Many DS games used Nitro files for their 3D assets. Here is a list of the kinds
apicula can understand.
See the VG Resource
wiki for more info
about file formats found in DS games. If you want to work with these file
yourself, programmer's documentation on the binary format can be found
here.
.nsbmd
- Other common extensions:
.bmd
, .BMD
, .BMD0
- First four bytes in hex editor:
BMD0
These hold 3D models. They're basically a script for sending commands to the DS
GPU. They also often hold textures and palettes for the models, but sometimes
those are in a separate .nsbtx instead.
Note: BMD is a common designation for model files on Nintendo consoles. Model
files can have the .BMD extension even if they aren't Nitro files! Game Cube
games also have a different model file format called BMD.

.nsbtx
- Other common extensions:
.btx
, .BTX
, .BTX0
- First four bytes in hex editor:
BTX0
These hold textures and palettes. Most textures on the DS store their colors in
a separate palette.
An online texture viewer for .nsbtx/.nsbmd files can be found here.
.nsbca
- Other common extensions:
.bca
, .BCA
, .BCA0
- First four bytes in hex editor:
BCA0
These hold joint animations that animate a model's skeleton. Used for things
like walk or attack animation.

.nsbtp
- Other common extensions:
.btp
, .BTP
, .BTP0
- First four bytes in hex editor:
BTP0
These hold pattern animations that swap the textures used in a model,
flipbook-style.
They only work in the viewer; you can't convert them.

.nsbta
- Other common extensions:
.bta
, .BTA
, .BTA0
- First four bytes in hex editor:
BTA0
These hold material animations that animate material properties in a model.
Currently the only part that is understood is animation of the UV offsets. Used
for texture scrolling animation, eg. for water effects.
They only work in the viewer; you can't convert them.
