Difference between revisions of "CBMD"
(seperate CGFX for different regions/languages is already mentioned here.) |
(Moved the BCWAV info from the BCWAV page to here. (As it only applies to BCWAVs found in banners.)) |
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'''CBMD - CTR Banner Model Data''' | '''CBMD - CTR Banner Model Data''' | ||
− | This page describes the format used for banners' models. These are stored in [[CXI]] ExeFS:/banner and optionally in [[extdata]] exbanner. | + | This page describes the format used for banners' models. These are stored in [[NCCH#CXI|CXI]] ExeFS:/banner and optionally in [[extdata]] exbanner. |
− | CBMD is a container file for CGFX blocks. This is used for banners of titles you see in the home menu. BNR used for the app banners in the CXI/exbanner is the same as CBMD with CWAV at the end. | + | CBMD is a container file for [[CGFX]] blocks. This is used for banners of titles you see in the home menu. BNR used for the app banners in the CXI/exbanner is the same as CBMD with CWAV at the end. |
== CBMD Header == | == CBMD Header == | ||
Line 22: | Line 22: | ||
| 0x8 | | 0x8 | ||
| 0x4 | | 0x4 | ||
− | | Offset for common CGFX | + | | Offset for common [[CGFX]] |
|- | |- | ||
| 0xc | | 0xc | ||
| 0x34 | | 0x34 | ||
− | | Optional offsets for region/language specific CGFX | + | | Optional offsets for region/language specific [[CGFX]] |
|- | |- | ||
| 0x40 | | 0x40 | ||
Line 34: | Line 34: | ||
| 0x84 | | 0x84 | ||
| 0x4 | | 0x4 | ||
− | | | + | | [[BCWAV]] offset |
|} | |} | ||
− | The common CGFX is used if the CGFX offset for the system region/language is zero. Those optional offsets can be used in extdata exbanner, but separate CBMD banner files for each region/language can be used as well. | + | The common [[CGFX]] is used if the CGFX offset for the system region/language is zero. Those optional offsets can be used in extdata exbanner, but separate CBMD banner files for each region/language can be used as well. |
=== Indexes for CGFX offset array === | === Indexes for CGFX offset array === | ||
Line 87: | Line 87: | ||
== CGFX == | == CGFX == | ||
− | CGFX are compressed using LZ11. For CXI banner CGFX, the decompressed size must be no larger than 0x80000. | + | [[CGFX]] are compressed using LZ11. For CXI banner CGFX, the decompressed size must be no larger than 0x80000. |
− | Graphics containers. Contains: 3D Models, Shaders, Objects, Materials, Textures, etc. | + | Graphics containers. Contains: 3D Models, Shaders, Objects, Materials, Textures, etc. See [[CGFX]] for more information. |
+ | |||
+ | == BCWAV == | ||
+ | |||
+ | The included [[BCWAV]] total channels must be 2, and the length of the audio must be 3 seconds or less, otherwise the sound will play incorrectly (beeping/clicking) or the model may fail to load. |
Latest revision as of 13:33, 20 December 2020
CBMD - CTR Banner Model Data
This page describes the format used for banners' models. These are stored in CXI ExeFS:/banner and optionally in extdata exbanner. CBMD is a container file for CGFX blocks. This is used for banners of titles you see in the home menu. BNR used for the app banners in the CXI/exbanner is the same as CBMD with CWAV at the end.
CBMD Header[edit]
Offset | Length | Description |
---|---|---|
0x0 | 0x4 | Magic "CBMD" |
0x4 | 0x4 | Zero |
0x8 | 0x4 | Offset for common CGFX |
0xc | 0x34 | Optional offsets for region/language specific CGFX |
0x40 | 0x44 | Padding? |
0x84 | 0x4 | BCWAV offset |
The common CGFX is used if the CGFX offset for the system region/language is zero. Those optional offsets can be used in extdata exbanner, but separate CBMD banner files for each region/language can be used as well.
Indexes for CGFX offset array[edit]
Index | Description |
---|---|
0 | EUR-English |
1 | EUR-French |
2 | EUR-German |
3 | EUR-Italian |
4 | EUR-Spanish |
5 | EUR-Dutch |
6 | EUR-Portuguese |
7 | EUR-Russian |
8 | JPN-Japanese |
9 | USA-English |
10 | USA-French |
11 | USA-Spanish |
12 | USA-Portuguese |
CGFX[edit]
CGFX are compressed using LZ11. For CXI banner CGFX, the decompressed size must be no larger than 0x80000.
Graphics containers. Contains: 3D Models, Shaders, Objects, Materials, Textures, etc. See CGFX for more information.
BCWAV[edit]
The included BCWAV total channels must be 2, and the length of the audio must be 3 seconds or less, otherwise the sound will play incorrectly (beeping/clicking) or the model may fail to load.