Nintendo Badge Arcade/PrizeCollection

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Overview[edit]

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[edit]

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)[edit]

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 crane instance properties
0x28 0x4 End address of crane instance properties
0x2C 0x4 Crane instance ID
0x30 0x30 Crane Instance name
0x60 0x30 Crane name
0x90 0x30 Crane Icon name
0xC0 0x4 Crane availability
0xC4 0x4 Unknown (usually 0x3?)
0xC8 0xC Crane color
0xD4 0x4 Crane type
0xD8 0x8 Unknown (usually zero?)
0xE0 0x4 Number of prizes
0xE4 0x4 Number of attachments
0xE8 0x4 Number of fixed objects
0xEC 0x4 Number of on-machine prizes
0xF0 0x4 Number of on-collection prizes
0xF4 0x4 Number of on-machine attachments
0xF8 0x4 Number of on-machine fixed objects
0xFC 0x4 Number of attachment badges
0x100 0x1000 Display names
0x1100 0xB40 Component names
0x1C40 0x2440 Crane instance properties

Crane availability[edit]

This section defines where a machine is available to be used.

Value Crane availability
0x0 Available on crane game
0x1 Unknown
0x2 Available on tutorial crane

Crane color[edit]

This section defines the color of a crane. The color is set with three float32 values with a range from 0 to 1 corresponding to RGB values.

Offset Size Description
0xC8 0x4 Crane red color
0xCC 0x4 Crane green color
0xD0 0x4 Crane blue color

Crane type[edit]

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[edit]

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)

Crane Instance Properties[edit]

This section has the properties of all the components (prizes, attachments and fixed objects) and defines how many of them are used within a set.

Offset Size Description
0x1C40 0x60 On-machine prize property
0x60 Optional on-machine prize properties
0x23C0 0x60 On-collection prize property
0x60 Optional on-collection prize properties
0x2F00 0x60 On-machine attachment property
0x60 Optional on-machine attachment properties
0x3680 0x60 On-machine fixed object property
0x60 Optional on-machine fixed object properties
0x3E00 0x20 Attachment badge property
0x20 Optional attachment badge properties

Component properties[edit]

All component-related properties set the visible components on the crane instance or the collection. 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 or repeat it inside the collection.

Unless stated otherwise, all of the properties are saved as float32 values.

Offset Size Description
0x0 0x4 Component index (u32)
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 0x4 Unknown property (usually around 0.2?)
0x1C 0x4 Unknown property
0x20 0x4 Unknown property (usually 0.5?)
0x24 0x4 Unknown property (linked with 0x28?)
0x28 0x4 Unknown property (linked with 0x24?)
0x2C 0x4 Component gravity at start (0x0 = gravity, 0x1 = no gravity)
0x30 0x30 Unknown properties

The position is calculated using the 3DS screen as a reference (400x240).

Attachment badge properties[edit]

This property sets the union of a badge with an attachment.

Offset Size Description
0x0 0x4 Unknown (usually zero?)
0x4 0x4 Unknown (usually 1?)
0x8 0x4 Unknown
0xC 0x4 Index of attachment selected
0x10 0x4 Index of badge selected
0x14 0x4 Width position of attachment (float32)
0x18 0x4 Height position of attachment (float32)
0x1C 0x4 Unknown (usually zero?)

Attachment (atb)[edit]

An attachment file stores the data of an object with badges attached 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 data
0x28 0x4 End address of collision data
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 data

Crane Icon (icb)[edit]

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 (ORed with 0x80?)
0x14 0x4 Start address of image
0x18 0x4 End address of image
0x1C 0x30 Crane icon name
0x4C 0xB4 Padding
0x100 0x2000 64x64 RGB565 image

Category (cab)[edit]

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 (related to category ID?)
0x68 0x1000 Category display names
0x1068 0x1018 Padding
0x2080 0x2000 64x64 RGB565 image of category

Crane (crb)[edit]

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 0x34 Padding
0x80 0x10000 512x256 ETC1 image

The ETC1 image has a custom layout for distributing the contents of the background:

  • Pink (400x240): background image
  • Purple: unused
  • Red (14x256): crane overlay
  • Dark red: unused

Crane image layout.png

Fixed Object (fob)[edit]

A fixed object file stores the data of an immovable object 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 data
0x20 0x4 End address of collision data
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 data

Prize (prb)[edit]

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, but correct value works)
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 data
0x38 0x4 End address of collision data (stuck at 0x45XX, but correct value works)
0x3C 0x4 Badge ID
0x40 0x4 Unknown. Same as value in offset 0x0 in BadgeIdentifier
0x44 0x30 Badge file name
0x74 0x30 Badge category
0xA4 0x8 Title ID it opens (0xFFFFFFFF if none)
0xAC 0x4 Same as 0x40?
0xB0 0x4 Unknown (signed int)
0xB4 0x4 Unknown (signed int)
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 data

Badge image data[edit]

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 if badge is 1x1)
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 (used in badge selector in Home Menu if badge is not 1x1)
0x200 A4 data
0x4000 128x128 ETC1A4 image (used in game)
0x4000 A8 data

Language Names[edit]

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:

  1. Japanese
  2. English
  3. French
  4. German
  5. Italian
  6. Spanish
  7. Chinese (simple)
  8. Korean
  9. Dutch
  10. Portuguese
  11. Russian
  12. Chinese (traditional)
  13. Unknown
  14. Unknown
  15. Unknown
  16. Unknown

Collision data[edit]

The collision of an object is defined by a set of polygons combined together.

The polygons are represented using the vertices of each polygon, and those vertices are represented using their coordinates according to the in game image resolution.

Offset Size Description
0x0 0x4 Number of polygons
0x4 0x44 Polygon data
0x44 Additional polygons data

Polygon data[edit]

The data of a polygon starts with the number of vertices. The coordinates of each vertice are then stored as float32 values on an allocated 0x40 byte section.

The vertices can't be next to each other, there is a 2 pixel circular restricted area around each vertice. If the coordinates don't fill the 0x40 byte section, the remaining data is set to null bytes.

Offset Size Description
0x0 0x4 Number of vertices
0x4 0x4 X coordinate of vertice
0x8 0x4 Y coordinate of vertice
0x4 X coordinate of additional vertices
0x4 Y coordinate of additional vertices