BYML
BYML is a simplified, binary form of YAML.
Only the version 2 and 3 formats are documented in this article.
Structure
The file is broken up into a node structure, with possible interlinking between the nodes. Each node has a one byte format identifier. The File begins with a header which points to three special nodes; the hash key table; the string table node and the root node.
Header
Offset | Size | Description |
---|---|---|
0x00 | 2 | String “BY” (big endian) or “YB” (little endian) in ASCII (file identifier). |
0x02 | 2 | Version 0x0002 in Breath of the Wild. Values of 1 and 3 are accepted as well. |
0x04 | 4 | Offset to the hash key table, relative to start (usually 0x010). May be 0 if no hash nodes are used. Must be a string value node (0xc2). |
0x08 | 4 | Offset to the string table, relative to start. May be 0 if no strings are used. Must be a string value node (0xc2). |
0x0c | 4 | Offset to the root node, relative to start. May be 0 if the document is totally empty. Must be either an array node (0xc0) or a hash node (0xc1). |
Nodes
Every node format has a unique one byte identifier as follows. Some nodes are considered value nodes as indicated below. The container nodes have a longer encoding in the file, which must be four byte aligned. The order of encoding full nodes within the file does not seem to matter.
Identifier | Type | Description |
---|---|---|
0xA0 | Value (Index) | String. Value is an index into the string table. |
0xC0 | Container | Array. Node is an array of nodes, typically, though not necessarily, all of the same format. |
0xC1 | Container | Hash. Node is a mapping from strings in the hash key table to other nodes. |
0xC2 | Container (Special) | String table. Special purpose node type only seen in the hash key table and the string table. |
0xD0 | Value | Bool. Node is 1 or 0 representing true or false respectively. |
0xD1 | Value | Int. Node is a signed 32 bit integer value. |
0xD2 | Value | Float. Node is a binary32 floating-point number. |
0xD3 | Value | UInt. Node is an unsigned 32 bit integer value. The game uses this for some CRC32 hashes and for masks. |
0xD4 | Value (Special) | Int64. Node is a 64 bit integer value. Not seen in Breath of the Wild. |
0xD5 | Value (Special) | UInt64. Node is an unsigned 64 bit integer value. Not seen in Breath of the Wild. |
0xD6 | Value (Special) | Double. Node is a binary64 floating-point number. Not seen in Breath of the Wild. |
0xFF | Value | Null. Value is always 0. Not seen in Breath of the Wild. |
Value Nodes
Value nodes can only be encoded as children of container nodes. Each value node has a direct four byte encoding.
For string nodes, this encoding is simply a four byte index into the string table respectively.
For special value nodes, the value is an offset to a 64 bit integer / floating-point number relative to the start of the file.
0xC0 - Array Node
Offset | Size | Description |
---|---|---|
0x00 | 1 | 0xC0 node type. |
0x01 | 3 | Number of entries in array. |
0x04 | N | Array of N node types; the type of each element in the array. |
0x04 + N’ | 4*N | Array of N node values. For regular value nodes, this is a 4 byte node value. For other nodes, this is a 4 byte offset to the node relative to the start of the file. |
N’ is N rounded up to the nearest multiple of 4.
0xC1 - Hash Node
Hash / dictionary nodes are used to encode name value collections. The order of entries in the dictionary does not seem to matter.
Offset | Size | Description |
---|---|---|
0x00 | 1 | 0xC1 node type. |
0x01 | 3 | Number of entries in dictionary. |
What then follows is a variable length array of dictionary entries. Each entry has the following structure.
Offset | Size | Description |
---|---|---|
0x00 | 3 | Name. Value is an index in the hash key table. |
0x03 | 1 | The node type. |
0x04 | 4 | Value. For regular value nodes, this is the 4 byte node value. For other nodes, this is a 4 byte offset to the node relative to the start of the file. |
0xC2 - String Table Node
Offset | Size | Description |
---|---|---|
0x00 | 1 | 0xC2 node type. |
0x01 | 3 | Number of entries in the string table. |
0x04 | Y=4*(N+1) | Array of N+1 offsets to each string relative to the start of the node. The last entry is an offset to the end of the last string. |
0x04+Y’ | variable | Array of N null-terminated strings stored in alphabetical order. |
Y’ is Y rounded up to the nearest multiple of 4.
Usage in Nintendo games
Game | Endianness | Version | Notes |
---|---|---|---|
Breath of the Wild (Wii U) | Big endian | 2 | Uses SMO's library (in al::) |
Breath of the Wild (Switch) | Little endian | 2 | Uses SMO's library (in al::), but with unused code and support for big endian eliminated |
Super Mario Odyssey (Switch) | Little endian (supports big endian as well) | 2 or 3 | |
Splatoon 2 (Switch) | Little endian (supports big endian as well) | 2 or 3 | Uses SMO's library, but in the Lp::Utl:: namespace |
The v3 format seems to be identical to v2 but with the 64-bit node types added.
Tools
- Byaml Editor
- ninten-file-tool: sbyml/sbwlp/smubin/baniminfo encode/decode with Yaz0 (byml/prod w/ yaz0)
- byml-v2: BYML <-> YAML converter which supports v2 and v3 files, all the new node types and both Switch and Wii U files. Can also be used as a library.
This article was adapted from documentation in the handsomematt/botw-modding repo.