EvilEngine/PIPT

Format
The pipe information contains additional material stuff for level objects. The file starts with an int which defines the amount of entries, then each entry has the following layout:

Note: this applies to big endian (GameCube) only. The 4 bytes are reversed in little endian.

Blend factor types

 * 0x00 - Source Alpha/Inverse Source Alpha
 * 0x01 - Zero
 * 0x02 - One
 * 0x03 - Source Color
 * 0x04 - Inverse Source Color
 * 0x05 - Source Alpha
 * 0x06 - Inverse Source Alpha
 * 0x07 - Destination Alpha
 * 0x08 - Inverse Destination Alpha
 * 0x09 - Destination Color
 * 0x0A - Inverse Destination Color
 * 0x0B - Source Alpha Saturated