MeshCodecSharp 1.1.1
dotnet add package MeshCodecSharp --version 1.1.1
NuGet\Install-Package MeshCodecSharp -Version 1.1.1
<PackageReference Include="MeshCodecSharp" Version="1.1.1" />
<PackageVersion Include="MeshCodecSharp" Version="1.1.1" />
<PackageReference Include="MeshCodecSharp" />
paket add MeshCodecSharp --version 1.1.1
#r "nuget: MeshCodecSharp, 1.1.1"
#:package MeshCodecSharp@1.1.1
#addin nuget:?package=MeshCodecSharp&version=1.1.1
#tool nuget:?package=MeshCodecSharp&version=1.1.1
McSharp
A C# library for decoding and encoding Nintendo's MeshCodec - the compression format used by
.bfres.mc model files and .chunk terrain files in The Legend of Zelda: Tears of the Kingdom.
Re-encoding a decoded retail file reproduces the original byte for byte.
Install
dotnet add package MeshCodecSharp
The package id is MeshCodecSharp; the assembly and namespace are McSharp.
Usage
Decode
using McSharp;
byte[] mc = File.ReadAllBytes("Animal_Bass.Bass.bfres.mc");
byte[]? bfres = MeshCodec.DecompressMc(mc);
DecompressMc(ReadOnlySpan<byte>) allocates its own output and scratch buffers, sizing the scratch
buffer from the file itself. In a loop, reuse one buffer across calls instead:
byte[] work = new byte[MeshCodec.DefaultWorkBufferSize];
MeshCodec.TryReadPackageHeader(mc, out var header);
byte[] dst = new byte[header.GetDecompressedSize()];
bool ok = MeshCodec.DecompressMc(dst, mc, work);
DefaultWorkBufferSize is a worst-case ceiling, not a typical figure - no retail model needs more
than about 2.2 MB. Size a shared buffer with MeshCodec.GetRequiredWorkBufferSize(package), or take
the maximum over the files you plan to process. The decoder holds no shared state, so one buffer per
thread is enough to decode in parallel.
DecompressChunk and DecompressQuad handle .chunk terrain and quad-tree payloads, and
DecompressFmsh decodes a bare mesh section.
A note on untrusted input
The decoder is a faithful port of a game-runtime implementation and does not bounds-check the
streams it reads. Corrupt or hostile data can read out of bounds, which surfaces as an
AccessViolationException that .NET cannot catch. Decode only files you trust, or isolate decoding
from anything that must stay running.
Encode
If you decoded a package, edited the BFRES body, and want to write it back, use Repack:
byte[] mc = McEncoder.Repack(originalPackage, editedBody);
The two lower-level entry points are there when you are building a package from scratch:
// A BFRES with no mesh section.
byte[] mc = McEncoder.CompressMc(bfres);
// A BFRES whose mesh section must be preserved.
MeshCodec.TryReadPackageHeader(original, out var header);
int fmsh = McEncoder.FindFmshOffset(original);
byte[] mc = McEncoder.CompressMcWithFmsh(bfres, original.AsSpan(fmsh), header.GetDecompressedSize());
CompressMc throws if handed a BFRES that declares a mesh section, since writing it as a plain
package would silently drop the geometry. Check with McEncoder.DeclaresMeshSection or
MeshCodec.HasFmshSection, or just call Repack.
Encoder settings live on EncoderOptions:
byte[] mc = McEncoder.CompressMc(bfres, new EncoderOptions { ZstdLevel = 8 });
ZstdLevel defaults to 8, which is what retail TOTK files were built with — changing it breaks
byte-identical round-tripping. Raise it only if you want smaller files and don't care about
matching vanilla. CompressPayload lets you substitute your own zstd implementation entirely.
Encoding the mesh section
McSharp decodes the FMSH vertex/index streams but does not re-encode them; CompressMcWithFmsh
copies the existing mesh section through verbatim. That is enough to round-trip retail files and to
edit anything in the BFRES body, but not to author new geometry.
Notes
zstd
McSharp depends on BladesawStudios.ZstdSharp,
a fork of ZstdSharp that reverts two upstream changes postdating the zstd build Nintendo shipped.
Credit
MeshCodec — original C++ implementation
ZstdSharp.Port — zstd library
License
MIT - see LICENSE.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net8.0 is compatible. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 was computed. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net8.0
- BladesawStudios.ZstdSharp (>= 0.8.8.1)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.