Overview
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
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>
Prize (prb)
A prize file stores the badge data and its image.
Offset
|
Size
|
Description
|
0x0
|
0x4
|
Header magic (PRBS)
|
0x3C
|
0x4
|
Badge ID
|
0x44
|
?
|
Badge name
|
0x74
|
?
|
Name of category it belongs
|
0xA4
|
0x8
|
Title ID it opens
|
0xB8
|
0x4
|
Tile width
|
0xBC
|
0x4
|
Tile height
|
If the tile size is 1x1:
Offset
|
Size
|
Description
|
0x1100
|
0x2000
|
64x64 RGB565 image (used in Home Menu)
|
0x3100
|
0x800
|
64x64 A4 data of previous image
|
0x3900
|
0x800
|
32x32 RGB565 image (used in badge selector in Home Menu)
|
0x4100
|
0x200
|
32x32 A4 data of previous image
|
0x4300
|
0x4000
|
128x128 ETC1A4 image (used ingame)
|
0x8300
|
0x4000
|
128x128 A8 data of previous image
|
If the tile size is anything other than 1x1:
Offset
|
Size
|
Description
|
0x1100
|
0x2000
|
64x64 RGB565 image of full tile
|
0x3100
|
0x800
|
64x64 A4 data of previous image
|
0x3900
|
0x800
|
32x32 RGB565 image of full tile
|
0x4100
|
0x200
|
32x32 A4 data of previous image
|
...
|
0x2000
|
64x64 RGB565 image of each tile
|
...
|
0x800
|
64x64 A4 data of previous image
|
...
|
0x800
|
32x32 RGB565 image of each tile
|
...
|
0x200
|
32x32 A4 data of previous image
|
...
|
0x4000
|
128x128 ETC1A4 image (used ingame)
|
...
|
0x4000
|
128x128 A8 data of previous image
|