Information About The Tool

How to use the Tool

What games does this tool work on?

This is meant for Star Fox Assault. If it happens to work for another game then that's a coincidence. This tool was made by observing how the '.nut' files are used in Star Fox Assault and designing it around that. If it turns out there is a feature/value in the these files that is supported by Star Fox Assault and I missed it, let me know. If implementing it isn't too difficult I'd be down for its addition.

Alternative Tools

There is a tool called Rainbow (Download). It can't export '.nut' files and doesn't read all of them perfectly, but is 99% functional for viewing them and could be useful in case this tool and the game disagree somewhere.

This tool shows 1 image and another shows 2 black and white images.

I assume that means that the compression type is "X total colors" and its color type is uncompressed. For some reason the above tool and Dolphin's texture dumping show it as two separate black and white images instead of 1 colorful image like this tool here does.

How do I edit the images.

You could manually write the red, green, blue, and alpha channels for all pixels you want to change in this tool. But let's be real here, don't do that. Download the image as a PNG, and use your preferred tool (like Photopea) to modify the image. Use whatever you want, as long as it exports PNGs then you're good. Just upload it to the site and it'll take care of the rest (assuming the image size is the same).

I changed a file but nothing happened in game

Not all of these files are read by the game so its possible you changed a file thats never used by the game. If your playing singleplayer than thats also a problem. They load everything they need inside of the '.fpc' files and not the '.nut' files.

What do half of these settings mean?

Expand a file's information on the left half of the screen and explanations will appear for everything. I hope they help you understand what's happening.

What is this grid thing?

Due to either how the game is coded or how the GameCube's GPU works, it expects the data for a texture to written in a certain way. Part of this is rendering rectangular parts of the image at a time. So these rectangular segments of the image are rendered in order from the top left, then to the right, and then down until it reaches the bottom right. Each grid represents one of these rectangles that the game renders at a time. The only exceptions is the blend compression algorithm which does it in larger 8x8 rectangles, but also does the same thing for the 4 smaller 4x4 rectangles inside of the 8x8 rectangles. You cannot change the image size to not be divisible by the grid size of the current compression algorithm.

The website froze/feels slow

Can't say I'm surprised. This isn't optimized. For example changing one pixel recompresses the entire thing which is slow (duh). If you think there is a bigger problem open devtools (right click + inspect) and find the console tab. If something red appears report it.

Blend Compression is Flawed

I'm aware of this. Encoding a file with the blend compression type will make the image differ from what the game file had by some slight amount. Unfortunately I'm not an expert on image compression and I barely understand how the encoding works in the first place. The current encoding algorithm only exists because of AI and because the problem is hard to see with the naked eye I dismissed it.

Why can I select either mipmaps or different palettes (Advanced Only)?

As I was making this tool I relied on Dolphin's built in texture dumping tool. For the uncompressed color type for the "x total colors" compression types it would show 2 different black and white images. So I assumed, since color data was saved separate to the pixels, that the game combine two different images to make the final image. So I made the entire tool to support different palettes just to find out later that the texture dumping might be wrong. Its just an uncompressed color format. So instead of deleting all of my code for it I left it. However to enable the option to switch between that and mipmaps you need to check this checkmark. Just know this may cause crashes as I didn't test it after learning having multiple palettes isn't something the game does. I hope you know how to access dev tools on your browser.

How to report bugs

I have a small audience so doing anything would get my attention. Using GitHub issues would be best but even a Reddit DM would work if you really wanted to (assuming I get an email).

Credits and Thanks

This tool was coded by ModSault. The Dolphin Emulator, specifically its texture dumping feature, helped a lot with learning this file format. Special thanks to TheBoneHeadClan and Jase-Vendor for helping test the tool and providing feedback.

All Relevant Game Filenames and Descriptions

These are files that this tool is meant to read and modify.

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This adds a new texture to the container file.

Only recommended if you need a new texture for the game to use.

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Additional Codes and Information

Allow Unique Character Textures [ModSault]

Normally the textures for the Vs. Mode characters share data with each other making entirely unique textures for each player impossible. This code allows all 4 colored player textures to be treated as entirely different. Just make sure to open the appropriate file for the characters you have selected below and redownload it except with "Only Save Color Information" disabled on all textures.


This doesn't work on the menus intentionally because I don't know what file has the textures for them.

Code Explanation Error. Something went wrong.

Export Options

Select the filename name you want to export as.


Encoding Warnings/Errors

No matter what you see here the file can still be downloaded. Preferably you still want less warnings and errors.



File Preview

General Information

Binary Tree Locations in Memory

File Overview

File Contents

Offsets to display (in hex): -