Nintendo Badge Arcade/PrizeCollection
Overview
A PrizeCollection SARC file has the following folder structure:
root βββ pc βββ PrizeCollection.xml βββ ci βββ rt βββ At βββ CI βββ Ca βββ Cr βββ FO βββ 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 file, store its display name in a set of 16 different languages.
Each language is stored as a little-endian utf16 string, in an allocated 0x100 byte section stacked on top of each other.
A string does not need to fill the entire 0x100 byte section, the remaining data is set to null bytes
The languages are ordered as follows:
- Japanese
- English
- French
- German
- Italian
- Spanish
- Chinese (simple)
- Korean
- Dutch
- Portuguese
- Russian
- Chinese (traditional)
- Unknown
- Unknown
- Unknown
- Unknown