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I call them ARC's because Nintendo use the .arc extension for these files. They're used every channel, game I've decrypted (they all have the .arc extension). These ARC's is used everywhere in the Wii. They always start with the following bytes: 55 AA 38 2D

RARC is another format by Nintendo using compression methods, some games use RARC archives with the .arc extension (Super Mario Galaxy for example), this could easily get confusing, the best way is to compare signatures. Dasda

When you say "normal ARC" file, what format do you refer to then? It is not obviously a RARC file format as described in It might be a variant, but at first glance it is not identical, since it does not include the "RARC" id. Magicus 00:55, 1 March 2008 (PST)

ARC explanation

The URL you gave me seems to be a modification of the ARC, but with compression. This ARC is a normal ARC and it's not compressed at all. You can find the fst (file system table) located in the file, and from there you can get where the files are located in the file. Do some research and I'm sure you can extract it sooner or later. —Preceding unsigned comment added by Dasda (talkcontribs)

I'm still not sure what "normal ARC" means. The only other ARC I can think of is the old compression format,, but that's not the format used either. If you have any reference to this "normal ARC" format, please post it here. I've googled to no avail. Instead, I've reverse-engineered most of the format and dubbed it "U8". Magicus 17:18, 1 March 2008 (PST)


I think we need to expand the sound.bin section. Maybe include some more information about the loop points and the BNS format? --Broken Finity 15:54, 25 November 2008 (UTC)


How exactly is Wavosaur able to help out? Also how does a sound.bin file get generated? Pinball wizard 15:40, 4 July 2009 (UTC)

Wavosaur is able to set the loop points. and you make an sound.bin by adding a IMD5 header to the WAV/BNS/AIFF.--pbsds 13:41, 16 February 2010 (UTC)