THE iDOLM@STER/Notes: Difference between revisions

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(Update NSH research)
(Update NSH research. Experimenting with new table format for more easily keeping track of offsets)
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|+ NSH Format
|+ NSH Format
|-
|-
! Entry !! Size !! Description
! Offset !! Entry !! Size !! Description
|-
|-
| Magic || 0x4 || "NSXR"
| 0x0 || Magic || 0x4 || "NSXR"
|-
|-
| File size || 0x4 || Size of the entire NSH
| 0x4 || File size || 0x4 || Size of the entire NSH
|-
|-
| Number of Shaders in archive? || 0x1? ||  
| 0x8 || Number of Shaders in archive? || 0x1? ||  
|-
|-
| Constant data?  Number of combined VS/PS? || 0x7? || '''0x00 0x00 0x01 0x00 0x00 0x00 0x00'''
| 0x9 || Constant data?  Number of combined VS/PS? || 0x7? || '''0x00 0x00 0x01 0x00 0x00 0x00 0x00'''
|-
|-
| Unknown Header/Padding || 0x10 ||
| 0x10 || Unknown Header/Padding || 0x10 ||
|-
|-
| Unknown || 0x18 || Unknown header/DXBC
| 0x20 || Unknown || 0x18 || Unknown header/DXBC
|-
|-
| Size of DXBC/ucode? || 0x4 || Always equal to total file size - 32 byte NSH header
| 0x38 || Size of DXBC/ucode? || 0x4 || Always equal to total file size - 32 byte NSH header
|-
|-
| Unknown || 0x44 || Unknown header/DXBC
| 0x3C || Unknown || 0x44 || Unknown header/DXBC
|-
|-
| Offset Table || 0x30 || Offsets from start of DXBC to various sections of DXBC
| 0x80 || Offset Table || 0x80 (0x10 per entry) || Offsets from start of DXBC to various sections of DXBC
Each entry is composed of a DWORD offset from end of NSH header (ex - 0xE0 points to 0x100), an unknown DWORD, a length DWORD and a second unknown DWORD
 
Currently known entries are Vertex Shaders, Pixel Shaders, Vertex Shader Globals and Pixel Shader Globals
|-
|-
| Unknown || 0x50 || Could be zero/empty entries in above table
| 0x100 || Shader ucode || Varies || Compiled with XDK 4025.  See [[Xbox 360/Hardware information/Xenos (GPU)]] for more info
|-
| Shader ucode || Varies || Compiled with XDK 4025.  See [[Xbox 360/Hardware information/Xenos (GPU)]] for more info
|}
|}


{{Internal Data}}
{{Internal Data}}

Revision as of 20:39, 31 July 2024

Abbreviations

Idols

Abbreviation Full Text Notes
ami Ami Futami
azu Azusa Miura
chi Chihaya Kisaragi
har Haruka Amami
ior Iori Minase
mak Makoto Kikuchi
mam Mami Futami
mik Miki Hoshii
mis Miki Hoshii (awakened) "MIki Special"
rit Ritsuko Akizuki
yay Yayoi Takatsuki
yuk Yukiho Hagiwara

Songs

Abbreviation Full Text Notes
age Agent Yoru o Yuku
aoi Aoi Tori
fir First Stage
gmw Go My Way!
hwg Here We Go!!
mah Mahou o Kakete!
mas Massugu
mbf My Best Friend
oha Ohayou!! Asagohan
omo Omoide o Arigatou
pm9 9:02pm
pos Positive!
rel relations
tai Taiyou no Jealousy
tim THE IDOLM@STER
wat Watashi wa Idol♥

Scratchpad Filesystem

BNA archives store files in folders that do not exist on the ROM.

For example, /root/bg3d/b3d_audition_a1_ill_wat.bna exctracts a file into the folder /root/bg3d/audition_a1/ but does not create this folder itself. /root/bg3d/audition_a1.bna does create this folder, indicating something in memory is keeping track of files.

File Formats Under Research

BXR Files (Bandai? Xbox? Resources)

BXR Format
Entry Size Notes
Magic Header 0x4 "BXR0"
Unknown Data? Varies with number of resources cataloged Bulk of research to be done here
Resource Listing Varies with number of resources cataloged Plaintext, separated with 0x00

AIX Files (Audio? I???? X????)

Criware proprietary audio format. Seems to be an archive?

AIX Files
Entry Size Notes
Magic Header 0x4 "AIXF"
Metadata Header? 0x43? Some kind of metadata for the file as a whole?
Subfiles Metadata Table 0x17B3 Table of data for subfiles. Each entry 0x10 bytes. If less than 0x17B files, remaining entries are zero filled.
Subfiles Headers? 0x6A per subfile "(c)CRIAIXP" + [HEADER DATA] + 0xFF 0xFF 0xFF 0xFF
Subfile Data Varies
Zero Filled Footer? ???? Unsure if part of final subfile or AIX

NSH (Namco SHader)

"Stored" in /root/effect/ scratchpad file system, found in /root/initialTemp/initialTemp.bna. Appears to be mostly SM 3.0 DXBC.

NSH Format
Offset Entry Size Description
0x0 Magic 0x4 "NSXR"
0x4 File size 0x4 Size of the entire NSH
0x8 Number of Shaders in archive? 0x1?
0x9 Constant data? Number of combined VS/PS? 0x7? 0x00 0x00 0x01 0x00 0x00 0x00 0x00
0x10 Unknown Header/Padding 0x10
0x20 Unknown 0x18 Unknown header/DXBC
0x38 Size of DXBC/ucode? 0x4 Always equal to total file size - 32 byte NSH header
0x3C Unknown 0x44 Unknown header/DXBC
0x80 Offset Table 0x80 (0x10 per entry) Offsets from start of DXBC to various sections of DXBC

Each entry is composed of a DWORD offset from end of NSH header (ex - 0xE0 points to 0x100), an unknown DWORD, a length DWORD and a second unknown DWORD

Currently known entries are Vertex Shaders, Pixel Shaders, Vertex Shader Globals and Pixel Shader Globals

0x100 Shader ucode Varies Compiled with XDK 4025. See Xbox 360/Hardware information/Xenos (GPU) for more info