executable:
```
Chatterbox files (*.cbx)|*.cbx
```
2. ↑ vgmstream/src/coding/libs/utkdecode.h
List of item strings in THINGS (LB1)

If an item is not a valid weapon, it may be possible to force it to be used as a weapon regardless by loading the string as an icon. For example:

```
icon="green_1x1_brick"
weapon="green_1x1_brick"
icon="real_icon"

```

Note that this list includes *all* strings in `THINGS_PC.GHG`. Some strings have no associated model or sprite and will have no visible effect when used.

```
heart
icon_back_blue
icon_back_green
Rocket
pistolGrey
flat_heart
walkie_talkie
Hint1
coin_side1
coin_side2
coin_side3
coin_side4
coin_side5
coin_side6
coin_side7
coin_side8
coin_side9
coin_side10
moustache
pistolChrome
icon_back_neutral
Bomb_red_on
Bomb_red_off
Red_brick
silver_heart
Lever_Glow
batarang
black_1x1_brick
black_1x1_plate
grey_1x1_brick
grey_1x1_plate
lite_grey_1x1_brick
lite_grey_1x1_plate
white_1x1_brick
white_1x1_plate
sand_1x1_brick
sand_1x1_plate
brown_1x1_brick
brown_1x1_plate
dark_red_1x1_brick
dark_red_1x1_plate
orange_1x1_brick
orange_1x1_plate
yellow_1x1_brick
yellow_1x1_plate
green_1x1_brick
green_1x1_plate
blue_1x1_brick
blue_1x1_plate
dark_blue_1x1_brick
dark_blue_1x1_plate
pale_green_1x1_brick
pale_green_1x1_plate
pale_blue_1x1_brick
pale_blue_1x1_plate
purple_1x1_brick
purple_1x1_plate
lime_green_1x1_brick
lime_green_1x1_plate
red_1x1_brick
red_1x1_plate
Signal_base
Bat_signal_off
Bat_signal_on
Robin_signal_on
Robin_signal_off
Bat_signal_light
Robin_signal_light
lever
lever_nob2
lever_nob3
lever_nob1
bomb_main
bomb_off
Spinner_default_Base
Spinner_default_Arm
Grapple_point
hack_door2
hack_control
Target
TightRope_base2
TightRope_base1
Robinarang
metal_bit2
metal_bit5
metal_bit4
metal_bit1
metal_bit3
metal_bit7
metal_bit6
MachineGun
lever_base
hack_door1
Attract_O_Matic
Ledge_1
Ledge_2
Ledge_3
Ledge_4
lever_off
lever_on
Ledge_5
Ledge_6
mini_kit_pickup
SignalGlow1a
SignalGlow1b
Ledge_7
Ledge_8
batbomb_1x1_brick
batbomb_1x1_plate
_Villain_Bolt
Villain_Glow
Hero_Glow
_Hero_Bolt
AccessBase
Access1
gold_coin1
gold_coin2
silver_coin2
blue_coin2
gold_coin3
silver_coin3
blue_coin3
gold_coin4
silver_coin4
blue_coin4
gold_pause_coin
silver_pan_coin1
blue_pan_coin1
gold_pan_coin1
silver_pause_coin
blue_pause_coin
silver_pan_coin2
gold_pan_coin2
blue_pan_coin2
silver_pan_coin3
gold_pan_coin3
blue_pan_coin3
silver_pan_coin4
gold_pan_coin4
blue_pan_coin4
blue_coin1
silver_coin1
purple_coin1
purple_coin2
purple_coin3
purple_coin4
purple_pan_coin1
purple_pause_coin
purple_pan_coin2
purple_pan_coin3
purple_pan_coin4
batarang_Glow
Robinarang_Glow
MiniKit_Glow
Joker_Spin
Joker_base
Joker_lightOff
Joker_lightOn
Ice_Cube
Ice_1
Ice_2
Ice_Bolt
ice_deb_b
ice_deb_a
PistolFlash
Hero_Bolt
Villain_Bolt
FreezeBolt_Glow
FreezeBolt
Access2
Access3
Access4
freezebolt_FreezeBolt_Glow
freezebolt_FreezeBolt
JokerTarget
Hint2
BatGrapple
Decal
coin
coin_pause
default_string

```
Bink file

*Our community needs more information on this page! Can you help out? Click here to add more.*

## Bink file

### Use case

Pre-rendered video file

`.BIK` files, as used by Tt Games, are files containing pre-rendered videos. It is a licensed format from RAD Game Tools, and is superseded by `.FMV` files.

You can cause a cutscene to skip by replacing a .BIK file with one that is only a frame long and is the same dimensions as the original videos. Doing this will cause the cutscene to be short to the point of it simply going straight into loading the game. Only thing is that due to no specific loading screen existing it will just show a black screen for a few seconds while loading since the cutscene was used to mask the loading.

## Useful tools

* RAD Video Tools - Can create Bink and Smacker video files. Requires QuickTime Essentials library to convert from MP4.

## Games

Below are the game that uses this file format for videos

* LEGO Indiana Jones: The Original Adventures (DS)
WUA file

**WUA** files are audio files that are used in the Wii U versions of various Lego games developed by TT Games. This audio format is to not be confused by the other Wii U WUA file format for general Wii U dumps.

## Conversion

### WUA > WAV

Extract the .DAT archive that contains your files you want to extract in QuickBMS via the script titled "TTgames\_TFA". Once extracted browse to the WUA files you want to convert (typically found inside of ether "SOUNDFX" for general Sound effects, or "VO" for voice clips), and load them into Foobar 2000 (just make sure you have the VGMStream player installed). When the files are loaded into Foobar 2000, just select the ones you want to convert, then right click and select the "convert" option. Finally pick the file format you want (recommended you pick WAV, or OGG), and save them wherever.

## Useful Tools

* QuickBMS - Extracts, and compiles various archive formats including .DAT which this game uses
	+ TTgames\_TFA.bms - The required script for this file format
* Foobar 2000 - The program for audio conversion
	+ VGMStream Player - Required plug-in for conversion of WUA files
* VGMStream - An alternative if you already have it installed.
Thug (LB1)

## Thug

**Thug** is a character referenced in some of the files for Lego Batman: The Videogame. Their name can be found in CHARS.TXT. An individual folder and .txt file within the THUG folder in CHARS exists, but unfortunately, the model is missing, and so only the animations still exist.

## Trivia

* It seems that Thug was going to use the LSWII skeleton, since the animations in the THUG folder are compatible with it.
Фауст

## Богиня Плодородия

Она явилась из засеянных золотых полей и благословила земли на великий урожай. Раз в год 23 сентября празднуется окончание сбора урожая и наступление холодов. Фауст дарует всем желающим шанс зачать новую жизнь и узреть плоды жатвы. Её заповедью стало: "Дорога ложка к обеду", а символом горстка ячменя.
COLLECTION.TXT (LB1)

This article is about `Collection.txt` as it appears in Lego Batman: The Videogame. For `Collection.txt` in other games, see COLLECTION.TXT.

**Collection.txt** (located at `Chars/collection.txt`) describes character and vehicle unlock conditions in Lego Batman: The Videogame. It contains a line for every unlockable character in the game, each prefixed by the string `collect` and followed by one to three unlock options.

 `100_percent` | Character is unlocked after all Gold Bricks have been collected. The only character that uses this option is Ra's al Ghul. Always paired with `buy_in_shop`.

Example:

`collect "policeman_2" any_hero_episode_complete buy_in_shop 5000 cheat_code "JRY983"`
Lego Star Wars III: The Clone Wars (Multiplatform)

*Our community needs more information on this page! Can you help out? Click here to add more.*

## External links

### SteamGridDB

Library assets on SteamGridDB

*Lego Star Wars III: The Clone Wars* (also referred to as LSW:TCW) is the fourth Lego Star Wars video game.

## Technical information

Some technical information found about previous games, applies to this games' variant of the Lego engine as well.

### Folder structure

The folder structure is similar other games using with the builder variant.

The following folders appear in the root of the game (after extraction).

### Audio/Music

*Main article: Music in Lego Star Wars III*

Like many other technical aspects of Lego Star Wars III, the NuMusic audio renderer gets a significant overhaul compared to previous titles. Most notably, ambience tracks are now mixed in real time during gameplay, saving space whilst simplifying music replacement; it's now possible to use the same music with different background ambience without creating a separate OGG file for each necessary combination. The revamps to the scripting language also add to possibility to change the music bank via scripted triggers; this is undone via the `PlayMusic` command, and is used extensively in the prologue level.
Кентавры

Ваш персонаж-кентавр обладает следующими особенностями, общими для всех кентавров.

## Особенности

### Увеличение характеристик.

Значение вашей **Силы** увеличивается на 2, а **Мудрости** на 1.

### Возраст.

Кентавры достигают зрелости к 15 годам. Продолжительность их жизни сильно варьируется из-за воинственного характера их народа и суровых условий, но верхние пределы возраста схожи с человеческими.

### Мировоззрение.

Мировоззрение кентавров в основном хаотичное или нейтральное.

### Размер.

Рост кентавров варьируется между 8 и 9 футами, иногда они весят более 2000 фунтов. Ваш размер - *Большой*.

### Скорость.

Ваша базовая скорость перемещения равна 40 футам.

### Вид.

Вы являетесь монстром. Живите теперь с этим.

### Природная атака.

Вы умеете сражаться своими копытами. При попадании цель получает 2к6 дробящего урона.

### Рывок с копьём.

Переместившись не менее 30 футов вперёд к выбранной цели и совершив по ней атаку копьём в том же ходу, то цель может получить дополнительных 3 (1к6) колющего урона. Число дополнительных костей урона, которое вы получаете, увеличивается на одно на 6 уровне (2к6) и также на 11 уровне (3к6). Вы можете нанести этот доп. урон лишь раз за ход. Вы можете использовать эту способность количество раз, равное значению модификатора вашего **Телосложения** (минимум 1), и восстанавливаете все израсходованные заряды, когда завершите продолжительный отдых.

### Торс гуманоида.

Хоть вы и достаточно велики, благодаря пропорциям вашего гуманоидного торса, вы владеете оружием среднего размера. Доспехи кентавров по цене и весу схожи с доспехами лошадей (цена x4, вес x2).

### Четвероногий.

Из-за размера ваших копыт и шума, что они производят вы получаете помеху к проверкам *Скрытности*. Обыденные для гуманоидов детали строений (лестницы, люки) причиняют вам значительные неудобства.

### Языки.

Вы можете говорить, читать и писать на Общем и языке кентавров.
Rendering glitch in Beta 1.7.3

**Rendering Glitch in Beta 1.7.3** was a bug, that broke block rendering. This glitch was in OptiFine from Beta 1.7.3 to Release 1.1 where it was fixed.

## Glitch foundation

The glitch starts from around 10,000 blocks from spawn, where snow breaks down and starts to render incorrectly. At 20,000 blocks from spawn, transparent blocks start to render incorrectly and the world starts getting jittery, and 50,000 blocks from spawn, all blocks start to render worse and they start flickering, but not bad enough to crash the game or make it unplayable. From 300,000 blocks, players will have problems with rendering which can cause some blocks to not render. The player will have problems with camera movement.

After travelling 1,000,000 blocks from spawn, the rendering is so broken that the game will be unplayable (or in this case, OP haves a potato, my 9800 GT could handle this lol). The further distance your travel from spawn, the more broken the rendering will be. When players fly enough far away from spawn (500,000,000 blocks), it will start to render blocks in front of the player, even if the player is above terrain or height limit.

1 billion blocks (1,000,000,000) from spawn, blocks that normally shouldn't be seen will be rendered. Everything will be extremely distorted. The terrain finally stops rendering after the 32-bit integer limit, and the game will instantly crash or freeze. However, if the player teleport past 32-bit integer limit, everything will work normally but there won't be any terrain.

### Z-axis

Z-axis is more broken and distorted. It will break so much, that blocks will deform with random rotations or anything like that when the player is near the Far Lands.
Désert venteux

Le Marais des Âmes contient des Pierres des Tempêtes, objet nécessaire nécessaire à l'Exaltation des Héros de type Vent.

Ce Donjon est ouvert les mercredis, samedis et dimanches.

Lors du combat de boss, si vous vous en sentez capable, vous pouvez vous passer de tuer l'Élémentaire de Feu. Celui-ci réduit la Défense de tout votre groupe, vous laissant ainsi davantage vulnérable. Aussi, à moins d'avoir largement le niveau pour franchir ce niveau, vous ne pourrez pas vaincre Baal sans éliminer au préalable l'Élémentaire de l'Eau. En effet, celui-ci soigne régulièrement son maître, ce qui réduira à néant tous vos efforts. Une autre solution serait de disposer d'un Héros capable d'entraver les soins adverses, auquel cas vous pourriez concentrer toutes vos Attaques sur Baal directement sans vous soucier de ses sbires.
Downloading and installing OptiFine

On this page, you can find a guide on how to download and install OptiFine.

## Guide

This is a guide on how to install

1. First download an OptiFine .jar file.
2. After download, click on file called *OptiFine.jar*
3. OptiFine installer window will appear, but don't change anything unless you know, what are you doing, because the path for installing is set-up correctly every time, so only click Install.
4. If the message "OptiFine was successfully installed" appears, congratulations, you download OptiFine
5. Open up launcher and create new profile called OptiFine <MC version> and select version called something look like *1.14.4-OptiFine-HD-U-F5* and save.

## Where to download

Go to https://optifine.net/download and here select your version of OptiFine here.
Characters

The umbrella page for character pages!

* Gotham Capes
	+ The Manor
		- Alfred Pennyworth
		- Bruce Wayne
		- Dick Grayson
		- Jason Todd
		- Damian Wayne
		- Cassandra Cain
	+ Stephanie Brown
	+ Barbara Gordon
* Young Justice / Teen Titans
	+ Core4
		- Cassie Sandmark
		- Superboy
		- Impulse
	+ The rest of the gang
		- Secret
		- Red Tornado
		- Cissie
* GCPD
	+ Jim Gordon
	+ Renee Montoya
* Adult civilians
* School friends
	+ Darla, Zoanne, Bernard, Ives, Arianna
* Tim's family
	+ Jack Drake
	+ Janet Drake
	+ Dana Winters
	+ The fake uncle
* Rogues
	+ al Ghul family
		- Ra's al Ghul
		- Talia al Ghul
	+ Gotham City Sirens
		- Catwoman
		- Harley Quinn
		- Poison Ivy
	+ Two-Face, Clayface, Killer Croc, Riddler, Joker, Mad Hatter, Mr Freeze, Black Mask
The Tim Drake Wiki

**Welcome to the The Tim Drake Wiki!**
This wiki is dedicated to chronicling each and every one of Tim Drake’s preboot appearances.

## To Do

* Characters
* Import the template from the DC wiki
* Make pages for each of Tim's 1243 in person appearances
* A page for flashbacks/'in a vision' appearances

## Important Pages

PlaceholderReading ListPlaceholderTim DrakePlaceholderCharactersPlaceholderPoints of InterestPlaceholderEventsPlaceholderCollected Editions

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
OptiFog

**OptiFog** was the old equivalent mod of OptiFine released by sp614x (creator of OptiFine, OptiFog and OptiMine). This mod optimized fog, boosted render distance and boosted FPS. After the creation of OptiFine, most OptiFog's features were put into OptiFine.

## History

**OptiFog** was created in 2011 during the time of Beta 1.4.

In Beta 1.5, it recieved compailityble with both Optimine and ModLoader. In Beta 1.7.3 the last OptiFog version was released even though it wasn't supported anymore. With the combination of 3 mods (*OptiFog*, Optimine and Lag Spikes of Death), OptiFine was created. After the release of OptiFine, **OptiFog** was discontinued and Optimine was discontinued in next Optifine release too.
OptiFine Wiki

OptiFine Wiki contains all informations about this mod. We have 30 articles, filled by 32 images, all maintained by many active users.

**OptiFine** is a utility mod made by sp614x, that improves the performance and stability of Minecraft. For more powerful computers, there are many additional graphical inprovements.

The former mods, from which OptiFine was made were OptiFog (made by sp614x), Optimine (made by Scaevolus) and Lag Spike of Death.

**May 20, 2020** OptiFine wiki changed it's logo.

**April 30, 2020** OptiFine Reddit moderator Jack tweeted in reaction of new Minecraft Eula, which bans selling of capes. OptiFine (as you know) uses these capes as donation gift. sp614x did not feedbacked it yet, but until his decision, "OptiFine won't change the donations benefits, until sp614x will decide to remove capes.

**April 26, 2020** OptiFine wiki changed logo.

**April 8, 2020:** It's been 9 years from OptiFine's first release (in this time as OptiFog).

**April 1, 2020:** Optifine was supposed to be released, but the bug was found in progress calculation. OptiFine 1.15.2 release was pushed back and will be released after April 1.

...that OptiFine consisted of 3 mods?

...that OptiFine was released on April 8, 2011?

... that OptiFine supports all resolutions of HD Textures

Official links
* OptiFine's Official Website
* OptiFine on GitHub
	+ Documentation
* OptiFine's Twiter
* OptiFine's Reddit
* OptiFine's Discord

Twitter
Better Grass

**Better Grass** is a OptiFine feature, which makes grass, Mycelium and Podzol textures get on the sides of the blocks if the grass is on a shallow slope, but if there is a drop of more than one block, it will have the regular texture. The mod was created by MrMessiah and D'oh. There were only 4 versions, then it was patched. (This is unclear, and i don't know what to do about it to make it more clear)

## History

The mod was released on September 20, 2010, the same day MrMessiah joined Minecraft Forum. In a few weeks, there were released 3 new updates. Meanwhile, MrMMods was created including Better Light, Better Grass and SimpleMap, and later SMChat. On February 19, 2011, she released the last update, which fixed some *Better Grass'* bugs. After this, Better Grass became obsolete. In early versions of OptiFine, the Better Grass feature was added, which made players satisfied.
Lag Spikes of Death

**Lag Spike (Lag Spike of Death)** is a community name for an event, when "Ticks per Seconds" delays are so high, that game is likely to freeze, crash or in worse situations corrupt saving.

## Description

Lag Spikes of Death has its description in its name. Here, we will show you

* **Lag** - This is the moment, when your game has less then few FPS.
* **Spikes**
* **of Death** - Or in another words - crash.

There are many situations, when people can have **Lag Spikes of Death**:

* Player has small amount of FPS
* "Repeating Command Block(s)" is(are) active
* Memory usage came to 100% - game freezes for a while
Frames per second

**Frames per second** (short form **FPS**) is a number of frames per one second.

## Description

This is the number of the frames (or game updates) per second. So if the player has 10 FPS, the game will update every 0.1s (100ms). However, if the player has 40 FPS, the game will update every 0.025 seconds. Bigger value of FPS means a smoother game with lower cases of lags.

## Minecraft FPS

In Minecraft, you can differentiate 4 groups based on their FPS:

### Insufficient (0 - 10 FPS)

The game will go slow, it can crash and also kick a player from the server. It is insufficient, so you can only install some mods, that give more FPS.

### Sufficient (10 - 60 FPS)

The game will be normal, but you won't be able to run any other extensions or mods. It is better to clean some space on the computer and have OptiFine.

### Normal (60 - 500 FPS)

The game will be normal and you will be able to install more mods. The game will run smooth and you can more graphically improve Minecraft instead of improving performance of Minecraft.

### Extreme (More then 500 FPS)

The game will be running very well, so smooth and you will be able to install mods. You can install HD textures or shaders without a big performance difference.