28,399 bytes added
, 17:28, 3 June 2017
==General information==
TrackMania gamebox files (*.gbx) are generic container files that can contain everything from configuration to textures to track definitions. They consist of a header, a reference table and the body.
In old versions of TrackMania they used to be text files - nowadays they are binary files. Integers are stored in little endian order. The file body is often compressed (using LZO).
==Engines, classes, chunks==
A .gbx file more specifically stores the serialization of one or more class instances. There is one main instance, and optionally a number of auxiliary instances.
The serializable classes are organized into 16 ''engines''. Each class is also subdivided into ''chunks''. A class is then not serialized in one go, but rather as a series of chunks. This allows Nadeo to easily extend classes in new TrackMania versions: instead of having to define a new class they can simply add more chunks to an existing one, and have older versions ignore these new chunk types.
The data in a gbx file follows the pattern <chunk ID> <chunk data>. A ''chunk ID'' is a 32-bit number that identifies the engine, the class, and the chunk in that class. If you for example see the bytes <code>07 30 04 03</code> in the file, that would correspond to the integer 0x03043007, and be interpreted as follows:
engine class chunk
03 043 007
All engines and classes are named; in this case, engine 3 is the Game engine, and class 043 in that engine is CGameCtnChallenge. Chunks do not have names.
Apart from chunk ID's there are also ''class ID's'', which are just like chunk ID's except the chunk index part is ignored (and 0). For a complete overview of engines and classes, see [[Class ID's]].
==Header==
The header contains things like compression information and the class ID of the main class instance. The current version of the header also provides a few chunks of the main class that serve as meta information (e.g. the thumbnail of a challenge).
* byte[3] magic: "GBX"
* uint16 version: currently 6
* if version >= 3:
** byte format: 'B' or 'T': Binary or Text (always B for version 6 gbx files)
** byte compression: 'U' or 'C': Uncompressed or Compressed reference table (unused, always U)
** byte compression: 'U' or 'C': Uncompressed or Compressed body (typically C for binary files)
** if version >= 4:
*** byte unknown: 'R' or 'E': unknown purpose (typically R for binary files)
** uint32 classID (class ID of main class instance)
** if version >= 6:
*** uint32 userDataSize
*** byte[userDataSize]:
**** uint32 numHeaderChunks
**** HeaderEntry[numHeaderChunks]
***** uint32 chunkID
***** uint32 chunkSize (may have bit 31 set. This indicates a "heavy" header chunk which is skipped while scanning gbx files on game startup)
**** concatenated data of header chunks
** uint32 numNodes: the total number of class instances related to this gbx file. This includes the main instance, any local auxiliary instances, and any referenced external nodes/files. An internal list will be allocated with this number of entries; the main instance is at index 0.
==Reference Table==
* uint32 numExternalNodes: the number of external nodes and files that this .gbx references. These come from other files located in the .gbx's [[PAK|.pak]] file. The references to these will be placed in the same list as the local nodes (see above). Both raw files (e.g. textures) and .gbx main instances can be referenced.
* if numExternalNodes > 0:
** uint32 ancestorLevel: how many folder levels to go up in the .pak folder hierarchy to reach the base folder from which files will be referenced.
** uint32 numSubFolders
** Folder folders[numSubFolders]
*** string name
*** uint32 numSubFolders
*** Folder folders[numSubFolders]
** ExternalNode externals[numExternalNodes]
*** uint32 flags
*** if (flags & 4) == 0:
**** string fileName
*** else:
**** uint32 resourceIndex
*** uint32 nodeIndex (the index in the local node list where this external reference will be stored)
*** if version >= 5: (header version)
**** bool useFile (0 or 1, whether to use the file itself or the node that was loaded from the file)
*** if (flags & 4) == 0:
**** uint32 folderIndex: the depth-first index of the folder which the file is in. 0 means the base folder itself.
==Body==
* if body is compressed:
** uint32 uncompressedSize
** uint32 compressedSize
** byte data[compressedSize] (compressed with regular LZO)
* else:
** byte data[]
==Reading the body==
The file body contains further chunks of the main class instance, and may also contain auxiliary class instances. Reading the body is started by creating an in-memory instance of the class corresponding to the main class ID (instances are called ''nodes'' internally), and calling ReadNode on it:
ReadNode()
{
while(true)
{
chunkID = ReadUInt32();
if(chunkID == 0xFACADE01)
return;
chunkFlags = GetChunkFlags(chunkID);
if(chunkFlags & 0x10)
{
skip = ReadUInt32();
chunkDataSize = ReadUInt32();
}
ReadChunk(chunkID);
}
}
GetChunkFlags() doesn't read anything from the file; it provides loading flags for the specified chunk ID. The only important flag is whether or not the chunk is "skippable". If it is, the chunk ID is followed by an uint32 0x50494B53 ("SKIP", shows up as "PIKS" in the file due to little endian ordering) and an uint32 specifying the size of the chunk data. This allows older versions of TrackMania that don't know how to parse this chunk ID to skip over the chunk data and go to the next chunk. If the chunk is not skippable, the chunk data follows immediately after the chunk ID.
A dummy chunk ID of 0xFACADE01 signifies the end of the chunk list for the current class.
Chunk data is not self-describing; the program itself has to know how to read each one. In fact, if your program doesn't know a specific chunk ID and the chunk is not skippable, you can't even tell how long the chunk is.
We will first describe a number of "primitives" that are used when reading and writing chunks. Then we will describe the contents of a number of common chunks.
===Primitives===
* '''bool''': 32-bit little-endian integer that can be 0 or 1.
* '''byte''', '''uint16''', '''int32''', '''uint32''', '''uint64''', '''uint128''', '''float''': regular little endian encoding.
* '''vec2D''':
** float x
** float y
* '''vec3D''':
** float x
** float y
** float z
* '''color''':
** float r
** float g
** float b
* '''string''':
** uint32 length
** byte chars[length] (UTF8, older files sometimes with BOM, not zero-terminated)
* '''lookbackstring''': a form of compression which allows to avoid repeating the same string multiple times. Everytime a new string is encountered, it is added to a string list, and from then on this list entry is referenced instead of repeating the string another time.
** if this is the first lookback string encountered:
*** uint32 version (currently 3)
** uint32 index: bit 31 and 30 define the string type. If both bits are 0, the index is a [[ManiaPlanet_internals#Id|number]]. The actual index is bits 0-29. If it is 0, a new string follows (and will be added to the string list). If it is greater than one, use the string at stringlist [index - 1]. A value of -1 means there is no data provided (unassigned).
** if (index & 0xC0000000) != 0 and (index & 0x3FFFFFFF) == 0:
*** string newString. Append to the string list.
''Note'': the lookback string state is reset after each header chunk. The string list is cleared completely, and the next lookback string will again trigger the version number. If index represents a number (bits 30 and 31 not set), it describes the position inside a ''global'' string table. In most cases it concerns the ID of a collection. The correspondences used up to now are: 11 = 'Valley', 12 = 'Canyon', 17 = 'TMCommon', 202 = 'Storm', 299 = 'SMCommon', 10003 = 'Common'.
* '''fileref''': path to an external file, e.g. a skin.
** byte version (currently 3)
** if version >= 3:
*** byte[32] (checksum)
** string filePath (skin: if version < 2 relative to Skins folder else relative to user folder)
** if filePath.length > 0 && version >= 1:
*** string locatorUrl
* '''meta''': contains meta information like the track environment, time of day, and author.
** lookbackstring field1
** lookbackstring field2
** lookbackstring author
* '''noderef''': a reference to an auxiliary class instance.
** uint32 index. if this is -1, the node reference is empty (null).
** if the index is >= 0 and the node at the index has not been read yet:
*** uint32 classID: instantiate a new node for this class ID and store it in the node list at the specified index.
*** ReadNode()
''Note'': In case of a text format gbx file (marked by a 'T' in the header) all numbers and strings are stored as one line of ASCII text in each case. Every line ends with a carriage return-linefeed (<CR><LF>) combination (0x0D and 0x0A). A single <LF> is part of a string.
==Class descriptions==
===CGameCtnChallenge (03 043 000)===
'''03043002''' ''"TmDesc"''
byte version
if version < 3:
meta (trackUID, environment, mapAuthor)
string trackName
bool 0
if version >= 1:
uint32 bronzeTime (ms)
uint32 silverTime (ms)
uint32 goldTime (ms)
uint32 authorTime (ms)
if version == 2:
byte
if version >= 4:
uint32 copperPrice
if version >= 5:
bool multilap
if version == 6:
bool
if version >= 7:
uint32 trackType (0: Race, 1: Platform, 2: Puzzle, 3: Crazy, 4: Shortcut, 5: Stunts, 6: Script)
if version >= 9:
uint32 0
if version >= 10:
uint32 authorScore
if version >= 11:
uint32 editorMode (bit 0: advanced/simple editor, bit 1: has ghost blocks)
if version >= 12:
bool 0
if version >= 13:
uint32 nbCheckpoints
uint32 nbLaps
'''03043003''' ''"Common"''
byte version
meta (trackUID, environment, mapAuthor)
string trackName
byte kind (0: (internal)EndMarker, 1: (old)Campaign, 2: (old)Puzzle, 3: (old)Retro, 4: (old)TimeAttack,
5: (old)Rounds, 6: InProgress, 7: Campaign, 8: Multi, 9: Solo, 10: Site, 11: SoloNadeo, 12: MultiNadeo)
if version >= 1:
bool locked (used by VirtualSkipper to lock the map parameter)
string password (weak xor encryption, no longer used in newer track files; see 03043029)
if version >= 2:
meta decoration (timeOfDay, environment, envirAuthor) (decoration envir can be different than collection envir)
if version >= 3:
vec2D mapOrigin
if version >= 4:
vec2D mapTarget
if version >= 5:
uint128
if version >= 6:
string mapType
string mapStyle
if version <= 8:
bool
if version >= 8:
uint64 lightmapCacheUID
if version >= 9:
byte lightmapVersion
if version >= 11:
lookbackstring titleUID
'''03043004''' ''"Version"''
uint32 version
'''03043005''' ''"Community"''
string xml
The XML block contains everything the 003 header chunk does, except for the password. Unlike the 003 chunk, however, it also contains the list of dependencies for the track (images, mods, music, etc.), as well as the version number of the software that created the track, the actual number of laps, and an optional Mod name.
'''03043007''' ''"Thumbnail"''
uint32 version
if version != 0:
uint32 thumbSize
"<Thumbnail.jpg>"
byte thumb[thumbSize]
"</Thumbnail.jpg>"
"<Comments>"
string comments
"</Comments>"
'''03043008''' ''"Author"''
uint32 version
uint32 authorVersion
string authorLogin
string authorNick
string authorZone
string authorExtraInfo
'''0304300D'''
meta (vehicle, collection, author)
'''03043011'''
noderef collectorList
noderef challengeParameters
uint32 kind (0: (internal)EndMarker, 1: (old)Campaign, 2: (old)Puzzle, 3: (old)Retro, 4: (old)TimeAttack,
5: (old)Rounds, 6: InProgress, 7: Campaign, 8: Multi, 9: Solo, 10: Site, 11: SoloNadeo, 12: MultiNadeo)
'''03043014''' (skippable)
uint32
string password (old style password with weak xor encryption. this chunk is no longer used in newer track files, see 03043029)
'''03043017''' (skippable)
uint32 numCheckpoints
Checkpoint[numCheckpoints]
Checkpoint:
uint32
uint32
uint32
'''03043018''' (skippable)
uint32
uint32 numLaps
'''03043019''' (skippable)
fileref modPackDesc
'''0304301C''' (skippable)
uint32 playMode (0: Race, 1: Platform, 2: Puzzle, 3: Crazy, 4: Shortcut, 5: Stunts)
'''0304301F'''
meta (trackUID, environment, mapAuthor)
string trackName
meta decoration (timeOfDay, environment, envirAuthor)
uint32 sizeX
uint32 sizeY
uint32 sizeZ
uint32 needUnlock
uint32 flagsAre32Bit
uint32 numBlocks
for each block:
lookbackstring blockName
byte rotation (0/1/2/3)
byte x
byte y
byte z
uint16/uint32 flags
if (flags == 0xFFFFFFFF)
continue (read the next block)
if (flags & 0x8000) != 0: custom block
lookbackstring author
noderef skin
if (flags & 0x100000)
noderef blockparameters
''Note:'' blocks with flags 0xFFFFFFFF should be skipped, they aren't counted in the numBlocks.
''Note:'' It is possible that additional blocks with flags 0xFFFFFFFF (Unassigned) follow after all other blocks.
'''03043021'''
noderef clipIntro
noderef clipGroupInGame
noderef clipGroupEndRace
'''03043022'''
uint32
'''03043024'''
fileref customMusicPackDesc
'''03043025'''
vec2D mapCoordOrigin
vec2D mapCoordTarget
'''03043026'''
noderef clipGlobal
'''03043027'''
uint32 provided
if provided != 0:
byte
vec3D x 3
vec3D
float
float
float
'''03043028'''
ReadChunk(0x03043027)
string comments
'''03043029''' (skippable)
uint128 passwordHash (salted MD5)
uint32 CRC32("0x" + hex(passwordHash) + "???" + trackUID)
'''0304302A'''
uint32
'''0304303D''' (skippable)
bool unknown
uint32 version
if version >= 2:
if version >= 4:
uint32 size
byte riff[size] // Avg lightmap webp file
uint32 size
byte jfif[size] // Intens/Avg lightmap jpeg file
if version == 3:
uint32 size
byte jfif[size] // Intens lightmap jpeg file
if size != 0:
uint32 uncompressedSize
uint32 compressedSize
byte data[compressedSize]
===CGameCtnCollectorList (03 01B 000)===
'''0301B000'''
uint32 num
Item items[num]
meta
uint32
===CGameCtnChallengeParameters (03 05B 000)===
'''0305B000'''
(all fields are ignored)
uint32
uint32
uint32
uint32
uint32
uint32
uint32
uint32
'''0305B001'''
string tip
string tip
string tip
string tip
'''0305B002'''
(all fields are ignored)
uint32
uint32
uint32
float
float
float
uint32
uint32
uint32
uint32
uint32
uint32
uint32
uint32
uint32
uint32
'''0305B003'''
(all fields are ignored)
uint32
float
uint32
uint32
uint32
uint32
'''0305B004'''
uint32 bronzeTime (ms)
uint32 silverTime (ms)
uint32 goldTime (ms)
uint32 authorTime (ms)
uint32 ignored
'''0305B005'''
uint32 x 3 (ignored)
'''0305B006'''
uint32 num
uint32 items[count] (ignored)
'''0305B008'''
uint32 timeLimit (ms)
uint32 authorScore (ms)
'''0305B00A'''
(skippable)
uint32 (0?)
uint32 bronzeTime (ms)
uint32 silverTime (ms)
uint32 goldTime (ms)
uint32 authorTime (ms)
uint32 timeLimit (ms)
uint32 authorScore (ms)
'''0305B00D'''
uint32 (-1?)
'''0305B00E'''
(skippable)
uint32
uint32
uint32
===CGameCtnBlockSkin (03 059 000)===
'''03059000'''
string text
string ignored
'''03059001'''
string text
fileref packDesc
'''03059002'''
string text
fileref packDesc
fileref parentPackDesc
===CGameWaypointSpecialProperty (0313B000) ===
'''0313B000'''
uint32 version
if version == 1:
uint32 spawn
uint32 order
if version == 2:
string tag
uint32 order
===CGameCtnReplayRecord (03 093 000)===
'''03093000''' ''"Version"''
uint32 version
if version >= 2:
meta (trackUID, environment, author)
uint32 time (ms)
string nickName
if version >= 6:
string driverLogin
if version >= 8:
byte 1
lookbackstring titleUID
'''03093001''' ''"Community"''
string xml
The XML block contains the UID and replay ("best") time like in the header. It also contains the version number of the software that created the replay; optionally the respawns count (can be -1 or larger), the Stunts score, and a validable flag; and in recent versions occasionally two checkpoints fields.
'''03093002''' ''"Author"'' (header)
uint32 version
uint32 authorVersion
string authorLogin
string authorNick
string authorZone
string authorExtraInfo
'''03093002''' (body)
uint32 size
byte GBX[size], the track the replay was recorded on
'''03093007''' (skippable)
uint32
'''03093014'''
uint32 ignored (0xA)
uint32 numGhosts
noderef ghosts[numGhosts]
uint32 ignored
uint32 num
uint64[numExtras]
'''03093015'''
noderef
===CGameGhost (03 03F 005)===
'''0303F005'''
uint32 uncompressedSize
uint32 compressedSize
byte compressedData[compressedSize]: (compressed with zlib deflate)
uint32 classID
bool bSkipList2
uint32
uint32 samplePeriod
uint32
uint32 size
byte sampleData[size] (samples of position, rotation, speed... of the car during the race)
uint32 numSamples
if numSamples > 0:
uint32 firstSampleOffset
if numSamples > 1:
uint32 sizePerSample
if sizePerSample == -1:
uint32 sampleSizes[numSamples - 1]
if bSkipList2 == 0:
uint32 num
int32 sampleTimes[num]
'''0303F006'''
uint32 IsReplaying
ReadChunk(0x0303F005)
A sample record looks as follows:
vec3D position
uint16 angle (0..0xFFFF -> 0..pi)
int16 axisHeading (-0x8000..0x7FFF -> -pi..pi)
int16 axisPitch (-0x8000..0x7FFF -> -pi/2..pi/2)
int16 speed (-> exp(speed/1000); 0x8000 means 0)
int8 velocityHeading (-0x80..0x7F -> -pi..pi)
int8 velocityPitch (-0x80..0x7F -> -pi/2..pi/2)
... (more unknown data)
The rotation of the car is calculated as a quaternion.
* The real part of the quaternion is calculated as cos(angle) which corresponds to a rotation of 2*angle around the rotation axis.
* The imaginary part of the quaternion (the rotation axis) is calculated as the vector (sin(angle)*cos(axisPitch)*cos(axisHeading), sin(angle)*cos(axisPitch)*sin(axisHeading), sin(angle)*sin(axisPitch)).
You can [http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation#Conversion_to_and_from_the_matrix_representation convert this quaternion to a transform matrix].
The velocity vector (direction and speed of movement) is calculated in a similar way: (speed*cos(velocityPitch)*cos(velocityHeading), speed*cos(velocityPitch)*sin(velocityHeading), speed*sin(velocityPitch)).
===CGameCtnGhost (03 092 000)===
CGameCtnGhost is a subclass of CGameGhost. If you encounter an unknown chunk ID while reading a CGameCtnGhost instance, delegate it to CGameGhost.
'''03092005''' (skippable)
uint32 raceTime
'''03092008''' (skippable)
uint32 numRespawns
'''03092009''' (skippable)
color lightTrailColor
'''0309200A''' (skippable)
uint32 stuntsScore
'''0309200B''' (skippable)
uint32 num
uint64[num]
'''0309200C'''
uint32 ignored
'''0309200E'''
lookbackstring uid
'''0309200F'''
string ghostLogin
'''03092010'''
lookbackstring
'''03092012'''
uint32 ignored
uint128
'''03092013''' (skippable)
uint32
uint32
'''03092014''' (skippable)
uint32
'''03092015'''
lookbackstring playerMobilId
'''03092017''' (skippable)
uint32 num
fileref skinPackDescs[num]
string ghostNickname
string ghostAvatarName
'''03092018'''
meta
'''03092019'''
uint32 eventsDuration
uint32 ignored
uint32 numControlNames
lookbackstring controlNames[numControlNames]
uint32 numControlEntries
uint32
ControlEntry[numControlEntries]
uint32 time (ms + 100000)
byte controlNameIndex
uint32 onoff (1/0)
string gameVersion
uint32 exeChecksum
uint32 osKind
uint32 cpuKind
string raceSettingsXML
uint32
===CGameCtnCollector (0301A000)===
Base class for CGameCtnBlockInfo, CGameCtnMacroBlockInfo, CGameCtnObjectInfo and CGameCtnDecoration.
Deprecated. Moved to the new GameData engine (2E) as class CGameCtnCollector (2E001000).
'''0301A003''' ''"Desc"'' (header)
meta (name, collection, author)
lookbackstring version
string pagePath (slash-separated folder path where the block appears in the editor)
if version = 5
lookbackstring
if version >= 4
lookbackstring
if version >= 3
uint32 flags
uint16 index
if version >= 7
string name
'''0301A004''' ''"Icon"'' (header)
uint16 iconWidth
uint16 iconHeight
byte iconData[4*iconWidth*iconHeight] // one RGBA uint32 per pixel
'''0301A006''' (header)
uint64 filetime // lightmap cache timestamp
'''0301A007'''
bool isInternal
uint32
uint32 catalogPosition
uint32
uint32
uint32
'''0301A009'''
string pagePath (same as in chunk 0301A003)
bool hasIconFid
if hasIconFid:
noderef iconFid
lookbackstring
'''0301A00B'''
meta
'''301A00C'''
string name
'''301A00D'''
string description
'''0301A00E'''
bool iconUseAutoRender
uint32 iconQuarterRotationY
'''0301A00F'''
string defaultSkinName
===CGameCtnObjectInfo (0301C000)===
Deprecated. Moved to the new GameData engine (2E) as class CGameItemModel (2E002000).
'''0301C000''' (header)
uint32 objectInfoType (0: Undefined, 1: Ornament, 2: PickUp, 3: Character, 4: Vehicle)
''Note:'' In class CGameItemModel the enumerators are: 0: Undefined, 1: StaticObject, 2: DynaObject, 3: Character, 4: Vehicle, 5: Spot, 6: Cannon
'''0301C001''' (header)
uint32
'''0301C006'''
uint32 defaultCamIndex (-1 = none, 0 and above = camera index; used for cars)
'''0301C008'''
uint32 numNadeoSkinFids
noderef fids[numNadeoSkinFids] (file references)
'''0301C009'''
uint32 version = 10
uint32 numCameras
noderef cameras[numCameras] (references to CGameControlCamera; used for cars)
'''0301C00A'''
noderef decoratorSolid (CPlugDecoratorSolid)
'''0301C00B'''
noderef stemMaterial (CPlugMaterial)
noderef stemBumpMaterial (CPlugMaterial)
'''0301C00C'''
noderef raceInterfaceFid
'''0301C010'''
noderef bannerProfileFid (file reference to e.g. BannerProfileCanyon.Texture.gbx)
'''0301C012'''
vec3D groundPoint
float painterGroundMargin
float orbitalCenterHeightFromGround
float orbitalRadiusBase
float orbitalPreviewAngle
'''301C013'''
nodref audioEnvironmentInCar (CPlugAudioEnvironment; used for cars)
'''301C014'''
noderef baseAttributes (CGameAttributes; unused?)
'''301C015'''
uint32 objectInfoType (0: Undefined, 1: Ornament, 2: PickUp, 3: Character, 4: Vehicle)
'''0301C016'''
noderef defaultSkinFid
'''0301C017'''
uint32 version = 0
bool isFreelyAnchorable
'''0301C018'''
int version = 0
bool isUsable
'''0301C019'''
int version
nodref phyModel // CPlugSurface
nodref visModel // CPlugSurface
if version >= 1:
nodref visModelStatic // CPlugSolid2Model
===CGameCtnDecoration (03038000)===
'''03038000''' ''"MoodRemaping"''
byte version
string dirName
ReadChunk(0x03031000)
'''03038001'''
byte version
uint32 unknown
===CGameCtnCollection (03033000)===
'''03033001''' ''"Desc"''
byte version
lookbackstring environment
bool
if version >= 1:
string iconEnv
string iconCollection
if version >= 2:
int32
if version >= 3:
lookbackstring terrain
if version >= 4:
meta (vehicle, collection, author)
if version >= 5:
string
float
float
float
float
if version <= 5:
float
float
if version <= 7:
float
float
if version >= 7:
string loadscreen
if version >= 8:
float
float
float
float
float
float
string
if version >= 9:
string name
if version >= 10:
bool
'''03033002''' ''"CollectorFolders"''
byte version
string dirName
string dirName
string dirName
if version == 1 || version == 2:
string dirName
if version >= 2:
string dirName
if version >= 3:
string dirName
if version >= 4:
string dirName
'''03033003''' ''"MenuIconsFolders"''
byte version
string dirName
===CGameSkin (03031000)===
'''03031000''' ''"Skin"''
byte version
string dirName
if version >= 1:
string textureName
string sceneId
byte number
for each number:
uint32 classId
string name
string file
if version >= 2:
bool mipMap
if version >= 4:
string dirNameAlt
if version >= 5:
bool unknown
===CGamePlayerProfile (0308C000)===
'''0308C000''' ''"NetPlayerProfile"''
string login
string onlineSupportKey
===CMwNod (01001000)===
'''01001000''' ''"FolderDep"''
uint32 number
for each number:
string dirName
== Historical information ==
While the above description of *.Gbx files is far more complete and precise than before, it is also entirely different from – and more abstract than – the original description, which formed the basis for several of the tools below. That historical description can still be viewed at this [http://en.tm-wiki.org/index.php?title=GBX&oldid=5300 revision link].
== Applications and Libraries that can inspect/modify the file format ==
* [http://www.xaseco.org/tools.php GBX Data Fetcher] - a PHP module with classes to extract useful data from .Challenge|Map.Gbx files (including the thumbnail image), .Replay.Gbx files and .Pack.Gbx|.pak files, as well as parse their XML blocks.
* [http://www.xaseco.org/tools.php Extract GBX data] - a PHP script to format and print data from all file types supported by the GBX Data Fetcher module.
* [http://www.xaseco.org/tools.php Tally GBX versions] - a PHP script to tally some version data from all .Challenge|Map.Gbx files (including sample challenges in all known versions).
* [http://tossha.ru/trackstudio/ TrackStudio] - a Windows TrackMania Forever track editor with 3D interface.
* [http://www.mania-creative.com/talk/showthread.php?threadid=644 Blockmix tools] - Challenge editing tools (Recompressor, ChallengeEdit, GBX-Master, CELightRotate, TmfBlockMixEdition).
* [http://www.mania-creative.com/talk/showthread.php?threadid=2379 TMPakTool] - Open and edit .pak files.
* [http://www.mania-creative.com/talk/showthread.php?threadid=2421 TMUnlimiter] - Patches the in-game track editor to remove the block placement restrictions.
* [http://forum.maniaplanet.com/viewtopic.php?t=19432 GBXedit] - Command-line based blockmix editor for TM² Stadium maps.
* [http://forum.maniaplanet.com/viewtopic.php?t=19890 MapEdit] - GUI-based blockmix editor for all ManiaPlanet maps.
* [[GbxDump]] - a Windows tool to dump and analyze the header of all kinds of .Gbx files.
* [http://www.wolfgang-rolke.de/gbxdump/gbxconv.zip ReplayToChallenge] - a Windows tool to extract a Challenge from a .Replay.Gbx file (includes source code).
* [[Easy TM]]
* [http://micolous.id.au/pages/disasm.html Trackmania Disassembler] - includes a library allowing you to write your own applications that can read the format.