Difference between revisions of "Nintendo Badge Arcade/PrizeCollection"

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(→‎Prize (prb): Adding missing data to PRBS file structure)
(→‎Prize (prb): Added clarification on badge image data)
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|}
 
|}
  
If the tile size is 1x1:
+
Following the badges metadata is it's image data. Each badge contains multiple images used in different places during gameplay
  
{| class="wikitable"
+
An image can be either RGB565 or ETC1A4. RGB565 images are immediately followed with A4 data for itself, whereas ETC1A4 images are immediately followed with A8 data for itself
|-
+
 
! Offset
+
A badge may take up multiple spaces on the Home Menu, and as such contains images for each space called "tiles". The number of image tiles a badge uses is found in the badge metadata at offsets 0xB8 and 0xBC
! Size
+
 
! Description
+
All badge image data begins with a 64x64 RGB565 image of the full badge. Following the 64x64 image is a  32x32 RGB565 image of the full badge, which is used in the badge selector in Home Menu
|-
+
 
| 0x1100
+
If the badge is 1x1 tiles, then the first 64x64 RGB565 image is used in Home Menu to display the badge. If the badge is ''not'' 1x1, then the badge contains x*y number of additional 64x64 and 32x32 RGB565 images, where x is the number of horizontal tiles and y is the number of vertical tiles. These tiles are then used in Home Menu to display the badge. These additional images are stored immediately after the 32x32 image
| 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:
+
Finally, the last image in the badge image data is a single 128x128 ETC1A4 image of the full badge which is used in game
  
 
{| class="wikitable"
 
{| class="wikitable"
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| 0x1100
 
| 0x1100
 
| 0x2000
 
| 0x2000
| 64x64 RGB565 image of full tile
+
| 64x64 RGB565 image of full badge (used in Home Menu if badge is 1x1)
 
|-
 
|-
 
| 0x3100
 
| 0x3100
 
| 0x800
 
| 0x800
| 64x64 A4 data of previous image
+
| A4 data
 
|-
 
|-
 
| 0x3900
 
| 0x3900
 
| 0x800
 
| 0x800
| 32x32 RGB565 image of full tile
+
| 32x32 RGB565 image of full badge (used in badge selector in Home Menu)
 
|-
 
|-
 
| 0x4100
 
| 0x4100
 
| 0x200
 
| 0x200
| 32x32 A4 data of previous image
+
| A4 data
 
|-
 
|-
| ...
+
|  
 
| 0x2000
 
| 0x2000
| 64x64 RGB565 image of tile x
+
| 64x64 Optional additional RGB565 image tile(s). Only exists if badge is not 1x1 (used in Home Menu if badge is not 1x1)
 
|-
 
|-
| ...
+
|  
 
| 0x800
 
| 0x800
| 64x64 A4 data of previous image
+
| A4 data
 
|-
 
|-
| ...
+
|  
 
| 0x800
 
| 0x800
| 32x32 RGB565 image of tile x
+
| 32x32 Optional additional RGB565 image tile(s). Only exists if badge is not 1x1 (unknown use)
 
|-
 
|-
| ...
+
|  
 
| 0x200
 
| 0x200
| 32x32 A4 data of previous image
+
| A4 data
 
|-
 
|-
| ...
+
|  
 
| 0x4000
 
| 0x4000
| 128x128 ETC1A4 image of full tile
+
| 128x128 ETC1A4 image (used in game)
 
|-
 
|-
| ...
+
|  
 
| 0x4000
 
| 0x4000
| 128x128 A8 data of previous image
+
| A8 data
 
|}
 
|}
  

Revision as of 17:43, 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>

Crane Instance (cib)

A crane instance file stores the data of a set and the components of the machine.

Offset Size Description
0x0 0x4 Header magic (CIBS)
0x30 0x30 Crane Instance name
0x60 0x30 Crane name
0x90 0x30 Crane Icon name
0x100 0x1000 Language Names
0x1100 + Offset 0x30 Prize name x
0x1880 + Offset 0x30 Fixed Object name x

Offset = 0x30 * x

Attachment (atb)

An attachment file stores the data of an immovable object and its image.

Offset Size Description
0x0 0x4 Header magic (ATBS)
0x2C 0x30 Attachment name
0x5C 0x4 Image width
0x60 0x4 Image height
0x80 w * h ETC1A4 image of attachment
0x80 + (w * h) w * h A8 data of previous image

Crane Icon (icb)

A crane icon file stores the icon of a set (crane instance).

Offset Size Description
0x0 0x4 Header magic (ICBS)
0x1C 0x30 Crane icon name
0x100 0x2000 64x64 RGB565 image

Category (cab)

A category file stores the data of a group of sets and its category image.

Offset Size Description
0x0 0x4 Header magic (CABS)
0x24 0x4 Category ID
0x2C 0x30 Category name
0x5C 0x4 Number of badges
0x60 0x4 Number of sets (crane instances)
0x68 0x1000 Language Names
0x2080 0x2000 64x64 RGB565 image of category

Crane (crb)

A crane file stores the background image used on a set (crane instance).

Offset Size Description
0x0 0x4 Header magic (CRBS)
0x1C 0x30 Crane name
0x800 0x10000 ETC1 image? (Unknown resolution)

Fixed Object (fob)

A fixed object file stores the data of the terrain and its image.

Offset Size Description
0x0 0x4 Header magic (FOBS)
0x24 0x30 Fixed object name
0x54 0x4 Image width
0x58 0x4 Image height
0x80 w * h ETC1A4 image of fixed object

Prize (prb)

A prize file stores the badge data and its image.

Offset Size Description
0x0 0x4 Header magic (PRBS)
0x4 0x38 Unknown
0x3C 0x4 Badge ID
0x40 0x4 Unknown
0x44 0x30 Badge file name
0x74 0x30 Badge category
0xA4 0x8 Title ID it opens (0xFFFFFFFF if none)
0xAC 0xC Unknown
0xB8 0x4 Number of horizontal tiles
0xBC 0x4 Number of vertical tiles
0xE0 0x1000 Badge display names
0x10E0 0x20 Unknown (usually zero?)
0x1100 Image data

Following the badges metadata is it's image data. Each badge contains multiple images used in different places during gameplay

An image can be either RGB565 or ETC1A4. RGB565 images are immediately followed with A4 data for itself, whereas ETC1A4 images are immediately followed with A8 data for itself

A badge may take up multiple spaces on the Home Menu, and as such contains images for each space called "tiles". The number of image tiles a badge uses is found in the badge metadata at offsets 0xB8 and 0xBC

All badge image data begins with a 64x64 RGB565 image of the full badge. Following the 64x64 image is a 32x32 RGB565 image of the full badge, which is used in the badge selector in Home Menu

If the badge is 1x1 tiles, then the first 64x64 RGB565 image is used in Home Menu to display the badge. If the badge is not 1x1, then the badge contains x*y number of additional 64x64 and 32x32 RGB565 images, where x is the number of horizontal tiles and y is the number of vertical tiles. These tiles are then used in Home Menu to display the badge. These additional images are stored immediately after the 32x32 image

Finally, the last image in the badge image data is a single 128x128 ETC1A4 image of the full badge which is used in game

Offset Size Description
0x1100 0x2000 64x64 RGB565 image of full badge (used in Home Menu if badge is 1x1)
0x3100 0x800 A4 data
0x3900 0x800 32x32 RGB565 image of full badge (used in badge selector in Home Menu)
0x4100 0x200 A4 data
0x2000 64x64 Optional additional RGB565 image tile(s). Only exists if badge is not 1x1 (used in Home Menu if badge is not 1x1)
0x800 A4 data
0x800 32x32 Optional additional RGB565 image tile(s). Only exists if badge is not 1x1 (unknown use)
0x200 A4 data
0x4000 128x128 ETC1A4 image (used in game)
0x4000 A8 data

Language Names

Some files, like the badge and the category, store its name displayed on different languages. Here is the language list:

Offset Size Language
0x0 0x100 Japanese
0x100 0x100 English
0x200 0x100 French
0x300 0x100 German
0x400 0x100 Italian
0x500 0x100 Spanish
0x600 0x100 Unknown
0x700 0x100 Unknown
0x800 0x100 Netherlands
0x900 0x100 Portuguese
0xA00 0x100 Russian
0xB00 0x100 Unknown
0xC00 0x100 Unknown
0xD00 0x100 Unknown
0xE00 0x100 Unknown
0xF00 0x100 Unknown