Difference between revisions of "Nintendo Badge Arcade/PrizeCollection"
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DaniElectra (talk | contribs) (Add PrizeCollection to Nintendo Badge Arcade) |
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Revision as of 00:16, 18 December 2022
Overview
A PrizeCollection SARC file has the following folder structure:
root └── pc ├── PrizeCollection.xml ├── ci └── rt ├── At ├── CI ├── Ca ├── Cr ├── FO └── Pr
Each of the subfolders contains a custom file format storing different properties between those. Each of those files are compressed using Yaz0 compression.
Subfolder | File type |
---|---|
ci | Crane Instance (cib) |
At | Attachment (atb) |
CI | Crane Icon (icb) |
Ca | Category (cab) |
Cr | Crane (crb) |
FO | Fixed Object (fob) |
Pr | Prize (prb) |
PrizeCollection.xml
This file has an index of all of the game data stored here. It has the following data:
<?xml version="1.0" encoding="UTF-8"?> <CenterPrizeCollectionFile> <Categories count="x"> <Category name="CategoryName" /> </Categories> <Cranes count="x"> <Crane name="CraneName" /> </Cranes> <CraneIcons count="x"> <CraneIcon name="CraneIconName" /> </CraneIcons> <Prizes count="x"> <Prize name="PrizeName" /> <Attachments count="x"> <Attachment name="AttachmentName" /> </Attachments> <FixedObjects count="x"> <FixedObject name="FixedObjectName" /> </FixedObjects> <CraneInstances> <CraneInstance name="CraneInstanceName" /> </CraneInstances> </CenterPrizeCollectionFile>
Prize (prb)
A prize file stores the badge data and its image.
Offset | Size | Description |
---|---|---|
0x0 | 0x4 | Header magic (PRBS) |
0x3C | 0x4 | Badge ID |
0x44 | ? | Badge name |
0x74 | ? | Name of category it belongs |
0xA4 | 0x8 | Title ID it opens |
0xB8 | 0x4 | Tile width |
0xBC | 0x4 | Tile height |
If the tile size is 1x1:
Offset | Size | Description |
---|---|---|
0x1100 | 0x2000 | 64x64 RGB565 image (used in Home Menu) |
0x3100 | 0x800 | 64x64 A4 data of previous image |
0x3900 | 0x800 | 32x32 RGB565 image (used in badge selector in Home Menu) |
0x4100 | 0x200 | 32x32 A4 data of previous image |
0x4300 | 0x4000 | 128x128 ETC1A4 image (used ingame) |
0x8300 | 0x4000 | 128x128 A8 data of previous image |
If the tile size is anything other than 1x1:
Offset | Size | Description |
---|---|---|
0x1100 | 0x2000 | 64x64 RGB565 image of full tile |
0x3100 | 0x800 | 64x64 A4 data of previous image |
0x3900 | 0x800 | 32x32 RGB565 image of full tile |
0x4100 | 0x200 | 32x32 A4 data of previous image |
... | 0x2000 | 64x64 RGB565 image of each tile |
... | 0x800 | 64x64 A4 data of previous image |
... | 0x800 | 32x32 RGB565 image of each tile |
... | 0x200 | 32x32 A4 data of previous image |
... | 0x4000 | 128x128 ETC1A4 image (used ingame) |
... | 0x4000 | 128x128 A8 data of previous image |