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) |
0x4 | 0x4 | File version (0x3) |
0x8 | 0x4 | File length |
0xC | 0x4 | Start address of header data (starting at ID) |
0x10 | 0x4 | End address of header data |
0x14 | 0x4 | Start address of display names |
0x18 | 0x4 | End address of display names |
0x1C | 0x4 | Start address of component names |
0x20 | 0x4 | End address of component names |
0x24 | 0x4 | Start address of component properties |
0x28 | 0x4 | End address of component properties |
0x2C | 0x4 | Crane instance ID |
0x30 | 0x30 | Crane Instance name |
0x60 | 0x30 | Crane name |
0x90 | 0x30 | Crane Icon name |
0xC0 | 0x14 | Unknown |
0xD4 | 0x4 | Crane type |
0xD8 | 0x8 | Unknown |
0xE0 | 0x4 | Number of prizes |
0xE4 | 0x4 | Number of attachments |
0xE8 | 0x4 | Number of fixed objects |
0xEC | 0x4 | Number of on-screen prizes |
0xF0 | 0x4 | Number of properties at 0x23C0 |
0xF4 | 0x4 | Number of on-screen attachments |
0xF8 | 0x4 | Number of on-screen fixed objects |
0xFC | 0x4 | Number of properties at 0x3E00 |
0x100 | 0x1000 | Display names |
0x1100 | 0xB40 | Component names |
0x1C40 | 0x2440 | Component properties |
Crane type
This section selects the crane used on the machine.
Value | Crane type |
---|---|
0x0 | Standard crane |
0x1 | Hammer crane |
0x2 | Unused crane |
0x3 | Stick crane |
0x4 | Bomb crane |
Component Names
This section has the names of all the components (prizes, attachments and fixed objects) used within a crane instance. Attachments are optional, others are unknown.
Each list of components is then zero-indexed for later use on setting its properties.
Offset | Size | Description |
---|---|---|
0x1100 | 0x30 | Prize name |
0x30 | Optional prize name(s) | |
0x14C0 | 0x30 | Attachment name |
0x30 | Optional attachment name(s) | |
0x1880 | 0x30 | Fixed object name |
0x30 | Optional fixed object name(s) |
Component Properties
This section has the properties of all the components (prizes, attachments and fixed objects) and sets how many of them are used within a crane instance.
Offset | Size | Description |
---|---|---|
0x1C40 | 0x60 | On-screen prize property |
0x60 | Optional on-screen prize properties | |
0x23C0 | 0x60 | Unknown property (prize related?) |
0x60 | Optional unknown properties (prize related?) | |
0x2F00 | 0x60 | On-screen attachment property |
0x60 | Optional on-screen attachment properties | |
0x3680 | 0x60 | On-screen fixed object property |
0x60 | Optional on-screen fixed object properties | |
0x3E00 | 0x20 | Unknown property |
0x20 | Optional unknown properties |
On-screen component properties
All on-screen properties set the visible components on the crane instance. Each component can be set more than once with different properties.
In case of prizes, this allows the player to get a prize more than once.
Except for the index, all of the properties are saved as float32 values.
Offset | Size | Description |
---|---|---|
0x0 | 0x4 | Component index |
0x4 | 0x4 | Width scale |
0x8 | 0x4 | Height scale |
0xC | 0x4 | Component rotation (clockwise) |
0x10 | 0x4 | Width position (zero means left) |
0x14 | 0x4 | Height position (zero means top) |
0x18 | 0x48 | Unknown properties |
The position is calculated using the 3DS screen as a reference (400x240).
Attachment (atb)
An attachment file stores the data of an immovable object and its image.
Offset | Size | Description |
---|---|---|
0x0 | 0x4 | Header magic (ATBS) |
0x4 | 0x4 | File version (0x3) |
0x8 | 0x4 | File length |
0xC | 0x4 | Start address of header data (starts at name) |
0x10 | 0x4 | End address of header data |
0x14 | 0x4 | Start address of image |
0x18 | 0x4 | End address of image |
0x1C | 0x4 | Start address of A8 data |
0x20 | 0x4 | End address of A8 data |
0x24 | 0x4 | Start address of collision floating points |
0x28 | 0x4 | End address of collision floating points |
0x2C | 0x30 | Attachment name |
0x5C | 0x4 | Image width |
0x60 | 0x4 | Image height |
0x64 | 0x1C | Padding |
0x80 | w * h | ETC1A4 image of attachment |
0x80 + (w * h) | w * h | A8 data of previous image |
0x80 + 2 * (w * h) | Collision floating points |
Crane Icon (icb)
A crane icon file stores the icon of a set (crane instance).
Offset | Size | Description |
---|---|---|
0x0 | 0x4 | Header magic (ICBS) |
0x4 | 0x4 | File version (0x3) |
0x8 | 0x4 | File length |
0xC | 0x4 | Start address of header data (starts at name) |
0x10 | 0x4 | End address of header data |
0x14 | 0x4 | Start address of image |
0x18 | 0x4 | End address of image |
0x1C | 0x30 | Crane icon name |
0x4C | 0x80 | Unknown (usually zero?) |
0xCC | 0x34 | Padding |
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) |
0x4 | 0x4 | File version (0x3) |
0x8 | 0x4 | File length |
0xC | 0x4 | Start address of header data (starts at ID) |
0x10 | 0x4 | End address of header data |
0x14 | 0x4 | Start address of display names |
0x18 | 0x4 | End address of display names |
0x1C | 0x4 | Start address of image |
0x20 | 0x4 | End address of image |
0x24 | 0x4 | Category ID |
0x28 | 0x4 | Unknown |
0x2C | 0x30 | Category name |
0x5C | 0x4 | Number of badges |
0x60 | 0x4 | Number of sets (crane instances) |
0x64 | 0x4 | Unknown |
0x68 | 0x1000 | Category display names |
0x1068 | 0x1018 | Padding |
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) |
0x4 | 0x4 | File version (0x3) |
0x8 | 0x4 | File length |
0xC | 0x4 | Start address of header data (starts at name) |
0x10 | 0x4 | End address of header data |
0x14 | 0x4 | Start address of image |
0x18 | 0x4 | End address of image |
0x1C | 0x30 | Crane name |
0x4C | 0xB4 | Padding |
0x80 | 0x10000 | 512x256 ETC1 image |
The ETC1 image has a custom layout for distributing the contents of the background.
Fixed Object (fob)
A fixed object file stores the data of the terrain and its image.
Offset | Size | Description |
---|---|---|
0x0 | 0x4 | Header magic (FOBS) |
0x4 | 0x4 | File version (0x3) |
0x8 | 0x4 | File length |
0xC | 0x4 | Start address of header data (starts at name) |
0x10 | 0x4 | End address of header data |
0x14 | 0x4 | Start address of image |
0x18 | 0x4 | End address of image |
0x1C | 0x4 | Start address of collision floating points |
0x20 | 0x4 | End address of collision floating points |
0x24 | 0x30 | Fixed object name |
0x54 | 0x4 | Image width |
0x58 | 0x4 | Image height |
0x5C | 0x24 | Padding |
0x80 | w * h | ETC1A4 image of fixed object |
0x80 + (w * h) | Collision floating points |
Prize (prb)
A prize file stores the badge data and its image.
Offset | Size | Description |
---|---|---|
0x0 | 0x4 | Header magic (PRBS) |
0x4 | 0x4 | File version (0x3) |
0x8 | 0x4 | File length? (stuck at 0x45XX) |
0xC | 0x4 | Start address of header data (starts at ID) |
0x10 | 0x4 | End address of header data |
0x14 | 0x4 | Start address of display names |
0x18 | 0x4 | End address of display names |
0x1C | 0x4 | Start address of full RGB565+A4 images (64x64 and 32x32) |
0x20 | 0x4 | End address of full RGB565+A4 images |
0x24 | 0x4 | Start address of optional images (same as 0x20 if none) |
0x28 | 0x4 | End address of optional images (same as 0x20 if none) |
0x2C | 0x4 | Start address of ETC1A4+A8 image |
0x30 | 0x4 | End address of ETC1A4+A8 image |
0x34 | 0x4 | Start address of collision floating points |
0x38 | 0x4 | End address of collision floating points? (stuck at 0x45XX) |
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 |
0xC0 | 0x10 | Unknown (always zero when 1x1 tile?) |
0xD0 | 0x4 | Full image width scale (float32) |
0xD4 | 0x4 | Full image height scale (float32) |
0xD8 | 0x8 | Unknown (always zero when 1x1 tile?) |
0xE0 | 0x1000 | Badge display names |
0x10E0 | 0x20 | Padding |
0x1100 | Image data | |
Collision floating points |
Badge 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