CBMD: Difference between revisions
| mNo edit summary |  Moved the BCWAV info from the BCWAV page to here. (As it only applies to BCWAVs found in banners.) | ||
| (5 intermediate revisions by 4 users not shown) | |||
| Line 3: | Line 3: | ||
| This page describes the format used for banners' models. These are stored in [[NCCH#CXI|CXI]] ExeFS:/banner and optionally in [[extdata]] exbanner. | This page describes the format used for banners' models. These are stored in [[NCCH#CXI|CXI]] ExeFS:/banner and optionally in [[extdata]] exbanner. | ||
| CBMD is a container file for CGFX blocks. This is used for banners of titles you see in the home menu. BNR used for the app banners in the CXI/exbanner is the same as CBMD with CWAV at the end. | CBMD is a container file for [[CGFX]] blocks. This is used for banners of titles you see in the home menu. BNR used for the app banners in the CXI/exbanner is the same as CBMD with CWAV at the end. | ||
| == CBMD Header == | == CBMD Header == | ||
| Line 22: | Line 22: | ||
| | 0x8 | | 0x8 | ||
| | 0x4 | | 0x4 | ||
| | Offset for common CGFX | | Offset for common [[CGFX]] | ||
| |- | |- | ||
| | 0xc | | 0xc | ||
| | 0x34 | | 0x34 | ||
| | Optional offsets for region/language specific CGFX | | Optional offsets for region/language specific [[CGFX]] | ||
| |- | |- | ||
| | 0x40 | | 0x40 | ||
| Line 34: | Line 34: | ||
| | 0x84 | | 0x84 | ||
| | 0x4 | | 0x4 | ||
| |  | | [[BCWAV]] offset | ||
| |} | |} | ||
| The common CGFX is used if the CGFX offset for the system region/language is zero. Those optional offsets can be used in extdata exbanner, but separate CBMD banner files for each region/language can be used as well. | The common [[CGFX]] is used if the CGFX offset for the system region/language is zero. Those optional offsets can be used in extdata exbanner, but separate CBMD banner files for each region/language can be used as well. | ||
| === Indexes for CGFX offset array === | === Indexes for CGFX offset array === | ||
| Line 87: | Line 87: | ||
| == CGFX == | == CGFX == | ||
| CGFX are compressed using LZ11. For CXI banner CGFX, the decompressed size must be no larger than 0x80000. | [[CGFX]] are compressed using LZ11. For CXI banner CGFX, the decompressed size must be no larger than 0x80000. | ||
| Graphics containers. Contains: 3D Models, Shaders, Objects, Materials, Textures, etc. | Graphics containers. Contains: 3D Models, Shaders, Objects, Materials, Textures, etc. See [[CGFX]] for more information. | ||
| == BCWAV == | |||
| The included [[BCWAV]] total channels must be 2, and the length of the audio must be 3 seconds or less, otherwise the sound will play incorrectly (beeping/clicking) or the model may fail to load. | |||
Latest revision as of 13:33, 20 December 2020
CBMD - CTR Banner Model Data
This page describes the format used for banners' models. These are stored in CXI ExeFS:/banner and optionally in extdata exbanner. CBMD is a container file for CGFX blocks. This is used for banners of titles you see in the home menu. BNR used for the app banners in the CXI/exbanner is the same as CBMD with CWAV at the end.
CBMD Header
| Offset | Length | Description | 
|---|---|---|
| 0x0 | 0x4 | Magic "CBMD" | 
| 0x4 | 0x4 | Zero | 
| 0x8 | 0x4 | Offset for common CGFX | 
| 0xc | 0x34 | Optional offsets for region/language specific CGFX | 
| 0x40 | 0x44 | Padding? | 
| 0x84 | 0x4 | BCWAV offset | 
The common CGFX is used if the CGFX offset for the system region/language is zero. Those optional offsets can be used in extdata exbanner, but separate CBMD banner files for each region/language can be used as well.
Indexes for CGFX offset array
| Index | Description | 
|---|---|
| 0 | EUR-English | 
| 1 | EUR-French | 
| 2 | EUR-German | 
| 3 | EUR-Italian | 
| 4 | EUR-Spanish | 
| 5 | EUR-Dutch | 
| 6 | EUR-Portuguese | 
| 7 | EUR-Russian | 
| 8 | JPN-Japanese | 
| 9 | USA-English | 
| 10 | USA-French | 
| 11 | USA-Spanish | 
| 12 | USA-Portuguese | 
CGFX
CGFX are compressed using LZ11. For CXI banner CGFX, the decompressed size must be no larger than 0x80000.
Graphics containers. Contains: 3D Models, Shaders, Objects, Materials, Textures, etc. See CGFX for more information.
BCWAV
The included BCWAV total channels must be 2, and the length of the audio must be 3 seconds or less, otherwise the sound will play incorrectly (beeping/clicking) or the model may fail to load.