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format notes.txt
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format notes.txt
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romfs/
- allpac{,hd}ml <- MRG archive containing chapter title images (and some MZP archives with unknown content)
- allscr.mrg <- MZP archive containing game script
- 0 <- names of the script files (32-byte chunks, zero padded
- 1 <- MZP archive containing label offsets for scripts (index is script index)
- 2 <- MZP archive with unknown (empty?) content
- 3... <- MXZ compressed script text. 3 corresponds with script index 0 in names and label offsets
- commands:
- _RTM_() returns to previous
- _IF__(var, op, val, label) conditionally jumps to a label
- _ZYxxxxx(label) marks a label
- _SCH2(?,img,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?) displays an images
- _END_() marks the end of the script
- _JUMP(number) jumps to a different script
- for script ID 1, this seems to be encoded as 201?
- _WKST(var,op,val) performs an operation on a variable
- op = "eq" stores val to the var
- _ZZxxxxx() marks the start of the script?
- _ZZxxxxx(name) marks the start label of the script?
- _ZMxxxxx(textspec) displays text (textspec has odd grammar, but $xxxxxx refers to the index of the text in script_text)
- allui <- MRG archive containing UI graphics
- jallpac{,hd} <- MRG archive containing graphics for the game
- NXZ files are in fact BNTX images
- parts <- MRG archive containing startup messages (TM logo, JP warning text. This might not actually be used in the Switch release.)
- script_text.mrg <- MZP archive containing script text
- the sections come in pairs here
- the first section in each pair is a list of 4-byte begin and end offsets for each line of text
- the second section contains the actual text
- the languages are in the following order:
- JP
- EN
- ZH
- ZH2
- KO
- the null language just has U+3000 as each line of text
- witch.bfsar <- BFSAR archive containing audio (https://mk8.tockdom.com/wiki/BFSAR_(File_Format))
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