public static void Load(ResFileSwitchLoader loader, ResFile resFile)
        {
            loader.CheckSignature("FRES");
            uint padding = loader.ReadUInt32();

            resFile.Version = loader.ReadUInt32();
            resFile.SetVersionInfo(resFile.Version);
            resFile.ByteOrder         = loader.ReadByteOrder();
            resFile.Alignment         = loader.ReadByte();
            resFile.TargetAddressSize = loader.ReadByte(); //Thanks MasterF0X for pointing out the layout of the these
            uint OffsetToFileName = loader.ReadUInt32();

            resFile.Flag        = loader.ReadUInt16();
            resFile.BlockOffset = loader.ReadUInt16();
            uint RelocationTableOffset = loader.ReadUInt32();
            uint sizFile = loader.ReadUInt32();

            resFile.Name = loader.LoadString();
            long modelOffset     = loader.ReadOffset();
            long modelDictOffset = loader.ReadOffset();

            if (loader.ResFile.VersionMajor2 == 9)
            {
                loader.ReadBytes(32); //reserved
            }
            resFile.SkeletalAnims       = loader.LoadDictValues <SkeletalAnim>();
            resFile.MaterialAnims       = loader.LoadDictValues <MaterialAnim>();
            resFile.BoneVisibilityAnims = loader.LoadDictValues <VisibilityAnim>();
            resFile.ShapeAnims          = loader.LoadDictValues <ShapeAnim>();
            resFile.SceneAnims          = loader.LoadDictValues <SceneAnim>();
            resFile.MemoryPool          = loader.Load <MemoryPool>();
            resFile.BufferInfo          = loader.Load <BufferInfo>();
            resFile.ExternalFiles       = loader.LoadDictValues <ExternalFile>();
            long padding1 = loader.ReadInt64();

            resFile.StringTable = loader.Load <StringTable>();
            uint   StringPoolSize = loader.ReadUInt32();
            ushort numModel       = loader.ReadUInt16();

            //Read models after buffer data
            resFile.Models = loader.LoadDictValues <Model>(modelDictOffset, modelOffset);

            if (loader.ResFile.VersionMajor2 == 9)
            {
                //Count for 2 new sections
                ushort unkCount  = loader.ReadUInt16();
                ushort unk2Count = loader.ReadUInt16();

                if (unkCount != 0)
                {
                    throw new System.Exception("unk1 has section!");
                }
                if (unk2Count != 0)
                {
                    throw new System.Exception("unk2 has section!");
                }
            }

            ushort numSkeletalAnim       = loader.ReadUInt16();
            ushort numMaterialAnim       = loader.ReadUInt16();
            ushort numBoneVisibilityAnim = loader.ReadUInt16();
            ushort numShapeAnim          = loader.ReadUInt16();
            ushort numSceneAnim          = loader.ReadUInt16();
            ushort numExternalFile       = loader.ReadUInt16();
            uint   padding2 = loader.ReadUInt16();
            uint   padding3 = loader.ReadUInt32();

            resFile.Textures = new ResDict <TextureShared>();
            foreach (var ext in resFile.ExternalFiles)
            {
                if (ext.Key.Contains(".bntx"))
                {
                    BntxFile bntx = new BntxFile(new MemoryStream(ext.Value.Data));
                    ext.Value.LoadedFileData = bntx;
                    foreach (var tex in bntx.Textures)
                    {
                        resFile.Textures.Add(tex.Name, new SwitchTexture(bntx, tex));
                    }
                }
            }

            resFile.TexPatternAnims    = new ResDict <MaterialAnim>();
            resFile.MatVisibilityAnims = new ResDict <MaterialAnim>();
            resFile.ShaderParamAnims   = new ResDict <MaterialAnim>();
            resFile.ColorAnims         = new ResDict <MaterialAnim>();
            resFile.TexSrtAnims        = new ResDict <MaterialAnim>();

            //Split material animations into shader, texture, and visual animation lists
            foreach (var anim in resFile.MaterialAnims.Values)
            {
                if (anim.Name.Contains("_ftp"))
                {
                    resFile.TexPatternAnims.Add(anim.Name, anim);
                }
                else if (anim.Name.Contains("_fts"))
                {
                    resFile.ShaderParamAnims.Add(anim.Name, anim);
                }
                else if (anim.Name.Contains("_fcl"))
                {
                    resFile.ColorAnims.Add(anim.Name, anim);
                }
                else if (anim.Name.Contains("_fst"))
                {
                    resFile.TexSrtAnims.Add(anim.Name, anim);
                }
                else if (anim.Name.Contains("_fvt"))
                {
                    resFile.MatVisibilityAnims.Add(anim.Name, anim);
                }
                else if (anim.MaterialAnimDataList != null && anim.MaterialAnimDataList.Any(x => x.VisibilyCount > 0))
                {
                    resFile.MatVisibilityAnims.Add(anim.Name, anim);
                }
                else if (anim.MaterialAnimDataList != null && anim.MaterialAnimDataList.Any(x => x.TexturePatternCount > 0))
                {
                    resFile.TexPatternAnims.Add(anim.Name, anim);
                }
                else
                {
                    resFile.ShaderParamAnims.Add(anim.Name, anim);
                }
            }
        }