The current URL is datacrystal.tcrf.net.
THE iDOLM@STER/Notes: Difference between revisions
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(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 || | | 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 | ||
| 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)
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?
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.
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 |
Internal Data for THE iDOLM@STER
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